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Disclaimer: I will edit this post over time as I make discoveries. If you find anything useful that would contribute to this post, please leave a comment, and I will verify and update the post.

 

SimCity (2013) Ultimate Mod Guide for 2025+

Still active in 2026!

Since EA launched their 2024 update to SimCity (with no content), the great 2020 Mod Collection by Twinzens no longer works as it used to. This post exists to guide players in setting up a modded SimCity game. 

 

Some Notes

  • I am only human. I will do my best to try and find the combination of mods that ensure the game works on the latest version of the game.
  • Rather than providing a full modpack, I will document the mods you should add or remove to get the game working. Once we achieve a fully stable version, I will post it in the mods section.
  • All instructions assume you have the Cities of Tomorrow expansion.
  • The resulting game is intended for offline use only.
  • No Project Orion - it is very buggy and is known to conflict with many mods. My goal is to maximise the number of mods in a stable version of the game. I may consider changing this in the future.
  • No Cheats - the intention is for the mod collection to supplement gameplay, not speedrun or cheat.

 

Installation Instructions

1. Install SimCity (2013) and its DLCs, then launch the game once.

 

2. Switch to Singeplayer mode, and exit the game.

 

3. Go to your game directory root folder.

Spoiler

In EA App, go to SimCity (2013), click Manage, click View Properties, click Open Folder. You will need to drag the contents of any .ZIP file into this folder.

image.png.0665bc853d859255af8aded04a7929c0.png

image.png.ab46939b191cf6f9554eed0127a23d7f.png

 

4. Download the latest mod collection here, using only these three files, then copy the contents (everything inside each .zip file) of every file into your game directory:

  • 2020ModCollectionSC13k-mods.zip
  • 2020ModCollectionSC13k-scripts.zip
  • COT Crossover All Roads-mod.zip

 

5. Download and install these additional mods, posted more recently than the 2020 pack:

 

6. Remove the following files from /SimCityData and /SimCityUserData:

Spoiler

The 2024 update broke the following mods (known so far):

Remove these files from each folder:

/SimCityData/

  • 360_TUNING_My Mod RCI Mega Tower $-$$ 1.3.package
  • 360_TUNING_My Mod RCI Mega Tower $$-$$$ 1.3.package

/SimCityUserData/

  • none found so far

 

Launch Instructions

You MUST do this every single time you launch the game!  credit to plumbbob_detonation for this comment.

  1. Create a NEW Region and claim a city.
  2. Exit to Main Menu.
  3. Delete the region you just created.
  4. Play the game as normal - the bug is fixed for your current active game session

Consequences of not doing this every launch:

  • Your UI will bug out, and not work.
  • Zoned areas (RCI) will not build anything.
  • Resuming a city you already own will: 
    • Reset happiness to 0%
    • Flood your city with abandoned buildings
    • Your stats (population, etc) will be permanently altered and inaccurate

 

Issue Tracker

  • MegaTower not building - Placed MegaTowers never build the first floor (stuck at 0%).
    • Solution: Demolish the first floor, then build as normal.
  • Can't Place Buildings - Attempting to place a building; some roads do not show snap points when avenues do.
    • Solution: None found.
  • RCI Plop Issue #1 - Unable to plop RCI Building (mod), but will demolish other buildings.
    • SolutionYou must first have a building naturally reach the density of the building you wish to place. Then, they are ploppable.
  • Money Cheat not working - Money cheat code (ALT+W) does not add $100,000 when used.
    • Solution: The city must have been claimed in a "cleaned"/vanilla state first in order to use the money cheat keybind - claiming the city while the game is modded prevents the cheat from ever working in that city. A fix is to "Repair" the game via the EA App, claim a city as per this post's instructions, reinstall mods, and then the money cheat should work only for that city in a modded state. Repeat for other cities. No fix found for already claimed cities. [source]
  • Partial Zoning in Viridian Woods: Straussberg Isles - Zoned RCI buildings do not build in some areas (islands) but do build in other areas (mainland).
    • Solution: None found[source]
  • OmegaCo Factory is broken - Doesn't function, UI hover shows debug text, can't demolish, modules disappear after building them
    • Solution: None found[source]

