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Popular Content
Showing most liked content on 11/23/2025 in all areas
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10 points
Version 1.0.0
310 Downloads
Filtering fluid, separating sludge, and conveying all manner of waste, glop, and gooey goop, here is a collection of twelve different 1x1 "buildings" which were created to add some variety to your necessary (though cough-inducing) industrial areas. This pack is selection of BATs (primarily waste and collection tanks) under the game's mechanical subset of I-d buildings. Often industrial areas can appear rather repetitious, so these should give a bit of variation, even at the expense of air and water quality. Hope you can see past the steam and smoke enough to enjoy them! -
9 points
Version 1.0.0
318 Downloads
Where else are you going to keep your sprockets, widgets, and cogs? This volume is a collection of 1x1 BATs in the out subset of I-d buildings in the game, helping to keep your inventory safe and snug before it's loaded onto the truck and shipped to farflung places, all while earning a few bucks from a bit of your Sims' sweat and hard labor. Plus, they add a bit of variety to your grimey industrial sectors (as well as a place to store 1983's carbon-copy paper receipts that your accountant is so desperate to keep.) Enjoy! -
9 pointsI realized that I've been using the same image for night reflections for almost every BAT I've ever made, and I finally decided that I'm not a huge fan of it. Here's an attempt at making something with a little more visual interest, but I'm still thinking about whether it's too far in the other direction. I also bumped up the brightness of the interior by a couple notches. I'll have to sleep on it, but I'll at least export the day scene tonight, and start the night scene tomorrow if I decide I like it.
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7 pointsSENT 2.1 is out. It's a minor update, but it significantly improves the mod installation process: there are now four installers, one for each type (RHD or LHD, White or Yellow). This means smaller downloads (230 MB to 80 MB), a less complex installer, and therefore fewer opportunities for errors. In addition, there is a new type of marking for bus/metro stations in Taiwan. I have added additional options for OWR-1 parking lots (which are already available in the standalone mod “Parking OWR-1, v.3”), namely an option without parking bays and another with unmarked bays. After a nice break, I'm getting back to work on version 3 now... See you soon! Aka
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6 pointsI thought tokitori's files were uploaded on Simtropolis, but I can't find them. So I uploaded them with other files. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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5 points
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5 pointsHere's a second batch of files I found that had SC4Model and SC4Desc files, but no SC4Lot files. I might have lost those in a plugins folder purge years ago. I went ahead and created blank lots for each of them so they could at least be placed in the game. Arena - author unknown Creighton's Corporate Plaza - SimNic Electronics Inc - author unknown Left Boot and Shoe Co - author unknown Sydney AMP Tower - SimNic The Mushroom - author unknown Aesti Dominci Tower - The Monkey's Uncle Tower 42 - author unknown Arena.zip CreightonsCorporatePlaza.zip ElectronicsInc.zip LeftBootAndShoeCo.zip Simnic_AMPTower.zip TheMushroom.zip TMU_AestiDominciTower.zip Tower42.zip
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5 pointsI've recently come across a number of old plugins that I think are from SimCityCentral, Simphoni, and the official EA exchange. Those sites are all long gone, but with the Wayback Machine, I think I've been able to determine authorship on a few of them. I did my best to make sure that none of these are on the STEX presently, but please correct me if I'm wrong on any of these, or if the authorship is incorrect. Small Train Stop - Martin Large Train Stop - Martin Turning Torso - author unknown Maritim Ulm - author unknown Sandbridge Court - Constantina The Glow Ball - author unknown Peace and Friendship Square - author unknown Martin_SmallTrainStop.zip Martin_LargeTrainStop.zip MaritimUlm.zip TurningTorso.zip Constantina_SandbridgeCourt.zip GlowBallPark.zip PeaceAndFriendshipSquare.zip
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5 pointsBeen meaning to get these on the STEX for a bit, and finally succeeded. Two packs of dirty industrials - mechs and outs. I've always wanted to see more variety in my industrial zones, so I figured these would do the trick... First up are the dirty mechs - tanks and tanks and tanks... Here are the outs...a selection of sheds...
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5 points
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4 pointsOk, I've gone ahead and published a first proper release, including the light rig based on @ACEfanatic02's settings: BAT4Blender 0.5.0 (see Readme) I've included the light rig as an asset and implemented all the automatic wiring, so that BAT4Blender can use the asset seamlessly. Simply install the add-on, open any of your blend files and click these new buttons once to load the light rig from the asset library: (If there's a need to modify the light rig, one can either press the un-"link" icon to create a local copy unique to the individual blend file, or modify the asset file "light_rig.blend" instead which will affect all blend files linking to it.) As the "b4b_sun" object wasn't needed anymore, I've removed it completely. The Sun Disk now uses the new "b4b.sun_angles" property, which is directly derived from the "b4b.rotation" property, so it updates immediately when you select a different rotation.
