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Popular Content
Showing most liked content on 01/11/2026 in all areas
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19 pointsA few Dock Props I'm making for my port lots. These are the 32x32 props. There are also various 16x32 and 16x16 pieces.
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16 points
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13 pointsA while ago I was asked to make a luxury fur shop. So here is the Arctic Fur Store, a fictional rendition of a historic London name. On the right is a patisserie (the "missing" windows are only visible in-game).
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11 points
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11 pointsNAM DLL version 1.3.0 is now available. Installation: The best way to install the DLL is to use sc4pac to install the NAM, selecting nam50-beta: enabled during the install process. While it is possible to install the DLL manually for use with NAM 49, you need NAM 50-beta.1 (or later) to take full advantage of the new features. The beta version of the NAM is currently only available with sc4pac, as it makes it easier for us to ensure correct installation of the files and to address any potential issues faster. The final release of NAM 50 will of course be made available with a stand-alone installer, as always. Please report any issues you find, but please be kind and reasonable and don't repeat what has already been reported before. (As this is a beta version, a few things are still being worked on. Currently, this includes some issues related to diagonal intersections of Streets, SAM, Roads and One-Way Roads. Other than that, this release should be fairly stable. If necessary, you can always set nam50-beta: disabled to downgrade to 49.) New features: Added a custom RUL2 engine: This is the single most important new feature of the DLL, as it makes override networks much more stable allows for tighter footprints (e.g. crossings of override networks that previously had to be placed one tile apart may now be placed directly adjacent to each other) reduces the size of the NAM codebase by almost 90% and by more than 10 million lines, making it easier to maintain and reducing the chance of bugs. A lot of work has gone into this by the entire team, and it is why, starting with NAM 50-beta.1, the NAM cannot be used without the DLL anymore. improves performance: The initial city load time is reduced by a huge amount if a NAM 50 controller is installed. The 4GB patch is not strictly required anymore, as a result. Added slope-tolerance improvements for various network elements: 45 degree curves of single-tile networks are slope-conforming now. All starter pieces and many FLEX pieces are slope-tolerant now. The FLEX On-slope pieces have been improved: Their footprint has been minimized. The sinkhole bug associated with them is fixed. Networks can be dragged through the On-slope transition piece. The invisible cursor tile has been removed from all FLEX pieces. It now does not interfere with any lots or networks anymore. Added a fix for the Eternal Commuter Loop bug: Neighbor-to-neighbor routes that connect the city to the North and the city to the West are blocked by the path finder, so loops cannot form anymore. The ferry clearance height of bridges has been reduced from 30 to 20 meters (by @Null 45). Added an option to disable each individual patch for debugging purposes, by installing the optional NAM.ini file. Other changes: The previously included tunnel and slope mod files have been removed from the supplemental files. To use the Street tunnels, install a compatible slope mod instead, such as NAM Tunnel & Slope Mod. Images: Eternal Commuter Loop fix: Slope-tolerant starter pieces: Slope-tolerant curves: New On-Slope transition pieces with minimized footprint and better stability in tight situations: @minos55 The slope mod files have been removed from the supplemental files, as the current version of the NAM Tunnel and Slope mod is compatible with the Street tunnel functionality.
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10 pointsTesting testing... I made the lot (3x2) as a small freight station and it is working as intended. It will be on a rail spur.
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7 pointsMy next CJ entry is online, dealing with the multi-part village of Birkenhang. Hope you like it.
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6 pointsOh yeah! 👍😃 These are awesome! Now you may brace for the PITA requests: d.i.a.g.o.n.a.l.s.
