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Popular Content
Showing most liked content on 02/12/2026 in all areas
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16 pointsNew lot, new props, new building, new textures..yay! SM2 Lubricants Inc coming soon... WIP.
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8 pointsThis is definitely going to be useful. We don't have anything like this. I can't wait! Yodobashi progress:
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8 points
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6 pointsA new tower for an old city build. When I saw the new AMP Tower uploaded I knew where I wanted to put it. Will be fun revisiting and fixing up this city.
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4 points
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4 pointsAh, the downloading process on SimCity Square takes some getting used to: Click on the file-icon and then on 내PC 저장. The backlink to LEX is just a reference.
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4 points
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4 points
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4 pointsAh, I always had a soft spot for those NYC housing project lots. Gorgeous! They were made by marcszar I think, but are currently nowhere to be found since the LEX got nuked it seems. Below is a suburb that I built recently. Building something like this is so easy nowadays with all the new tools available, such as the building styles dll, the submenus dll, sc4pac, ... I've not actually played the game for a long time, but with all of this, it is now actually fun again instead.
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3 pointsHiya, MegaMiku! Welcome aboard. This is a great place to be while exploring the game and taking up modding.
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3 points
Version 1.0.0
70 Downloads
Inspired by a former library now converted into a bank, this Elizabethan-style building from London's Kensington is still very much a public library in Simland. It has a coverage radius of 2600m, a monthly cost of 60, stained-glass cupolas, and an overhanging diagonal side handy for roundabouts or bendy roads. Especially suitable for w2w environments. DEPENDENCIES: (essential for the model) JFF Row Houses Megapack 02 JFF Semidetached Houses Diagonal If your sims enjoy their new reading den, let me know through likes and reviews, and as usual stay tuned for more coming to the STEX! justforfun -
3 pointsAre you refering to this one? BSC DBSSYMN Palace of BarbyW (aka. Palace of the STEX Goddess)
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3 pointsHi,I don't know what's bothering you about your trees, but (considering the jpg screenshot)... they look good, a tender spring green! Nice ...
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2 points~ Welcome to my thread of BAT designs for SimCity 4 ~ I have decided to start creating designs for SimCity 4 again. Sometimes the pace will be faster than others, but my plan is to do it as consistently as possible. I have a little girl who is just 3 years old, so imagine how much time she needs My plan is to recreate buildings from different places around the world and not focus on any particular style. I simply want to include all the things I would like to see in the game, even buildings that I may never use in my Japanese region. The list of possible buildings will range from Spain to the Netherlands (I have both nationalities and my roots are important in this regard ). even buildings in Japan, the United States, Germany, etc... as you can see, there is no limit, the only important detail is that they will be buildings that I like and that I am capable of making. My main goal is to give back to the community Everything I can, since I have been enjoying this game every day for over 20 years. ######################################################################## List of completed and available models: #1 - Chicago Hilton Hotel #2 - Assen ABN AMRO Bank #3 - New York One Penn Plaza #4 - A Coruña Maritime traffic control tower #5 - Osaka - Tsutenkaku tower #6 - Madrid - Torre Moeve (Work in Progress) ######################################################################## Greetings
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2 pointsSo I've been playing around with SC4Pac after a prolonged absence from the SC4 modding scene. The ability to use json files and to have a less conflict-prone load order is a definite win for the community! Also, the ability to have multiple profiles (especially for juggling NAM/CAM load orders) is a game changer. I have a few constructive suggestions to make SC4Pac more intuitive for beginners and non power-users: I don't love the "star"/"unstar" method of installing/uninstalling mods. In most apps, websites, interfaces, stars are used to indicate favorites, not install/uninstall. I would use a checkbox, radio buttons or other more standard UI elements instead. While the folder-based organization is useful for ensuring proper load order, it doesn't solve the problem of long load orders and not remembering what you have installed. My first install with NAM/CAM only had over 300 entries. I'm not sure how you solve this, but it might be useful to allow users to rename (or nickname) or put custom tags on modpacks or individual plugins. There should be an obvious way to clear the download cache, and more importantly to permanently delete the installed contents of a modpack or individual mod from within SC4Pac. There should be a right-click contextual menu displaying options for dealing with an individual mod or modpack. There should be a manual install procedure for individual mods downloaded manually. Let the user create their own metadata for mods they download manually within the software. I'm not sure if this is possible, but SC4Pac should handle placing .ini files without a manual manipulation from the user. In my years of creating Youtube modding tutorial content, I have noticed a few general things that cause confusion with new users. Anything that brings up a script or a terminal is liable to push people away. I would hide these in the UI under an "advanced view" toggle. Extensive requirements to navigate subfolders and move/copy/paste files is also a turn-off. Finally, manual edits to .ini and .cfg files will cause people to bail on the whole process. The bottom line is most people are mostly comfortable with a WYSIWYG GUI approach and are very apprehensive about anything else. The Nexus Mod Managers and Mod Organizer 2, used for modding many other game are good references for UI design (they have pros and cons as well of course). I'm not sure if some of these suggestions are already in the works, impossible or if they are already possible but I've misunderstood, so apologies for my own incompetence. I hope that they are constructive and helpful for the devs!