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3 points
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3 pointsThis building is a concept I've been thinking of it for a long time. I'm not going to reveal what is this yet. It's a surprise . I can only reveal that It's 5X5 and as tall as it can get. I have a problem with the roof, however. It's supposed to be a dome, but I haven't figure out yet a way to make a nice-looking dome-shaped structure. Update: I did it! I found a way to make the dome. Now it's time to paint it and add some extra details. In case you're wondering, I found the solution from an old spherical building found here. All I had to do is copy the pattern.
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3 pointsI considered doing this, but the way night is done in-game is just by multiplying a color on top. Shadows are unchanged. We could deviate from that here, but I think it'd be pretty noticeably different from existing buildings. I've gotten sidetracked a bit lately (ADHD spun the wheel again and got me back into RCT2), but I am close to finishing up the updated light rig. Moving everything into an asset library is a good call, I'll take a shot at that as well.
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2 pointsMayon II Region origins ! Since I started Mayon eventually space would be too small to fit everything in I wanted to add ! Searching I stumbled on river delta map by mkaustin Brock in 3 sizes ! Recently I rediscovered it during region search. Their are very islands to this map wich I ommited for fitting in Mayon but I like these aswell and paid my respect to his work ! Here you see how Mayon fitted in to the new Mayon II region ! Mountainious terrain later added is not part of the initiall start so anyone has to do the work as one would like to ! Last at the east Lake Mayon was created with a whole new coastline and peninsulla ! Hope this addition of the becoming will help give a idea of how things came to be ! Enjoy !
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2 points- Update: Futtsu Cape & Motosu battery 4 - Saitama Prefecture Introduction: Welcome everyone to the first update for version 2.0 of Saitama Prefecture. I can't believe it, but I'm very happy to be able to publish a new update in the year 2025. It's incredible how much this game continues to offer. Thank you all for taking the time to read this update and I really hope you like it. In today's update, we will focus on visiting Cape Futtsu with its World War II monument and its surroundings, where we can find one of the batteries that protect Sakai Bay. Futtsu Cape could be described as the gateway to Sakai Bay. It is a sandy spit created by nature over several centuries. Over the years, it has witnessed the history of Saitama Prefecture, from its discovery and founding to becoming the gateway to one of Japan's largest ports. At the end of the cape, there is now a small monument to those who died during World War II. Due to its port and its location close to other Japanese cities, the metropolitan area of Sakai was bombed on several occasions. This small monument symbolizes and commemorates the victims of those sad and difficult years. In this area, we can also find another building of interest, the Motosu 4, It is a fort or battery that forms part of a line of forts located on both sides of Sakai Bay. There are six forts in total. All of them are in good condition today and can be visited by tourists or anyone interested in learning a little more about the modern history of the city. Generally, they are all composed of military guns to protect the entrance and waters of Sakai Bay. It is important to note that one of the country's naval bases is located in the port of Sakai. Beyond its historical and military interest, it is a wonderful place to enjoy views of the southern part of the bay. This area is sparsely populated because we are in a region where the forces of nature can strike with great force. Here are a few houses taking advantage of the last few meters offered by the natural barrier of Sakai Bay itself. On the other side is the Seto Sea, an area where hardly anyone lives due to various natural hazards. A weather station has been built in this area, which is the southernmost part of the region. There are several stations throughout the prefecture. These stations are very important for the region's interests, as the Port of Saitama and its airport, both located in the bay itself, are indispensable engines for the functioning and success of the Prefecture. To conclude, here is a current view of the area, where rain and generally cloudy skies are reported. ############################################################################## Greetings / Saludos / Groeten
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2 pointsThanks to the amazing work of @memo, I have started BAT4blender and the Simtropolis shipyards are open again.
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2 pointsMadgeburg Region RAP Map ! This youtuber has a very nice second region started. I informed about the region map but couldn´t give a defenitive creator ! RAP some image together to give a impresion of the region, does anybody recognize this have any idea who create these I suppose SC4M regions ? Several times browsed Simtropolis maps but couldn´t find it ! This region has a very nice coastal delta and mountain area, seem like Asia he caled it New World 2 ! Update: So fast I didn´t quit thought it would be but I found the map on the STEX Volume 05 It`s Last Colony, Macau by drunkapple. Scrolling I might have spotted it, but picture sorted at actual maps on one page so nice ! Sincerely yours, Koen
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2 pointsIt is hounorable that you are looking to improve your work (although it has always been more than fine for me). I would agree that brighter, whitish night lights probably are the better choice for commercial buildings. For residential buildings a warmer, darker tone still seems to be right, since people (and Sims) might prefer it more cozy at home.