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5 points@Propfam Welcome back. Firstly, the new security measures are only applied to guests, while signed in users (including sc4pac downloads) receive an automatic bypass. The same applies to verified bots like Google and Bing, who are allowed to crawl and index the site as normal. Guests are challenged based on the nature of their request. To give you some perspective on what's been happening behind the scenes, we hit a massive wall back in October 2025. We were being hammered by a huge volume of bots, often over 100 every single minute. These were sophisticated enough to bypass Cloudflare's standard WAF security, which has been a known issue affecting many other websites recently. They specifically targeted resource-heavy query strings, like ?do=findComment and similar URLs. This forces the server to do a lot of heavy lifting by searching the database for specific entries. Without intervention, that kind of bombardment was slowing the entire site down. It caused the exact crawl speeds and timeouts you mentioned. Before I implemented the new security system, the site was frequently slowed to a point where often nothing would load at all. In response to this, I had to develop a custom security system as another layer of defence. It's been effective primarily because these bots have never encountered something like this before. Many bad bots are designed to defeat common web firewalls, but since we've built our own fortress, they do not (yet) know how to get into it. I'm continually evaluating to see whether the system needs further developing, to make sure we stay ahead of them. As you can imagine, it is a never-ending battle with website security. Bad actors get smarter every day, so it becomes a constant challenge. Just yesterday, that system blocked over 10,000 bots. If those had interacted with our board software, the site would've significantly slowed (or even not loaded for anyone). These bots are now denied access immediately, which saves us from wasting valuable server resources on fake traffic which is of zero benefit to the ST community. While the security measures might add a slight layer of friction for guests, the alternative is letting resources be consumed into the void of cyberspace by bad actors. Since implementing this new system, we've seen CPU load is significantly lower. So if anything, the site should on average load faster now than it used to. As I am sure you can appreciate, websites are incredibly complex systems and oftentimes there's no guarantee of perfectly smooth loading times. This is especially the case when there are limits of what our server can do. It's quite like a car engine. We can tune it and provide the best fuel possible, but it still has a physical limit on how much horsepower it produces. My priority is making sure this "horsepower" is used to serve pages to real people who have an interest in ST. I'm a believer how site security should take priority over absolute performance. However, the data I've monitored suggests performance has actually improved, since we're stopping thousands of bad bots from overloading the server. By preventing that unnecessary strain, we're freeing resources that should make the site more stable for real users. While no system is perfect, the current setup ensures the site remains both more functional and protected. It also seems like earlier you might've picked an inopportune moment to check the site. In the early hours of Sunday morning (USA time), our massive resource-intensive server backup is usually still running which definitely slows the site down. It is necessary to safeguard ST's data, but it certainly does not help the site load any faster during that timeframe. Even with that backup ongoing, the evidence shows the server handles requests more efficiently than it did previously. The goal is to prevent the site from being frequently slowed to a crawl by bots, and keep the performance more stable than it would be otherwise. As the techy admin, it's my duty to safeguard the integrity of Simtropolis. To the best of my ability, that's continues to be a main goal.
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5 pointsI'm almost expecting a busker to pop out of the window and sing us a lively tune. Never know with you
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5 pointsYO, GUYS --- This is the final Chapter of “IMPERIAL DOCKYARDS: CUXHAVEN” – the second installment of the “Dockyards Trilogy”. To honor the memory of “ODAINSAKER”, I dedicate this installment to him, and have included a brief “memorial”. (Any memories or anecdotes about Odainsaker will be appreciated and warmly received.) Chapter 65: THE PHOTO TOUR 21 Visit us at……
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4 points
Version 0.9.6
216 Downloads
1. Introduction This resource is a small but hopefully useful project which attempts to recreate ordinances from SimCity 3000 for use in SimCity 4. SimCity 3000 had a very elaborate system of ordinances, complete with exhaustive descriptions, which provided mayors with an important and powerful city management tool. Half of these ordinances did not make it into SimCity 4 however. Thanks to the ".dll era", it is now possible to recreate these old ordinances and this is what this package is all about. As Penultimo from the Tropico series would say "I've got something for you to sign, and no - it's not my raise again!". Unleash the red tape! This pack contains a recreation of Health, Education and Aura and Public Safety ordinances from SimCity 3000. It also contains three “proof of concept” extras, created for test purposes. 2. Installation instructions Please read this section carefully to make sure the new ordinances work for you. Dependencies: Custom Ordinance Exemplar Host DLL (by @Null 45 - whom I'd like to thank for making mods like this possible) Instructions: 1. Download the package 2. Extract contents of the .zip file into "Documents\SimCity 4\Plugins\140-ordinances" 3. Launch the game 4. Open the "City ordinances" budget item to use new options (search the bottom of the ordinance list) 3. Uninstall Before uninstalling, it is strongly recommended that you uncheck all custom ordinances in the cities in which you enabled them and resave the cities first. To uninstall, simply remove the files from your "Documents\SimCity 4\Plugins\140-ordinances". Important! Some ordinances will become available only after certain conditions are met. Consult the readme section for further information on them. -
4 points
Version 0.9.6
222 Downloads
1. Introduction This resource is a small but hopefully useful project which attempts to recreate ordinances from SimCity 3000 for use in SimCity 4. SimCity 3000 had a very elaborate system of ordinances, complete with exhaustive descriptions, which provided mayors with an important and powerful city management tool. Half of these ordinances did not make it into SimCity 4 however. Thanks to the ".dll era", it is now possible to recreate these old ordinances and this is what this package is all about. As Penultimo from the Tropico series would say "I've got something for you to sign, and no - it's not my raise again!". Unleash the red tape! This pack contains a recreation of Transportation ordinances from SimCity 3000. 2. Installation instructions Please read this section carefully to make sure the new ordinances work for you. Dependencies: Custom Ordinance Exemplar Host DLL (by @Null 45 - whom I'd like to thank for making mods like this possible) Instructions: 1. Download the package 2. Extract contents of the .zip file into "Documents\SimCity 4\Plugins\140-ordinances" 3. Launch the game 4. Open the "City ordinances" budget item to use new options (search the bottom of the ordinance list) 3. Uninstall Before uninstalling, it is strongly recommended that you uncheck all custom ordinances in the cities in which you enabled them and resave the cities first. To uninstall, simply remove the files from your "Documents\SimCity 4\Plugins\140-ordinances". Important! Some ordinances will become available only after certain conditions are met. Consult the readme section for further information on them. -
4 pointsSo after 7 years absence, I'm back on SC4. I'm starting with my region's airport which is essentially a condensed version of Heathrow. Not 100%, but remixed and inspired by. I'm going for 'detailed enough' as I know when I expand further into the region and start building towns and cities, I won't have the patience to be ultra-realistic all the time! It's been interesting trying to get creative with existing lots and props, to try and best appropriate my vision. I've been fumbling around with lot editor to tailor things a bit more. It's amazing to see some of the cool things people have continued to develop for airports, and some members I've spoken to recently have been incredibly helpful. Thanks! (pssst, I have a list of things I'd like!). That said, I do have some of the skills required, so in future when I have more time I may be in a position to help create new assets (beyond rearranging things in Lot Editor). I'll start by sharing a couple of closeups. I'm still sizing things up and making sure the layout works before I commit. The first shows the end of a satellite terminal and some of the very long jet bridges found in real life at Heathrow's T5 The second shows the main terminal building and forecourt, with skywalks linking to the carpark.
