Please help us for June & July 06/20/2017This month we're hoping for a little bit of a boost this month or next, in addition to covering the regular bills, we could benefit from some hardware upgrades. STEX Collector's Set gifts can now be sent to you via digital download as well as regular mail if you wish! Every donation dollar goes toward keeping Simtropolis online and humming along. Your contribution counts! Hardware Upgrades As our website community software improves with more and more features, and as we bolt on additional features such as chat, the increased load to handle all these new toys is taking the server a bit to task. You may have noticed that we'd been forced to temporarily disable the chat as we worked out allocating resources for more optimal performance. Following this, we've applied a number of 'soft' changes such as caching options and experimented with server configurations (nginx as proxy, for example), so the hardware aspect is also an area we'd like to focus on. The last time we upgraded hardware was back in 2012, prior to the release of SC13. Your contribution means a lot! Your donation will go toward helping us to 1.) migrate to a newer server or 2.) at least get some ram/cpu/storage updates and any other infrastructure hardware or services. Donate and Get a Gift or Donate Any Amount Thanks so much! - Dirktator & The Admins
By BuggiThe SimCity 4 Extra Cheats Plugin
The SimCity 4 Extra Cheats Plugin was originally an internal SimCity 4 file, used by Maxis during the development phase to test the game before its release to the public. However, in the years following the release of the game, Buggi, a prominent modder resident here at Simtropolis, contacted Maxis and was given permission to release this file to the public.
The extra cheats plugin adds many additional features to the game, such as the ability to plop any building or lot at will, the ability to easily set how much money is in your city's treasury and even the ability to add snow to your terrains, as well as many other additional functions.
However, it should be kept in mind that this file was originally never intended to be released to the public. It was built for testing purposes only. As a result, it should be treated with caution. Using this file incorrectly can lead to game instability and even crashes. No guarantees or comprehensive user guides can be provided with this file, if you choose to use it, you must do so at your own risk.
How to use this file in the game:
After you install (see below), enter a city and press the key combination [CTRL] + [x] to open the cheat box. Right click anywhere within the cheat box, you will see a drop down list appear. You can now select a cheat from the list by clicking on it. After you have selected a cheat, press enter to confirm your selection.
Below is a list of all known cheat codes enabled by this file (as well as the standard game cheats) and a description of their effects. As the effects of some cheats are unknown, not all cheats have available descriptions.
To fill in some unknowns Maxis has given me the details on a few of the missing descriptions.
Barstuck - Once invoked, all of your small commercial services (low-density 1x3 lots) start turning into coffee bars, and then they stay that way forever. WatchMeMove - Enables animation stepping. After it is enabled, control-shift-alt-F11 and control-shift-alt-P implement animation stepping and pausing, respectively. GP <on | off> - Enables or disables game pause when you switch to another application. This is useful for if you go away from the game and you want it to sleep while it is in the background. Flora (on | off) | (preserve on | off) | (propogation on | off) | (blast <splat_count> <per_splat_count> <splat radius>) Controls flora simulation parameters. By default, during city play flora simulation is on, preservation is off, and propogation is off. Preservation refers to the keeping of trees on land when the land is developed. Propogation refers to the spreading of seeds and automatic creation of new flora life in the city. Example(s) Flora on Flora preserve off Flora propogation on Flora blast 5 8 60
Extract the file SimCity 4 Extra Cheats Plugin.dll to the root directory of your plugins folder. This means put the file in C:\...\My Documents\SimCity 4\Plugins. DO NOT put the file into a sub-folder, it will only work if placed into the main directory. Then enter your game and follow the instructions above.
By NAM TeamThe Network Addon Mod (NAM) combines all transportation network-related fixes, additions and new creations that have been released so far. It will add countless new features to the existing network tools, such as new overpasses, highway onramps, intersections, ped-malls, a ground light rail network, roundabouts and turning lanes.
This is the Windows version of the Network Addon Mod, featuring an installer. A Mac version is available here.
NOTE: Due to some technical issues, the file is not directly hosted on the Simtropolis server. The download button presently will take you to an off-site, registration-free mirror at ModDB, which can also be accessed here. We hope to have the file available directly through the STEX again shortly, and apologize for any temporary inconvenience.
Installing over previous versions: NAM 35 should be installed directly over top of any previous NAM releases, to ensure that your previous installation options are retained. A clean install is not recommended. For more information, see here.
Tech Support: Since NAM 35 is now the most recent release, technical support for NAM 34 and earlier is no longer available.
Special Thanks: The NAM Team would like to extend its sincere thanks to all the members of the community for their continued support over the past 12 1/2 years the mod has existed.
By InvisiChemThis is the Windows installer. The Mac OSX Version is a little to buggy for release right now, so you can run this in WINE or download this in a NAM package with a wineskin wrapper at http://sc4devotion.com/forums/index.php?topic=17344.msg505849#msg505849 Version 2.1.1 is coming soon and will include newly PIM-X'ed buildings, better installers for both Windows and Mac, and other little changes/bug fixes.