 

Changelog

Spoiler
  • 24/07/2025 - initial post
  • 25/07/2025 - added issue tracker
  • 08/08/2025 - post reformatting
  • 17/10/2025 - added issues
  • 14/11/2025 - added issues
  • 21/01/2026 - added message to show we are still active in 2026

 


  Edited by MegaRapidz  

Showing that we are still active in 2026!
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Trying to keep SimCity2013 alive! See it here.

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I've added the Orange Featured Star to your topic so it'll appear in the text listings of topics on the ST home page.

Hopefully that'll draw in a few more peeps who can benefit from your guide. *:) 

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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

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hi, im just a return player. yhanks for the effort that you made. i just have a problem with my school bus. they wont come out i tried to bulldoze and place it again unfortunately it wont come out, another thing my garbage truck have a glitch,  they come out and gone after a seconds its like a loop. 

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1 hour ago, code2610 said:

problem with my school bus

I also have this issue.

Also noticed with only Town Hall built, requiring 4 x $$$ workers, none required elsewhere, pop panel says 10 x jobs available. Assume the others are also out of wack.

Until a dev can hopefully spend some time sorting out script conflicts, I reckon to keep it simple I really only require the extra zoom out.

However, as has been a common complaint since release, an undo option would be Awesome.

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    On 8/21/2025 at 2:52 AM, WestAus said:

    Also noticed with only Town Hall built, requiring 4 x $$$ workers, none required elsewhere, pop panel says 10 x jobs available. Assume the others are also out of wack.

    It is a known issue from long ago that the UI panel for a building that says N/M jobs for each wealth citizen is completely inaccurate.

     

     

    On 8/20/2025 at 11:54 PM, code2610 said:

    i just have a problem with my school bus. they wont come out i tried to bulldoze and place it again unfortunately it wont come out, another thing my garbage truck have a glitch,  they come out and gone after a seconds its like a loop. 

    I haven't encountered this issue myself. Could you provide some specific information on how to reproduce it?

    • What specific mods are you using?
    • Did you ever forget to perform the fix needed every time the game launches?

    Hopefully with some context, I can put the hours in to reproduce these bugs, and try and get you a solution my friend. The post will also get updated in the issue tracker.

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    Trying to keep SimCity2013 alive! See it here.

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    "4. Download the latest mod collection here, using these three files"

    The collection has more than "these three files" what about:

    COT Crossover All Roads-mod.zip

    Crossover All roads-mod.zip

    Project_Orion_3k_Extended_Boundary-mod.zip

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    On 8/25/2025 at 11:48 PM, mic773 said:

    The collection has more than "these three files"

    My apologies if it wasn't made clear. I have edited the post for clarity. Hope the answers below help.

    The short answer is just to install the three named files, and not the others.

    The long answer is: the unfortunate reality is that the modding scene in SimCity13 is so messed up and quiet right now that my goal of reducing the complexity and scope requires the thread sticking to a standardised client. This means if everyone plays using the same consistent mod list, we can troubleshoot issues as a community, thus making a playable game state more likely to be achieved. The three files chosen from the mod collection include all of the content of the 2020 pack, excluding the extended boundaries mod (again for complexity reasons). The two "crossover" files are for with/without DLC. This thread assumes that all DLCs are installed (notably Cities of Tomorrow), meaning we choose the crossover file for the DLC version of the game, and not the non-DLC version.

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    So, I'm following this guide to the letter. But, I'm curious about a few comments in the 'additional mods' comments section.