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4 pointsDid I just dream about this, or you once asked whether we'd be interested in a transparency tutorial? As I very much am!
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3 pointsIt's on reddit. And yes, it's most probably one of Krio's unreleased stuff (after I checked all the files that I had from him).
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3 points@TheMurderousCricket It's a known issue that is triggered when you click on an ordinance to see its description.
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3 pointsThe style, the adjacent buildings and the ad on the top left corner (which is the slogan for a Finnish beer) tell me that this might be by @Krio. But I don't know where to find it. It is not on STEX nor is it listed on Krio's BATs page on Paeng's website. Where did you find the image?
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3 pointsThe DirectX7 driver appears to broadcast messages for cIGZMessageServer2 subscribers that may be useful, the message codes are: kSGLDX7PreDeviceShutdown = 0xaacb92a3 kSGLDX7DeviceRecreated = 0x8acaa95f
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3 pointsI agree wholeheartedly with @Aka. Eternal Commuter Loop bug and sinkhole bug fixed, 4GB patch no longer required, ferry clearance height reduced, city load time reduced, slope-conforming curves and slope-tolerant starter and FLEX pieces - This is more of a quantum leap than an update. Congratulations!
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3 pointsThe work looks impressive, even colossal! Is it possible to reduce the size of NAM by more than 90% using only DLLs? The loading time and stability of NAM, even without adding new features to NAM 49, would have been enough, but with the new features as well... Thank you for your work! I can't wait to try this new version (as soon as it's available for manual download).
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3 points
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3 points
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3 points
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3 pointsThis is the latest iteration of the warehouses I'm making for my freight/port lots. I'm making 2x4 versions with warehouse doors on both sides, only one side, both ends and only one end. I'll also be making additional versions with different windows and textures. These may be slightly delayed as I'll only have one pc running windows 10 [not connected to the internet]. The other four will be running various linux distributions. My irritation with windows 11 necessitated this.
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2 pointsUpdate: Aoki Area - Saitama Prefecture Today I am happy to share with you an update about the beautiful town of Aoki. With a population of around 60,000 people, Aoki is a small, old residential area that is part of the Saitama metropolitan area. Aoki is located very close to Cape Futtsu, a place we visited in previous updates. It is a quiet, mostly residential area populated mainly by elderly people. As always, the most common way to reach these towns is either by train or by road. In the case of Aoki, we have a line that ends here, as well as a regional road that crosses the area. The train line crosses the town of Aoki from north to south, dividing it into two areas. The space between the mountains and the sea is limited. But the inhabitants live normally despite the constant sound of the train. Aoki is a quiet place, a residential area away from the hustle and bustle of the big city. Due to its location, several train lines end in this area. One of them can be seen in the following images. It is an old train workshop that is still in operation today. These train workshops can be seen throughout the country. Given the large number of trains and rail tracks built across the country, it is absolutely necessary and vital to have these workshops where trains can be properly maintained. Another train line ends in the southern part of Aoki. This area was built to “park” trains whenever necessary. In addition, right at the end of the line, we can find a small freight station that provides this area with any necessary resource. Aoki is mainly a fairly old residential area. It is a typical area built after the war when the prefecture experienced its greatest growth but lacked habitable areas near the city center. Here you can see the typical residential blocks that were quick and easy to build. Aoki is divided into two different areas. One area is located within Saitama Bay, and the other is located just behind the mountain that divides the city. In this image, we can see the least populated area of Aoki, where the density of houses is lower. This is because this part of Aoki is directly “exposed” to the sea and is therefore not as densely populated. To protect residents from potential natural disasters originating from the sea. Barriers have been erected and vegetation planted to prevent sea level rise from affecting the population. This is one of the least modern areas in the prefecture. In addition, its inhabitants are mostly elderly and retired. People who have lived most of their lives away from the central areas of the prefecture. Aoki is a fantastic place to live peacefully, far from the noise and fast pace of everyday life in urban centers. Futtsu Cape and all its war-related monuments, as well as Yasaka Island Shrine, are located nearby. Therefore, Aoki is a good area to stay for a couple of nights to visit the area and its monuments. Once again, thank you for your visit, comments, and reactions. I hope you like Aoki and enjoy your stay ############################################################################## Greetings / Saludos / Groeten