There is a lot of myths about CAM out there. For a beautifully written article about what CAM is really about, see the blog by Tarkus here The CAM (Colossus Addon Mod) – Separating Fact From Fiction. This article also give a great idea on some great starter buildings.
NOTE: If you have merged your SimCity_1.dat file with the original CAM 1.0 file, restore your original SimCity_1.dat file before running this installer.
Welcome to the Colossus Addon Mod (CAM). CAM changes the way cities and regions develop. This is possible through the use of Growth Stages(Read in Basics of the Manual). This causes the game to progress from small stores, single houses and farms/small factories to Commercial Office towers, Residential High Rises and Large industrial factories less rapidly and much more realistically.
The altered growth also allows the player better control their cities through the use of zoning density. If the player wanted a nice rural town, zone only light density, with some medium in larger areas. On the other side, the skyscrapers and other large buildings become more balanced and possible with very developed regions. Use of high density zoning will allow these to grow when ready.
As with any new software or mod, be sure to read the Readme’s and this guide before installing or using the mod. Page 4 of the manual contains the specifics of installation. The manuals can be downloaded or read in both English and Japenese here, http://sc4devotion.com/forums/index.php?topic=17318.0
Description of new Styles
• IR Fix Only – Will only Patch the SimCity_1.dat file. This will cause IR to be included in the totals for industry for regular SimCity 4. It will also allow normal industrial connections to work for IR. All other install types include this already. Original SimCity 4 files are backed up in the folder \Documents\SimCity 4\Original SimCity Files\
• Extended (InvisiChem) – This is CAM 2.1.0 Standard with extended stage ranges for larger regions. The growth I feel is more balanced and lifelike.
• Standard – Just like CAM 1.0 stages, just the curves have been smoothed out and the range slightly extended.
• Rural – Stages are set for smaller, rural style growth. Stage 15 can happen, it just will be in very large regions and very infrequently.
• Midrise – Stages are set to place an emphasis on growing midrise stages. This is similar to the way European cities grow.
• Skyscraper – Stages have been set to allow Skyscrapers to grow quickly, even in one city regions.
All stage settings, except for the Extended version, are the values that were originally developed by RippleJet. All the new CAM 2.1.0 fixes have been included in all versions. The only difference between types is the stages for specific play style.
Feel free to add comments here, the CAM General discussions board at SC4Devotion, or if you start a thread here at Simtropolis, let me know so I can be as helpful as possible. Feel free to discuss any myths about this mod that have circulated in the past. I will be more than happy to share what this mod is truly about, including how it helps regional play.
By simmaster07What does this do
Resolves a crash-to-desktop when hovering NAM puzzle pieces over transit-enabled lots. Allows other DLLs to load into SC4's memory without a GZCOM framework. Requirements
This fix is made for versions 640 and 641 of SimCity 4 on Windows. Version 640 is a fully-patched SC4 retail copy, and version 641 is a fully-patched digital distribution version (i.e. Steam, Origin, GOG). Although v641 is supported, it has only been tested on Steam so far. If your version of SC4 is unsupported, an error message will appear with update instructions, and no changes will be made to your game.
Simply unzip the DLL in your My Documents\SimCity 4\Plugins folder.
To see if SC4Fix is working properly, check the title of your game window. If you are playing in fullscreen mode, alt-tab out and hover over the SimCity taskbar icon. The titlebar will show "SC4Fix (version #)" if loaded properly.
Click here for a video showing the ability to hover puzzle pieces over transit-enabled lots with this DLL.
Development Thread and Source Code
Currently investigating other fixes and functionality that might be enabled with this kind of third-party DLL. Please report bugs in the dev thread.
By CorinaMarieThis mod stems from the discussion in my Pedriana Plants Killer Modd - Buggy Water Zots? topic. I discovered that while the Pedriana Plants Killer Modd does prevent new ones from growing it has two side effects not mentioned. Namely, because the 5 base lots it blocks are set to either stage 15 or stage 255 this prevents those lots being used by other farms as well. Also, as @twalsh102 discovered in the aforementioned thread this also causes them to be above the stage 3 cap for requiring water. So, existing Pedriana's Plants that were already grown and doing fine will then need a water connection with that mod installed.
I went a completely different route and simply extracted the single building exemplar and changed the OccupantGroups to 0x00001006 (Building:Park) such that it will no longer grow, but also there are no ill side effects to the existing ones in the game.
By NAM TeamNOTE: Due to some technical issues, the file is not directly hosted on the Simtropolis server. The download button presently will take you to an off-site, registration-free mirror at ModDB, which can also be accessed here. We hope to have the file available directly through the STEX again shortly, and apologize for any temporary inconvenience.
The Network Addon Mod (NAM) combines all transportation network-related fixes, additions and new creations that have been released so far. It will add countless new features to the existing network tools, such as new overpasses, highway onramps, intersections, ped-malls, a ground light rail network, roundabouts and turning lanes.
