Jump to content
City_Slider

Got a quick SC4 question?... Ask here!

Cyclone Boom

  Please Note

This thread is intended for asking questions to receive short and simple solutions. *:read:

It is meant to be a place where it's easy to reply and quick to receive answers, instead of opening a new topic each time. For example, to ask about keyboard shortcuts, how to use a cheat command, or game versions like between a patched and unpatched game. Maybe even a post someone made for a gameplay tip.

That said, we very much encourage members to open a new topic for asking anything which might lead to a discussion, or a sequence of replies on the same subject. That way it allows people to find topics when searching for particular questions.

So if you're here and that applies, please consider opening a new:

Thanks! *:)

-CB & Cori

Message added by CoriBoom          

Message added by Cyclone Boom

1,758 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
Currently: Viewing Forums Index
 
37 minutes ago, Max4k said:

Can I have a road on that side as well and will Sims access it ?

It should be fine, yes.

And you can check in the game. Use the Route Query Tool. Here's an example, albeit not a diagonal station:

7010b-3003.jpg

  • Like 2

Chance favors the prepared mind. ― Louis Pasteur  
Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

Are you new here? Check out the Introduction and Guide to Simtropolis.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
1 hour ago, Max4k said:

According to this thread you can't,

My understanding is that the Arrow, or rotation of the lot, doesn't matter provided road access is touching the lot, it doesn't have to be the front.

The same is true of Transit Lots (like stations), the way the switches work that they use, sims can enter/exit by any network tile touching the lot.

  • Like 1
  • Yes 1
  • Thanks 1

Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
22 hours ago, nos.17 said:

After selecting a texture (either from the menu or already on the lot) press 'd' twice. Note you cannot control which one will come out on top. You will have to remember to do this every time you what to move a texture and make it multi layered, otherwise, you'll overwrite what is there.

It didn't seem to work. I'll try it again later. I seem to remember it was only one key pressed.

19 hours ago, BartonThinks said:

2. To make sure I understand you correctly, you're asking if when a residential lot grows, it reduces the population, rather than adding to it? Is that right? I don't believe there's any way to do that, but if there's a particular reason you want to do this, there might be a workaround to help you achieve something similar.

I'm experimenting with tricks to prevent abandonment. It's one of a few ideas I'm trying.

19 hours ago, BartonThinks said:

3. My usual recommendation for this is to just use the PIM-X lot editor, and Nos. 17 mentioned. In terms of the best overlay textures, it really depends on what you're looking for, but these are the packs I use for overlay textures, myself (if I'm not making my own overlays in Photoshop). I'd say 75% of the time I'm using CP's textures (the first link). I don't think there's anything earth shattering in here, but there are definitely some non-sidewalk, non-parking lot options:

I'm looking for something different than what I usually find in overlays. 

Quote

I suspect this might be from the various animations which don't pause when paused. As an example, pause the game with a steam engine and you can watch the smoke continually shift, but it's going straight up rather than trailing behind the train (since the train itself is paused).  Cori

I've been doing some experimenting with time in the game, partially with the help of a time mod KloudKicker whipped up for me, months ago. Seeing how long I can forestall abandonment, having crops and trees "bloom" out of season, reversing the aging process on power plants etc. I noticed that the game never truly stops on pause. If you have the day/night cycle on and reset the time of day to 5am, you can watch the dawn and day light slowly progress, even though it shouldn't be. This could explain the change in color of pixels in the pics, even though you may have snapped them seconds apart. I'm aware most automata will not freeze frame(smoke, cars, boats, etc.)

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
3 hours ago, SIM-ple Jack said:

I'm looking for something different than what I usually find in overlays. 

Alright, then: https://www.gimp.org/

3 hours ago, SIM-ple Jack said:

 I've been doing some experimenting with time in the game, partially with the help of a time mod KloudKicker whipped up for me, months ago. Seeing how long I can forestall abandonment, having crops and trees "bloom" out of season, reversing the aging process on power plants etc. I noticed that the game never truly stops on pause. If you have the day/night cycle on and reset the time of day to 5am, you can watch the dawn and day light slowly progress, even though it shouldn't be. This could explain the change in color of pixels in the pics, even though you may have snapped them seconds apart. I'm aware most automata will not freeze frame(smoke, cars, boats, etc.)

