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hittwice99

hittwice99's Lot Thread

  

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  1. 1. Which is your favourite lot / project?



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    Industrial Lot Project - Chemical Works

    I have now completed my second lot in the project and I have some more pictures to show. This lot is another ID and it is a larger size (4X4), therefore I have made it more detailed. It is called chemical works. Here are the stats and pictures:

    Stats: Occupant type: ID

    Lot Size: 4X4

    Jobs: 42

    Growth stage: 3

    Bulldoze Cost: 200

    Wealth: medium

    Pollution at centre: Air: 85 | Water: 24 | Garbage: 0 | Radiation: 0

    Pollution radii: Air: 18 | Water: 8 | Garbage: 0 | Radiation: 0

    Flammability: 75

    Max Fire stage: 5

    Power Consumed 52

    Water Consumed 20

    Pictures:

    chemicalworksfromt.png

    Front - day

    chemicalworksbacknight.png

    Back - night

    - This plant produces and mixes chemicals to be exported to other companies.

    - Road tanker trucks fill up with the chemicals (no animation) to be delivered.

    - I have added security fences (with roller gates) at the front and also 10 street lights to allow for work at night.

    - The buildings are part of a prop set (not created by me) which I found would be suitable for this project.

    - Another prop pack is also used for other details.

    - Car parking at the front.

    - Added 5 smoke effects to the lot and higher pollution levels (but still acceptable) because it is a dirty industrial lot.

    - 42 ID $ jobs.

    To make there lots, I have used the BAT to create a (very small 0.001 X 0.001) model for each of there lots that is used for the building. It is not visible to see and has no effect on the appearance on the lot (s). So I would like to pre inform you so you know why there is a model file in each lot folder.

    I have also decided that it would be a good idea to upload the project in six separate packs. This will make it easier to choose what you like or don't like and to download dependencies for each set.

    I will make at least one more lot for the ID pack (maybe 2) that could be released this weekend.

    Thanks for reading. 1.gif

    Originally posted by: Cleaner475

    That looks really good, nice idee. Superb lotting, I don't normally DL stuff like this but I will now make an exception. Looks great and I can't wait for it to be available on the STEX

    Well done mate,

    Richard

    Thanks for the comment Richard, I'm glad you like it and it is always nice to hear some feedback!

    2.gif Cheers

    Edit: Changed title from 'Industrial Lot Pack' to 'Industrial Lot Project'.


      Edited by hittwice99  

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    Wow!1.gifThose lots really look good!Did you make the buildings(and props) in the BAT?


    Click the links below to visit my:

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    Originally posted by: nathanthemayor

    Wow!1.gifThose lots really look good!Did you make the buildings(and props) in the BAT?

    quote>

    Thanks Nathan, I didn't make the props myself so they will be listed as dependencies for the project. However, I have used the BAT to create a (very small 0.001 X 0.001) model for each lot that is used for the building (s). The reason for this is to allow the lots to be growable because the PIM can't make a building from models in a DAT file (the props). The models I have made are not visible to see and have no effect on the appearance on the lot (s).


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    for the fuel storage may I suggesting changing the nightlights as the look to come from the middle of the deposit and they seem to be too many, I haven't seen tanks illuminated that way, and the "roof" textures makes it look like concrete the second project that thank on top of the building looks a little bit weird to me I dont remember seen such a small building with such a big tank on top of it....but I'm not expert. Nevertheless they looking good.


    Don't forget to visit my BAT thread amigos!

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    Industrial Lot Project - ID Pack 1

    The first pack in the Industrial Lot Project is now out!
    Click
    here


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    SC4PIM - available on the LEX - allows you to make building exemplars from models in dat files. It is also visual so you can see the model. There is an extensive user guide also available. The stats produced by SC4PIM are more balanced than those im Maxis PIM with regards to pollution and powere/water consumption.

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    I already have the new PIM from the LEX. But thanks for the advice anyway.


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    hittwice99,

    Did take a look at your incinerator lot, and I would like to post a review.

    The BAT and the lot are quite good, though the cbimney could improve a little: the texture is repetitive, and the colour is somewhat pinkish/orange; also the texture appears to be not very well applied at the base (the box).

    Modding (stats) are completely off-scale, making the lot completely unattractive by any means.