This is the Mac version of the NAM. For the Windows version, see here.
NOTE: In order to install this mod, you will need to have an archiving utility capable of opening .7z files (Keka is one free option).
To install NAM 35, unzip the file "NetworkAddonMod35_macOS.7z". Inside it, you will find the file "NetworkAddonMod35_macOS.app". This app file is a Wineskin over the Windows installer, allowing it to run on a Mac. Run it as normal, selecting "Yes" when asked about porting to a Mac. It will install to Documents/SimCity 4/Plugins/Network Addon Mod and Documents/SimCity 4/Plugins/z___NAM.
Note that the Controller Compiler cannot be called from the installer on a Mac, so the full NAM Controller will be installed. The Controller Compiler can be run manually by going to Documents/SimCity 4/NAM Auxiliary Files/Tools/Controller Compiler, and running the file NAMControllerCompiler.jar.
DO NOT, UNDER ANY CIRCUMSTANCES, UNINSTALL YOUR PREVIOUS NAM VERSION if you are an existing NAM user. The NAM installer can detect your previous installation options by reading the folder, and as such, it is safe (and recommended) to install NAM 35 on top of your old version. If you remove the previous install, however, you may not remember exactly which options you had selected, which could potentially cause issues in your cities.
The Aspyr re-release is known to have a quirk in which the number of files (not their size) contained in the Plugins folder can cause crashes to desktop. This issue is inexplicably triggered with a much lower number of files if the user is running the game while not connected to the internet. To avoid these crashes, we recommend that the user use a tool like the cross-platform JDatPacker in order to combine the NAM files.
While the Windows version requires the EP 1 Update 1 patch (Version 1.1.638), Aspyr has never released a comparable patch for the Mac version. An additional file has been included to compensate for the lack of the transit pathing fixes included in EA/Maxis' official patch for the Windows version, and no other patches are required.
Tech Support: Since NAM 35 is now the most recent release, technical support for NAM 34 and earlier is no longer available.
Special Thanks: The NAM Team would like to extend its sincere thanks to all the members of the community for their continued support over the past 12 1/2 years the mod has existed.
By CorinaMarieThis is one of the extra files @catty-cb has maintained on her site and now has kindly passed over to us here at Simtropolis for hosting. In the zip file is a 48 page PDF of the SimCity 4 Deluxe Manual. (Manual itself is 93 pages cause there are two per picture.)
By rivitSC4DataNode - A Simcity4 Exemplary
- is intended as a Gold Standard SC4 Audit Tool
- is NOT an Editing Tool - for this there are Reader, SC4Tool, Lot Editor and a number of others.
The program supports four main Tasks
1. Audit/Review of Loading Sequence, file redundancies and Overrides
2. Dependency verification (as many as possible)
3. Audit/Review of
a. SC4 file integrity (.dat etc) and
b. TGI file content integrity (Exemplars etc) to the Property Level
4. Exploration - a really good informative display of Exemplar Property Values and file contents so that one can learn something of how SC4 works.
Tasks 1 and 3a focus on the physical SC4File View
Tasks 2,3b and 4 mostly on the TGIFile view (SC4 Content)
These tasks can focus on the whole SC4 Environment or incidentally scanned files/folders (or both)
Potential Audiences are:
- The User who wants to make sure that some new plugins aren't broken
- The User who wants to make sure the game loads plugins in the right order
- The Modder who wants to learn what/how things work
- The Modder who publishes work and wants to make sure its correct, and will work correctly with a given environment
- The SysAdmin who wants to make sure their site is only hosting quality products
- Potentially programmers to make use of the functionality (of the SC4DataNode.dll)
How it works:
SC4DataNode loads all of the files that Simcity would load, in the order it would load them when starting a game. It then marks all files that are redundant, checks the contents for accuracy, finds the interdependencies and marks them as found or not and offers a number of views of the resultant data. This can also be carried out for any given set of files.
Use the included installer (program can be installed anywhere) and you're on your way
The program is written in VB.NET v2.0 and should run on any machine that can run the .NET 2.0 Framework or an equivalent.
It also installs one very clear to read Font. Full Documentation is accessible from within the program. (Docs Button)
By HeblemThis is a tropical god flora mode, this tropical flora are common in southern mexico, this flora suits with my yucatan terrain mod
Just drop the HBS_YucatanTropicalFloraMod.dat into your plugins folder, and make sure to get the dependencies.
Uninstall: Remove all the flora and delete de HBS_YucatanTropicalFloraMod.dat file from your plugins folder
To ensure the proper functionality, make sure the files mentioned below are installed in the plugins folder.