Pause stops the calendar (the day/month) but it does not stop the clock (time of day). Also, if I'm not mistaken, the game speed settings only affect the calendar, not the clock.

As far as I'm aware, the game's clock and simulator speeds are both controlled by the Main Simulator. I haven't modded this exemplar before, but after poking through its settings, I don't see anything that would allow you to tie to the game clock to the game's speed and pause settings.

6154e31a12f00_Screenshot2021-09-29180445.jpg.fcb3ab41511e9f912573b47d9dab02c2.jpg

I take it the reason you're asking is because you want to take multiple screenshots with "sunrise" or "sundown" lighting, and you want the lighting to be consistent between screenshots? In that case, you might just want to create your own lighting mods to tint the game's lighting to your preferred settings. For example, you could set it so that the game uses 5 AM lighting throughout the day, or for a 4-hour period, so that you have enough time to take screenshots without the light changing.

  • Like 4

🚜 Get well soon, Cori! 🚜

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
On 9/12/2021 at 3:37 PM, CorinaMarie said:

Yep. Here's a mod to do that. You'll need to run time for the existing ones to disappear in your city tiles.

I'm sorry to bother you, but any possibility to also remove the sound of the animals? I still hear my non-existent horses neighing.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
19 hours ago, BartonThinks said:

I take it the reason you're asking is because you want to take multiple screenshots with "sunrise" or "sundown" lighting, and you want the lighting to be consistent between screenshots? In that case, you might just want to create your own lighting mods to tint the game's lighting to your preferred settings. For example, you could set it so that the game uses 5 AM lighting throughout the day, or for a 4-hour period, so that you have enough time to take screenshots without the light changing.

Not at all. It's more or less an observation about the game clock. I can simulate any time of day with filters in PS.

19 hours ago, BartonThinks said:

Alright, then: https://www.gimp.org/

No thanks. I already have it. I guess you are suggesting(none to subtle- y) that "If you don't like what we got, go make it your own damn self!" *:D Not a bad idea. Point me to a tutorial for making textures for the game. I have hundreds of textures stockpiled on different drives. I assume they are in png. format like everything else with this game. Hard to know for sure as all my game textures are datpacked.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

I seemed to have wrecked my tree controller. I have maybe 2 controllers conflicting with one another one that is probably Pacific NW and the other a seasonal type. I can play a city from the beginning with one type then return later with the other and so forth. Sometimes I will have several runs, say with the Pacific NW, then one run with the seasonal using the G-mode. I don't know the order in which they should load from in the plugins, so really - it is a mess now.

I either would want to return back to the Maxis trees or get it working again with the trees of my choice. I prefer mostly pines mix with seasonal (September 1st) trees with an occasional tropical or Floridian type. Please help...

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
Currently: Viewing Forums Index
 
16 hours ago, Mytzenka said:

I'm sorry to bother you, but any possibility to also remove the sound of the animals? I still hear my non-existent horses neighing.

I believe this is a much better way (on my part) to remove both the animals and the sound of them: Wild Fauna Remover by Cori v1.1.dat Additionally, it should take effect immediately with no need to run time awaiting their disappearance.

You can remove the v1.0 version as it won't be needed. Please let me know if this does what you want.

  • Like 1
  • Thanks 1

Chance favors the prepared mind. ― Louis Pasteur  
Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

Are you new here? Check out the Introduction and Guide to Simtropolis.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
4 hours ago, SIM-ple Jack said:

No thanks. I already have it. I guess you are suggesting(none to subtle- y) that "If you don't like what we got, go make it your own damn self!" *:D Not a bad idea. Point me to a tutorial for making textures for the game. I have hundreds of textures stockpiled on different drives. I assume they are in png. format like everything else with this game. Hard to know for sure as all my game textures are datpacked.

Yeah, outside of those packs I'm generally making my own textures. I've found other packs either (a) don't play well with other textures, (b) are just not-so-great in quality, or (c) so specialized that they can only be used for specific projects (e.g., the textures that come with JMyers Small Houses).