    In the 'better knowledge networks' mods comments, people were claiming bug issues when using the "electronics2.package" and seemed to resolve it by instead using the other file included in that download. Specifically, the electronics1.package. However, the mod authors details suggest the 2nd package is to be used IF you also have installed Nikola's 'Upgraded' processor factory and Consumer electronics factory. Since the 2020 Mod Collection DOES include those, I would assume I need to use "electronics2.package" and not the first one. I'm wondering... did those people just not have those upgraded factories which led to their issue? Or, should I swap it out with the first one cuz #2 will cause me a bug issue?

    In the 'No cars for students' mod comments, the last reply was about the naming of the mod causing possible conflicts...

    quoted

    Hi for some reason my game crashes after a few seconds of running when I run this mod. I've even tried renaming the mod to "00studentsnodrive.package" as the current name would go against mod load order rules.  end quote.

    So, now I'm wondering... should we be adding in some numbers to the beginning of the file names for these 'additional mods' in order to ensure they receive a specific load order? Or, maybe that person was just trying to use a conflicting mod?

    Thanks for taking the time to create this posting btw. It's a good refresher about adding mods to the game--which I replay once in a while. And, having a single mod package to download--revised--for the current state of the game makes it much simpler. Thank you.

    Edit:

    So, another issue I'm seeing is; without the 3k extended boundary mod, some of these other mods are seemingly useless--mainly the 'Regional' stuff. Or, maybe I'm just not sure how to do anything outside the city boundary--where the 'Regional' connections would be useful? I also can't find what this one particular mod package is for:

    "004_GAMEPLAY_EXTENSION-OFFLINE_DLC_OBJECTS_SUGC_TEAM1_20140716_1_0_OmegaPipeLineRegional.package"

    I've searched every mod on the site and can't find a match for this file. If anyone knows, maybe chime in here please.

     


      Edited by Mardoin69  

    To clarify some text.

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    Is good to see the community has signs of resurgence. I have revisited SimCity 2013 this Sep; I still think this game was underrated and lots of advantages that other city simulators takeaway from SimCity.

    Here I have some issues/information encountered since the game update.

    1: The cheat code, which adds 100,000 dollars (ALT+W) ineffective. The solution is to repair the game via the EA App. It will downgrade the game version, and you can claim a city under this topic's instructions. After you claimed a city from a downgraded game version, even if you updated the game, the cheat code operates as usual. However, you need to do it again when you claim other cities within the region to activate the code.

    2:  The Straussburg Isles of Viridian Woods are ineffective for zoning in some areas of the city. Specifically, buildings with zoning can spawn in the mainland, but on islands, some places cannot spawn with zoning. I don't know the reason, but you still allow to plop buildings along the streets in the city. I'm not sure if it's the consequence that I forgot to open my saved city properly and I didn't notice it. But I tried my best to make sure I followed the instructions before I play.

    3: Fortunately, I haven't met similar problems that the issues tracker listed while playing my cities. I guess those issues emerge in different cities, and some of these are not universal issues.

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    On 10/4/2025 at 9:35 AM, jaylei said:

    Here I have some issues/information encountered since the game update.

    I have added these issues to the Issue Tracker. A Massive thank you to all who have contributed their experiences with the 2025 modpack.

     

    On 9/27/2025 at 6:40 PM, Mardoin69 said:

    In the 'better knowledge networks' mods comments, people were claiming bug issues when using the "electronics2.package" and seemed to resolve it by instead using the other file included in that download. Specifically, the electronics1.package. However, the mod authors details suggest the 2nd package is to be used IF you also have installed Nikola's 'Upgraded' processor factory and Consumer electronics factory. Since the 2020 Mod Collection DOES include those, I would assume I need to use "electronics2.package" and not the first one. I'm wondering... did those people just not have those upgraded factories which led to their issue? Or, should I swap it out with the first one cuz #2 will cause me a bug issue?

    Unfortunately, I don't have a solution to this. If you ever do find a solution through testing, I will update the post *:thumb:.

     

    On 9/27/2025 at 6:40 PM, Mardoin69 said:

    In the 'No cars for students' mod comments, the last reply was about the naming of the mod causing possible conflicts...