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2 pointsWe are here: Introduction: The last weeks have been taking me to a different direction I expected: I started developing the eastern tip of the peninsula Sebastianskirch is located (the yellow frame in the picture above). There's only one community there, Birkenhang, but due to the terrain, it is interestingly split up into several smaller hamlets and village parts. As usual, the historic background: It is unsure when the first humans arrived in this area, but the community of Birkenhang (lit. birch hill), as it is now, literally was formed at a very late year, the year of 1907. It should be noted that in this area, there were several villages and hamlets for a long time, each of them appearing at entirely different times; the eastern tip itself has, however, been called Birkenhang for a pretty long time. In 1907, all of these settlements have been put together to a single community. Here is a sketch of the different parts of Birkenhang at an earlier stage of development (white names: names of village parts, in italics: mountains and hills, in grey: island names, colorful: various building projects): The most important aspects in the history of Birkenhang and its village parts are related to the fact that people there lived mostly from fishing (there's still a considerable amount of fishing industry there, we'll see about that in a later entry), and, interestingly, military and trade. You might have noticed the light blue frame in the second picture above. This part of Maxiland is called "Seeviertel", I already mentioned the 4 realms of Maxiland in Entry 4. In the year of 712, at the time between the first and second Empire, military forces from an Arabian-speaking country started taking over the peninsula at the southeast, taking advantage of the fact that there was no coherent Maxiland empire which could have organized a defense against them. It took until the years between 1325-1443, until Maxireich (even the third Empire) was able to take back part of this area (at least the area visible on the map above; the first Empire possessed much larger parts, but those turned into other independent states at about this time). The close proximity of Birkenhang to the area occupied by Arabian Caliphates made it an ideal staging ground for a counterattack, and thus, in earlier time than nowadays, a military harbor, some barracks (the so-called Kommandantur) and even a huge fortress have been erected, the latter one in case of an attack of those Arabian countries. We'll see about the Kommandantur and the fortress later; for now, I'm concluding the historic background by mentioning that after that, Birkenhang gained some importance in trade between the Seeviertel and the adjacent countried with the rest of Maxiland, and some buildings became cultural centres, such as the fortress itself, the various old village parts and the monastery. Contents: Let's first recall this picture from Entry 13, dealing with the village of Weinbach. The road at the upper left, the federal route B2, connects to the easternmost parts of Birkenhang. We'll start at Klarenbach, the direct connection point, just beyond the border. Two pictures from different angles. It is still a WIP, the adjacent parts haven't been developed yet. Klarenbach is more or less a 19th century expansion at a piece of flat land, and at the intersection (the roundabout) of the B2 with the B7, coming from Michaelshaven over Zirbenbucht to Birkenhang. Agriculture never played an important role in Birkenhang, but as you can see, there are at least a few fields in the little free space available. First, we continue following the B7 (on the top right of the last picture) to the village part Oberdorf (lit. upper village). The very low amount of wine fields is actually part of Weinbach. The small street at the left of this picture goes all the way to the large fortress. And a close-up of the Klarenbach spring: Between Oberdorf and Krabbenfels (see Entry 20), this special spa hotel has been built. It should be noted that there's a small mire nearby, and the hotel's most widely known specialty are mire baths in the mud which is rich in minerals. We'll see more about it later. Back in Klarenbach, here's a close-up of the park between Klarenbach and the center of Birkenhang, Mariahilf. Unlike my usual way of laying out villages (people in Maxiland like building their houses on slopes), slopes in this village are being used as parks, farmland, or just covered with forest. Next, we follow the road into the opposite direction, to the village part of Unterdorf (lit. lower village). The old village buildings are witness to the fact that this area once was covered by several small settlements. Two pictures, the second one is a close-up of the old village and the beach. I should note that I chose these old town buildings because I think they fit with the style, but unfortunately, they're a bit large compared to the rest of the buildings here. The coastline quickly gets more rugged, but as you can see, this didn't stop some farmers from at least deploying a few farm fields on what little flat or smooth land this area had to offer. By the way, I took inspiration for these pictures from a CJ from here, Kanin Fjord. And we arrive in the most peripheral village part of Birkenhang, Spitz (this just means tip), owing its name to its twisted landscape. This area has been living from fishing for a very long time and is most likely actually the oldest village part of Birkenhang. First, two pictures from different angles: And three close-ups: First, the old village parts. Second, the so-called Angler's land, a small peninsula which now only contains a single house, a restaurant, and the local anglers' club, and is a very popular recreational area. Third, the beach of the fishing people still practicing some traditional fishing. And that's it for today. There's still a lot to do in Birkenhang - the village parts of Eschenfall, Mariahilf and Außerdorf, as well as the fortress and the mire are remaining on the mainland; furthermore, the 5 islands of Langland (with a mesa and a lighthouse), Einsiedeln (with the mayor's villa), Sonnenau (with the monastery), Windau (an uninhabited island, the remains of a caldera), and Grünau (a very flat sand island) remain. Hope you liked it.