I learned everything I needed to know about making textures through the GoFSH manual (and occasionally pestering Rivit with questions), so I'd start there. GoFSH makes things very easy if you have a decent handle on Gimp or Photoshop. It also allows you to extract textures from DATs, which means you can modify or re-purpose textures from other creators.

My usual MO is to extract textures (or texture elements) from other content packs and then use them as brushes or elements in Photoshop. This way, I don't need to worry about making my own base textures or brushes, and everything matches up nicely with other content packs. A lot of the time, rather than making individual textures or overlay textures, I use the Slice n Dice feature, which allows you to model the textures for an entire lot in a single image and then cut them up for export as a set.

One other trick I've used is making a grid texture that I can use in the lot editor, which allows me to see how certain buildings and props line up with the grid. I can then model textures to match the buildings/props precisely, which makes it easy to do things like line up driveways and paths on buildings where this is usually a pain.

 

  • Like 4

🚜 Get well soon, Cori! 🚜

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
On 9/30/2021 at 2:12 PM, City Boss said:

I seemed to have wrecked my tree controller. I have maybe 2 controllers conflicting with one another one that is probably Pacific NW and the other a seasonal type. I can play a city from the beginning with one type then return later with the other and so forth. Sometimes I will have several runs, say with the Pacific NW, then one run with the seasonal using the G-mode. I don't know the order in which they should load from in the plugins, so really - it is a mess now.

I either would want to return back to the Maxis trees or get it working again with the trees of my choice. I prefer mostly pines mix with seasonal (September 1st) trees with an occasional tropical or Floridian type. Please help...

You cannot mix tree controllers (as noted in the PNW Tree Controller's download page and readme). If you've run a city and planted trees with two different tree controllers, it is possible that the only way to fix the issue is to eliminate all flora with the "Flora Off" cheat and start over.

  • Thanks 2

🚜 Get well soon, Cori! 🚜

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
On 29.9.2021 at 7:35 PM, Max4k said:

I got a quick question on Arrow placement.

In regards to the HSR / Monorail Station that is Diagonal.   I have a road touching the arrow for the Arrow placement, but what about the Opposite side of the Diagonal station ?   Can I have a road on that side as well and will Sims access it ?

According to this thread you can't, but for example  SM2 Suncor Solar Panels,  I have the lot facing a different back road , while the back of the lot is touch a main street and Sims are accessing the lot from the back.    Is this just a matter of how the Lot was made , not apply to everything ?

 

For an answer to this question, we need to distinguish two situations under which Sims will enter/exit a lot:

Because a lot has jobs or residents: They can enter from any direction, as well as exit, independently from the orientation arrow.

Because it is a transit station: It can be defined from which direction Sims can enter and where they can exit. For most transit stations I've come across so far, they can enter/exit either anywhere or along a network if it is network-enabled, but in theory, this can be modded in a different way. The easiest way to find out is just in-game, but I don't believe that there are many transit stations online which will ever cause you trouble in this regard.

  • Like 2
  • Thanks 1

11241036 Lotting/Modding Thread - Support for all of my uploaded plugins

Visit my CJ Maxiland, where I'm taking on an enlarged version of Timbuktu!

 

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Included is an example of what I get from using Ctrl, Alt, Shift keys to access G-mode: one tree mod may be from the Pacific NW, the other is a seasonal one (not liked). This has happened in several of my cities. The issue I'm trying to address is where are these stored in the plugins and how to correct the Tree Controller by selecting one to use. Also, is there a relationship to the Terrain mod?

TC Issue.jpg

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
10 hours ago, City Boss said:

Included is an example of what I get from using Ctrl, Alt, Shift keys to access G-mode: one tree mod may be from the Pacific NW, the other is a seasonal one (not liked). This has happened in several of my cities. The issue I'm trying to address is where are these stored in the plugins and how to correct the Tree Controller by selecting one to use. Also, is there a relationship to the Terrain mod?

TC Issue.jpg

The pine trees look like they're from the PEG MTP God Mode Tree Mod, which is not a proper tree controller, so that might explain why you've been able to use multiple tree mods at the same time.