    So, now I'm wondering... should we be adding in some numbers to the beginning of the file names for these 'additional mods' in order to ensure they receive a specific load order? Or, maybe that person was just trying to use a conflicting mod?

    This is an excellent find. If people are willing to playtest and get some reproducible findings, this could be extremely helpful for the modpack!

     

    On 9/27/2025 at 6:40 PM, Mardoin69 said:

    So, another issue I'm seeing is; without the 3k extended boundary mod, some of these other mods are seemingly useless--mainly the 'Regional' stuff. Or, maybe I'm just not sure how to do anything outside the city boundary--where the 'Regional' connections would be useful?

    Without Orion (3k extended boundary mod), the regional stuff is still useful and working. I have used them for traffic management but placing roads that surround the city but do not occupy building space. You can also build highways, and additional connection points for city traffic inflow. You can also "segregate" populations, covered by SkyeStorme on YT. Numerous great uses targeted at traffic management.

     

    On 9/27/2025 at 6:40 PM, Mardoin69 said:

    I also can't find what this one particular mod package is for:

    "004_GAMEPLAY_EXTENSION-OFFLINE_DLC_OBJECTS_SUGC_TEAM1_20140716_1_0_OmegaPipeLineRegional.package"

    My best estimation is that this would be included as part of some "regional roads" type mod or some OmegaCo-oriented mod. If no documentation exists for what it does, it's probably leftover code for unfinished content. Otherwise, it might be the OmegaCo factory module that allows you to pipe in ore and oil, but the regional variant.

     

    On 9/27/2025 at 6:40 PM, Mardoin69 said:

    Thanks for taking the time to create this posting btw.

    You're welcome! Every contribution strengthens the state of the game, and I appreciate the feedback. *:golly:

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    Akar mod is not suitable for today's SimCity 2013. As you know, recreate a city before playing, without the step the road former bulit is ghosted. I have found the issue point to "001_OFFLINE_DLC_UI_OBJECTS_SUGC_TEAM1_20140716_1.0.5_AkarRoadsSet.package". However remove it meant can't build vanilla road, so this lead to remove more mods which asscioated with Akar, then Regional mods all dead :( 

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    Coming in to say the OmegaCo factories are completely bugged. All the text is debug info and any modules you add just disappear. And you can't bulldoze the building.

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    I just got back into SimCity 2013 and am running into and issue as stated above with the Omega Co Factory bugging out, as is the Hydro Pumping Station, Fusion Powerplant, Sewage Sanitizer, Wave Powerplant. Something in the mods might be invalidating COT Buildings and causing them to break.

    EDIT: Do you have any idea what program they use to edit these package files?

    EDIT 2: Found Files that were buggin out. Pasted below:

    Mod Parker Power Overhaul Fusion
    MY MOD Wave power plant
    MY MOD GroundScrubber
    MY MOD Hydro pump Station
    MY MOD Sewage Sanitzer
    MY MOD Omega Factory OMG

    Problem children.png

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    On 9/27/2025 at 1:40 PM, Mardoin69 said:

    So, I'm following this guide to the letter. But, I'm curious about a few comments in the 'additional mods' comments section.

    In the 'better knowledge networks' mods comments, people were claiming bug issues when using the "electronics2.package" and seemed to resolve it by instead using the other file included in that download. Specifically, the electronics1.package. However, the mod authors details suggest the 2nd package is to be used IF you also have installed Nikola's 'Upgraded' processor factory and Consumer electronics factory. Since the 2020 Mod Collection DOES include those, I would assume I need to use "electronics2.package" and not the first one. I'm wondering... did those people just not have those upgraded factories which led to their issue? Or, should I swap it out with the first one cuz #2 will cause me a bug issue?

    In the 'No cars for students' mod comments, the last reply was about the naming of the mod causing possible conflicts...

    quoted

    Hi for some reason my game crashes after a few seconds of running when I run this mod. I've even tried renaming the mod to "00studentsnodrive.package" as the current name would go against mod load order rules.  end quote.