    First of, this is definitely NOT "a rubbish burner that burns all that unwanted trash", as you state. It's a recycling centre, that reduces the trash produced by 2000 ppl by 10%. The rest 90% will need to be disposed in some other way (landfill, W2E, export etc). So this is not a solution, even for a small town.

    Another problem is that it's incredibly expensive. In SC4, you have the following trash disposal options:

    - Landfills $3.3/ton (yes, that much!)

    - W2E plant: $1/ton - $2/ton (depending on the price of electricity and valuing of pollution)

    - Recycling centre: $20/ton!

    - Export deals (price depending on the deal)

    As you can see, the Recycling centres are completely off-scale, actually they aren't affordable, unless you cheat. A recycling centre costs $350/month and processes some 18 tons of trash (query an ingame recycling centre to verify if this figure stands). That is 25000 sims produce some 90 tons of garbage per month (90 x 20% = 18). So the ingame recycling centre is basically a money waster, as it's so much expensive to operate. Maxis didn't do a good job here. In SC3000 recycling centres reduced the garbage produced by 50000 (and not 25000) sims by 30% (and not 20%). This resulted in a cost of some $6.5/ton, an expensive but viable option for a "green" mayor. But the SC4 one is way too expensive; this is not even realistic, as recylcing centres may even be profitable, because of the materials they reclaim. I would even urge someone to make a recycling centre with the SC3000 stats (and I wouldn't consider this a "cheat").

    Now let's see how your own lot stands here. It will reduce the trash produced by 2000 ppl by 10%, that is it will process 2000 x 90 / 25000 x 10% = 0.72tons, and ask $50 for this, that is $70/ton!!! Not only this is by far the most expensive utility ever, it generates pollution too! So it's very unattractive and completely impractical, basically "eyecandy" only (for those who like such a "theme").

    I had released a "real" trash burner (non electricity-producing) on the STEX some long time ago, making use of features Maxis has implemented, but didn't include in any ingame lot. Take a look at my lot, I think it's quite OK, costing $1/ton and generating pollution. For your lot, I would recommend using the the same stats, reduced to the 1/4 (or maybe 1/8?). Then this would really be a small burner, I think.

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    Thanks for the advice cogeo, I have relesed a version 2 of the Incinerator.


    Industrial Lot Project - ID Pack 2

    The second pack in the Industrial Lot Project is now out!

    Click here

    I'm sure you will enjoy these lots as much as I enjoy making them. 2.gif


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    Cool lots Hittwice! I'll get them (and the dependencies) after I'm done cleaning out my plugins folder. I really like the simplicity of these lots and they still look good!

    BTW, to everyone who is commenting on his lots: He didn't make the BATs, so there is no point in commenting or complaining about them.


    -- Sepen77

    ~Forging the future of the future~

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    Project News

    After completing ID Pack 3, I have decided to take a lenghty break from lotting in order to study for my end of year school examinations. Once I have completed my exams, I will be on holiday and will be able to spend more time on the next set of lots (IM Pack 1). For those of you who were eagerly waiting for the next pack, I appologise for the extended delay in the project.


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    I'm glad to hear that!


    Click the links below to visit my:

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    Show me Your:
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    Dear Hittwice I compiled the relevant info about your industrial lots that Ive been having problems in them saying they are not watered when i query them,. I check in the water pipes section and even though the whole city is completely covered in water your industrial buildings wont turn dark blue from light blue to show that those lots are indeed water. This is just a label issue i believe as there isn't a tear drop above them crying out for water and the buildings aren't abandoning most times they have full employments or near full employment. So its just annoying they dont say they are watered when they are.

    This is hittwice99's lot thread - it is for discussing things about hittwice99's lots. The paragraph above is pretty much the only thing that has to do with hittwice99's lots, so why don't you keep it at that instead of posting lengthy stories where you jump randomly from problem to problem, few of which have anything to do with this thread? Please try to be focused and don't digress too far. If you do, your posts will become so long, unfocused and chaotic that nobody will be able to help you at all. Keeping it short, on topic and focused will benefit you most in the long run, too. Thank you for your cooperation

    [T Wrecks, Moderator]  

    What dependency is this related too should i put them in programs plugins instead of my docs plugins? should i dat pack them if dat packed should the whole 3 industrial lots be dat packed as one dat pack or would you recommend 3?