BSC Prop Jeronij Vol 02 Trees
GDV MAYOR MODE TROPICAL TREE SET (gdv_COCONUTTREE_single-0x5ad0e817_0xef8be8f7_0x2f0000.SC4Model)
Suggested terrain mod: This flora mod was designed to work with the next terrain mod
LBT Yucatan Terrain Mod
Special thanks to Jeronij for his great tropical trees and goldiva for his palm tree
By pcwhiz24Tired of SimCity 4's puny little map sizes? Even the largest tiles are only 4x4 km, but this mod makes it possible for an even larger map size by adding a "Very Large" 8x8 km (512x512 tiles) map!
That's 4 Times bigger than the largest tile in the game and 8 times bigger than SimCity 2013's Maps!
SimCity 4 by default has 3 map sizes:
Small 1x1 km (64x64 tiles)
Medium 2x2 km (128x128 tiles)
Large 4x4 km (256x256 tiles)
This mod adds:
Very Large 8x8 km (512x512 tiles)
That is 4X larger than the largest map!
Files included in ZIP file:
-"8x8_km.dat" - Includes the larger map size option and adds "yellow" as the option in "paint" when editing.
-"Compatibility_Module" - Allows for compatibility with SC4 Mapper and SC4 Terraformer.
-"Larger Maps.dll" - Required to allow the game to recognize the larger map sizes as tiles and allows them to load as well as allows cities to be built on them. Also makes it possible to save these larger maps.
Also includes two new songs that would make great background music to play while you build your metropolises on those nice larger maps!
No dependencies, works with SC4 Rush Hour, with or without the patches.
Please read the README first before installing!
How to Install:
1. Open the "Larger Maps Mod.zip," then copy both the "8x8_km.dat" and "Compatibility_Module" into your plugins folder. You can also copy "Compatibility_Module" into the root directory of your SC4 Mapper and SC4 Terraformer installs for support of this mod.
2. Copy the "Larger Map.dll" into your C:/Program Files/Maxis/SimCity 4/Apps folder (Program Files (x86) if you use a 64-Bit Windows)
Also, copy the two songs from the "New Soundtrack Music" folder into C:\Program Files\Maxis\SimCity 4 Deluxe\Radio\Stations\Mayor\Music.
3. Load up the game as normal.
How to Use This Mod and Get Larger Maps:
1. On Region View panel, go and create a new region and name it as you please. Note that you'll only see the usual three map sizes. The 8x8 km map does not appear by default as THAT would require modifying the .exe file.
2. Exit game
3. Go to your Documents/SimCity 4/Regions/"Name of your new Region" created in Step 4.
4. Right click on the config file and open with paint.
5. Zoom in. You will see 3 different colors that represent the three map sizes:
Red (1x1 Pixels) Small
Green (2x2 Pixels) Medium
Blue (4x4 Pixels) Large
*Yellow (8x8 Pixels in this mod) Very Large*
You can expand the region size by clicking right down menu and expanding it down right.
6. To create 8x8 km maps, go to edit colors on Paint and select yellow. Make sure on right pane it shows as:
7. Draw it out where you want with 8x8 pixels and fill it out. (Make sure the other map sizes are whole or they'll glitch). If you want multiple
8x8 km Maps, draw more 8x8 pixel squares. Mix in other colors above for mix of map sizes. Fill the region with yellow if you want all 8x8 km maps, just make sure you have room! (32x32 pixels can fit 4 8x8 km maps). Here's an example of the 8x8 km map properly drawn out:
8. Click save and exit paint. Start-Up the game. Might take several tries to get it to work but it'll work.
9. Once the game starts, you should see your very large city tile on region view. If it's a Blank Space, just click on the space, since it'll load anyways and build away! (It'll show up on region view once you save and exit back out)
10. Enjoy your much larger space!!!
If you have any issues, please refer to the troubleshooting section in the README file.
This mod is fully compatible with Ploppable Cows and Nuclear Starbucks!
- Roads cannot be built past 4x4 km west or southward. UPDATE: Just fixed the issue and updated mod. It's possible now, but will cause clipping.
- Game will crash after a certain prop limit, and there may be prop pox on larger cities
- Saving takes a very long time (about 5-10 minutes on my PC)
BACKUP YOUR GAME BEFORE INSTALLING THIS MOD!
- God Mode mountains and valleys may clip with ground and trees after 4x4 km
- Very Large cities get very laggy
- Water may not be wet enough after 4x4 km
- The furthest zoom out isn't far enough due to very large map size
- 16x16 km was originally planned as well but would crash the game and cause an infinite loop that corrupted every hard drive in my computer and their backups (Thank goodness I backed everything up online).
- 8x8 km maps decrease the chances of that happening
- May cause little sims to colonize your living room and build tiny metropolises. This is due to the side effect of the mods
- Music may cause minor frustration
- Not compatible with my 3D Camera mod
- U drive it works but if you pass 4km, your PC may crash
- Minor clipping outside 4x4 km
- Staring at the loading screens may crash the game
- Showing emotion may crash game
- Mod is fully compatible with NAM, CAM, SPAM, SAM, SLAM, RAM, JAM, FLAM, DAM, CLAM EXAM, INSTAGRAMA-RAM and SCAM
- Taking screenshots might crash the game.