    So, now I'm wondering... should we be adding in some numbers to the beginning of the file names for these 'additional mods' in order to ensure they receive a specific load order? Or, maybe that person was just trying to use a conflicting mod?

    Thanks for taking the time to create this posting btw. It's a good refresher about adding mods to the game--which I replay once in a while. And, having a single mod package to download--revised--for the current state of the game makes it much simpler. Thank you.

    Edit:

    So, another issue I'm seeing is; without the 3k extended boundary mod, some of these other mods are seemingly useless--mainly the 'Regional' stuff. Or, maybe I'm just not sure how to do anything outside the city boundary--where the 'Regional' connections would be useful? I also can't find what this one particular mod package is for:

    "004_GAMEPLAY_EXTENSION-OFFLINE_DLC_OBJECTS_SUGC_TEAM1_20140716_1_0_OmegaPipeLineRegional.package"

    I've searched every mod on the site and can't find a match for this file. If anyone knows, maybe chime in here please.

     

    I'm having trouble getting it to work on my current laptop, but in the past I was able to create additional highway connections to the city and it completely changed the game when it comes to traffic management.

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    DE

    Hallo zusammen,

    ich habe es geschafft, deutlich mehr Mods zum Laufen zu bringen. Ausschlaggebend war offenbar, dass ich einige problematische Mods entfernt habe insbesondere ältere COT-Mods, da viele deren Property-Einträge nach dem neuen Update falsche Parent-Referenzen besitzen und dadurch andere Tuning-Dateien blockieren.

    Wie ich es genau hinbekommen habe, prüfe ich gerade noch einmal. Vermutlich war eines der Folgenden Sachen entscheidend:

    • Kayaba Debug Mode installieren
    • Die Eco-Files des Spiels durch die Versionen aus der ZIP ersetzen
    • Im Spiel verschiedene Debug-Tastenkombinationen testen
    • Mit STRG + SHIFT + E einen kompletten Property-Reload durchführen
    • Ergänzung von Tourist attractiveness in children von Casino Gebäuden (0x00f... als float)
    • activate offline datensammlung
    • englisch keyboard layout

    Problem:

    • Keine Forschung in der Universität

    By doing that it will be possible to start the game normaly if you create a region and delete it all the mods will deactivate

    what to remove

    • traffic fix for college
    • traffic fic for universitz then there will be the option to research again
    • go to distance EP1
    • casino overhaul Roman

    EN

    Hello everyone,

    I've managed to get significantly more mods up and running. The decisive factor was apparently that I removed some problematic mods, especially older COT mods, as many of their property entries have incorrect parent references after the new update and thus block other tuning files.

    I'm currently checking again to see exactly how I managed to do this. The following was probably crucial:

    •     Install Kayaba Debug Mode.
    •     Replace the game's eco files with the versions from the ZIP file.
    •     Test various debug key combinations in the game.
    •     Perform a complete property reload with CTRL + SHIFT + E.

     

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    I've recently been using SimCityPak to sift through the game files while comparing them to the in-game descriptions, and I only have a rough understanding of some of the game's logic and numerical settings. I only know that some of the commented-out values are actually just for display; modifying these values won't change anything during gameplay. For example, the garbage truck's capacity needs to be adjusted by modifying the agent's (the garbage truck itself) attributes, not the unit's (the garbage truck garage). 

    Also, since English isn't my native language, I apologize for any reduction in communication efficiency caused by relying on translation software.

     

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    2 hours ago, Acadm Amethyst said:

    Also, since English isn't my native language, I apologize for any reduction in communication efficiency caused by relying on translation software.

    Your post makes perfectly good sense in English. *:) 

    The only thing which was unusual was how the pasted translation was causing line breaks in the middle of words. I copied your entire text, pasted into a text only word processor (N++), and then copied that back to re-post here. That fixed it nicely.