    This is not related to any dependency pack. Watering buildings is a core function of the game and works exactly the same with custom lots as with Maxis lots. It has nothing whatsoever to do with dependency packs.

    As far as using the DatPacker is concerned, make sure that you read the documentation that comes with this tool. I believe there is also a support thread over on SC4Devotion.com.

    ====================================================================================

    The following parts have nothing to do with hittwice99's lots. Please try to keep these questions where they belong, not least because your chance of getting an answer will be much higher there. Nobody expects to read questions about Maxis updates in a particular lot thread!

    I have bld prop 1 & 2 but should i also get the prop "display all maxis buildings props correctly"? as well?

    Read the description of that download, I wrote it for a reason.

    When i dat packed all 3 together it has a file size of 103 kbs very small imo. And I have BLAM refinery props dat of 2.33 mbs in the same folder is that right? whats refinery props?

     Anyway heres the other thread on the street addon mode about your industrial project props.

    https://www.simtropolis.com/forum/messageview.cfm?catid=124&threadid=117666&STARTPAGE=2&FTVAR_FORUMVIEWTMP=Linear

    ------------------------------------------------------------------------

    Some other things are working better now {after I updated sku2}: like the 3 industrial lot props of dirty industries I installed which look fantastic little burners pumping out all sorts of filth into the atmosphere but they always displayed a no water when you queried their stats. Now after that install order you gave me (w/o the uninstall first) the lots now say they are watered if they are; ergo they are now displaying their stats correctly.

    Maybe when I did shove in the 2 sc4 dat 1 and 2 into maxis program plugins to replace my incorrect old version file sizes that was all i needed to do for the sku update and I was just there waiting for your lovely bat install instructions

    Hi Catty good news and bad news. The good news is that I actually did exactly as you said to the letter i uninstalled the game then reinstalled it. I updated it with sku2 as it is European I have no china locales as you can see from my programs maxis list now. Also when i did the sku 2 this time i had no error messages saying old file not found however a file came with same name is found etc etc rather it said install successful! . then installed turbo then the 10 mb bat (actually these were the other way around, hope that isn't bad}

    then installed the 14 mbs night lighting on the bats

    Then when I played the game i still got what i perceived texture problems so I installed texture script and put them into the gmax folder in c drive firstly it isn't a 32 or more kb file, it is actually 2 files one a 27 kb file which is exactly the same checksum as the same file I already had so i figure that part is identical however I didn't have the 70 bytes file. Something this small could only be a few words like dos <<>> do nice textures ...<<>>. so i put that 70 byte file in the scripts folder in gmax cdrive. Now all the lighting works so that's fine . But the bad news is it was working exactly like that before with the night lights. Also the reason I reinstalled it perfectly like this was because those industrial lots that first corrected itself saying they had water if the pluming was under it were no longer saying they were waters also they weren't showing up as dark blue to show the building has been watered besides the whole area around it which should be shaded light blue I also put the texture model names in because i thought the model name isn't naming itself properly especially if it said not watered.

    The dan thing is I've seen it working for brief time do you think because I did the 10 mb bat before the turbo squid that would have said they are not watered>?

    They are lighting up now just like i got them to before with my cowboy install. so you'd think if their lights work now that they maybe more susceptible to being fixed with names etc? Sure the industrial lots are dat packed but I tried them without dat pack and it was doing the same thing so now I'm just keeping the compressed quicker ones.

    As far as the industrial buildings not displaying they have water, I can assure u this is on city squares where every square inch has water covering the tiles in the light blue. What happens is that when a building manifests if you are in the water plumbing underground at the time you will see that size building whether its 4 * 4 or 2 * 2 etc become dark blue; meaning that building is now registered as watered. These industrial lots now don't display that even though the light blue for water is completely covering them even pedantically putting a bunch of unnecessary water pipes right under the little bastards.. They still won't become dark blue! Also when I query them they only say powered yes/ watered no. I've read previously that if a building isn't watered there's some fault with a setting so it's nothing about the fact that I haven't been a diligent mayor. Forget that! That's the easy part. The hard part is always (90%) in my case technically fixing all the problems maxis or in this case a modder has made. Now I've noticed I'm the only one whose complained about the industrial lots not displaying water now. They did display them briefly when I did that previous cowboy fast install but then the next day they were back to their usual tricks. They could still have full employment sitting in heavy high industrial squares so there was just something wrong with their display. They weren't displaying the tear drop above them which is the basic sign we all know means the building needs water so it's not crying out for water or being abandoned because of it. It's just not registering that it has water, get it, comprende. ? If you can find the issue with unregistered watered buildings settings I'd ne most grateful. I may try and use the un dat packed ones again but they were also doing the same thing so I just kept the compressed dat packed ones.. and they were fixed remember briefly for 1 day with cowboy fast install. .