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2 pointsI have made the updates based on your 1st batch, @pikachu_SQ. Thanks again for the input!
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2 points@simmering I've never looked into FA2 & FA3 props and I'm not sure what's involved. I've seen a few lots for them but that's all. As for diagonal dock props, that's already in the works; it just takes time since I only have one windows pc. My others are linux and I'm unsure if gmax will work in wine.
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2 pointsI agree, they do look great and I like particularly the signs of use on the surface. Tibi's mentioning of diagonals reminds of a question I meant to ask a creator: I never saw any Fractional Angle docks or seawalls. Is this because they are difficult or impossible to make?
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2 pointsThis pic is from the game 10 minutes ago. I'm using the Real RailWay (RRW) Reskin from here. https://www.sc4evermore.com/index.php/downloads/download/22-dependencies/207-ncd-bsc-realrailway-texture-pack-by-eggman121-and-rivit and my Mega prop packs for the buildings and other props. The jes_ResourcePack_Vol26 v6 isn't needed for this lot.
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2 pointsThanks for the extensive test and to let me know that it is at least working to some degree. Some of the issues you mentioned have been improved upon in some new releases in the meantime. Maybe give it another go? Thanks!!
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2 pointsWonderful work! Your use of MMPs is a constant inspiration for me.
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2 pointsAwesome Additions to the game. Hopefully NAM 50 will eventually be made available as its own installer version too as I prefer installing mods the old fashioned way.
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2 points
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2 pointsFinally...! Due to technical issues with GMax and real life events, I completed it with BAT4Blender in almost a year. Kanelloy Clock Tower See you in a few days!
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2 points
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2 pointsGot another lovely coastal view from the city of Guamaní! Now the entire beach corridor is fully developed, attracting huge crowds to gather under the sun, over the sand and in the rhythmic waves! This view here shows the whole coastline, going from the seaport, the city center beach, the coastal fort, and the newly developed southern beachfront!
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2 pointsThanks for bringing back the lights this year. You made my day.
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2 points
Version 1.0
2,595 Downloads
IKEA Superstore, by Mattb325. --------------------------------------- IKEA is a world wide homewares brand that specialises in cheap, cheerful and functional design. Apparently, we are all pronouncing it wrong....instead of saying it as "eye-kee-ah", it should be "ee-kay-uh". Who knew? This is based on a real building in Sydney's suburbs. The building is accurate, but the car-park/lot is slightly reduced in size by about 2 tiles to avoid running into the maximum number of items that can be placed in a file. Despite this, it is still a very hefty lot of 18x18. It takes up a lot of real estate, but it provides a lot of jobs (1,472 across all wealth levels) and a lot of city wide benefits. Therefore, it is offered as a reward. Had I made it a simple ploppable with jobs it would actually have negative effects on regional demand for commercial services/commercial offices; whereas the civic jobs provide employment while keeping your CS/CO demand completely in tact. Like 95% of my rewards, this is offered without needing to meet pre-existing conditions and does not over-write any Maxis reward. Because everyone, even a SIM, loves spending a full day getting lost at IKEA, it also provides other city and regional benefits by driving up R$$ and R$$$ demand meaning that you'll enjoy more city growth by placing this reward. --------------------------------------- STATS: Lot Size: 18x18 Plop Cost: §0 Bulldoze Cost: §3,720 Monthly Cost: §0 Wealth: High Demand Created: Jobs§ 502; Jobs§§ 770; Jobs§§§ 200 Demand Satisfied: R§§ 600,000; R§§§ 39,000. Park Effect: N/A Landmark Effect 60 over 24 Mayor Rating Effect 30 over 60 tiles Pollution at Centre: 19 (air) /25 (water) /189 (garbage) Pollution Radius: 3/4/0 Power Consumed: 340 Mwh Water Consumed: 430 Gallons Occupant Groups: Reward; Tourist --------------------------------------- NOTE ABOUT DARK NITE vs MAXIS NITE: Select the appropriate download. This is the MAXIS NITE Version, the darknite version preceeds this file. Files suffixed with 'DN' is for those users with a night-time darkening mod installed. The file suffixed with 'MN' is for users who do not have any such mods installed. If you are unsure whether you have a night-darkening mod installed, then choose the Maxis night version. If you use the dark nite version, you will need a dark nite mod. (http://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/) --------------------------------------- DEPENDENCIES: To ensure proper functionality, make sure the following files are in your plugins: *BSC MEGA Props - CP Vol02: (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2790) *SG MEGA Props Vol01 (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=746) *SuperSHK Parking Textures Vol01: (https://community.simtropolis.com/files/file/30934-supershk-parking-textures-vol-1/) --------------------------------------- To install, simply unzip these files into your plugins folder. -