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2 pointsYepp, the Zoom2 South FSH (ID: 0x00700100) has the wrong size, I think. I am not an expert, but the FSH should be 128*64, but when I saved it as PNG I got a 128*128 PNG. I think that's why it gets squased... @sejr99999 I think I might have been able to fix it. At least it shows up properly in PIM-X (I don't know if the night view is affected too). Could you please give it a try with this DAT file. Keep the original DAT(s) and place this into the same folder as is, to load after the original DAT file. If it fixed the issue, let me know and then I provide a full update on it and drop it either here or to Evermore. z_DBSSYMN_GoddessPal_right.dat
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2 pointsHello folks! Recently got back into my city builder bit again and decided to grab a copy of SimCity 4 from steam, and wanted to see how things changed since 2011. Wow! Things sure have changed since then, NAM is now on beta 50, theres a whole full 3D camera mod for this game, a mod manager?! and a whole new mod for managing RCI demands. Quite the shock to see how much has developed in the decade and a half since I last played this game. More than anything else though, I'm happy to see this community still going strong even after Cities Skylines' release and the general passage of time. Looking forward to getting back into my all time favorite city builder with a whole lot more to explore this time around it seems Anyhow, another thing for me is that in that decade, I went from knowing nothing about game development to getting a good bit of experience about, and I'm interested in learning about creating mods for this game, not before having fun exploring everything thats changed since then. With all that said, finally happy to get on these forums after all this time.
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2 pointsI was wondering if it is possible to create T21 with this tool.
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2 pointsHi Casper, At first just in 1 blow you made my content (MMP Project) obsolete, it it okay cause this really insane. Wauw no words for it to describe! I noticed something during testing that might be useful feedback regarding prop search behaviour. Some props (for example from the art128 car packs) are successfully indexed and can be painted in-game, but they cannot be found through the search function. See example in the attachment Observations: • The props are processed by the cache builder (visible in debug logs: “Processing 1 exemplars from … SC4Desc”). • They appear in the prop list and can be placed normally. • However, searching by model name or file name returns no results. • These props are also usable in Lot Editor and have valid ResourceKeyType links to their models. It seems these props may not contain a standard “User Visible Name” property, so the tool has nothing searchable to index. Perhaps using the model filename or exemplar name as a fallback search label could help in these cases. Example: Content of by @Barroco Hispano or @art128: Hope this helps — and again, amazing work on this tool. It’s genuinely revolutionary for SC4. Thanks!
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2 pointsI ran into the same "Error exporting lot configs: Illegal UTF-8 encoding in text string" issue and managed to track down the cause. In my case the problem was a specific plugin: MI7_urban_utils.dat After removing this file, the cache builder exported lot_configs.cbor correctly and all lots appeared in Advanced Plopping & Painting. So it may not necessarily be Chinese content — it can also be older plugins with broken or non-UTF8 text strings inside the DAT file. The game itself can still load them, but the cache builder fails when parsing them. If anyone gets this error, I recommend temporarily removing older utility packs or recently added plugins and re-running the cache builder to identify the culprit. So just like tracing down a ctd (remove half of your plugins/lots) see if you have a ''Successfully exported lot configs'' if you have the code, then move forward with a bit more plugins. Powershell end info: [22:47:01] [info] Scan complete: 7873 buildings with lots, 11424 lots, 0 parse errors [22:47:01] [info] Exporting 7873 buildings (11424 lots) to C:\Users\*****\Documents\SimCity 4\Plugins\lot_configs.cbor [22:47:01] [info] Successfully exported lot configs [22:47:01] [info] Exporting 57480 props to C:\Users\*******\Documents\SimCity 4\Plugins\props.cbor [22:47:03] [info] Successfully exported props Hope this helps, it think it will
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2 points
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2 pointsYou can find them here: NYC Housing Projects Set 1 - https://cafe.naver.com/simcitysquare/37437 NYC Housing Projects Set 2 - https://cafe.naver.com/simcitysquare/37683 NYC Housing Projects Set 3 - https://cafe.naver.com/simcitysquare/37992
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2 pointsAFAIK that is an intentional design decision due to the ini files needing manual editing by the user, plus automatically overwriting the ini files when SC4Pac updates a DLL would wipe out the user's customization.
