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Found 43 results

  1. Chapter 47: The Photo Tour 03

    IMPERIAL DOCKYARDS: CUXHAVEN By: Dreadnought & AP Chapter 47: THE PHOTO TOUR 03 THE WEST LOCH – Part 03 In this chapter we will explore the Repair Docks in the West Loch. While major work requiring heavy lift capacity, or dry docks, could only be carried out in the Neu Hafen, it was deemed expedient to provide workshops, machine shops, and a foundry to accommodate the day-to-day maintenance needs that could be handled by the crews. This image presents an overview of the larger area of the Repair Dock. At the water’s edge are the docks themselves, and just behind are two large warehouses and the rail line supplying them. Beyond that are the foundry and workshops supporting the machinists and mechanics. SMS Blucher (English spelling) is moored at the repair dock. She is the last armored cruiser commissioned into the Kaiserliche Marine. Fresh off her fourth day of sea trials, the mechanics are “tinkering” with her triple-expansion engines. This was a time before mass-produced, inter-changeable parts existed. Each engine was hand-crafted. Though built to a basic template, no two were alike. During the “running-in” period, some engines required extensive “tinkering” to get them to run smoothly. But once “broken-in”, German engines were extremely reliable. The highly detailed model of Blucher is courtesy of @AP. “AP’s” superb model of Blucher is historically accurate and has been constructed in his usual intricate level of detail. The barge crane has been moored alongside Blucher, abreast of “E” turret. When the main battery turret’s mechanical operation was tested, a fault was detected in the elevating mechanism. Repairs will require the armored roof to be lifted off and it may be necessary to remove the gun tubes to repair the hydraulic elevating assembly beneath. The barge is borrowed from “PEG’s Bubba’s Bulk & Barge” lot. The metal shed on the barge is one of the old Maxis “Dirty Industrial” props. The crates and large barrels on the barge were taken from “SimCoug’s Historic Harbors Series”, and the sailors are, of course, by “AP”. The crane was borrowed from the “PEG SNM Dry Dock” lot and modified for steam. The dockside cranes are by “AP”. The white steam tugs were “gifted” by “WofZe”. The ship was “plopped” individually, while the barge and tugs were created as a single lot. They are arranged to be used with any ship. The light cruisers SMS Dresden and Emden (moored inboard) are tied-up at the Repair Dock undergoing engine overhaul pending departure to join the German East Asiatic Squadron. (Both ships spent the bulk of their careers in the Far East). The cruiser models were provided courtesy of @Barroco Hispano. The docks were re-lotted from the “PEG SNM Battleship Pier” and modified with “WMP Seawalls” placed along the front. The “WMP” caissons resemble wooden docks found in photos of the Brooklyn Navy Yard, circa 1929. To the left are two Odin Class diagonal tugboat models “nested” along the “NBVC Seawalls”. The diagonal tugs were scratch-built by “AP”. The Dresden Class cruisers were commissioned in 1908 and 1909, and though they were not as sophisticated as ships commissioned a decade later, they had already assumed the basic characteristics of all German light cruisers through 1918. There is a wealth of detail in these models provided by “Barroco Hispano” and they are well worth a close examination. The detailed dockside cranes are the always excellent work of “AP”. This is a detail shot of the docks and the warehouses that serve them. The warehouses were taken from the “PEG Seaport Series”. I wanted a long row of warehouses along the docks, so I duplicated the warehouse and joined two of them together to make one long building. As you can see here, I have populated the scene with dozens of props, hundreds of people, and a wide variety of activity. A scene without people looks horribly “sterile”. And busy harbors should be full of busy people. In a previous scene, you saw SMS Blucher at the Repair Dock for mechanical adjustments during her “Trial Period”. In this scene, the Admiral commanding Scouting Forces (presumably Hipper) is arriving to make a formal inspection tour of the new armored cruiser, and doubtless, will enjoy luncheon with the ship’s officers. You can see the large formation of sailors at the center of the picture. Two side parties have been mustered to “deliver the salute” as the Admiral’s party arrives. The “ceremonial Kisbee” is displayed in the center at the base of the two side parties. Behind that Blucher’s Kapitan stands in front of the large formation to formally greet the Admiral and his staff. This shot gives you a good look at the “ceremonial Kisbee” (by AP) with two sailors standing alongside at “parade rest”. No navy would be complete without some sort of ceremony – especially the Wilhelmine Navy – and this was about the best we could do. We never figured out how to make such a small figure with the flamboyant look of the Kaiser – so we settled on an Admiral. You will notice the small anchor maintenance yard just to the left of the formation. Here is an overview of the rear of the warehouses – the “cargo line”. This is where the trains are unloaded, goods sorted, and then moved into the warehouses for storage and distribution. The scene is crowded and cluttered with a dozen different things going on at the same time. The props are not quite what I wanted – but they were the closest thing I could get. The object was, after all, to re-purpose as many existing props and buildings as possible. In this detail shot, the locomotive unloading cargo is the “PEG Steam Tank Engine”, while the individual rail cars were pulled out of the Maxis Lot Editor’s “prop-box”. Unfortunately, I have no idea where they originated. I did modify the locomotive for steam. As you can see, the “cargo pad” is crowded and a beehive of activity. This image gives you a good view of the dockside cargo cranes. These particular cranes are very versatile and can be used in a variety of applications. They are taken from the “PEG SNM Dry Dock” lot, and are very similar to “medium lift capacity” cranes found in several US Navy dockyards in the mid-1930’s (notably Brooklyn and Philadelphia). Here is an overview of the right end of the industrial zone behind the docks and warehouses. At the extreme end of the line is the Chemical Storage building. Many of the chemicals used in the manufacturing and maintenance processes are solvents and other compounds, which are dangerously flammable, and they are required to be stored separately to reduce the fire hazard. The building was re-lotted on the smallest possible base and then the surrounding area was filled in with custom-made modular 1x1 lots designed to be used in a variety of different situations. Another view of the Chemical Storage Building. On this side of the facility, work details are loading two trucks with barrels of heavy-weight oil and solvents for use in the tempering process in the Foundry Shop. The building is another of the Maxis “Dirty Industry” props. These are the Cordage Warehouses. The long, narrow warehouse is what was known as a “ropewalk” – the workshop where hemp fibers were twisted into ropes of varying thickness. The standard length of a hawser, sometimes referred to as a “cable”, was established by the Royal Navy as 1,000 feet. In Nelson’s day, the average three-decker ship-of-the-line required 31 miles of ropes, cordage, and hawsers. When canvas and rigging gave way to steam engines, the need for rope did not diminish. Every dreadnought still used a good deal of rope, though some of the lines were replaced by steel cables. Several towing hawsers were standard equipment aboard every warship, and there was no substitute for a good hemp hawser when it came to mooring lines. Both warehouse types shown on this lot are from “Nob’s 1905 Naval Series”. The red-roofed warehouse on the left is for hawser storage. Working parties can be seen inspecting