1 point
Version 1.1
43,711 Downloads
INDUSTRIAL REVOLUTION MOD (IRM) Base Pack - Maxis Lots 1 - INTRODUCTION/OVERVIEW What is this mod? The Industrial Revolution Mod (IRM in short) is designed to make playing with industrial lots much more enjoyable. It addresses some of the most annoying shortcomings of Maxis' industrial lots: The lots themselves look boring and repetitive The resulting industrial areas look cluttered and unrealistic Everything mixes wildly - modern and old, high-tech and heavy industry There is no real control - a dirty industry lot might grow right in the middle of a high-tech area and cause the high-tech facilities to dilapidate with its pollution If at least one of these points has always bothered you, then this mod might be something for you. What does this mod offer me? Imagine building a city where... ...industrial areas actually look interesting and vivid ...you can zone for areas filled with old brick factories and smokestacks - or clean, modern facilities ...industry is no longer a necessary evil, but becomes an integral part of your city and adds to its flair Does this sound like a deal? If so, then read on! And make sure you READ THOROUGHLY, because this mod is not recommended for beginners. It is important that you know what you do. There is more in the works, and this is not a mod where you can click "install" and "continue" a few times, and you're set. You should be clear about the way plugins work, and you should feel comfortable with manual file handling. You should know your way around your plugins folder and be able to find things you are looking for. How does the mod work? How does it achieve the changes mentioned above? APPEARANCE The altered appearance of all in-game industry is achieved by a simple remake of all roughly 250 Maxis lots, which have been completely overhauled and spiced up with custom textures, props, and lighting. These new lots will override their Maxis counterparts and make your industrial zones much more interesting to look at! GAMEPLAY Better control and a clear separation between "dirty" and "clean" industry becomes possible through a new zoning logic. Originally, medium-density industrial zones were intended for smaller industrial buildings, whereas high-density zones used to be reserved for bigger facilities. The downside to this was that all types of industry could grow wildly mixed. As a consequence, industrial areas often looked cluttered, and it was nearly impossible to keep "dirty" and "clean" industries from interfering with each other. With this mod in place, the cheaper medium-density zones will be used for I-D (Dirty Industry), which will help you when starting a city. Finally, you will be able to grow large facilities and employ many Sims in your starter towns with low education level without having to fork out precious funds for those expensive dense industrial zones. In contrast, I-HT (High-Tech Industry) will only be able to grow on dense industrial zones. This is in line with the way the game progresses: The better your Sims are educated, the further your city has progressed. Later in game, when your Sims are smart enough to work in I-HT jobs, you will probably have made enough money to afford the more expensive dense industrial zones. And isn't it only logical that laying out plots of land for those picky, demanding high-tech facilities will cost you more than reserving some land for a primitive old factory that will pollute its surroundings anyway? Now what about the third category, I-M (Manufacturing Industry)? There is no free zone type left, so it was not possible to assign I-M to its own zone. This is not really problematic, though, because Manufacturing Industry has a big advantage: On the one hand, it is robust and forgiving enough to grow next to Dirty Industry without dilapidating or getting abandoned. On the other hand, I-M buildings themselves do not pollute their surroundings too heavily, allowing High-Tech Industry to grow right next door without serious problems. So in short, I-M mixes well with both other types of industry. This is why it is distributed over the different zones according to its looks: Old-fashioned I-M brick factories will be restricted to medium density, where they will mix well with any I-D buildings. Modern-looking I-M facilities will be restricted to high density and will integrate seamlessly into any high-tech area. Generic, nondescript structures will be able to grow on zones of both densities. 2 - THE TECH STUFF What does the download contain? This package contains a set of 250 lots and one invisible dummy building that I used for some lots where I split building families. (If the last part of the foregoing sentence doesn't make sense to you, don't worry: simply keep that dummy model file, and everything will be fine.) Can I simply add this mod to a pre-existing city/region? Yes and no. It is possible with some drawbacks, but it is not recommended. The reason for this is that I changed lot sizes.When you add this mod "on the fly" (i.e., when you already have industrial areas), the lots will suddenly extend over adjacent tiles (transport networks, empty terrain, other lots), and the industrial area will look all chaotic and garbled. You will have to bulldoze it and rebuild it anyway. After bulldozing, some tiles will refuse to disappear. You can simply zone over these tiles and de-zone again, this will make them disappear. If you do add this mod and intend to continue playing