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    1 minute ago, Delta2k5 said:

    Really love those rails! But there is one thing bothering me: existing (workshop) stations and their station tracks. Simply none of the workshop stations has station tracks fitting to custom, realistic rail networks already available.

    It would be neat if there could be some companion mod to select a belonging style station track right before plopping a station so we could choose a style - just like the MOM does (classic style or modern style).

    A track replacer which will replace all station tracks with an appropriate track from my set is planned and already tested and the idea works. You will need to replop the stations though, previously plopped station tracks will remain as they are, I am not messing with replacing already placed networks in the net buffer, too messy and risky for me.

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    Just now, Ronyx69 said:

    A track replacer which will replace all station tracks with an appropriate track from my set is planned and already tested and the idea works. You will need to replop the stations though, previously plopped station tracks will remain as they are, I am not messing with replacing already placed networks in the net buffer, too messy and risky for me.

    Sounds great, thanks! :) 

    Yeah, I know that replacing existing station tracks would be a mess as it is likely the pedpaths will break in most cases - those paths are already a mess to lay down the right way ;)

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    On 01/09/2018 at 1:12 AM, Ronyx69 said:

    A track replacer which will replace all station tracks with an appropriate track from my set is planned and already tested and the idea works. You will need to replop the stations though, previously plopped station tracks will remain as they are, I am not messing with replacing already placed networks in the net buffer, too messy and risky for me.

    have you looked into using a custom flag for network meshes for any future networks to be able to be compatible with your networks?

    the mod might save into the .crp file a custom flag that can be set for a mesh inside a network someone creates, which only activates the mesh when the mod is detected as running. - that way i could create future train tracks, have them vanilla styled, but also have a separate mesh that i made to match your custom style and set the custom flag so that it only shows up if people have your mod installed, and otherwise remains vanilla styled for everyone else.

    would mean you wouldn't have to convert/produce copies of future styles that people will create.


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    7 hours ago, Bad Peanut said:

    have you looked into using a custom flag for network meshes for any future networks to be able to be compatible with your networks?

    the mod might save into the .crp file a custom flag that can be set for a mesh inside a network someone creates, which only activates the mesh when the mod is detected as running. - that way i could create future train tracks, have them vanilla styled, but also have a separate mesh that i made to match your custom style and set the custom flag so that it only shows up if people have your mod installed, and otherwise remains vanilla styled for everyone else.

    would mean you wouldn't have to convert/produce copies of future styles that people will create.

    Not sure why anybody would waste time on those inflatable rain gutters once my set comes out.

    Custom flag - no idea, but I could enable some weird connect group such as PathPowerLine so that a node specifiically for those could be created, but again no idea why anybody would mix vanilla in when they have these.

    I will release all source files so people can make their own variations and custom bridges or whatever they want for these.

    It seems on one side it transitions as expected, but on the other it doesn't, even though this is the two way track, not sure why it's different on each side, and I kinda don't care.

    qDi6VPb.jpg

    P53PEKC.jpg

     

    As for the mod I'm planning (and already successfully tested) it replacing station tracks with my station tracks, the stations must be replopped/relocated though as I'm not replacing already placed networks. Also I'm planning to make both wired and non-wired station tracks and you could flip between them using a hotkey when plopping a station. Already plopped tracks always stay, so you could have the same station multiple times with and without wires. Only thing I'm wondering about now is if I (or somebody else) make tracks with wooden sleepers, people might want to use them for stations, but they would be stuck with the concrete sleepers, so a more complicated UI would be needed for that.

    Also about cargo station tracks vs passenger station tracks - the only difference between them is there's no ped lanes on the cargo ones, so a regular station track actually fully works for cargo stations, the only side effect is you can create passenger lines using the cargo stations then lmao, is this a problem somehow? Cause I kinda don't want to duplicate all station tracks just to remove ped lanes for the cargo versions.

    There's a lot of tedious work left - making lods for all the stuff, and reimporting and setting network tiling values, so it has kinda slowed down even though most of the functional and visual stuff is already done.

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    4 hours ago, Ronyx69 said:

    Not sure why anybody would waste time on those inflatable rain gutters once my set comes out.

    some people have to be selective about what assets etc they add. OR they can't use first person mods because it slows down frame rates too much...

    Plus you might not be releasing tracks that are the same as some custom ones (ie like my island platform track) so they wouldn't be converted with your mod. Or are you going to make it so that if I make my own new train track (with different track positions) i can add onto your mod to allow my own track version in the style of your tracks to be replacing my other vanilla style.