long lengths of rope before other sailors coil the ropes for storage. These buildings are, of course, smaller than the actual facilities – purely for game purposes. In reality, hawsers might have been stored in a warehouse twice or three times as big – while even modern ropewalk buildings measure 1,000 feet or more. (A small footnote: Every naval power worth its salt possessed ropewalks – the largest one in Wilhelmine Germany was in Hamburg. Long since moved to a modern facility in Kiel, the old neighborhood was rebuilt after WW II to become the most famous – shall we say “amusement” district -- in the world: “The Reeperbahn” (German for “ropewalk”.) This is the rear of the Cordage Warehouses, an officer has come with a truck to draw supplies from the warehouse and sailors are loading the boxes onto a truck. Again, the area around the original warehouse lot has been filled in with custom 1x1 modular lots and “IRM Industrial” fillers. This is a small Machine Shop where basic repair parts can be fabricated, parts from the foundry can be machined and finished, or small pieces of equipment might be brought for repair. Inside they have lathes, drills, punch machines, grinding wheels, etc, etc, -- everything that might be used to finish a hand-forged metal part. This is another Maxis “Dirty Industry” building. On the left end of the Industrial Zone you have the heavy industry – a small smelting furnace, a forging and hammering shop for small metal parts, braces, and even mild steel plates. On the left end the large warehouse-like building is a “form loft” – where full scale templates are laid out and metal is hydraulically bent to fit curves or right angles. One end of the large red brick building is a “punch shop” for plates and parts requiring overhead lifts. Basically, anything not requiring a dry dock, or heavy lift cranes, can be repaired, custom-forged, or scratch-built in these shops. The “Union Crane & Shovel” was borrowed from “Simmer2”, as were the two “Middlefort Pottery” buildings – and modified with external props and additional smoke from their chimneys. The large red brick factory is the “Morgankirk Organ Works”. I do not have the expertise to remove their signage, but they all have the basic appearance of early 1900 factories. Another view of the factories showing the great clouds of smoke rising from their chimneys. The fencing and entrance gates along the edge of the woodlands are from the “NBVC Modular Seaport”. These are, for the most part, 1x1 modular pieces that are very flexible and come in handy for many things. Another view showing how modular 1x1 pieces were used to create a truck-loading scene to fill the gap between buildings. These pieces are set up so that they can be used in a wide range of scenarios. (Modular pieces created to specific scenes, that cannot be used in many other situations, should be avoided. They will fill your Plugins Folder with hundreds of single-use lots.) 023__ One last shot showing you how the docks, warehouse line, and industrial zones are all tied together. Now for some terrain shots for you tree-huggers out there. This is the main rail line running northeast to connect the West Loch with the Neu Hafen. On the right side of the tracks, the terrain has gone from semi-open areas cut by a ravine, to heavily forested areas with earthen slopes and small hills. In the upper right you can see a small hill with a stony slope and a semi-earthen summit dotted with a few trees. The “grayish” areas in the upper center are slopes sprinkled with a bit of MMP vegetation. On the left side of the tracks, you see a low ridge of sand hills following the rail line to the northeast. These sand hills have a little more vegetation on them because they are mixing in with heavy forest areas. The terrain opens up to more cleared areas as it approaches the back side of the Neu Hafen area. In the lower left, you can see a portion of heavy forest intruding into the sand hills. You will note – you can actually see the individual trees. These are custom-made 1x1 modular tree fillers. Each one is designed with a variety of tree shapes, sizes, heights, and colors. Each one can be rotated before “plopping” to present a different view (angle) of the individual tree lot, and there are about 25 heavy forest lots – with additional tree filler lots for other specific purposes. Just doing a little very poor math, this provides about 500 different combinations. With this arrangement, you would have to work very hard to be repetitive. AND – it in no way resembles a massive green carpet. I absolutely abhor “green blanket” forests totally lacking in “tree character”. And let me say that it is almost entirely due to the Herculean and splendid efforts of @Girafe that I am able to enjoy my forests. This is the lower end of the sand dunes. I contour hills and sand dunes using the “plop highway” method, which allows me to create unique and irregular features in the terrain elevation. I then use the “God Mode” tools (in varying sizes) to round and smooth the sharp edges. This produces almost perfect sand dunes and sand hills with interesting valleys and ravines. The MMP work here includes “Girafe” “Seasonal Berries” for brown scrub bushes, single trees plopped sparingly, a stand of dead trees, and “small straw” doubling as dune grass. “Girafe” Narcissus is used as a ground cover among the dunes, and is also excellent for blending the transition from sandy dunes to a forested area. My custom-made 1x1 tree filler lots are brought close to the edge of the sandy area and then tied together with MMP work to give the tree line an irregular look. This is another sandy area along the railroad tracks. This view shows the dunes as a sandy ridge line of irregular shape. Careful use of MMP’s will accentuate the shape of the sand hills and dunes, while too much MMP placement will obscure the natural shape of the terrain. Note the open area on the left of the picture. This is a diagonal rail line and subject to the horrible looking “saw-tooth” lines created by the track base. It is next to impossible to cover such lines with MMP work, so I created eight different 1x1 Tree Filler lots with overhanging trees to cover the ugly spots. If your wondering about the overhead lights – I would not put those on tracks out in the middle of nowhere. But since these are on a naval reservation, they seemed appropriate. This last shot shows the main rail line running across the rear area of the New Hafen – this one serving the coaling facilities. That’s the elevated “SFBT Koblenz Signal Box” built for the purpose of controlling the extensive rail traffic going in and out of the coal storage complex. The large stand of trees in the center of the picture is an old 1x1 “Paeng” tree filler lot (...can’t remember the proper name…) featuring mostly large fur trees. I use these in my large forested areas, and I always like to plop a few in open areas like this one – huge trees growing there for no apparent reason. One of my little “qwerks”. It has been blended in with MMP work, making it impossible to tell where the lot edges are. And on that note – I bid you adieu…... NEXT TIME…… CUXHAVEN: THE PHOTO TOUR 04 MANY THANKS to @Barroco Hispano for his beautiful warship models. SPECIAL THANKS to my friend and partner, @AP, for his talents, meticulous models, colorful imagination, and extreme dedication. If you enjoyed anything – please punch the “like” button so WE will know. A comment would be even more informative. Comments and critiques requested and gratefully accepted. All questions answered promptly to the best of our ability. THANK YOU for your visit! You may wish to visit these CJ’s as well…… SERIES I: IMPERIAL DOCKYARDS: WILHELMSHAVEN SERIES II: IMPERIAL DOCKYARDS: CUXHAVEN Appearing – Work In Publication SERIES III: IMPERIAL DOCKYARDS: BREMERHAVEN Appearing -- ??? And please feel free to drop in at… THE SIMTROPOLIS SHIPYARD https://community.simtropolis.com/forums/topic/761469-simtropolis-shipyard/?tab=comments#comment-1766496
  2. Version 1.0.0