- Taking screenshots with print-screen crashes the game and your PC
- Taking screenshots with your iPhone crashes the camera, game, PC and may break a tripper and cause power outages. Samsung camera works though.
- Disasters work with no issues (in real life of course)
- Using "Obliterate City" will obliterate your city, region, and your entire game. (due to corruption)
- Game will crash if loading city while sustaining a frown in real life
- Music may cause minor frustration
- May change your whole game forever
- May cause depression
- The yellow pixels can also be drawn as 16x16 pixels for a 16x16 km map. DO NOT DO THIS. Stick with 8x8 km.
- If you do load the game with a 16x16 km map, your PC may explode. Proceed at your own risk.
PCWHIZ24 will not be held liable for any permanent corruption, loss, depression, injuries, fires, blown eardrums, FBI visits, power outages, or miniature living room colonies caused by this mod.
Aside from those minor bugs, it's still a great mod considering it's a game from 2003!
By ErnestmaxisMMP Project v1.1
Models not made by me.
MMPS made by Ernestmaxis
This zip only contains MMP's!
863 MMP's each files are 90 dedgree turnable!
When clicking multiple times model will turn in mayor mode.
Please remove the previous files you downloaded from me:
Dutch prop pack MMP 1.0.0
MMP's (v. 1.0)
I have changed the TGI range from over 267 MMP so the range that I use is more efficient.
I you dont remove the previous MMP's you will have different objects when you try to rotate the object because of the same used ranges.
Or you will get conflicts!!!
Thanks for the help from all men on the community on Simtropolis and Simcity devotion!
Hope you enjoy them!
Bipin's Crane Collection V.1.0.2
BLaM Antoine prop pack 1.1
BNL MVE Benelux Flags 1.0
British Boxes Version 1.2
BSC TSC girafe French Road Signs
Dutch Built-up Area Signs
Dutch prop pack
BSC Mega Props - JES Vol01
BSC Mega props - DAE vol01
BSC Mega props - Gascooker Vol01
BSC Mega props - Misc Vol01
BSC Mega props - MJB Vol02
CSX Mega props - Vol03
CSX Mega props - Vol04
CSX Mega props - Vol07
LBT Prop Pack 2
Mas71 JRP props vol.03
Mntoes - Prop pack1
Murimk bicycle props
Murimk industrialprops resource
Nams prop pack vol.1
Nams prop pack vol.2
Nos.17 Essentials 08
Orange MegaProp V.01
SCF European Truck Pack vol.1
SFBT Mammoet PTC
SFBT Spielplatz Props
SMEP-resident / -> Eagleland Project Resident Prop Pack 1
Totem pole 0
Urbanpack vol. 1
VIP vnaoned propspack vol. 1
WMP Ferry props 01
WMP Garden props
WMP Garden props 02
WMP Villa props01
WMP Shack props01
R6 Prop Pack 2010 Vol1
Tip for Damn Manager users:
For every object you will safe in your plugin the Damn Manager will make a DAMN_Root.dat.
You also need to remove the Damn_roots for the item you have safed of the previous MMP of my packs.
Refresh the Damn Menu items because your new MMP's have new corrected range.
The free camera mod for SimCity 4 is here!
Some old lurkers may know that in a press conference some ten years ago or so, a few of Maxis' top devs stated that a free camrea was planned for SC4 originally. However, not that far into the project, the idea was dropped, due to it making the game too CPU heavy. After months of digging around in the deepest and darkest cavities of the game, I am now ready to release it on Simtropolis! All in a simple .dat format, ready to be dropped in your plugins folder.
Beware that this mod is quite CPU heavy, even with today's pc standards. Not a problem for powerful rigs, but medium pc's may experience a slight fps drop. This should be possible to fix by disabling shadows, though. If you have a low-end pc, I guess you'll just have to get used to the game lagging.
Have a good time, and if you encounter troubles, remember to have a look at the upload date. :)
Edit: I'd like to thank Samerton for this wonderful image. I was going to get one of myself, but my game kept ctd'ing (for other reasons), and after a while I just gave up. Please note that Samerton uses some color correction mods, and the game will look slightly different than in the picture. :)
By TropodHaving trouble finding those Bus Stops? Forgotten where you built your Train Stations? Would you like a little something to help you find them? Well here it is, new and improved Dataview Modd that adds all the Transit Buildings (except Ferries) to the Traffic Dataviews. There is also of course a few other additions as well. There is a README file included which better explains the details.
By RandyEThese Business Deals have been modified from the originals and appear in the reward menu at the start of the game. The negative mayor rating effect has been reversed to a positive effect, the amount of income increased and positive landmark and park effects and jobs added. The impacts of pollution, crime, and radiation have been radically reduced or completely removed, and other positive benefits added such as cap-relief and transit. These rewards may now be used safely to add income to your budget. Each deal/reward has a color-coded menu icon and is separate from the original which will still appear as usual according to the game..