    I know that i will always first and foremost create new tracks in the vanilla style. because i always support the vanilla game so people can start from scratch and have coherent style across all my assets (rather than the mismatched travesty you can get now with various mods, like the realistic tram tracks etc)

     

    4 hours ago, Ronyx69 said:

    Custom flag - no idea, but I could enable some weird connect group such as PathPowerLine so that a node specifiically for those could be created, but again no idea why anybody would mix vanilla in when they have these.

    connect group wouldn't work, it would conflict with MOM - lazarusman uses up more connect groups and code in that area so i can't see people choosing your purely aesthetic addition to the game over MOM (if it's a viable choice between them)
    That's why a flag would work better, you could add in your own custom flag which gets loaded with your mod, and when called on it switches out meshes that are packaged inside the one .crp file. - much cleaner

     

    4 hours ago, Ronyx69 said:

    setting network tiling values

    is this how you're achieving the consistent spacing between sleeper's meshes?


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    8 minutes ago, Bad Peanut said:

    some people have to be selective about what assets etc they add. OR they can't use first person mods because it slows down frame rates too much...

    Then use only vanilla or only mine, I don't care about somebody who would try to mix both.

     

    9 minutes ago, Bad Peanut said:

    Plus you might not be releasing tracks that are the same as some custom ones (ie like my island platform track) so they wouldn't be converted with your mod. Or are you going to make it so that if I make my own new train track (with different track positions) i can add onto your mod to allow my own track version in the style of your tracks to be replacing my other vanilla style.

    I didn't know you had that track released, I will simply make a replacement for that and the mod will replace it, you don't have to do anything.

     

    9 minutes ago, Bad Peanut said:

    I know that i will always first and foremost create new tracks in the vanilla style. because i always support the vanilla game so people can start from scratch and have coherent style across all my assets (rather than the mismatched travesty you can get now with various mods, like the realistic tram tracks etc)

    The entire reason I started modding was to remove/replace everything vanilla, which is the true travesty.

    And the point of the mod will be to replace ALL station tracks - vanilla, single, etst, yours wide one, maybe others if I'm missing or some will be released in the future.

    In the rare case of an asset using some other obscure station track - people can always use move it to remove those tracks and place any station tracks they want.

     

    20 minutes ago, Bad Peanut said:

    connect group wouldn't work, it would conflict with MOM - lazarusman uses up more connect groups and code in that area so i can't see people choosing your purely aesthetic addition to the game over MOM (if it's a viable choice between them)
    That's why a flag would work better, you could add in your own custom flag which gets loaded with your mod, and when called on it switches out meshes that are packaged inside the one .crp file. - much cleaner

    Not sure why train track connect groups matching some metro ones would matter at all, are people creating junctions with both train and metro on them?

    Anyway the mom team is way more into the dev stuff, so if they didn't do it, no point for me to try anything like that.

     

    9 minutes ago, Bad Peanut said:

    is this how you're achieving the consistent spacing between sleeper's meshes?

    No, the sleepers are actually the only piece I can't use network tiling for, because that method of increasing tiling leaves the shadows like they were, which matters a lot for those sleepers so it would look terrible. That's why the sleeper texture is unnecessarily tall, but it's the same one being reused for all tracks, just like any other textures, so I'm not worried about memory usage because LSM will take care of it.


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    24 minutes ago, Ronyx69 said:

    Then use only vanilla or only mine, I don't care about somebody who would try to mix both.

    yeah but that doesn't help people who actually create tracks, you're telling them to only make vanilla or only make yours? doesn't make any sense, if we were to only make yours then people who choose to not use yours (out of necessity) won't be able to get the custom track, and if we only should create vanilla style then why bother making this mod in the first place??

    26 minutes ago, Ronyx69 said:

    Not sure why train track connect groups matching some metro ones would matter at all, are people creating junctions with both train and metro on them?

    yes when MOM converts train tracks too ;) 

    27 minutes ago, Ronyx69 said:

    I didn't know you had that track released, I will simply make a replacement for that and the mod will replace it, you don't have to do anything.

    doesn't really help people making more from now on, surely it would be easier for you to create a way now for people to have their own vanilla style tracks convert to their own converted track by using your mod. using an xml or something that you can edit to say "when mod active, replace XXX id track with YYY id track"? otherwise you'll be just impatient about making converted versions or not knowing about different versions.