    641 Downloads

    Some regional trucking carriers and distribution centers to add realism to your industrial areas. Most industrial areas aren't covered in smokestacks anymore, especially in service-based economies, but, rather, they are covered in distribution centers shipping things made from other countries. I split this first set in half because of the 100MB limit for uploads. This covers quite a few of the top American logistics companies, and considering how much land there is to cover in the US, these companies are quite important for the American landscape, as well as quite profitable. A distribution center set for retailers is coming soon, as well as one focusing on more international companies. All are plops that are 6x12 or 7x12 landmarks. If you want to convert these to industrials with jobs, be my guest. The List: Knight-Swift/US Express/AAA Cooper/Barr-Nunn Landstar Linfox Lynden Marten NFI Old Dominion Paschall Pitt-Ohio Prime R&L Carriers Restaurant Depot Roehl RUAN Saia Schneider Smith Transport Sysco TForce/TFI US Foods Ward Werner Western Express Xtra Lease Yellow/Roadway (RIP) Dependencies AGC Environment DLC AGC Automobile DLC AngryMozart Trucks and Trailers Prop Pack BSC Common Dependencies - Cycledogg Texture Pack Vol 1 HD North American Semi Truck Cabs Vol.1 by MushyMushy HD North American 40ft Semi Trailers Vol.1 by MushyMushy HD North American 53ft Semi Trailers Vol.1 by MushyMushy PC Mega Prop Pack 1 PC Mega Prop Pack 2 PC Mega Prop Pack 3 PC Mega Prop Pack 4 SHK Parking Pack SuperSHK MEGA Parking Textures 1.0.1 SuperSHK + FA3 Parking Textures RR Mega Prop Pack 1 RR Mega Prop Pack 2 SM2 Mega Prop Pack Vol 1 SM2 Mega Prop Pack Vol 2 BSC - VIP Girafe Trees/Shrubs
  3. Version 1.0.0

    680 Downloads

    Some regional trucking carriers and distribution centers to add realism to your industrial areas. Most industrial areas aren't covered in smokestacks anymore, especially in service-based economies, but, rather, they are covered in distribution centers shipping things made from other countries. I split this first set in half because of the 100MB limit for uploads. This covers quite a few of the top American logistics companies, and considering how much land there is to cover in the US, these companies are quite important for the American landscape, as well as quite profitable. A distribution center set for retailers is coming soon, as well as one focusing on more international companies. All are plops that are 6x12 or 7x12 landmarks. If you want to convert these to industrials with jobs, be my guest. The List: A Duie Pyle Arcbest/ABF/CalArk Averitt Bimbo Bakeries Buchanan (fictional, for my own region) Celadon Central Transport Con-Way Covenant Cowan CR England Crete/Shaffer/Sunflower CRST Dart Dayton Freight Estes Forward Air Frito-Lay Gordon Foodservice Heartland Hirschbach Hogan Hub Group JB Hunt Dependencies AGC Environment DLC AGC Automobile DLC AngryMozart Trucks and Trailers Prop Pack BSC Common Dependencies Pack - Cycledogg Textures Vol 1 HD North American Semi Truck Cabs Vol.1 by MushyMushy HD North American 40ft Semi Trailers Vol.1 by MushyMushy HD North American 53ft Semi Trailers Vol.1 by MushyMushy PC Mega Prop Pack 1 PC Mega Prop Pack 2 PC Mega Prop Pack 3 PC Mega Prop Pack 4 SHK Parking Pack SuperSHK MEGA Parking Textures 1.0.1 SuperSHK + FA3 Parking Textures RR Mega Prop Pack 1 RR Mega Prop Pack 2 SM2 Mega Prop Pack Vol 1 SM2 Mega Prop Pack Vol 2 BSC - VIP Girafe Trees/Shrubs
  4. SM2 Nor Am Cold Storage