Eco-Friendly Toxic Waste Dump
Business deal income: §200. Same job demand as Advanced Research Center. Slight landmark and park effect. Minimal pollution, no radiation. Power and water consumed: 200. Mayor rating effect: 8, 440
Humanitarian Army Base
Business deal income: §440. Cap relief: 100,000 I-M Jobs. Same job demand as for Army Base. Moderate landmark and park effect. Mininmal pollution, no radiation, minimal crime effect. Power and water consumed: 300. Mayor rating effect: 8, 440
Particle Testing Range
Business deal income: §580. Same job demand as Advanced Research Center. No missile launches. High tech boost. Slight landmark and park effect. Minimal pollution, very slight radiation. Power and water consumed: 220. Mayor rating effect: 8, 440
Social Rehabilitation Center
Business deal income: §140. Same job demand as Prison deal. Transit Capacity: 200. Slight landmark and park effect. Minimal pollution, minimal crime effect. Power and water consumed: 180. Mayor rating effect: 8, 440
Digital Gaming Center
Business deal income: §320. Same job demand as Casino. Transit Capacity: 300. Creates taxis. Moderate landmark and park effect. Minimal pollution, minimal crime effect. Water and power consumed: 280. Mayor effect: 10, 400
Business deal income: §620. Same job demand as Spaceport. No shuttle launches. High-tech boost. Slight park and landmark effect. Minimal pollution. Water and power consumed: 360. Mayor rating effect: 12, 400
Area 5.1 Amusement Park
Business deal income: §910. Cap relief: 100,000 I-M Jobs. Same Job demand as Area 5.1 Base. Transit Capacity: 500. Creates taxis. Slight park and landmark effect. Minimal pollution, very slight radiation. Water and power consumed: 380. Mayor rating effect: 10, 400
I want to introduce my first creation for the fans of SimCity 4.
DAMN Manager is an alternative to the commonly used (I hope :golly: ) program SSPTool and DAMN Plugin by Stefan Wertich.
It is a tool for creating files for Dealeys "Daeleys Advanced Menu Navigator" plugin aka DAMN.
The program to use is very similar to its original, has some new features: adding the original lots of Sim City, menu items can be created automatically using custom templates and a few minor additions.
I have written this program because i had have some problems with the original SSPTool.
To not bore you any longer, I invite you to download the program, all (or almost all) the information can be found in the help files included with the program.
Any comments are welcome, especially those critical;)
If you have any problems with specific plugins, give me it's name and a link where to download the plugin.
The program includes the language files in English and Polish (polski).
ps. Please forgive me if the English contains errors. If (dare I say when) some will see (help file or user interface), please let me know.
pss. Manager has been tested on Windows XP, VISTA (64bit), 7 (64bit) and 8 (64bit - clean install).
By DroricDAMN-NAM DAMN is short for Daeley's Advanced Menu Navigator This is a collection of menu's created from the NAM 31.2 installation. This is version 1.0 and includes all NAM 31.2 E-Series controller items with the exception of the following Project Symphony, Canals, Maxis Highways and Hole Diggers (These can be added later if there is a strong demand for them). DAMN-NAM includes menus for the following categories, subcategories and all associated pieces: Avenues El-Rail FLUPs (Flexible Underpasses) GLR (Ground Light Rail) HSR (High Speed Rail) Monorail NWM (Network Widening Mod) One Way Roads Pedestrian Mall Rail RHW (Real Highway) Road Street TuLEPs (Turning Lane Extension Pieces) The only dependency is Daeley's Advanced Menu Navigator or DAMN. There are special instructions for installation for full compatibility with these menu's in the readme.txt file included. **Please note that some of the menu entry's are not functional and will have a placeholder image. To use entries that have placeholder images use another nearby entry and then tab to it from there. This will most likely change in the future when a design change can be made in the NAM that will allow these menu's to be made compatible. **Also if upgrading from an older version please replace your damncontrol.dat with the new file in the zip since it allows the root menu's to function. If you don't do this the root menu's appear but are not clickable. Upgrade instructions are now included in the readme.txt file. Enjoy!
By MagnetoHere is the SAM1 override - a little mod that will reskin your SAM 1 textures and display new props for your greater pleasure! A small variation willl occur on some textures and props (as can be seen on screenshots), depending of zoning.
Not much else to say, but keep in mind that SAM 1, despite how it looks, does not have parking functionality: it's only purpose is eye-candy.
A fellow member brought to my attention a problem with the plugin - possibly due to the use of HD props and its incompatibility with software mode. For those who use software rendering and/or prefer to use SD props, a new iteration of the SAM 1 override has been created. The mod is now divided in 2 distinct folders: one for HD, one for SD. Please only use one at a time.
What's in the packs?