    30 minutes ago, Ronyx69 said:

    people can always use move it to remove those tracks and place any station tracks they want.

    this is the worst advice to give, any use of moveit to alter embedded networks inside an asset can cause the pedestrian pathways to break - the only fix is to replop the station asset which returns the original train track anyway...

     

    All in all sounds good, but i reckon you could come up with a cleverer delivery package


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    @Bad Peanut  I think there's a misunderstanding here. As I've been advising @Ronyx69 since the beginning, I should clarify certain elements for everyone. 

    First, let me recap what this mod is about:

    1. It replaces vanilla and ETST station tracks,

    2. It adds a set of train tracks that end-user is supposed to use as new rail tracks and/or upgrade his existing network via upgrade function in road tool. (Like workshop roads)

    It does not overwrite vanilla standard tracks, as Ronyx already explained it. So if someone wants to use vanilla  jell-o tracks for some weird reason, he can do that without disabling the mod. Assuming something happened and Railway has to be disabled, he can also do that. The danger at this level is the same as what happens when you disable any other custom road and load your save. 

    As for what comes after MOM, that depends to the MOM team. It does not mean that we have to wait them for rail overhaul or make stuff completely incompatible/non-changeable between each other. 

    I talked with Tim and we agreed that Catenary Replacer will support Railway after the release, so users can pick whatever the catenary style they want for their tracks, should they want to use something else.

    Ronyx will also release source material for users who want to make custom networks (HST, mountain cog, or basically bridge style networks etc.) for Railway mod.

    Station placement will also be handled via UI, so users can plop station with or without wires or with different pavement/sleeper. This will all handle vanilla and ETST used stations and networks.

    To summarise all this: 

    a. If the end-user wants to use vanilla-only network, he uses vanilla only network, Railway is not needed.

    b. If the end-user wants to use actual train tracks, he subs to Railway mod: 

    He gets i. Mod+UI that replaces vanilla and ETST station tracks and ability to customize station track before plopping it and ii. a generic set that is composed of gravel/concrete superstructure + wooden/concrete sleeper that has ground, elevated, bridge and tunnel segments.

    c. If the end-user wants to use better tracks with custom made tracks aside ETST, these will be taken care of case-by-case basis.

    I think you are overestimating the ability of creators who can make custom train tracks. There are not many train tracks in the workshop that is actually unique and useful. Aside Shinkansen, Japanese generic rail and Chinese HST, there's no custom networks on the workshop. (Except SimoG's bridge/arched ones). As I said, these will be handled case by case basis, and most of them does not involve adding extra option to Station Tracks, so creators can simply update/release Railway compatible tracks.

    d. If the end-user wants to use vanilla-only + ETST and any other custom vanilla tracks, he can still do that, Railway is not needed.

    Mod itself is already versatile enough to handle most of the available/wished combinations, so I dont see the point of making bazillion of different networks, or basically port-over all rail networks released on Workshop to Railway mod. Most of the railway networks released in workshop are either based on vanilla network + *add some catenary here* or jeren's tracks + *add some catenary here*. These are waste of space and shall be ignored straight away.

    Special train networks such as Chinese  HST or Japanese Shinkansens wont be included as they do not interfere/serve the same purpose as vanilla rail does and these have their own stations. 

    If someone wants to make a custom train network:

    a. he can either use vanilla rail/sleeper (then I have to ask you "Where's custom in this"), and make it compatible with vanilla. He then open his track in road editor and replaces superstructure, that should not take hours to make, relatively easy task.

    b. he can directly make his network to be compatible with Railway mod and ignore vanilla track style.

    I can understand your frustration that point a requires 2 separate asset but unlike what you suggested it is actually safer approach to handle rail replacement, because 1. it's not a mod but a road, 2. we never planned an environment that user keep or use vanilla rails. The point of making custom network should be making custom network, not use vanilla asset/elements.

    I hope this clarifies.

    Cheers 

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    3 hours ago, R3V0 said:

    @Bad Peanut  I think there's a misunderstanding here. As I've been advising @Ronyx69 since the beginning, I should clarify certain elements for everyone. 

    First, let me recap what this mod is about:

    1. It replaces vanilla and ETST station tracks,

    2. It adds a set of train tracks that end-user is supposed to use as new rail tracks and/or upgrade his existing network via upgrade function in road tool. (Like workshop roads)

    It does not overwrite vanilla standard tracks, as Ronyx already explained it. So if someone wants to use vanilla  jell-o tracks for some weird reason, he can do that without disabling the mod. Assuming something happened and Railway has to be disabled, he can also do that. The danger at this level is the same as what happens when you disable any other custom road and load your save. 