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2 points
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2 pointsNote that the game. prefix isn't necessary, that is just the table Maxis used to group some of their Lua functions. Lua functions and other global types in a script must have a unique names, which is typically done by adding a unique prefix/suffix or grouping them in a table with a unique name. My DLLs that add Lua functions tend to use tables with a null45 prefix for grouping the native functions they add. This detail has been mentioned elsewhere and is briefly called out in the Maxis Lua scripting guide, but I thought it was worth repeating. That code doesn't appear to be specific to SC4, AFAIK it is just some kind of random number generator written in Lua. Plenty of applications other than SC4 use Lua.
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2 pointsHm... one of us ( @CaptCity) actually has added it to the first post of the STEX Custodian General topic and referenced it in a separate post too. I believe you need the Noukyo (Agriculture Cooperative) from that google drive.
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2 pointsDid you keep the .desc file in the download? It appears fine for me, and the 0xe015f62c seems to refer to the included .desc file. Unrelated question, but I'm still filling out my Asian bats, and I'm running into some dependency issues on Uki's old site. I'm trying to download the agricultural mod, and have tracked down every dependency except the Tenyu Tsubasa "Agricultural Cooperative" file. I see this has come up before in this response: It looks like it was found in some folks' personal files, but as far as I can tell has not been posted anywhere yet. Is this still available? Thanks again.
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2 pointsI hate the color of my trees; I haven't been able to make the leaves look good.
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2 points
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1 point
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1 point
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1 pointI tend to chat with Copilot and I explained your doubt and asked for its reply. Here it is: Lua in SimCity 4 Lua has been part of SimCity 4 since release, embedded directly into the game through the Lua 5.0 interpreter. Like many games of that era, SC4 exposes only a subset of Lua’s full capabilities—specifically the functions that the C++ side of the engine chose to make available. The language itself is standard Lua, but the usable functionality is defined by the hooks Maxis provided. This approach was extremely common in early‑to‑mid 2000s game development. Lua served as a lightweight scripting layer on top of a C++ engine. Several well‑known titles from that period used Lua in exactly this way: World of Warcraft – UI and addon scripting Far Cry – gameplay scripting Grim Fandango – logic and cutscene scripting Escape from Monkey Island Supreme Commander So using general Lua knowledge—or getting help from any Lua‑capable programming assistant—is completely normal. The language behaves the same everywhere; only the game‑specific API differs. About Kel’s Work Starting from a clean, well‑structured function and then creating a second version with different parameters is a great way to learn Lua. Kel and Claude put together a solid pair of functions here: the structure is clear, the math is correct, and the logic is easy to follow. Creating a second version with a different mean value is a natural next step, and it shows a good understanding of how the pieces fit together. A Quick Look at the Functions Both functions Kel posted follow the same pattern, which is exactly what you want when creating variations of a statistical generator. The structure is identical by design; only the parameters change. This keeps the logic consistent while allowing different ranges of output. Generate two random numbers Use the Box–Muller transform to create a normally distributed value Scale it by a standard deviation Shift it by the mean Clamp negative results to zero Round to the nearest integer The only difference between the two versions is the mean value (and the resulting std_dev). Everything else behaves identically, which is intentional. This kind of pure Lua and math logic is something any programming helper—human or AI—can understand, because it doesn’t rely on SC4‑specific APIs. Now back to me (Cori) chatting. Since the two functions Kel posted are nearly identical except for the value of the mean, you could also write this as a single reusable function and simply pass the mean you want as a parameter. That keeps the code compact and avoids repeating the same logic twice. I’ll ask Copilot to rewrite it that way and to show a couple of examples of how it can be called with two different mean values. And here's Copilot's reply: -- Generalized Goofy Stat Function function game.query_goofy(kelMean) -- We name the parameter 'kelMean' to avoid any chance of overlapping -- with other variables named 'mean' elsewhere in the game's Lua environment. -- Using unique, descriptive parameter names helps prevent accidental shadowing. local std_dev = kelMean * 0.25 local u1 = math.random() local u2 = math.random() local z = math.sqrt(-2 * math.log(u1)) * math.cos(2 * math.pi * u2) local civilian_count = math.floor(math.max(0, z * std_dev + kelMean) + 0.5) return civilian_count end And if you are simply calling it from LText, you can make tokens of each of those: #game.query_goofy(50000)# #game.query_goofy(6000000)# And then if I understand Null's post, you can leave off the game. part.