with your existing industrial areas, I strongly recommend backing up your region before. How to install this mod? Simply unzip the IRM folder and copy it into your plugins folder (or into a sub-folder of your plugins folder). I recommend keeping the folder structure inside the IRM folder. What if I want to de-install this mod? It's pretty much the same as with any other download: Delete all lots pertaining to this mod (in this case, all industrial lots that are based on Maxis buildings!) Save all the cities and exit the game when you're done bulldozing Remove the IRM folder from your plugins Hint: Just to be sure, I recommend moving the IRM folder somewhere else and doing some checks before you delete it permanently. This way, if it turns out you forgot to bulldoze something, you can add it back in temporarily until you're done. Is this mod compatible with the Industrial Jobs Quadrupler by Toroca? Absolutely. I would even recommend using the quadrupler because I enlarged most of the lots to make them look more realistic. Hence, industry will consume a bit more space than it used to. Considering that Maxis gave industrial facilities few jobs to begin with, the Industry Quadrupler is a good compensation. It will allow you to sustain your population without covering endless areas in industry, even with the larger lots. Is this mod compatible with the Colossus Addon Mod (CAM)? No. The CAM contains copies of all Maxis lots that have been assigned to different stages and given a different IID. That's why the IRM lots cannot override the CAM lots. 3 - DEPENDENCIES ...don't we all love them? Of course, it would have been impossible to re-design all these lots so radically without custom props and textures - loads of them, in fact. I still tried to keep dependencies at a reasonable level and use packages that are rather commonplace for any custom content user, especially for players with an interest in industry. Remember that the following dependencies were used for 250 lots (and will stay the same for upcoming stuff!). I have seen single lots with more dependencies, just saying... PROPS BSC Mega Props Jestarr Vol.01 - an old classic; most of you will have this one. BSC Mega Props Jestarr Vol.02 - industrial fans will probably have this. BSC Mega Props Jestarr Vol.03 - industrial fans will probably have this. BSC Mega Props Jestarr Vol.05 - industrial fans will probably have this. BSC Mega Props Jestarr Vol.08 - industrial fans will probably have this. BSC Mega Props SimGoober Vol.01 - the #1 most downloaded prop pack! BSC Mega Props Gascooker Vol.01 - yet another old classic. BSC Mega Props DAE Vol.01 - yet another old classic. BSC Mega Props CP Vol.01 - Cycledogg's first pack, also a classic. TEXTURES BSC Mega Textures Vol.01 - the most widely spread texture pack of them all. BSC Mega Textures Vol.02 - not too exotic, eh? BSC Mega Textures Vol.03 - another rather common one. Rail Yard and Spur Textures Mega-Pak 1 Version 1.02 - ncd's superb textures - especially the rail nuts among you will have this. OPTIONAL I added lamps with custom light cones that will improve the lighting of the lots at night. The lots will look perfectly ok without these light cones, but if you want them, you will have to download this pack: PEG MTP Super Pack 4 - FINAL WORDS I've been working on this mod and off with long breaks, motivation was a serious issue. Making a lot is nice. Making two lots is okay. Making 250 lots is a serious pain in lower body regions; it's not even funny. In total, it took me nearly two years to piece all this together, test it, write the documentation, make screenshots, and all that. For the most part, it was by far more boring and painful grunt work than a pleasant creative task. So much time has passed that by now I'm already dissatisfied with several of the lots. It's about time I released this so I have it off my plate. I'm exhausted, fed up with it, glad it's done with. I hope you guys will like it although it's far from perfect. At least I hope it will be an improvement over the Maxis lots. I have some more nearly finished stuff in store that will be released soon, most notably two IRM addon packs with another ~80 lots in total, plus some filler sets further down the road. These should enable you to take even more control over your industrial areas and make halfways realistic-looking facilities. So make sure you watch the STEX! The next logical step would be to re-lot some popular industrial BATs for seamless integration into this mod, but we'll see how that goes. I would like to thank all the fine people who made the tools, the props, and the textures that I used, as well as the entire SC4 crowd for keeping this game alive, and for having me around. Should you want to share and/or modify this, be my guest - just try not to be a jerk and give credit where credit is due. In case of doubt, just drop me a line via PM here on Simtropolis. Finally, for those annoying people who keep saying things like "Duh, the Lot Editor simply won't cut it these days, you need to make your own BAT" in STEX comments, I have a little dedication, too. T Wrecks, December 2, 2012 -
1 pointYes. When I was playing and modding and testing every day this would happen about one in fifty to a hundred times. I'll say consistently with the meaning it will always happen sometime in a long series of playing. There would even be twice in a day now and then, but also go weeks and weeks without that happening.
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1 pointI grabbed a coffee and sat down to enjoy another one of your updates. You nailed it, as always.
