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Bing, Drogram

 
  Go Kart Track
Posted by: eilyrino - 07-20-2022, 04:51 PM - Forum: Mods sharing - No Replies

Just a quick Go Kart Track I made, the scaling isn't perfect, and it's basically my first mod attempt, but I think it came out quite nicely. There's no restrictions on placing it, apart from the cost, so it can go anywhere.

I hope you enjoy :)



Attached Files
.zip   GoKartTrack_eilyrino.zip (Size: 14.69 KB / Downloads: 165)
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  Windmills
Posted by: CitizenWithMustache - 07-20-2022, 02:20 AM - Forum: Mods sharing - Replies (2)

Adds a simple windmill that can be upgraded into three different variants:

[Image: 20220829022224_1.jpg]

The initial Windmill unlocks at the same time as the watermill. It produces some power and food and can be built anywhere on land with a 1 radius gap between mills, just like the wind turbine. Unlike the turbine, however, it can tolerate up to nearby 10-11 population density (a Tenant Farmer) on a 2 radius.

The Improved Windmill requires 4 farm fields next to it. It produces more food and power, but costs more wood to maintain. It also tolerates more population density than the basic version (Up to a Villa, 24-25 pop density)

The Orchard Windmill is what happens when you surround a (improved) windmill with at least 4 green spaces worth of parks next to it. It tolerates population density the highest (50 pop density, a Mansion) It allows the construction of Flower Fields, wich are parks that reduce pollution by 2/10 per tile and produces a bit of food... somehow.

Lastly, the Modern Windmill becomes available after building logistics and a Farm Shed nearby. It produces the most amount of food in exchange of costing iron instead of wood to maintain. Like the Orchard Windmill, it tolerates up to 50 population density.

Suggestions are welcome Smile


Lastest version download:

-1.4, 10/03/2022: Added variants for each map, some with vastly different stats and appearance than others. Change flower fields to be buildable as a park instead of being an upgrade to farm fields.


.zip   Windmills_Mustache_v1_4.zip (Size: 1.18 MB / Downloads: 217)


Old versions:

-1.3, 08/29/2022: Added a new upgrade variant, the Modern Windmill. Overhauled the Windmill Plaza into an Orchard Windmill, wich changes nearby fields into Flower Fields. Moved all windmills into the farms menu. Tweaked a lot of stats around.


.zip   Windmills_Mustache_v1_3.zip (Size: 422.93 KB / Downloads: 52)

-1.2, 08/19/2022: added custom icon, added abandoned model. Tweaked stats on the Improved Windmill (-1 wood maintenance cost, -20 food storage) and the Windmill Plaza (+10 energy production) Made the Improved Windmill able to sidegrade into the Windmill Plaza.


.zip   Windmills_Mustache_v1_2.zip (Size: 195.27 KB / Downloads: 20)

- 1.1, 07/21/2022: added in-game mod description, increased population density tolerance of all windmills, tweaked farm field requirements on the Improved Windmill and green space requirements on the Windmill Plaza.


.zip   Windmills_Mustache_v1_1.zip (Size: 153.12 KB / Downloads: 165)

- 1.0: initial release.


.zip   Windmills_Mustache.zip (Size: 152.87 KB / Downloads: 54)

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  Johs pipe review on train mod
Posted by: Pipe Proffesional Johs - 07-19-2022, 05:50 PM - Forum: Mods sharing - No Replies

Good job man! Maybe make more old fashioned trains with chimneys

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  Building placement question
Posted by: CitizenWithMustache - 07-18-2022, 02:06 AM - Forum: Discussion - Replies (4)

Hi everyone, new user here. Currently addicted to the game Tongue

I'm learning to mod by way of changing some buildings and I wonder: Is there a way to modify the placement logic of watermills so it's allowed to exist on the inside corner of shorelines, much like fishermen houses? I thought adding a new model related to those corners would do the trick, but the game still throws a 'There are no models that satisfy the location' message.

Here's an image of what I'm talking about. Concrete tiles mark the new placement tiles I'm trying to mod in (And the custom model up north, still in testing)
[Image: t9qSZOK.jpg]

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  Pyo's Rail Mods
Posted by: Pyoro - 07-01-2022, 12:04 PM - Forum: Mods sharing - Replies (3)

Adds rail tracks, trains and stations to the game. Right now purely decorative.

[Image: oilexports.png?width=913&height=597]

Mod is split in two parts: the base package contains regular single and double track pieces. The extra pack is for electrified double tracks in addition to the normal ones (can also be used without the base package). This is to keep the build menu from cluttering too much for those that don't need all of that.

Suggestions always welcome but don't confuse that with a free wishlist ;)

Current versions:
Base: Version 4B (12.07.2022)
Electrified: Version 4B (12.07.2022)
Model count: ~230

Downloads:
Non-electrified single and double tracks: 

.zip   RailDecoV4b_Pyo.zip (Size: 6.19 MB / Downloads: 502)
Electrified double tracks:

.zip   RailDecoV4bElectricAddon_Pyo.zip (Size: 3.34 MB / Downloads: 368)

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  Upgrade of the ingame "block"
Posted by: MagOliven - 06-15-2022, 05:53 PM - Forum: Mods sharing - No Replies

The ingame blocks now can upgrade. The upgrade houses a lot more workers and is really helpful when it comes to fighting labor shortages. They have 3 different sizes which appear randomly. The Block is vaguely based on a irl block complex in Berlin.



Attached Files
.zip   Bigger_Blocks_MagOliven.zip (Size: 892.51 KB / Downloads: 407)
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  Solar Panel rework^^
Posted by: MagOliven - 06-15-2022, 05:48 PM - Forum: Mods sharing - Replies (1)

I changed some things about the solar panels for example I made them a bit cheaper and gave them a new model. They can now also be a little bit further away from a solar transformator.



Attached Files
.zip   NewSolar_MagOliven.zip (Size: 10.69 KB / Downloads: 392)
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  Wood cheat for the Jungle biome.
Posted by: MagOliven - 06-15-2022, 05:35 PM - Forum: Mods sharing - No Replies

The building is ivisible and produces wood out of nowhere. It allows you to not cut down your forest, preserving the unique look of the biome.



Attached Files
.zip   WoodC_MagOliven.zip (Size: 2.04 KB / Downloads: 225)
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  Bruko's mod review
Posted by: Ankan Donald Redstoneren - 06-12-2022, 07:23 PM - Forum: Discussion - Replies (3)

Hi everyone, 

So it was honestly very good, it looks amazing and all. Some issues I encountered is that they need a food provider and the minimarket does not fit in at all. Also, the buildings don't light up at night, which is very concerning for me as it makes me worry if there is even people inside (jokes aside it needs to be fixed). 
I know this post is extremely unnecessary, but I made it anyways, so deal with it.

Have an amazing beautiful sunny bright and happy day! ^^

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  Medieval town
Posted by: Bruko - 06-12-2022, 04:33 AM - Forum: Mods sharing - No Replies

The medieval neighbourhood is an improvement of the wealthy village house that requires only a medieval well.

[Image: medieval.png]

New version v1.1: Now with lights
[Image: medieval-Luz.png]



Attached Files
.zip   Medieval_Bruko.zip (Size: 181.36 KB / Downloads: 288)
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