HD Props pack
SAM - 1 - Parking Lots Textures.dat: contains the new textures specific to the HD setup
SAM - 1 - Type21.dat: T21 files for HD car props
Bollard.dat*: small post model
Grfe_Cars_family_props.dat*: turns those bootiful car props into bootiful family timed props
Lot Textures.dat: lot textures for overriding SAM1 - style parkings
SD Props pack
SAM - 1 - Parking Lots Textures.dat: contains the new textures specific to the SD setup.
SAM - 1 - Type21.dat: T21 files for SD car props
Bollard.dat*: small post model
Lot Textures.dat: lot textures for overriding SAM1 - style parkings
* files already used in the overhanging parkings: if you have the overhanging parkings in your plugins, you can delete them.
Must load after the NAM. You can also replace the texture and T21 dats directly in the SAM folder if so you desire.
Dependencies (all optional beside the NAM - not having these will not trigger BB's)
NAM with the Street-Addon-Mod installed
BSC MEGA Props - SG Vol 01
BSC - VIP girafe carpack vol. 1 & 2 (HD version only)
Neko Prop Set vol 03 (only Neko_Fence_Black_2m.SC4Model and Neko_Fence_Black_2m.SC4Desc are needed)
Strongly suggested for users of the SD version
The T21 file that generates props use Maxis family cars as default; it's very likely you'll want somethng better to replace them.
Choose one of the following replacement mods (they all supersede Maxis family cars), depending of your preferences:
1960s car replacement Mod
Japan car replacement Mod
European car replacement Mod
Jim's car prop pack 1.2
-special thanks goes to Mr. Jim, the author of this excellent and highly recommended Parking set. The textures used by the SAM1 override are based on his textures and inspired me to create this mod. ありがとう JIM!
Suggestions or Problems with this mod: report here please
By HeXyFed up of the same old garbage trucks roaming around the city? Why not have one of BNL's finest creations instead? He'll clean up the mess while you're away :) As it is a direct replacement of the garbage truck, he is fully drivable too! Included are 2 versions, one with a custom sound when a Wall-E is created at a landfill, and one without it (incase it gets too annoying!). Make sure you only use one or the other. No dependencies, just a love of Wall-E required :)
By gamzdudeThis mod will kill that stupid horrible and terrible No job zot that plagues all of our cities. This is what it dose it adds 100% home jobs to every wealth of residential. I was organically going to make it where Sims never needed jobs but it seems that is impossible due to hard coding.So I added home jobs at 100% to do the job :). What home jobs are that it allows your Sims to work in residential buildings :). There are to files included.
One says Zno job zot killer Stander .dat That one will kill the no job zot but will leave your residential buildings capped.
The other says Zno job zot killer uncapped .dat That one will kill the no job zot and uncapped your residential buildings so you no longer need to build parks rewards etc to provide cap rel life.
Cause this mod messes with the RCI censuses you may or may not have double residential demand when using this as such It is HIGHLY RECOMMEND Especially if you use the CAM to merge the Sim_city1.dat with this mod. You will need Wouanagaine's
Dat packer which can be found [url="http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=26"]here [/url]. Note: you will need to register for the Lex to see the down load link .
Its also very important to know that Plop residential's Still do not work so don't even try it.
Also if you have very bad commute times or poor transportation planing etc. You[b] may[/b] see the zot so be careful.
^Note the NAM can help with that
Thank you and enjoy cities free from no job zot's for the most part ahh. :)
Ps sorry for my Bad English.
By torocaThis mod fixes the Opera House, which has a capacity MUCH too low for large cities in SimCity 4. Currently, the Opera House can go over capacity and inhibit city growth, and you'd never even know it because the Opera House doesn't report its usage statistics. This mod changes that. Please see the readme for full details, including installation instructions.
Most of the discussion about this mod has taken place in the following thread, so it may be best to post questions or comments there:
By Simmer2Welcome back for more MMP's!
Its time to introduce a wider variety of sand colors and textures therefore I bring you SM2 Sands.
8 new colors and textures in 2 sizes. Large and small.
As a bonus I have included a twigs,tiny rocks and branches MMP which I named SM2 Beach Clutter.
Also as an extra bonus I made a nifty little wrecked boat that can be used either above or under water.
For a grand total of 18 separate MMPs!
All models are in HD, they are slope conforming and will also plop underwater.
(When plopping MMPs under water you may not see it plop immediately, if thats the case, please zoom out then in or rotate view and the MMPs will appear correctly)
Make sandy paths, beach scenes, mountain scene, lakes scene, construction scenes etc.
Making a coal mine lot? No problem! You now have black sand which can simulate coal bits and dust! Your imagination is your limit.
You will find them all under your Mayor menu.
Have fun and post some pics for everyone to see.
This plugin will allow you to place PedMalls with lanterns (works with all 5 paved PedMall types that come with the NAM). There’s no specific pattern, you will be able to control where lanterns will be placed: There’s a rarely used feature within T21 files where you can make props depend on the orientation of a certain network. This might not make sense for most networks, however, it seems useful for pedestrian malls, and in this plugin, this is being used this way: If the PedMall puzzle piece faces north (or west), a lantern will appear when plopping the PedMall tile, if it faces east (or south), there won’t be a lantern. Please note that I’ve made two versions of this plugin – one with lanterns from rich residential areas, and one with lampposts from mid-wealth commercial areas.