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1 point@Ulisse Wolf, with the help of Claude.AI, I managed to write some LUA code that has higher numbers no matter the population. This is for things like the Army Base or the Federal Prison, which has pretty high goofy stats. I suppose I could've used the base Maxis goofy stats, but I didn't like how they never changed once the city loaded and they seemed to have a lot of extra zeros in them. Anyway, the code is 90% yours but with one line changed to make a new mean:
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1 pointI think I can I think I can I think I can I think I can I think I can I... ...knew I could I knew I could I knew I could. Choo choo!
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1 pointworking on giving Yodobashi the weathered look that the real building has. this might be too weathered. making a ton of progress on it this week. still lots to do edit: another view
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1 point
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1 pointI've been away from the SC4 community for awhile, so my old videos on mods, bugfixes and NAM installation are very out of date now. So at long last, here's a new, concise guide to installing and playing SC4 on a modern PC. To experienced modders out there, please let me know if there's any bad advice in this and I'll work to inform the general public! My goal is to get people into the game, keep the community vibrant and (hopefully) reduce unnecessary tech support queries.
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1 pointAnd... and... bike lanes! Customizable too! That'd be crazy and that's without using lots. Also, custom lanes for usage when approaching/departing from RTMT stations, mining operations, race tracks, etc.
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1 point
Version 1.1.1
232 Downloads
A Coruña Maritime traffic control tower - A Coruña / Spain. Information: The Maritime traffic control tower appears in the game in two different versions: - 1: Luxury police station - Plop cost: 2.500 $ - 2 : Reward / Research center - Plop cost: 80.000 $ Installation: Copy/extract the content of this folder into your Plugins. Dependencies: This building does not contain any dependencies. In addition, the nightlighting of this model only suits for SimFox's Darker Nite mod. Credits: This building is really special to me. I see it every day, and it's one of my favorite views in my city. Created by Kelis. All rights reserved. -
1 point
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1 pointPlaying around with road hierarchy. Road on the right has highway reservation while the one on the bottom that goes past railroad station should become an avenue at later stage. Not too happy about the proportions of things but next iteration will be better. Next up, some dependency hunting...
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1 point
Version 1.2
18,704 Downloads
THERE IS STILL AN ISSUE NOT SHOWING MAXIS TEXTURES IN ZONED AREAS. SAM STREETS WORK HOWEVER. Larger Cul-de-sac Mod This mod changes the NAM street roundabouts and 4 SAM streets into large cul-de-sac's for suburban areas of cities. Install: Place the entire "z___Larger Cul-de-sac mod" folder into your "C:\My Documents\SimCity 4\Plugins" folder DO NOT CHANGE THE NAME OF THE FOLDER OR PLACE IN ANY SUB-FOLDER. The z_ is required for it to load correctly. Dependencies: NAM is required. Thanks to Bryan1998 for helping on SAM textures, Metalpuritan and Magneto, for finding solutions to past compatibility problems, and thanks to Spinmaster for the request. -
1 point
Version 1.0.0
237 Downloads
Shippers of various products large and small. This comes as an IM$$2 lot and a plop with jobs. Both are BTE enabled for industrial reward chains. Lot Details and Information: Lot Size: 6x3 Tiles Building style(s): Building: Industrial, Building: ID, Industry: Anchor, BTE: Ind - Dirty Growth stage: 2 Menu position: Landmarks [Ploppable version] Occupants: 27 - ID Bulldoze cost: $154 Building Value: $199 Construction Time: 15 days Max. Fire Stage: 3 Power consumption: 9 MWh/month Water consumption: 22 Gallons/month Air pollution: 2 over 16 tiles Water pollution: 1 over 20 tiles Garbage pollution: 4 over 0 tiles Compatibility: This download is only compatible with SimCity 4 “Rush Hour” or SimCity 4 Deluxe. Installation: Unzip the downloaded file and place it in your plugins folder. The readme file and images should be moved to a seperate folder or deleted. To un-install the files, simply bulldoze every lot from this download in your cities and delete the files from the plugins folder afterwards. Dependencies: To ensure the proper functionality, make sure the files mentioned below are installed in your plugins folder. BSC Textures Vol 02 BSC MEGA Props - JES Vol02 v2 The above files are available https://www.sc4evermore.com/index.php/downloads/download/22-dependencies/3-sc4d-LEX-legacy-bsc-common-dependencies-pack/ -