    Version 2.0.0

    2,102 Downloads

    SM2 Nor Am Cold Storage Based on a real American business. This is a temporary cold storage facility used to warehouse consumables that need to be kept refrigerated. From here they are then shipped to big chain stores to be sold. In order to make it growable I made it as a high wealth high tech industrial lot due to its size. Stats are as follow Lot size 6x7 Power req 85 Water req 38 Provides I-HT$$$ 777 jobs Bulldoze cost 418 It will grow on any tile set. Dependencies SM2 Essentials https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3586 SM2 Mega Prop Pack Vol1 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3640 SM2 Mega Prop Pack Vol3 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3787 SM2 Mega Prop Pack Vol4 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3885 SM2 Mega Prop Pack Vol5 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=4046 SM2 Mega Prop Pack Vol6 https://community.simtropolis.com/files/file/34872-sm2-mega-prop-pack-vol6/ SP SuperSHK MEGA Textures https://community.simtropolis.com/files/file/31006-supershk-mega-parking-textures/ BSC - VIP girafe carpack vol. 1 & 2 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2821 Simmer2
  5. FA3 Goodwill

    Version 1.0.0

    355 Downloads

    Break the grid! Just to see how it feels! This is a Goodwill thrift store, lifted from Missouri via the 3dwarehouse. Goodwill offers a wide arrangement of donated clothing, furtniture, household electronics and odds and end for sale. ANOUNCEMENT SECTION Speaking of odds and ends for sale... I am thrilled to announce the new EFFTHEGRID X EXTRAS Patreon page! Don't worry, I am NOT sacrificing quality or posting less on the STEX. On the Patreon page you will find all kinds of models that I have exported into SimCity 4 for my own game, but lack the polish or glamor needed for the STEX. So, if it's good enough for me to use, it's good enough for you! Since the site is new and I only have a handful of downloads available, I am running a half-off promotion on membership starting at USD $2.50/mo. I hope none of you think I am selling out! This seems like a viable way for me to afford my 3d software license and also offer the community something extra. Thanks for listening and resuming normal programming! This download includes: 2x 4x4 landmark lots with overhanging FA3 props, both rotations (L+R) No dependencies required. NAM required for fractionally angled network support.
  6. Queens Industrial Warehouses

    Version 1.0.0

    1,387 Downloads

    Hey all. Some quick warehouses I have repurposed from the 3dWarehouse. These are demolished buildings in Long Island City. Includes 3 growable I-M lots 3x4 // 21-21 44th Rd // 62 jobs $$ 2x2 // Dutch Kills Lumber // 42 jobs $$ 2x2 // Hunters Point Warehouse // 46 jobs $$ No dependencies, no lights (they are closed at night anyway lol) I am not accepting criticism on these lots because I made them very quickly and for personal use. Uploading so others can enjoy them as well.
  7. 2044 NW Pettygrove St.

    Version 1.0.0

    377 Downloads

    This small warehouse is located in Portland, Oregon near the Slabtown district, an interesting neighborhood that seems to be a neat mix of light industrial and also high wealth residential. No idea what this building even is or any other information about it, just a neat inconspicuous little warehouse that caught my eye in street view. Only thing I can guess is from the look of it, it's an early 20th century design with some refits. Just a boring little 1x2 lot tailored for wall to wall, and also to be against a back wall as well like many industrial blocks in Portland are. I made it CS$ since whenever I try to assign a lot to be industrial it never appears naturally in game. I changed it from green to a natural brick color since the green did not mesh well with the roof textures and I wanted to give it the legacy look of the time frame which it was most likely constructed in.
  8. MCK - Warehouses

    Version 1.0.0

    359 Downloads

    MCK Warehouses This MCK Warehouses was made by MCK aka bad455 and originally was uploaded onto http://www.simcitypolska.pl/, which is no longer existing and this upload hasn't been available according to my best knowladge since then. Please note with the permission of the MCK/bad455 and the Simtropolis Staff Members (Cyclone Boom and CorinaMarie), this file has been uploaded on behalf of MCK. It was not available anymore due to the unfortunate demise of the SC4 Polska site. All the works contained within this download (lots, descriptors and models) were created by MCK. Installation: Unzip the whole bundle, or COPY the "MCK" folder from the *.zip into your plugin folder. You don't need to keep the "_Documents" folder in your Plugins, best if you remove it somewhere safe outside of your plugins. To uninstall: bulldoze any instance of this lot in your city, then remove the file(s) from your Plugins. List of times * 2x3 ploppable eyecandy landmark (TNT and Astral Warehouses) * 3x4 ploppable eyecandy landmark (TNT and Astral Warehouses) DEPENDENCIES: BSC Mega Props - JES Vol03 - https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=339 BSC Mega Props - JES Vol07 - https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1495 BSC MEGA Props - RT Vol02 - https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=228 BSC MEGA Props - SG Vol 01 - https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=746 PEG Security Fencing Kit - https://community.simtropolis.com/files/file/19338-peg-security-fencing-kit/ PEG-CDK3 Vehicle Prop Pack 1 - https://community.simtropolis.com/files/file/19880-peg-cdk3-super-pak/ COPYRIGHTS: mck a.k.a. bad455 <mck@g.pl> Have fun and enjoy! - STEX Custodian TEAM (Tyberius06, CorinaMarie, Cyclone Boom)
  9. A_1P SimWorkers_3