If you have used a tree controller and you want to get rid of it, the only solution is to delete all of the trees, uninstall the tree controller by deleting it from your plugins folder, and then plant new trees, either using Maxis trees or a new tree controller. You cannot delete a tree controller without deleting the trees first. The easiest way to delete the trees is to use the "Flora Off" cheat, which will eliminate all flora from your city. After that, you'll need to use the "Flora On" cheat so that flora works properly again.

I would recommend making a backup of any cities before doing this, since once you get rid of the trees, you can't simply bring them back.

In the future, you should never mix tree controllers or switch back and forth between different tree controllers in the same city. The game does not support multiple tree controllers, and you can easily break a city this way.

  • Thanks 2

🚜 Get well soon, Cori! 🚜

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
On 9/30/2021 at 3:36 PM, CorinaMarie said:

I believe this is a much better way (on my part) to remove both the animals and the sound of them: Wild Fauna Remover by Cori v1.1.dat Additionally, it should take effect immediately with no need to run time awaiting their disappearance.

You can remove the v1.0 version as it won't be needed. Please let me know if this does what you want.

Just curious, but if there is a mod to get rid of fauna is there a fauna multiplier? I just love watching the animals run amok in the city, and there's just not enough of it in the game. 

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
15 minutes ago, vw_oklahoma said:

is there a fauna multiplier? I just love watching the animals run amok in the city, and there's just not enough of it in the game. 

Yep, it's called your finger. Keep pressing the button. They all fade out after a while, so the effect doesn't last. I make my cow herds with a combination of non-moving mmp's and automata.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
9 minutes ago, SIM-ple Jack said:

Yep, it's called your finger. Keep pressing the button. They all fade out after a while, so the effect doesn't last. I make my cow herds with a combination of non-moving mmp's and automata.

ok, thanks. 

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
Currently: Viewing Forums Index
 
4 hours ago, vw_oklahoma said:

... is there a fauna multiplier?

The great @xannepan over at Devotion created ploppable animal generator lots.

Here's the list in the order the Power Search shows them:

  1. Crocodiles
  2. Penguins
  3. Cows
  4. Foxes
  5. Orcas
  6. Tyrannosaurus Rex
  7. Pigs
  8. Sheep
  9. Flamingos
  10. Scarlet Macaw
  11. Crows
  12. Buzzards
  13. Pigeons
  14. Seagulls
  15. Deer
  16. Moose
  17. Pandas
  18. Rhinos
  19. Elephants
  20. Whales
  21. Dolphins
  22. Giraffes
  23. Chimps
  24. Kangaroos
  25. Brown Bears
  26. Polar Bears
  27. Lions
  28. Tigers
  29. Zebras

Edit: Here's a pic of the lots plopped in close proximity:

7010b-3202.jpg

  • Like 2
  • Thanks 1

Chance favors the prepared mind. ― Louis Pasteur  
Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

Are you new here? Check out the Introduction and Guide to Simtropolis.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
On 10/17/2021 at 1:57 PM, CorinaMarie said:

The great @xannepan over at Devotion created ploppable animal generator lots....

 

That's cool!  Is there any benefit to them, or are they just visual candy?  Do animals affect anything in-game?

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
Currently: Viewing Forums Index
 
8 minutes ago, jbkone said:

Is there any benefit to them, or are they just visual candy?  Do animals affect anything in-game?

They are visual only.

  • Thanks 1

Chance favors the prepared mind. ― Louis Pasteur  
Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

Are you new here? Check out the Introduction and Guide to Simtropolis.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Any good bridge mods that you recommend?
I have searched but only NAM appears, and I already have it installed.
Also, is it possible to make bridges over a cliff without water? I have seen several images but I don't know how to do it.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
59 minutes ago, Scarecrow said:

Any good bridge mods that you recommend?
I have searched but only NAM appears, and I already have it installed.

Because all the bridge mods are in the NAM.

 

59 minutes ago, Scarecrow said:

Also, is it possible to make bridges over a cliff without water? I have seen several images but I don't know how to do it.

I assume you mean chasm or valley, because a bridge over a cliff is kind of fatal. Check out the "rain tool" and a thread on how to use it. You can also make ersatz bridges with raised highway and rail.