1 point
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1 point
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1 point
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1 point
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1 point
Version 1.0.0
267 Downloads
Makers of custom cutlery of all kinds. This comes as an IM$$2 growable and as a plop with jobs. Lot Details and Information: Lot Size: 3x1 Tiles Building style(s): Building: Industrial, Building: IM, Industry: Anchor, BTE: Ind - Manufacturing Growth Stage: 2 Menu Position: Landmarks [Ploppable] Occupants: IM – 14 Bulldoze Cost: $156 Building Value: $106 Construction Time: 15 Days Max. Fire Stage: 2 Power Consumed: 1 MWh/Month Water Consumed: 12 Gallons/Month Air Pollution: 1 over 9 Tiles Water Pollution: 1 over 13 Tiles Garbage Pollution: 4 over 0 Tiles Dependencies: To ensure the proper functionality, make sure the files listed below are installed in your plugins folder. • jes_KnifeWorksProps [included] • jes_KnifeWorksTextures [included] • Grfe_Props_Pack_Carpack vol01-vol02-Remastered • Grfe_Props_Pack_Carpack vol03 v2 • Grfe_Props_Pack_Carpack vol04 The above files are available at https://www.sc4evermore.com/index.php/downloads/download/22-dependencies/3-sc4d-LEX-legacy-bsc-common-dependencies-pack/ • Grfe_Props_Pack_LE_Oaks •Grfe_Props_Pack_LE_Wheat The above files are available at https://www.sc4evermore.com/index.php/downloads/download/25-flora-fauna-and-mayor-mode-ploppables/27-sc4d-LEX-legacy-bsc-vip-girafe-flora/ -
1 point
Version 1.0.0
2,102 Downloads
This JR (Japan Railways) Central Towers was made by Sanankoku and originally was uploaded onto his/her personal website (http://www3.ocn.ne.jp/~no6081/), which is no longer existing and this upload hasn't been available according to my best knowladge since then. Please note with the permission of the Simtropolis Staff Members (Cyclone Boom and CorinaMarie), this file has been uploaded on behalf of Sanankoku. It was not available anymore due to the unfortunate demise of his/her personal website. All the works contained within this download (lots, descriptors and models) were created by Sanankoku. Installation: Unzip the whole bundle, or COPY the "Sanankoku" folder from the *.zip into your plugin folder. You don't need to keep the "Documents" folder. Please bear in mind, that most probably you will find a "z_Sanankoku English Locals" folder (the name speaks for itself), which you should keep if your game doesn't support (EU and US editions most probably) the Far Eastern character sets. It ensures that ingame the Lots will show their names properly in English. Every Sanankoku upload will contain the same collective local file, so when you copy the folder from the zip, just let it overwrite any of the files. I strongly recommend you to keep the provided folder structure. To uninstall: bulldoze any instance of this lot in your city, then remove the file(s) from your Plugins. LIST OF ITEMS: * 13x7 JR Central Towers - you can find the detailed stats in the attached HTM file. * z_Sanankoku English Locals No Dependencies!!! Have fun and enjoy! - STEX Custodian TEAM (Tyberius06, CorinaMarie, Cyclone Boom) -
1 point
Version 1.0
7,557 Downloads
345 California Center is a 48-story office tower in the financial district of San Francisco, California. Completed in 1986, the 211.8 m (695 ft) tower is the third-tallest in the city after the Transamerica Pyramid and 555 California Street if the spires are included. It was originally proposed to be 30 m (98 ft) taller. 345 California is in the middle of a block with historic buildings on each of the four corners. Initially planned as condominiums, the top 11 floors of the building are the Loews Regency San Francisco hotel, located in twin towers set at 45-degree angles to the rest of the building. Several glass skybridges offer views of the San Francisco Bay Area. The Loews Regency has the street address 222 Sansome, with a different entrance. FONT: https://en.wikipedia.org/wiki/345_California_Center This file Includes: Functional Landmark with 3,200 CO$$$ Jobs To install this Unzip the folder inside and dragg it on C:\Program Files\Maxis\SimCity 4 Deluxe\Plugins
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