    Version 1.0.1

    886 Downloads

    Description These are some SimWorkers to bring a little bit of action to your lots. This 3rd pack contains 5 different groups of workers: • 5 Mechanics (groups) • 5 Electricians • 6 Warehouse Workers • 4 Delivery Workers (DHL, UPS) • 6 Mailmen (US Mail, Deutsche Post) Scale and Size I have set the height of the Sims to 2.3m + PPE (personal protective equipment). Therefor they are more realistic in size, compared to other small props like cars etc. They are a little smaller than the standard Maxis Sim. Content This File contains one .dat-File with 26 different props: Mechanics ▪ A_1P_Mechanic#1_screwing ▪ A_1P_Mechanic#2_laying ▪ A_1P_Mechanic#3_lifting ▪ A_1P_Mechanic#4_openingbolts ▪ A_1P_Mechanic#5_wrench Electricians ▪ A_1P_Electrician#1_screwing ▪ A_1P_Electrician#2_toolrack ▪ A_1P_Electrician#3_spool ▪ A_1P_Electrician#4_walking ▪ A_1P_Electrician#5_rethinking (rethinking your wiring, scratching your forehead, one of the most important work steps) Warehouse Workers ▪ A_1P_WarehouseWorker#1_pallettruckempty ▪ A_1P_WarehouseWorker#2_pallettruckpush ▪ A_1P_WarehouseWorker#3_Box ▪ A_1P_WarehouseWorker#4_HandtruckBox ▪ A_1P_WarehouseWorker#5_pallettruckempty ▪ A_1P_WarehouseWorker#6_pallet Delivery Workers ▪ A_1P_DeliveryWorker#1_DHL_box ▪ A_1P_DeliveryWorker#2_DHL_handtruck ▪ A_1P_DeliveryWorker#3_UPS_box ▪ A_1P_DeliveryWorker#4_UPS_handtruck Mailmen ▪ A_1P_MailMan#1_GER ▪ A_1P_MailMan#2_GER ▪ A_1P_MailMan#3_GER ▪ A_1P_MailMan#4_US ▪ A_1P_MailMan#5_US ▪ A_1P_MailMan#6_US Dependencies: • none Instructions: This is a prop file! The content must be placed on your lot using a lot-editor! Unzip and place in (work-) plugin folder, place in plugin folder once used in a lot file, eg.: C:\Users\<USER>\Documents\SimCity 4\Plugins
  10. I am doing some seasonal work at the Target distribution center. It is, as near as I can determine, 1.5 million square feet, and a reasonable guess at the dimensions of the building is 1000 x1500 feet, which if my calculations are correct, is 300 x 450 meters for the building. If a strip that is 20 meters wide for the employee/truck parking lot is added, that is 340 x 490 meters for the entire lot. Dividing each of those numbers by 16 (which I think is how many meters are in each SC4 square gives 22 x 31 squares, which is approximately as big as the international airport (35 x 15 if I counted correctly), which I believe is the biggest structure in the unmodded game. I looked a bit in at what is in the STEX and there are warehouse mods available, and I think there are some warehouses in the unmoded game, but none, at least that I can find, that are anywhere that big. The ones that I found were somewhere around 6 x 6 or so. If I (or, better yet, someone who actually knows how) were to make a mod of this distribution center, would it be scaled to perhaps 1/4 of the size I calculated (6 x 7) to better fit with the size of the other buildings? I think that a single business (or should that be classified as industry) that is that large ( 22 x 31) would look out of place in this game. Brian Christiansen
  11. Canadian Bitters Factory

    Version 1.0.0

    1,656 Downloads

    Canadian Bitters Factory by Mattb325. --------------------------------------- When your mouth-hole behaves more like your a-hole and forces your friends and associates to run the other way, then it is high time to consider a dose of Canadian Bitters. According to the product blurbs, this herb-derived tonic is for individuals who suffer from 'flatulent dyspepsia, gas and bloating'. The product is real, but the factory is just fictional; however it draws on real life structures which would typically be involved with the manufacture of such products. At the front of the building is a small reception area which leads to the main factory and delivery/dispatch area where vats simmer the bitter herbs for bottling and transport. The top floor is for offices and the remaining floors are generally storage/staff amenities. The building is offered as an I-M growable Anchor and as a CS§§ growable (imagine that the factory has been converted to a cafe and other mixed uses) which is suitable for W2W environments. The neon sign ensures this building really shines at night and adds a nice counter-point to the bats of other industry giants such as Jestarr, Gascooker, CP, Simhottody, Tag One, Fukuda and Simgoober. Both lots are 2x2. --------------------------------------- STATS CS§§: Lot size : 2x2 Growth Stage: 4 (Medium & High Density Zoning) Bulldoze Cost: § 415 Capacity Satisfied: CS§ 399, CS§§ 102 Pollution: 3 (Air)/ 2 (Water)/ 4 (Garbage ) Pollution Radius: 5/6/0 Power Consumed: 8 Mwh Water Consumed: 99 Gal/Month Building Style: Euro/Chicago/New York/Houston Occupant Group: Medium Wealth Commercial Services Building --------------------------------------- STATS I-M: Lot size : 2x2 Growth Stage: 3 (High Density Zoning) Bulldoze Cost: § 477 Capacity Satisfied: I-M 76 Pollution: 4 (Air)/ 3 (Water)/ 4 (Garbage ) Pollution Radius: 9/13/0 Power Consumed: 5 Mwh Water Consumed: 68 Gal/Month Occupant Group: Industrial Manufacturing Anchor Building --------------------------------------- NOTE ABOUT DARK NITE vs MAXIS NITE: There are two model files in this download. You must select the appropriate file from the download. The file suffixed with 'DN' is for those users with a night-time darkening mod installed. The file suffixed with 'MN' is for users who do not have any such mods installed. If you are unsure whether you have a night-darkening mod installed, then choose the Maxis night version. If you use the dark nite version, you will need a dark nite mod. (http://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/) --------------------------------------- DEPENDENCIES: To ensure proper functionality, make sure the following files are in your plugins: *BSC MEGA Props - CP Vol01.dat (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1180) *BSC Mega Props - CP Vol02.dat (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2790) --------------------------------------- To install, simply unzip the contents of this file into your plugins folder.
  12. Version 1.0

    981 Downloads

    Winn-Dixie created the Save-Rite brand as an experiment to increase its revenues and opened 11 stores throughout its distribution area. In November 2001, Winn-Dixie announced plans to convert nearly all of its 40-some Winn-Dixie and Winn-Dixie Marketplace brand stores in the metro Atlanta area into Save-Rites as a last-ditch effort to keep a hold on its market share, which was rapidly declining due to stiff competition from Wal-Mart, Publix, Kroger, Ingles, Food Lion, and other similar stores. This BAT was originally created by Bobbo662 (aka B62). Unfortunately, due to real life circumstances, he was unable to finish the lot. He graciously handed his work over to me to finish and subsequently upload for yall. For comments/feedback/critique/praise visit my lot thread or drop me a pm. I'd be happy to help. Also, visit the website for full sized images. ------- Stats: ------- 7x6 Plopable CS$$ + 7x6 Growable CS$$ 937 CS$, 237 CS$$ Growth Stage : 1 Plop Cost : $43000 Bulldoze Cost : $4300 Power Consumed : 19 Water Consumed : 228 Air Pollution : 19 over 5 tiles Pollution : Minimal Flamability : 40 ------------------ Dependencies: ------------------ SHK Parking Pack nos.17 Essentials (v10+) SuperSHK MEGA Parking Textures LBT Mega Props vol1 BSCBATPropsMattb325_Vol03 And above all... have fun! nos.17
  13. Hammered Part I