    btw does it really matter the order of the turbo squid after the 10 mb dat bat and then the 14mb nightlighting. Do I need to do the whole thing again? I mean those industrial lots are now lit up in the dark so that's working. However is that all the ep sku 2 does is just help night-lighting as well as 14 mbs nightlight. I don't think so as I've read all the other little fixes it does like supposedly stoping the fire plane taxiing and hovering around for ages after you've called it. Actually I will check that fire plane because that was really annoying so much so that I don't bother calling for it in emergencies because it arrives too slow and late, after the building has collapsed with fire and then stays hovering around the devastation it failed to put out forever after like a sad ghost incomplete in its mission.

    The textures I will provide a picture as you will see the white commercial building above teh incoming neighbour rail is crooked here compared to the other white commercial twin and I've noticed that with some buildings even the large mayors office I down loaded at zoom 1 there is a pronounced spike of visual glitch and I was thinking maybe it's a resolution problem as I've got the shortcut of 1600 * 900 which is what my monitor is but by default in the game it reads 1200 times 1024 ? Whatever the largest resolution on the basic maxis res there is.

    Cathy why dont you download these and try them they will probably display water for you with your lovely settings let me know so I work out what dependency or conflict i'm having or needing.

    https://www.simtropolis.com/stex/details.cfm?id=24181

    https://www.simtropolis.com/stex/details.cfm?id=24805

    https://www.simtropolis.com/stex/details.cfm?id=24072

    What does bld prop 1 and 2 do? When i looked at bld prop 1 it said things like flamability & heat and im wondering if this has something to do with displaying water . I have 1 and 2 but do i need lot editor to go with it or "all maxis building props with proper names"?

    Also if they do display the water sign I would love a list of what's in your BSC folder please.

    Maybe I should just place anything not displaying correctly in the maxis plugins instead of my docs plugins?

    As for your water situation I have downloaded the buildings, but belong to the RTMT team and we are currently beta testing a new version so it will be some time before I can install these buildings, I would suggest you visit hittwice99's Lot Thread here

    https://www.simtropolis.com/forum/messageview.cfm?catid=121&threadid=113314

    and bring your concerns regarding these buildings to the creator, I can't see any problems with these buildings looking at the picture you supplied.

    What does bld prop 1 and 2 do?

    They are dependencies and you will get brown boxes without them.

    As for the contents of my plugins folder ... I donated money to SC4 Devotion and got the SC4D DVD and CD so pretty much have the contents of the LEX as my plugins folder, I don't have the last couple of months of uploads, but they are updating the DVD so will get a new copy when they do.

    so my plugins folder is 3.73GB in size has 71 folders and 7218 plugins in it

    @catty

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    Thank you T Wrecks for editing the previous post and outlining the key points.

    Originally posted by: mikeld

    Dear Hittwice I compiled the relevant info about your industrial lots that Ive been having problems in them saying they are not watered when i query them,. I check in the water pipes section and even though the whole city is completely covered in water your industrial buildings wont turn dark blue from light blue to show that those lots are indeed water. This is just a label issue i believe as there isn't a tear drop above them crying out for water and the buildings aren't abandoning most times they have full employments or near full employment. So its just annoying they dont say they are watered when they are.

    quote>

    Thank you for letting me know about this issue with the Industrial Lot Project. Although I thoroughly test all lots in each pack before uploading, I have not noticed this problem until checking the lots again today. I have found in previous testing that all lots are functional. This means they will all grow, occupy capacities and not abandon in sufficient conditions.