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    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

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    On 11/16/2025 at 12:44 AM, Cracker Jack said:

    EDIT 2: Found Files that were buggin out. Pasted below:

    Mod Parker Power Overhaul Fusion
    MY MOD Wave power plant
    MY MOD GroundScrubber
    MY MOD Hydro pump Station
    MY MOD Sewage Sanitzer
    MY MOD Omega Factory OMG

    Excellent find! Thank you for commenting on your testing discovery. Can you confirm that excluding these buggy files resolves the associated problems?

     

    On 11/26/2025 at 3:01 PM, jakeorlanzo said:

    I'm having trouble getting it to work on my current laptop, but in the past I was able to create additional highway connections to the city and it completely changed the game when it comes to traffic management.

    I can also attest to this - past modded games with regional highway and road mods absolutely solve traffic issues.

     

    On 11/27/2025 at 9:22 PM, nnniklasnnN said:

    I've managed to get significantly more mods up and running. The decisive factor was apparently that I removed some problematic mods, especially older COT mods, as many of their property entries have incorrect parent references after the new update and thus block other tuning files.

    I'm currently checking again to see exactly how I managed to do this.

    This is amazing, thanks for looking into this problem. I wonder if we are able to produce patches that correct these incorrect parent references? Also, if you are able, could you reformat/organise your comment to read more clearly? I struggled to understand everything (some info from DE section is excluded in EN section), but I can see that you have identified issues on a more technical / deeper level, which is seriously impressive.

     

    On 12/14/2025 at 12:16 PM, Acadm Amethyst said:

    I've recently been using SimCityPak to sift through the game files while comparing them to the in-game descriptions, and I only have a rough understanding of some of the game's logic and numerical settings. I only know that some of the commented-out values are actually just for display; modifying these values won't change anything during gameplay. For example, the garbage truck's capacity needs to be adjusted by modifying the agent's (the garbage truck itself) attributes, not the unit's (the garbage truck garage). 

    The more I read the comments on this post from the SC13 community, the more I (and many others) are beginning to fathom the mess of code that is SC13 *:lol:, so thank you for these findings. If my experience with coding has taught me anything, it is that code comments like those often tend to state the default vanilla values as a reference point so that the (mod) developer can edit variables accordingly. This is an assumption, however, but hopefully it could be helpful for further investigation.

     

     

    And once again I would like to give a massive shoutout/thanks to this community for your efforts. The more we experiment with which mods to include/exclude, the more likely we are to find a stable game. Perhaps then we can look into the more technical elements, such as repairing outdated mods!

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    Trying to keep SimCity2013 alive! See it here.

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    9 hours ago, MegaRapidz said:

    Excellent find! Thank you for commenting on your testing discovery. Can you confirm that excluding these buggy files resolves the associated problems?

     

    I can also attest to this - past modded games with regional highway and road mods absolutely solve traffic issues.

     

    This is amazing, thanks for looking into this problem. I wonder if we are able to produce patches that correct these incorrect parent references? Also, if you are able, could you reformat/organise your comment to read more clearly? I struggled to understand everything (some info from DE section is excluded in EN section), but I can see that you have identified issues on a more technical / deeper level, which is seriously impressive.

     

    The more I read the comments on this post from the SC13 community, the more I (and many others) are beginning to fathom the mess of code that is SC13 *:lol:, so thank you for these findings. If my experience with coding has taught me anything, it is that code comments like those often tend to state the default vanilla values as a reference point so that the (mod) developer can edit variables accordingly. This is an assumption, however, but hopefully it could be helpful for further investigation.

     

     

    And once again I would like to give a massive shoutout/thanks to this community for your efforts. The more we experiment with which mods to include/exclude, the more likely we are to find a stable game. Perhaps then we can look into the more technical elements, such as repairing outdated mods!