    Things had gotten a little interesting. Carol had discovered the existence of a mob ring called the Maggia, apparently run by a boss calling himself Hammerhead. She also had inadvertently triggered an anomaly in a woman she’d saved, who’d later become her client. Now her job was to track herself down for a meeting with the client and somehow guide the client into becoming another of Earth’s protectors much as she, herself, had become. “Well, first things first,” she mused. She’d been sitting on one of her perches overlooking Hunters Warehouse, a building Carol now knew for certain to be a front for the Maggia. She’d had the building under surveillance for several months and the leads thus generated had helped her collect enough evidence to make a bust. Hammerhead’s timing had been consistent to this point, so as long as he kept to his schedule Ms. Marvel would make a guest appearance this evening. After one last sweep of the site, she put her field glasses away but left the camera operating. The live feed on her tablet looked good and it joined the binoculars in her backpack. She flew from the observation site to return to her car in a nearby parking garage and circled the area a couple of times to make sure no one was on the upper level. Approaching with cover from the side of a nearby building, she landed as close to the upper level exit as possible. Finding the area clear, she ducked into the stairwell and pulled on a coat retrieved from her backpack. She made her way quickly and unnoticed, back to her car – one a little less conspicuous than her Lamborghini. Back at the office, Carol pulled out the warehouse blueprints to work through her plan for the evening. She reviewed her entry point on the seventh floor and the path to the main office area where she expected to find Hammerhead and his attendants. She counted on having to beat up a few guards along the way but anticipated only light resistance. Despite the size of the building, there never seemed to be more than twenty occupants at any given time. It was critical that she be fast and careful since being inside would negate a lot of her advantages in flight and manoeuverability. She’d never been shot but she was aware that her invulnerability would not make her bulletproof. Her closest brush had come when a thrown knife had grazed her left thigh and caused a nasty gash but thankfully the cut hadn’t been overly deep. It had left her with much more grounded expectations of her abilities. So what to do about Felicia Hardy? Carol knew that was an issue she’d have to address but had to find a credible way of arranging a meet, while preserving the integrity of her dual identity. Reflecting a moment on Felicia’s claim of being jinxed, she had to take it at face value given the existence of her own incredible abilities. She only hoped that the bad luck that had led Felicia to hire her was the extent of the trouble. That evening, Carol put her plan into action, infiltrating the warehouse and subduing a couple of random grunts with ease. After gagging and securing them, she opened the access door to the catwalk above the main warehouse space and crept silently outward. From her vantage point on the catwalk there was a clear view to the main office area below. Oddly, the warehouse seemed quite empty for the amount of activity that had taken place during the past few months of surveillance. “No time to worry about that right now.” By her reckoning, Hammerhead should arrive any moment. She wasn’t disappointed. He strode in with an arrogant swagger. The few men in the office welcomed the new arrivals and one of them produced what appeared to be a ledger. Hammerhead took a seat at the desk to review and Ms. Marvel made her move. She flew down from the catwalk and took out three of the five henchmen in the room before anyone realized what was happening. Hammerhead leapt to his feet and shouted, “It’s da broad! Get her!” The other two pulled their guns as Ms. Marvel advanced on them. A solid punch to the temple crumpled the first, while she blasted the other with an energy bolt from her outstretched hand. Sensing Hammerhead moving up behind her, she struck out with her elbow and made contact, staggering him, but the blinding pain that met her blow stopped her cold. Shaking off the stars in his own vision, Hammerhead returned the favour with a head butt that dropped her into unconsciousness. “And dat’s why dey calls me Hammerhead,” he growled at her prone form. He took a glass of water from the desk and threw it into his henchman’s face. “Wake up, ya bum,” he sneered, then motioned to a couple of figures lurking deep in the shadows, “You two idiots get out here. We gots what we came for.” Two more unseen goons emerged from where they lay in wait, exclaiming, “Great plan boss! She never saw it coming.” “Awright, I don’t need you blowing sunshine up my butt,” Hammerhead snorted. Gesturing at the fallen hero, he continued, “An’ I don’t like being the bait to land this fish. Kneecap da broad and get her to the Don. I’m done here.” He snapped his fingers at his wet and groggy henchman, “Go get da #%@$ car.” The hapless driver scrambled to his feet and scurried to hold open the door. Hammerhead stomped out, muttering a string of curses and ignoring the other unconscious members of his gang. The two remaining men looked at each other and once out of earshot they relaxed visibly. “Kneecap da broad? Who talks like that?” the first laughed. “Come on. You know he thinks he’s a freakin’ ‘30’s gangster like John Dillinger or Pretty Boy Floyd,” he pointed to the fedora on his head, “Why do you think he makes us wear these get-ups? That doctor who put his head back together must’ve missed a few screws. Now do what he said and hobble her.” “Why me? You got a gun!” “Just do it, ya whiner.” He laughed, shoving his partner good-naturedly. “I dunno… shooting a defenseless woman? Doesn’t feel right.” “What are ya, Mother Teresa? Put a pill in ‘da broad’,” he mocked. “Ohh, that’s cold,” thug number one laughed and raised his weapon. Neither of them noticed the figure creeping up silently behind them. To be continued...
  14. Warehouse Row