Please refer to the readme for further information, especially on how to install it.
Available languages: This plugin doesn't change or add any language-sensitive content; the readmes, however, are available in English and German.
By MandelSoftAfter almost two months of work it's finally here: the Stoplight Replacement Mod (SRM)! This mod replaces all the in-game stoplights with custom full 3D stoplights. The stoplight setups are more advanced than the standard stoplights, and all stoplight posts are rendered HD (the stoplights themselves are full 3D so automatically HD-compatible).
So, what does the SRM have to offer?
4 stoplights layout setups: 3 RHD compatible and one LHD compatible setup. 8 different signal models, all available in a large and small version 7 different stoplight post models, all rendered in HD Endless ways to combine the above in different compositions, whatevery you like! Please read the ReadMe for detailed installation instructions. If you still have questions or bug reports, post them at the Stoplight Replacement Mod (SRM) Support Topic
By warrior[center][b][color="#ff0000"][color="#339966"]UPDATE: The texture conflict with HSRP and Callagrafx's "The old coach House" lot has now been updated so please reinstall[/color]
[center][color="#ff0000"][color="#000000"]The High Speed Rail Project (HSRP) adds two new "model variations" to the network systems. A models variation is a new set of models for a network in this case for monorail. In the early years of SC4, new technology was found by Smoncrie which allowed us to use a single puzzle piece to create a starter for a new set of textures or models for the same network, there are already a few mods that take advantage of this technology, namely draggable GLR, SAM, and RHW. At the moment, there are two new model variations included in this mod, HSR, elevated, and GHSR, a ground version. The original HSRP replaced monorail, at the time this was the best way of implementation, and was created by 3ddz, founded by Murakamon, on the 24th of February 2006, since then there has only been one release, HSRP Beta 1. This mod uses the original models from that release for HSR, and a lowered version for GHSR, no modifications were made to the models.
[b]Note:[/b]Please remove the old HSRP Beta 1 version that has been published by 3ddz. A Cleanitol file has been included that will do the work for you. [/color][/color][/center]
[center]You can download a compatibilty file for Shinkasen's Bullet train in the SC4D thread.[/center][center]
[color="#ff0000"] [b][color="#000000"]DEPENDENCIES: Latest Network Addon Mod (At Least April 2008, but I suggest you update to the latest NAM if you have an old one)[/color]
[color="#000000"]--- [/color][url="http://www.simtropolis.com/forum/files/file/21355-network-addon-mod-nam-version-29-for-pc/"]PC Version[/url][color="#000000"]---[/color][/b][/color][/center]
[center][color="#000000"]1) The bulk of this mod is draggable.[/color][/center]
[center][color="#000000"]2)This replaces the old HSRP. The 2 are [b]incompatible[/b][/color][/center]
[center][color="#000000"]3) You will have to redraw monorail/HSRP tracks that we constructed before you installed this modd. You won't have to do this again.[/color][/center]
[center][color="#ff0000"][color="#000000"]4) Any questions should be asked in the new[/color] [color="#000000"]HSRP thread at[/color] here at ST [color="#000000"]or[/color] SC4Devotion.com[/color][/center][center] [/center][center]5) A Mac version (no installer) is also available; here on the STEX.[/center][center] [/center]
This is a collection of alternative menus using Daeley's Advanced Menu Navigator (DAMN) for my Superparking Modular Parking Lot series. Version 1.2 includes support for the Base Set, Diagonal Expansion Set, Extension Set & Addon Pack 1. Future updates will roll out support for newer expansions when possible.
Update 1.2: The base and diagonal set individual menus have been depreciated in favor of the combined menu. For users that want the individual menus still, you may download them by viewing the previous versions below.
There is one package included - this contains menus for every single set released up until this point. Inside you will find two folders, Superparking and zzzzzz_DAMN_Hidden. Superparking contains all the menus, while the hidden folder hides the existing menu icons in the parks/misc trans menu.
Drop the Superparking folder inside your DAMN/Root within the SimCity 4 install directory Plugins folder (not documents).
For CD/DVD users, the default is - C:/Program Files (x86)/Maxis/SimCity 4/Plugins/DAMN/Root
For Steam users, the default is - C:/Program Files (x86)/Steam/SteamApps/common/SimCity 4 Deluxe/Plugins/DAMN/Root
Drop the zzzzzz_DAMN_Hidden folder into your standard My Documents/SimCity 4/Plugins folder. If you still want access to the original menu icons, feel free to delete this folder entirely.
You will need DAMN for these menus to show up/work.
There are a couple of missing icons for a couple of the lots, though this doesn't affect the actual lots at all.
Thanks to Daeley for creating this ingenious menu system, and yild for creating DAMN Manager.
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