    I can confirm the water problem is an internal issue and is not caused by any duplicate file conflicts or Dat Packing. As you probably know, it is only an 'eye candy' issue and it won't cause abandonment. All lots in the project have been modded using the same method. The modding tools I have used are: PIM-X, SC4 Tool and Reader. I have noticed that the problem doesn't apply to the Gas Holder. I will attempt to trace the cause of the problem by comparing the values of the Gas Holder to the other lots. But as I am no expert on advanced modding, I may need some outside help in order to resolve the problem.

    Added 49 days later:quote>

    In my recent lotting of IM pack 1. I have decided to use the original PIM instead of the PIM-X when creating the properties file (.desc) from the blank model as this was the cause of the problem. The water issue will not feature in IM Pack 1.


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    IHT Pack 1 is currently in planning stage. During this time, I will experiment with different models and props to find the right combination for the pack.

    The table below shows the current status of the project. This will be regularly updated to show what stage the project is in. Please note that these dates are subject to change:

    Click here to view the latest Project News.

                                                  projectstatus.gif

     Upload  Commence Date

     Upload Date

     Status
     Industrial Lot Project - ID Pack 1

     Commenced  08/06/10  Completed
     Industrial Lot Project - ID Pack 2

     Commenced  20/06/10  Completed
     Industrial Lot Project - ID Pack 3  Commenced  06/09/10  Completed
     Industrial Lot Project - IM Pack 1  Commenced  25/12/10  Completed
     Industrial Lot Project - IHT Pack 1

     24/01/11*  February TBC*  Planning - Locating dependencies

     *Estimate date.

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    Sounds great!


    Click the links below to visit my:

    City Journals  *All CJs are now inactive*
    Dante's Peak    Paridise Island (v2)    The United Cities

    Workshops  *Inactive*
    NTM's BAT Workshop II  and  NTM's Lot Workshop

    Show me Your:
    Roadsigns!!!  or  Transit Hubs/Transit Centers!

    Other Significant Links:
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    I can't wait to see what you come up with for the IM Pack...your ID packs look great in-game! They add so much more variety to my industrial sectors.

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    Project News

    In my recent project planning, I have made a decision to only release one IM pack, instead of two. This is because I have found that a number of models do not require lotting, as they fill the majority of the lot area. They have already been released previously by the creator(s) as stand-alone lots (just the model occupying the lot). I will not release lots that are identical to what have already been made. I want to create my own variations of lots, by combining different models to achieve a different end result. This is why I have made this decision.

    In the coming year, I would like to begin making my own models (using the BAT). This would enable me to use my own buildings in future packs, and the dependencies list would therefore be reduced. I could then create more packs for this project at a later date.


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    Project News

    Good news everyone! The long anticipated IHT Pack 1 is now in development. This pack will feature a range of modern high tech industrial lots that will add to the default Maxis ones.

    Although challenging to find, in the past week I have been attempting to locate the best combination of models and props for this pack. So far, I have found some modern domes and futuristic looking models that I could possibly use, but I know that high tech isn't limited to just futuristic looking buildings. I would also like to include some modern industrial units with a smarter appearance than the IM lots (i.e. more trees).

    The planning stage is always vital to each pack. It can often take time, but by putting in the hard yards first, the lotting and packaging (stats, photos, readme) becomes easier later on. So in the meantime, I better get back to work!

    Please note: This post will be frequently updated with future developments and is linked via my signature banner.

    Click here to view current Project Status information.


      Edited by hittwice99  

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    Good to hear this, because I-HT is still somewhat lacking in game. There are gazillions of I-M BATs out there, but I-D and I-HT are still somewhat hard to come by.


    -=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
    -=| You can choose from phantom fears and kindness that can kill ||| I will choose a path that's clear - I will choose free will |=-

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    Indeed, I look forward to seeing what you come up with, all your previous packs get heavy use in industrial cities.


    Check out my CJ Spedbury, here :)

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    Project News

    It's been a busy start to the year for me with school assignments being the priority. However, I will continue to work on IHT Pack 1 as soon as I have completed my school work. Don't worry, I haven't forgotten about this project! I also have ideas for other possible lot projects in the near future. I will keep this post updated with the latest developments.


      Edited by hittwice99  

    My STEX Uploads  |  My Lot Thread

    “There are no failures - just experiences and your reactions to them.” - Tom Krause

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