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2 points
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2 points
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2 pointsI think this building may suffer from the immortal lot syndrome. It grew in my city and I'm not able to select a building next to it despite the query hover working for the neighboring lot. I think this lot may need to be fixed a bit. The Occupant Size is also suspiciously small and the building is squeezed into a 3x4 lot when it normally would be a 4x4 lot. EDIT: After testing, this lot definitely suffers from the Immortal Lot Syndrome. The model file is just too big to fit inside a 3x4 lot. It always overhangs the lot. The lot needs to be resized to a 4x4 lot so this doesn't happen, which unfortunately requires additional textures for the plaza. EDIT2: This also affect the 2x2 landmark lot, obviously. I've fixed the growable version by turning the building into a prop in order to keep the 3x4 size (the building-as-prop slightly overhangs a bit but it's very minor). I'm working on the landmark version now to maintain it as a 2x2 lot so that it can be plopped on a diagonal road, and once I'm done will upload a new version here. It is unfortunate but I think everything in the original zip file (except the model file and pictures) will need to be replaced. EDIT3: Here it is. Tyb06 edit: I removed the attachement. We have your fixed version from your report, but other parts of the modding (wrong growth stage etc...) needs to be updated.
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2 pointsThe city of Twaddleborough has hit (and passed) the year 2050, which of course means... SPAAAACCEE!!!! *insert Tim Curry Command & Conquer GIF here* Indeed, however... Yeah, uh, a little help here with the name...?
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1 pointNo, there is not. AFAIK the automata Lua code is just static configuration data that the C++ side reads when loading a city, so you could also just read the files. As I have mentioned previously, I extracted all of the SC4 Deluxe Lua scripts and put them on GitHub for easier browsing.
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1 pointJMyers and xxdita had the full range (as FrankU got a smaller range from JMyers for the Dutch relot project or so), I think. I don't know about Mattb325, but probably he also had it. The list was first compiled by users on the SC4D forums after @nos.17 was requesting it. ScottFL's list contains some more OGs that were recovered from actual lot files and readme files. I am using an excel sheet that is based on these lists, and the new_properties.xml was constantly updated to get the names of the recovered OGs. The list was expanded by me filling up gaps in the original BSC ranges, so this is how we have now OG for GLR and HRW (but this is relatively fresh thing).
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1 point
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1 pointWonderful ! ecellent work around the little island where there are the 2 forts.
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1 point
Version 1.0.0
24 Downloads
See Also: As I've been playing this city, I've retained older versions of the map so I can go back and see how it's progressed, and now you can too! Technical Note: May require the Stonehenge Landmark file, otherwise you might wind up just seeing a greycube or empty "Unzoned" zone tiles or something like that. -
1 point
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1 pointThat's good and all, but what about the lack of a platform on the other side of the tracks? We shall ignore the fact that this is an issue in (unmodded) SC4 as well...
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1 pointA tour of two of the 6 small towns i am currently working with on my Island region. First up, "New Provincetown"! A town i am trying (poorly) to model on one of my favorite small towns, the original 'Provincetown' in Massachusetts. Here we can see the over view of it, the train connecting it to the rest of the island, and it's historic pier, all thanks to PEG :3 Next we have a shot of the historic Indoor Market place, built in the early 1910's. The park area next to it converts into a bustling farmers market on the weekend for locals to sale produce and other items :3 Just outside of town along the train track, There is the Old Radio Hall, home to the "Coastal Home Companion" Radio show! The old 'Jack Kirby''s General store' next to it dates back to the early days when the town was just a logging camp. Just down the beach, the second small town "Port Arcadia" also dates back to the 1910 and started as a fishing town canning and processing the seafood around the island. Much of the old wharf is geared for tourists these days, and the town hosts yearly sailboat races.