    From the album The Montclar picture dump

    Warehouse Row - A row of warehouses
  15. Version 1.0

    1,012 Downloads

    Hi folks, This is the Dutch version of the Maxis Marina. As we probably all agree the Maxis Marina is a bad lot, to say it politely. The lot comse in two flavours. See the differences on the edges in the provided images. You may only use one in your cities. Both are also available as Landmarks. These can be used simultaneously. The marina lot might be a nice addition to the NBVC marina lots, if you use these already. It might also be an encouragement to use these nice lots if you don't. Anyway: it's all up to you. Dependencies: NBVC Marina Dutch Historical Houses 1 (Leerlooierstraat) Dutch Historical Warehouses 1 (Zoutkade) BSC_TexturePack_Cycledogg_V 01b BSC MEGA Props - CP Vol01.dat BSC MEGA Props - MJB Vol01.dat WAS_NL_Props_Vol01.dat BNL Essentials v1.1 Have fun with them! FrankU
  16. Industry Essentials

    Version 1.0

    17,229 Downloads

    Thank you for choosing Bipin's Industry Essentials pack! This download comes packed with four growable and ploppable warehouse and factory outbuildings, three smokestacks, a massive cooling tower, two utility buildings; one for power and one for water, as well as the essential transit-enabled lots for an HD, grungy road that may be plopped over the standard Maxis ones to give some old-time appeal! Furthermore, some filler items and extra props for the lotters out there are included. This is my largest upload to date. Don't forget to check out the pictures to see what's in store. You can expect to see "Vol. 2 - The Rust Belt" soon. Also be sure to check out my thread to see what's coming up after this: community.simtropolis.com/topic/46654-bats-by-bipin/?view=getlastpost Required Dependency Links: http://workingman-productions.co.uk/downloads/wmp_power_lots.html https://community.simtropolis.com/files/file/27701-paengs-gridbuster-warehouses-vol01/ https://community.simtropolis.com/files/file/26504-wmp-allotment-set/ https://community.simtropolis.com/files/file/26425-paengs-grunge-concrete-set/ https://community.simtropolis.com/files/file/28814-paengs-grunge-ind-alleys/ Optional Dependency Link: https://community.simtropolis.com/files/file/27200-light-replacement-mod-lrm-v40-mega-pack/ Psst... I hope you enjoy this little Festivus/Christmas present Simtropolis. I've been pretty ill recently, but I wasn't going to let that stop me from giving all you deserving members out there a gift! -Cori Note: The cooling tower is lacking base textures. The following is a patch by @rsc204 which will fix the water bug. bipin_coolingTower_7f9e990e.SC4Lot
  17. Old Timber Warehouses

    Version 1.0

    4,698 Downloads

    Old Timber Warehouses, by Mattb325. At the request of a fellow SC4 player, I present two old timber warehouses, similar to those that used to line wharves and waterfronts in the 18th, 19th and early 20th century. There are two variations in a building family (so they will apear at random). Both the blue and mustard coloured buildings share the same stats. They are presented as I-M $$ on a 3x3 and 4x4 lot. Use the CTRL key while zoning to assist growth. STATS: Bulldoze Cost: $317 Capacity Satisfied: IM$$ 136 Pollution: 8 (air) / 5 (water) / 4 (garbage) Radius: 9 / 13 / 0 Power Consumed: 9 MwH Water Consumed: 122 Gallons DEPENDENCIES (note you must be registered and logged in at the SC4 Devotion LEX to download): BSC BAT Props Mattb325 Vol03 (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2768) PEG Security Fences (https://community.simtropolis.com/files/file/19338-peg-security-fencing-kit/) Thanks and enjoy
  18. rfy RFY Warehouse Set

    Version 1.0

    7,435 Downloads

    This time re-Factory Lots presents a set of six industrial warehouses of different sizes and manufacturing job capacities. All lots are transit-enabled but carry no transit switch information (except for the freight stop): A large warehouse with multiple, sunken loading bays and rail access acting as a Freight Station (10x8, SD) A large, flat-roofed warehouse with auxiliary storage (8x4, HD) Two medium-sized flat roof warehouses (5x4, 5x3, both HD) A small, old wooden waterfront warehouse (for plopable water, 4x2, SD) A large, four storey waterfront warehouse (for plopable water, 6x4, SD) The dependencies (prop packs & texture files) only need to be downloaded once and are identical for all warehouses. SHK's cars are included as prop families, thus change with every plop. In addition the parked cars are various timed RFY props. NOTE: For those who would rather download the warehouses individually, each warehouse is available as a separate download on the WMP Exchange. The dependencies only needed to be downloaded once. Lot Details and Information: Lot sizes - 01: 10 x 8 tiles; 02: 5x3 tiles; 03: 8x4 tiles; 04: 5x4 tiles; 05: 5x3 tiles; 06: Menu position - All warehouses are located in the Rail Transit Menu Plop cost - varies; Monthly cost - varies between 10 to 25 Power consumption - varies; Water consumption - varies; Pollution - varied Garbage polution depending on warehouse lot size; Dependencies: To ensure the proper functionality, make sure the files mentioned below are installed in the plugins folder: rfy_warehouse_props.dat wmp_texture08.dat OR wmp_mega_texture.dat SHK_ParkingPack.dat BSC Mega Props - JES Vol09.dat Paeng_Grunge_Concrete_Textures.dat Credit where credit is due: Shokthrpy made the excellent parking lot dependencies, textures, and cars; Paeng is responsible for what he calls "grunge concrete" textures; Jestarr made most of the lampposts; and DocRorlach provided most of the textures, fences & freight props; The warehouse models and some of the props (a few) are our own.
  19. Industrial Warehouse

    Version 1.0

    1,217 Downloads

    Ever wanted an industrial warehouse like this! Probably not so here it is! This is my first lot so don't criticize me! It is a plopable lot. Found in the parks menu. Best of all it has no dependencies (I don't think pm me or comment if you find one) Installation: Unzip the file into your plugins folder.
  20. Small Warehouse