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1 pointFebruary 1812 (Old World) With 2397 inhabitants, the island of Vágar is the smallest of our Faroese islands, also the island with the lowest population density. But it is very important as a provider of agricultural products, supporting all the other islands. Vágar has a monthly export of around 15 ton of sewing machines, 15 tons of medisterpølse, 50 tons of canned goulash, 42 tons of brændevin, 20 tons of beef, and 30 ton of red pepper. Búnaðarøki farming area. A diesel engine factory was added to Trylleskov Industrial Village, and soon after a steam shipyard was located at Gulasjeftir Harbour. The first steam driven ship is being produced, an oil tanker supposed to deliver oil to Skopun Harbour. Gulasjeftir Shipyard March 1812 (Old World) Baron Johannes Emil Adeler, received a family of Green Turtles for the Zoo, a gift from Royal Embassy Secretary Franck de Jester, brought back from his South American Expedition. Two new enclosures were added to the Baron’s zoological park, one for the feral Caribbean donkeys and a house for the turtles. Oil is now transported from Gulasjeftir Oil Harbour at Streymoy, to Skopun Oli Harbour at Sandø. Many important industries in Galtecliff and Lille Arnøje villages, now use electrified machinery, increasing production of beer, fur clothes, soap and sewing machines. Commuter terminals and ferry services have been added at Sandø and Suðuroy, to make it easy for employees to travel from work to homes between the two islands. A ferry from Suðuroy docking at Skopun National Passenger Terminal Map of Sandavágur Town, Vagár Island
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1 pointI have Matt's Pulse Memorial (DN&MN). I would like to help, but I would need permission to do so. If anyone is authorized to do so, please feel free to contact me
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1 pointSANTANA ISLAND - Traditions die hard Chapter 22 - New Resources (*Translated by Microsoft) It's the 1950th again. Santana Island is a large piece of land surrounded by water. And the island did not have its own fishing industry. This had to be corrected. Unexpected events in another part of this world helped solve this problem. Natural and social events there led to the arrival of a whole group of settlers on the island. They were professional fishermen and members of their families. The island administration allocated the territory of the city B-07-11 for development. This autonomous territory was officially named B-07-11 FISH City. In a very short period of time, the settlers managed to do a lot. Let's take a quick look at the island's new administrative unit (Pic.22-01 - Pic.22-09). Pic.22-01. Pic.22-02. Pic.22-03. Pic.22-04. Pic.22-05. Pic.22-06. Pic.22-07. Pic.22-08. Pic.22-09. Fishing, extraction, processing and sale seafood is the basis of Fish City's success. In addition, many residents grow vegetables in their gardens for their families and for sale (Pic.22-10 - Pic.22-12). Pic.22-10. Pic.22-11. Pic.22-12. And here are some of the sights of this town (Pic.22-13 - Pic.22-19). Pic.22-13. Fish market. Pic.22-14. Fire Station and Police Station. Pic.22-15. Ferry. Pic.22-16. Passenger Rail Station 01. Pic.22-17. Cargo Rail Station. Pic. 22-18. House of Worship. Pic. 22-19. Mayor's House. Thank you all. Good luck and health to all of you.
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Version 1.0
1,008 Downloads
SELAMAT HARI KEMERDEKAAN, INDONESIA! Java, lying between Sumatra and Bali, is a volcano-dotted island that’s at the geographic and economic center of Indonesia, and home to more than half its people. Java’s largest city is modern, sprawling Jakarta, the nation’s capital. It’s home to the expansive National Museum, an old town (Kota Tua) with Dutch colonial buildings, as well as upscale hotels and shopping malls. Bali is an Indonesian island known for its forested volcanic mountains, iconic rice paddies, beaches and coral reefs. The island is home to religious sites such as cliffside Uluwatu Temple. To the south, the beachside city of Kuta has lively bars, while Seminyak, Sanur and Nusa Dua are popular resort towns. The island is also known for its yoga and meditation retreats. IMPORTANT NOTE (i suppose): The map is turned sideways (west = north) due to the map being too long to fit the original direciton while also keeping the original size. I will probaly get around to making a halfsize, true orientation map if requestred SC4MAPPER required to render file into game ENJOY! and happy independence day! -
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Version 1.0.0
1,074 Downloads
Do you remember a little, "niche" game that went by the name "Stunt Island"? I do! Back in the 90s "Stunt Island" was a favorite hangout for stunt pilots, directors, film-editors and all the other adrenaline junkies from all over. This region is a rendition of the original, titular island and the game of my childhood! The original game has been designed by Adrian Stephens and Ronald J. Fortier and published by "Walt Disney Computer Software". (Mickey Mouse, please don't sue my pants off...) Here's the link to the original game on GOG: https://www.gog.com/game/stunt_island ____________________________________________________ YOUR ATTENTION PLEASE! SC4 retains the original Mapper coloring of the terrain. You will have to open and save each region tile to have them rendered correctly. Please keep that in mind before you hit the "Report problem" button. K? If you don't like the region composition, feel free to open the "SC4 Mapper 2013" and segregate and rearrange tiles. (Mount Chilliad mystery = confirmed). ____________________________________________________ AUTHOR'S NOTES: There are a few things that should be mentioned, so here goes... 1. If you would like to follow the "real-life" urban layout of the original Stunt Island, here is a resource to help you out: https://fabiensanglard.net/stunt_island/ (scroll down, about 3/4 way down for the map) 2. The mountain, canyon and overall island contours are 99% accurate. The elevations and slopes are not. There is a very simple reason for that. "Stunt Island" is an early 90's game, so the in-game topographic features have been rather bizarre compared to today's standards. Therefore, mountain ranges have been redone from scratch. Otherwise, they'd just look uninteresting and goofy in SC4. A 3700m high pentahedron with a perfectly smooth 66 degree slope? Good luck with that... 3. The island is completely BARREN. No vegetation at all. First of all, from what I see, most of the people prefer to plant the vegetation on their own. I do. It is quite possible you would not like my forest design and would wipe it out altogether. I believe that imposing certain compositional solutions onto others is, generally, mutually disappointing. What is more, I may be using trees that you do not have or lack dependencies for. If you are familiar with the "Tower of Babel" story, you probably know how much it hurts.
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