• New Articles

    • Teaser Paragraph:

      Learn how to make your installed Automata useable as props in the Lot Editor.

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    • Teaser Paragraph:

      Are you tired of building in the same four directions? Do you wish to break free of the shackles of SC4's grid system? Well this tutorial will give a basic overview about diagonal gridbusting.

      Diagonal city building, or gridbusting as the SC4 veterans call it, is a hard skill to master. One requires a great many mods and attached is a list of relevant mods to help get you started. There are numerous in-game barriers to overcome and a great many visual issues which must be addressed to create that dream diagonal area.

      Read on if you are interested in grid-busting!

      • 1 comment
      • 534 views
    • Teaser Paragraph:

      Wondering whether or not to use a slope mod? Want to see why you should have one installed? Then look no further, this guide should have you covered.

      • 1 comment
      • 531 views
    • Teaser Paragraph:

      Want to know the full ins and outs of the Japanese NAM Facelift Mod? Well look no further...

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      • 411 views
    • Teaser Paragraph:

      Is there a lot that you wish you could plop on the water?  Or did you create your own lot only to find out that the game doesn't allow you to place it in or near the water?  Grab the iLives Reader and follow these simple instructions :) 

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      • 254 views
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  • Recent Modding / Content Posts

    • This one was my inspiration. Totally not fancy at all either, so my model lives up to that pretty well.  
    • Hopefully the charitable modders will be able to significantly change the assets enough to pass off the creations as their own. They might change things more than those who modify Google warehouse models and those rarely credit the original author and no one ever complains about that. Patreon exists and the flow of (as measured in volume of new uploads to) the Workshop will not change noticeably (compared to seasonal fluctuations) If these wary eyes can make models that are optimized enough not to raise required specs and can create decent LODs under 100 triangles (under 200 for big assets, under 400 for exceptional uniques), they might be able to follow in Shroomblaze's footsteps, or raise money on Patreon. Whether this DLC model is successful or not, free workshop content will continue to be released.   If I seem bitter, sour, spiteful, or callous, it is because I have no time for temper tantrums nor any sympathy (or even pity) for those who throw them.
    • I need to think about it a little more, but my first thought is that I like community-based and -fueled initiatives to monetize mods/assets better than one in which the publisher is involved. Primarily because all the money will go to those who earn it - like I said in Shroom's Art Deco DLC topic, the thought of Paradox doing basically nothing while still cashing in on the work of members of the community leaves a bit of a bad taste in my mouth (although obviously it was Matt's own decision to jump on board). Also, maybe even more important from a creative point of view, the community members involved in such a collaborative effort will maintain control over the entire process, from working out an idea, decision making, settings limits/guidelines and implementation-based decisions all the way down to sharing the spoils - it's a collaboration-based effort in which all participants are on equal footing, remain independent from commercial parties, and are more flexible to make alterations to the course that has been taken based on feedback or changes in insight. Lastly, the people involved will be hobbyists/enthusiasts of the game, a background that vastly differs from a corporate initiative, which ultimately only has one goal, and that is making money (let me be clear that I'm not saying Paradox is greedy, but ultimately it is a business, driven by different incentives than players/community members). Mmm.... turned out to be quite an essay for an initial thought  
    • Huh. I guess I didn't recall those planters being in there. That new warehouse looks excellent, as always. I can't think of what it might be missing. Do you have any pictures of the inspiration for this new one?
    • @OcramsRzr - I'm not talking about people removing their content (although that is a possibility I hadn't considered yet: if that happens, for me at least it means that that content won't be available any longer, as I respect [not the same as me agreeing with] the creator's decision and won't use re-uploads by those who don't own the rights or haven't asked for permission), but about the flow of new content to the Workshop. I can understand that some modelers may feel left out if they see others getting rewarded for their efforts. For me personally, creating mods (I can't model) is just a pass-time, a way to experiment with new things (Unity was something completely new for me), and to add a few things to the game that I personally missed and give something back to the community that had given me so much through the Workshop, and I don't accept any donations or compensation for it (people enjoying my stuff is rewarding enough). But for some it may be a way to earn a little extra income (the background of our modders and modelers is extremely diverse), and they may view this development with different, more wary eyes.

      But like I said before, all we can do is wait and see - initiatives like this have both tanked and become very successful, so I guess we'll find out soon enough... Oh, and just in case my remarks sound overly sour: despite my reservations about this development, I'm really happy for Shroomblaze/Matt to be pioneering this for C:SL novel way of content creation, and I really hope it works out well for him. There are several creators that deserve to be recognized (and rewarded) for their hard work, and he is most definitely one of them!