    As for what comes after MOM, that depends to the MOM team. It does not mean that we have to wait them for rail overhaul or make stuff completely incompatible/non-changeable between each other. 

    I talked with Tim and we agreed that Catenary Replacer will support Railway after the release, so users can pick whatever the catenary style they want for their tracks, should they want to use something else.

    Ronyx will also release source material for users who want to make custom networks (HST, mountain cog, or basically bridge style networks etc.) for Railway mod.

    Station placement will also be handled via UI, so users can plop station with or without wires or with different pavement/sleeper. This will all handle vanilla and ETST used stations and networks.

    To summarise all this: 

    a. If the end-user wants to use vanilla-only network, he uses vanilla only network, Railway is not needed.

    b. If the end-user wants to use actual train tracks, he subs to Railway mod: 

    He gets i. Mod+UI that replaces vanilla and ETST station tracks and ability to customize station track before plopping it and ii. a generic set that is composed of gravel/concrete superstructure + wooden/concrete sleeper that has ground, elevated, bridge and tunnel segments.

    c. If the end-user wants to use better tracks with custom made tracks aside ETST, these will be taken care of case-by-case basis.

    I think you are overestimating the ability of creators who can make custom train tracks. There are not many train tracks in the workshop that is actually unique and useful. Aside Shinkansen, Japanese generic rail and Chinese HST, there's no custom networks on the workshop. (Except SimoG's bridge/arched ones). As I said, these will be handled case by case basis, and most of them does not involve adding extra option to Station Tracks, so creators can simply update/release Railway compatible tracks.

    d. If the end-user wants to use vanilla-only + ETST and any other custom vanilla tracks, he can still do that, Railway is not needed.

    Mod itself is already versatile enough to handle most of the available/wished combinations, so I dont see the point of making bazillion of different networks, or basically port-over all rail networks released on Workshop to Railway mod. Most of the railway networks released in workshop are either based on vanilla network + *add some catenary here* or jeren's tracks + *add some catenary here*. These are waste of space and shall be ignored straight away.

    Special train networks such as Chinese  HST or Japanese Shinkansens wont be included as they do not interfere/serve the same purpose as vanilla rail does and these have their own stations. 

    If someone wants to make a custom train network:

    a. he can either use vanilla rail/sleeper (then I have to ask you "Where's custom in this"), and make it compatible with vanilla. He then open his track in road editor and replaces superstructure, that should not take hours to make, relatively easy task.

    b. he can directly make his network to be compatible with Railway mod and ignore vanilla track style.

    I can understand your frustration that point a requires 2 separate asset but unlike what you suggested it is actually safer approach to handle rail replacement, because 1. it's not a mod but a road, 2. we never planned an environment that user keep or use vanilla rails. The point of making custom network should be making custom network, not use vanilla asset/elements.

    I hope this clarifies.

    Cheers 

    thanks for that.

    As Ronyx has said, the general idea for your tracks is to use them instead of vanilla style though (i know they aren't overwriting them)

    So my thoughts would be to put the effort into making future integration easier, with the companion mod adding the function for future asset creators to contribute without the need to get you or Ronyx to make changes to the converter mod.

    There's the simple fact that ETST has little bugs in it so I will definitely be releasing my own, vanilla style tracks - and they will look and do the exact same thing except they won't have the chance of being broken as they would be networks made from editor - and yes I've had people tell me that ETST is as good as making networks in the editor but that just is empirically incorrect, and definitely one of the reasons i pulled one of my sunken stations from the workshop, which will be re-released when I've had time to put together my own set of station tracks that don't throw the same error.

    but that's just an example of future prefabs that would be easier to me to integrate if you added the ability for external creators to add on.


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    16 minutes ago, Bad Peanut said:

    So my thoughts would be to put the effort into making future integration easier, with the companion mod adding the function for future asset creators to contribute without the need to get you or Ronyx to make changes to the converter mod.

    None of us could figure out what you meant before, and it still looks like you misunderstand what the mod will do, but the idea for creators to be able to choose which of my station tracks is used as a replacement without me having to update the mod makes sense and I will figure out some way to add it using a script, putting a string somewhere.