  • Like 1

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
19 hours ago, Scarecrow said:

I have searched but only NAM appears, and I already have it installed.

Bridges (functional ones), require additional special code to work, since that code is all maintained for the community by the NAM team, you won't find many functional bridges on the exchanges, most you do have updated versions in the NAM itself.

19 hours ago, Scarecrow said:

Also, is it possible to make bridges over a cliff without water? I have seen several images but I don't know how to do it.

Yes and No, in order to make such a bridge, water must be present to begin with and that's what the Rain Tool mod is designed to do. You have to sculpt the terrain, such that any water won't 'escape', much like filling any container with water. Then you use the Rain Tool (found with the other God-Mode tools) to fill a depression with water, I'd highly recommend taking in the readme, it explains some very important details/caveats for this process. Now you can build bridges because water exists, once you are happy save and quit the tile, when you re-open it any water added by the rain tool will have disappeared and the bridge will remain.

  • Like 2

Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Can you build a tunnel across water?  I think I've seen that before, but couldn't seem to do it yesterday.  Tips?

 

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Tunnels (except their portals) don’t really exist, the game just works out the distance between a set of portals and the traffic uses then. So with a bit of trickery you can easily make them over water, but the water can’t be there when you build it. You need to make a land bridge (I’d use the level tool for this), which is wide enough for a tunnel (3 or 4 tiles for single/dual tile networks). Now dig lower using a hole digger from the NAM 15m is enough for most networks, do this on either side of your tunnel and build it as normal. Afterwards, using the terrain tools, gently restore the body of water, being careful to avoid the tiles surrounding the tunnel portals. 

  • Like 2
  • Yes 1

Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
Currently: Viewing Forums Index
 
3 hours ago, jbkone said:

Can you build a tunnel across water? 

  • Like 3

Chance favors the prepared mind. ― Louis Pasteur  
Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

Are you new here? Check out the Introduction and Guide to Simtropolis.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
3 minutes ago, SIM-ple Jack said:

What is the earliest available version of NAM? I know I have 36 stored away(maybe 32 too) somewhere but am interested in earlier versions if they still can be got.

There's some info on the NAM history in this article.

For older versions, the NAM Team have a strict policy to only keep the current version available, which is NAM 42 as of writing (as you know).

  • Like 2

Quick Links

“SimCity 4 is not just a game, but a tool driven by our own imagination and creativity.”

Buy me a coffee

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
23 hours ago, Cyclone Boom said:

There's some info on the NAM history in this article.

For older versions, the NAM Team have a strict policy to only keep the current version available, which is NAM 42 as of writing (as you know).

If older versions still exist, does the site rule about trading still apply to something that, theoretically, was made by a team and is not available. Not that it would go through site mail anyway, as older versions usually clocked in at over 300mbs. I'm asking as a hypothetical, as I'm not aware of anyone who has older versions. I checked what I have, and mine only go back to 36.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
Currently: Viewing Forums Index
 
1 hour ago, SIM-ple Jack said:

... does the site rule about trading still apply to something that, theoretically, was made by a team and is not available.

This is a completely different situation. Where we do allow redistribution of files, or more specifically restoring / adding them to the STEX, is when something has gone missing and the creators can no longer be contacted.

Since the NAM team is still completely active and present, their rule about not providing prior versions applies to Simtropolis too.

-Cori & CB

  • Like 1
  • Yes 1
  • Thanks 1

Chance favors the prepared mind. ― Louis Pasteur  
Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

Are you new here? Check out the Introduction and Guide to Simtropolis.

Share this post


Link to post
Share on other sites

Sign In or register to comment...

To comment in reply, you must be a community member

Sign In  

Already have an account? Sign in here.

Sign In Now

Create an Account  

Sign up to join our friendly community. It's easy!  

Register a New Account


×

Thank You for the Continued Support!

Simtropolis depends on donations to fund site maintenance costs.
Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

Make a Donation, Get a Gift!

Expand your city with the best from the Simtropolis Exchange.
Make a Donation and get one or all three discs today!

STEX Collections

By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

Each donation helps keep Simtropolis online, open and free!

Thank you for reading and enjoy the site!

More About STEX Collections