    I've already added English instead of Dutch comments to most of the instance property files in SimCityPak, but I don't know how to share them. Perhaps this would help?(Or someone has done it)

    (Like this↓)

    image.png.7fff549d733434f036eef0284a29b9c7.png

    btw it would be great if there were a script or something to help me organize these comments, but unfortunately I have no programming experience. Perhaps SimCityPak also needs an update? Clicking on certain files or renaming the Dutch comments in a TV Storage Lot(also both Partol Car Lot and an unused Dr.Vu's Heli Pad???) causes it to crash immediately, which I don't think is a memory overflow issue.

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    15 minutes ago, Acadm Amethyst said:

    it would be great if there were a script or something to help me organize these comments, but unfortunately I have no programming experience. Perhaps SimCityPak also needs an update? Clicking on certain files or renaming the Dutch comments in a TV Storage Lot causes it to crash immediately, which I don't think is a memory overflow issue.

    From personal experience, SimCityPak needs an update because there are several bugs that make it frustrating to use.

    • Yes 1

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    You MUST do this every single time you launch the game!

    It's a little bit tiresome. 

    Isn't there a way to solve this?

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    On 1/31/2026 at 7:59 AM, rotemorb said:

    Isn't there a way to solve this?

    Sadly, nobody has found a solution to this issue yet *:no:. The 2024 SC13 update produced no new content and a million new bugs.

    I agree it is tiresome, but it is the best option we have at this current time.

    If anyone is technically oriented and wants to dive into the code, please share any findings here. *:thumb:

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    Trying to keep SimCity2013 alive! See it here.

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    On 3.2.2026 at 2:29 PM, MegaRapidz said:

    Sadly, nobody has found a solution to this issue yet *:no:. The 2024 SC13 update produced no new content and a million new bugs.

    I agree it is tiresome, but it is the best option we have at this current time.

    If anyone is technically oriented and wants to dive into the code, please share any findings here. *:thumb:

    I remember playing after the update and had no problems in Online mode even while using mods like the DEBUG mode enabler or this very specific version of bus only roads. Weird, as someone stated these might just be plot related issues.

    https://community.simtropolis.com/files/file/28744-street-for-busses/

    Kind of feels like this thread is fear mongering imo 

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    On 2/10/2026 at 7:47 PM, Atur_Official said:

    I remember playing after the update and had no problems in Online mode even while using mods like the DEBUG mode enabler or this very specific version of bus only roads. Weird, as someone stated these might just be plot related issues.

    https://community.simtropolis.com/files/file/28744-street-for-busses/

    Kind of feels like this thread is fear mongering imo 

    Honestly, you could very well be right. Perhaps not all modded environments are truly broken; that exactly those two mods (and no others) work with no issue. The fact that your experience had no issues is useful information, since now this can be tested/confirmed to not contribute towards the mentioned game-breaking bug.

    Everything in this thread targets the frequently used "modpack" setup, aiming to provide the content-rich experience that used to work in 2020.

    The intention with this thread is to collaborate with the community on that same modpack until bugs are minimised and the modpack becomes playable. I'm optimistic though! I don't want to spread doom and gloom *:no:

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    Trying to keep SimCity2013 alive! See it here.

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    I am having issues with my Hydro pump station saying there is no water see the attached picture. There is clearly water there. I have followed all the instructions above and removed the 2 mods and downloaded the other mods just not the cars and students one. If I should just remove the 300_TUNING_My Hydo Pumping Stating mod?  After I do the academy, I will update if I have issues with the wave power plant, wind power plant, ground scrubber, sewage sanitizer, and omega factory.  Any help would be appreciated! 

    hydropump.png

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    Crap where were in this conversation? Was this where someone posted screenshots of things being placed without snap points? I cant remember*:kitty:

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    "Nobody will be playing SimCity 4 in 2014 anymore!"

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    2 hours ago, Atur_Official said:

    Crap where were in this conversation? Was this where someone posted screenshots of things being placed without snap points? I cant remember*:kitty:

    I don't know either. *:blush: I do follow and read, but it mostly passes right thru into forgotteness since I don't play 2013.  :O 

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