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    47 minutes ago, Ronyx69 said:

    None of us could figure out what you meant before, and it still looks like you misunderstand what the mod will do, but the idea for creators to be able to choose which of my station tracks is used as a replacement without me having to update the mod makes sense and I will figure out some way to add it using a script, putting a string somewhere.

    Yeah i think we're still misunderstanding each other :( I'll try and think of a better way to put it later ;)

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    15 hours ago, Ronyx69 said:

    Also I'm planning to make both wired and non-wired station tracks and you could flip between them using a hotkey when plopping a station.

    Just curious, does that mean you will be providing some form of track customization where we can choose to have a catenary or not? (e.g. having a mix of electrified and non-electric lines). Or will it be just set to whatever catenary has been set with Catenary Replacer?


    OHH I HEAR SOMEONE BUILDING DIAPER CHANGING STATION

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    10 hours ago, Bad Peanut said:

    There's the simple fact that ETST has little bugs in it so I will definitely be releasing my own, vanilla style tracks - and they will look and do the exact same thing except they won't have the chance of being broken as they would be networks made from editor - and yes I've had people tell me that ETST is as good as making networks in the editor but that just is empirically incorrect, and definitely one of the reasons i pulled one of my sunken stations from the workshop, which will be re-released when I've had time to put together my own set of station tracks that don't throw the same error.

    but that's just an example of future prefabs that would be easier to me to integrate if you added the ability for external creators to add on.

    Did you talk with BloodyPenguin about ETST ? It'd be easier for existing workshop stations to be updated with network versions of the ETST tracks since no one will update all these stations that were released. Not gonna enter code-wise way of things but I believe an update would be possible on ETST directly instead of rerelase and rely on other creators. 

     

    8 hours ago, Distanced said:

    Just curious, does that mean you will be providing some form of track customization where we can choose to have a catenary or not? (e.g. having a mix of electrified and non-electric lines). Or will it be just set to whatever catenary has been set with Catenary Replacer?

    I just explained this in my previous message. You will get CR support for wired tracks and there will be non wired tracks separately released. So diesel/electric mixture will be possible.

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    17 hours ago, R3V0 said:

    Did you talk with BloodyPenguin about ETST ? It'd be easier for existing workshop stations to be updated with network versions of the ETST tracks since no one will update all these stations that were released. Not gonna enter code-wise way of things but I believe an update would be possible on ETST directly instead of rerelase and rely on other creators

    He's unavailable most of the time, and has said it's not something he can reproduce. 

    I thought the same, until one of the many people complaining actually gave me a save. 

    I'd be releasing my own to use in my own assets so the rest of the workshop would still use ETST.

    I'd at least be able to guarantee my assets work because they no longer rely on a 3rd party mod

     

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    This is really, really good stuff -  functional, beautiful and comprehensive.  I hope you find a way to make a good living out of your arty skills.  

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    This is a real game changer, have been waiting for this for forever, thanks!

    @Ronyx69I saw you asked a question on the SingleTrackAI page, and I know I'm inpatient but It's annoying seeing my trains getting stuck. I have had a look at the source code and it looks like a really simple addition to get your tracks to work with it as well.

    The standard tracks should already be handled, but the station tracks need to be added. Did you get a private reply or know if anyone else is working on it?

    Otherwise I'm probably gonna do it myself...

     

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    1 hour ago, Leeijo said:

    This is a real game changer, have been waiting for this for forever, thanks!

    @Ronyx69I saw you asked a question on the SingleTrackAI page, and I know I'm inpatient but It's annoying seeing my trains getting stuck. I have had a look at the source code and it looks like a really simple addition to get your tracks to work with it as well.

    The standard tracks should already be handled, but the station tracks need to be added. Did you get a private reply or know if anyone else is working on it?

    Otherwise I'm probably gonna do it myself...

     

    no idea do whatever you want


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    On 14/09/2018 at 07:30, Ronyx69 said:

     

    qDi6VPb.jpg

     

    Hi @Ronyx69

    I have two basic questions.

    Which mod allows you to zoom in on the image?

    The theme that you have used for this wealth of detail on the ground is the one you create in steam?

    Thank you for your work, it greatly enriches the game.

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    Found this web site: https://hdrihaven.com/ so I decided to edit and convert some and released a cubemap pack: 

    https://steamcommunity.com/sharedfiles/filedetails/?id=1585691173

    ozwGlX4.jpg

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    Nice job, was it done for some specific map? Ex: Cleyra map that have their own theme.

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