    Version 1.0

    1,769 Downloads

    A small warehouse for your dirty industry. Stats: LOT-Size: 3x2 tiles Growth Stage: 1 Jobs: 30 I-D Bulldoze cost: § 175 Construction time: 15 days Power consumption: 15 MWh / month Water consumption: 12 Gallons / month Air Pollution: 2 over 4 tiles Water pollution: 3 over 3 tiles Garbage pollution: 5 over 0 tiles Worth: § 500 It's an 'OUT'-LOT! Dependencies: - BSCMegaProps Vol. 1, 2, 3, 4, 5 and 8 by jestarr (www.sc4devotion.com) Have Fun!
  21. Version 1.0

    4,641 Downloads

    A Warehouse Dock which can be combined with PEG CDK3 SP Row Warehouses. It has size 9x13 and is a outer corner dock with rail connection. It provides manufacturing industry jobs, but has no seaport functionality. Large Image Dependencies: PEG_SecurityFence PEG-CDK3_RailFleet PEG-CDK3_SUPER-PAK SEAPORT SUPER PAK
  22. Version 1.1

    10,242 Downloads

    industrial logistics lots (I-HT) This is a derivative work of cogeo's logistic centres. It contains seven growable lots which feature modern industrial facilities. No smokestacks of any sort, so i made them high tech industry. They are an attempt to create more realistic industrial lots. Huge areas, lots of trucks and cargo and big manufacturing halls / warehouses. The idea gave me a bottling company near sersheim (germany). All lots a growable only. Just zone 9x8 industry (use ctrl) and they will grow quite easily. They offer 1678 jobs, it's modded to match with the values of the industry job quadrupler mod. No Bats included, dependencies kept to a minimum. large picture with all lots (1680x1050, 522kb) Dependencies .: Warehouses BATProps Part A from cogeo .: Warehouses BATProps Part B from cogeo .: BSC Mega Prop Pack from jestarr .: parking textures from WalkingSnake Details .: seven growable lots .. size: 9x8 .: jobs: 1678 high tech jobs in industry .: bulldoze cost: 4.650 .: water consumption: 172 .: power consumption: 156 .: air pollution: 10 .: water pollution: 4 .: garbage output: 4 .. no readme.
  23. Modular Warehouse Pack

    Version 1.2

    9,287 Downloads

    This is my first set of lots. It contains 25 lots for making large industrial warehouse complexes. Pityful enough they are complete and pure eye candy. I did my best to minimize the effects in game. Someday I will find an ingame purpose and a way to implement that. That will be version 2. The list of dependencies is long, so be warned. I'd advise you to take this set into your plugins only if you use JeStarr's megapacks already. Cogeo's Logistics Centre are a must for everyone who is interested in my lots. You will need them anyway, so why not plop these also into your industrial areas? I updated the list, because there was a flaw. Please look in the ReadMe. The list is there, complete with links for easy download. Now take a look and please feedback in my thread on SC4 Devotion. FrankU
  24. Warehouse Addon Pack

    Version 1.0

    5,028 Downloads

    These are an addon pack for my latest Warehouse pack. These are more various LOTs for your airport. It includes: ~ 2 New Warehouses (SNM Based). ~ A Vehicle Storage Unit (Military Vehicles), and this also doubles as a small gas station. ~ Every airport needs fuel tanks right? So here are two large ones. ~ And a (eyecandy) fire station. This is so it can be without road connection. Now... dependencies.... There are many but most of these include the same ones as last time. So if you are a fan of myfirst set than you will have not much of a propblem (LOL). 1. A SC4Devotion LEX account. 2. A Simtrop account. 3. A simpeg.com account. 4. The BSC Cleanitol in case I forgot some dependencies. Here: https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=97 Now the real ones... Mega Props JES VOL. 1 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=342 Jestarr Vol. 2 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=338 JES Vol. 4 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=791 JES Vol. 5 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1263 PEG Car Cluster Mod https://community.simtropolis.com/files/file/21020-peg-cc-car-cluster-mod/ AC Mega Textures Vol. 1 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1896 PEG CDK3 Vehicle Pack https://community.simtropolis.com/files/file/19267-peg-cdk3-vehicle-pack-1/ Logistics Centers https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1884 BSC Textures Vol. 1 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=90 BSC MEGA Props - RT WFK N Vol01 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=285 BSC Textures Vol. 2 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=638 RT SNM Vol. 2 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=273 RT SNM Vol. 1 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=280 RT SNM Vehicles Vol. 1 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=272
  25. Airport Warehouse Pack

    Version 1.0

    4,915 Downloads

    Have you ever wanted a warehouse pack? Well? Well, here is one. A series of 9 LOTs found in the park menu. These are from my MD Atrubia at SC4Devotion. Here are dependencies. 1. A SC4Devotion LEX account. 2. A Simtrop account. 3. A simpeg.com account. 4. The BSC Cleanitol in case I forgot some dependencies. Here: https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=97 Now the real dependencies: 1960s New Instance Automata. https://community.simtropolis.com/files/file/22110-1960s-new-instance-udi-automata/ Warehouse Dependencies Mega Props JES VOL. 1 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=342 JES Vol. 3 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=339 Jestarr Vol. 2 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=338 JES Vol. 4 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=791 JES Vol. 5 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1263 PEG-OWW2 Resource https://community.simtropolis.com/files/file/18831-peg-oww2-resource-pack-1/ https://community.simtropolis.com/files/file/19261-peg-oww2-resource-pack-2/ PEG Car Cluster Mod https://community.simtropolis.com/files/file/21020-peg-cc-car-cluster-mod/ AC Mega Textures Vol. 1 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1896 BSC Mega Props – Misc Vol. 2 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1771 Logistics Center dependency Pack https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1884 PEG – CDK3 Rec. Boats pack https://community.simtropolis.com/files/file/18774-peg-cdk3-rec-boats-pack-1/ PEG CDK Rec Prop Pack https://community.simtropolis.com/files/file/11775-pegcdk-rec-prop-pack-1/ PEG CDK3 Vehicle Pack https://community.simtropolis.com/files/file/19267-peg-cdk3-vehicle-pack-1/ BSC Textures Vol. 1 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=90 Not to be distributed without my permission. And have fun with these!
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