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1 pointHi ! Some overviews of my new town in Cybeles (Maxisland). Demeterville is a 19.500 inhabitants thriving town inside a prosperous agricultural plain. The small village has grown thanks to the construction of the railway, connecting the city with the rest of the region, and attracting some successful companies on the nearby boulevards. The town council has elected a terrain on its northwest boundaries to install a small industrial area : Now the town council is considering an extension on the northern side of the expressway, although the local ecologists defend the Artemis Wood and farmers wish to put forward the value of good land by extending their fields. After a few weeks of struggle with a suitable planning for all parties, the land has been fairly divided in order to extend the industrial area on a smaller portion, letting the farmers to enclose new fields. The wood has been sanctuarized, let alone a small housing estate for a dozen of houses : And here is the neighbourhood fully developed :
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1 pointWell, I think this area can be considered a small town 😅 --- Hilltop Neighborhood More pictures on my CJ, here: https://community.simtropolis.com/journals/entry/30646-hilltop-neighborhood/ I also made a minute showcase video of the area, here: https://youtu.be/DGhRB8za92w
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1 point
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1 pointCustomising LRM, I am finally getting close to having full light coverage on road networks, still so much work to do though.
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1 point• Update #4 || East Enokido Rail Line • ############################################################################## • Enokido is a town located between the bay of Saitama and the mountains of Handa. Enokido is a town with around 120.000 inhabitants and it is part of the metropolitan area of Saitama. Today we will visit the East part of Enokido which is mostly a residential zone • • There are two rail lines going through Enokido. One goes through the center of Enokido and the other one goes through the East part of Enokido. Today we will visit the "East Enokido Rail line" which has some interesting views of this part of Enokido • • The rail lines run along the Kasumori canal. This canal is used to supply water to this part of Saitama which has a great number of rice fields. As you can see the Kasumori canal is very close to the railways • • As I said, East Enokido is mostly a residential zone and not just that, Enokido is a old town and some parts still has the old Japanese architecture style, from the train you can see a lot of these houses, they are made in wood • • The Enokido rail yard is located here. There are coming trains from the south part of Saitama, in this part of Saitama there are a lot of villages and towns and this rail yard serves to all those trains which are operating in this zone of Saitama • • At the end of the railyard there is also a freight train station. As you can imagine, this station is very important for Enokido and also for Saitama and its production • • Here in this picture you can see one of the symbols of Saitama, in most of the villages you can find one of those water towers. They were built for a company from Dresden. (BIG THANKS takemethere) • • "DIN DON" Welcome to "Jr Enokido East" station, as always the train is on time • • During the night the trains are still running through the East of this fantastic Japanese town. I hope you enjoy your trip in one of our trains • ~ Greetings from Enokido, Saitama Prefecture ~ ##################### ~ R - E - P - L - I - E - S ~ ############################################################################## tariely Thank you my friend ! The cemetery is from a Japanese page. You can find it HERE gviper Thanks man ! MissVanleider Thank you, glad you like it feyss Bedankt mijn vriend ! Artimus Yep, you are in Japan haha. Thank you so much ! sejr99999 I enjoy a lot sharing my city with all of you. Thanks for your kind comment. MushyMushy Thanks for your kind comment ! You should take a look in this PAGE you will enjoy it. TekindusT HAHA, that's a funny comment right here ! Gracias amigo. Un saludo. FrankBurnsEatsWorms Thank you so much takemethere Thanks for your comment and for your great water tower, I really enjoy it. I will try to share as soon as I can an update showing that industrial zone. kschmidt Yes, you're totally right but let me know that soon you will see some temples. Thanks ! ulisse Thank you so much mr.fusion The cranes are a model from google sketchup. I've changed the color and exported to the game. Thanks. Deionn Thanks for your help but actually you're wrong, those houses are from gobanboshi's page, anyway you're right about somy, He is a fantastic batter. totalnoob The rice fields are from a japanese page (I don't know exactly where they are) and the crane is a model from Google. Thanks for your comment. Tonraq Arigatou gozaimasu airman15 wow that's a great comment ! It is a pleasure for me read this kind of things. Thank you ! Belfastsocrates Thanks my friend. I do the same with your updates tankmank It's really nice to see you around here my friend. I'm glad that you liked it. I hope you enjoy with the new update as well. ############################################################################## Greetings / Saludos / Groeten # Jonathan.
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1 pointYeah in short there are only two likely suspects for this problem, one being flora props (note flora is a specific way of modding props, not all flora in-game will be modded as flora). In essence that's most typically MMPs or Tree Controllers, since those rely on flora to work. In which case the only solution is to find the flora item missing from your plugins folder and restore it (basically what @SimCoug said). The other possibility, which mostly occurs when adjusting terrain, which often building or plopping will do as it tries to auto-terraform the land to match. Is that you have some duplicate settings related to the terrain, which will come from Terrain Mods, Slope Mods or Tunnel mods, any exemplar that alters the terrain properties. Try removing any you have installed temporarily to see if it helps, if not, look towards the Flora problem.
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