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Popular Content
Showing most liked content on 07/04/2026 in Posts
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11 points
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6 pointsSmall model that I`m working on lately. It can became a 1x2 mid density residential, possibly R$$ if I`m happy with the final results. Next I will be working on the night lightning.
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5 pointsa little village near the edge of the map built this during a livestream, here for anyone interested:
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4 pointsHi there, Thanks Cori to reply to this topic, so I saw that there was a topic like this @Urban Vibravant I did the same with one of Krio's building that he sent me to mod and lot a while ago. Check out the TG Krio Elanto HQ. Ploppable Version: Lot size: 4 x 2 tiles Menu position: Building: Landmark, Building: CO$$$, Building: Subway, Building: Strikeable Transit, Building: MiscTransit Jobs: CO-$$ : 445, CO-$$$ : 312 Demand Created: Jobs $ : 36, Jobs $$ : 16, Jobs $$$ : 0, R-$ : 36, R-$$ : 16, R-$$$ : 0 Passenger Capacity: 38000 Plop cost: § 7474 Bulldoze cost: § 478 Monthly cost: § 50 Max. Fire Stage: 4 Power consumption: 13 MWh/month Water consumption: 148 Gallons/month Air pollution: 1 over 6 tiles Water pollution: 1 over 7 tiles Garbage pollution: 4 over 0 tiles I made the more important part red. The problem is with the Plop with job+transportation lots (subway included), that the plop with jobs part can become abandoned which means the building will decay visually and during my tests I haven't seen it recover. And I saw negative effects on the transportation parts too, due to the building was abandoned. However the Demand Created line is to keep the transportation part alive. I did not bother with a custom UI for this lot, but yeah, it's not that hard. For modding the subway part, you need to use either the new under development PIM-X 2026 (which has inbuilt transportation pre-sets), or use the above linked upload as a template for copying the relevant stuff. Corina marked it well, what you need, you will also need the Catalog Capacity property with a matching value as the transit capacity. For transportation stats modding you should always use/refer to the Transit Switch Entry Costs and Station Capacities guide, which helps you to calculate the correct Transit Switch Capacity (Maxis' 2000 passenger is not right, for a 1x2 subway it would be 26000 passengers) and Transit Switch Entry Cost (that's 0.0095 for Subway - Maxis' 0 is again not right). With the Subway stuff, you also need to add the Building: Subway, Bulding: Strikeable Transit and Building: MiscTransit Occupant Groups - though that might mean, that the lot will show up in two menus (landmark and MiscTransit). For the Demand Created jobs @z1 and I were working out a system that I used then with the NAM stations and all the other stations that I modded since then: $ - capacity/5 (round down) + each tile that the building occupies would give 4 $ on each floor $$ - capacity/50 (round down) + each tile that the building occupies would give 2 $$ on each floor $$$ - after every 125k capacity 1 + free assumption based on the model (quite uncommon) However the subway in all cases adds +4 $ and +1 $$, but a single tile subway would have the same stats too. So subway is a bit of an exception. With the Elanto HQ I used an other logic too, and that was the underground floor busineses. So there was the 4 $ + 1 $$ for the base subway, and then for the 8 tiles (4x2) I added another 32 $ + 15 $$ jobs. There is room for custom values, it's not an exact rule. In your cause the Demand created would be 12 $ + 5 $$ jobs, so the subway station don't get abandoned if the business dies above it. I hope it helps! - Tyberius06
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3 pointsThat'll be one of the losses. But, you can re-upload it. Edit: Turns out I have a copy of it from a page I'd SF'd:
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3 points
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2 pointsHi everyone! When I made 200 W. 40th Street, I also had the idea of including a lot with a functional subway along with CS$ jobs since this building actually does have a subway. The problem is, I'm only able to make the building function strictly as a one or the other, not both. I have a feeling a DLL could do the trick, but that's a whole other side of modding that I'm not ready to touch yet. (If someone knowledgeable on DLL's wants to make this happen, I could provide the model.) This likely also means it would need a custom query window that shows both the jobs and subway stats. I know some basics on modifying query windows, but I welcome anyone more experienced to provide their input on this. Since the building has a lot size of 1x2, the only other solution is to make it a 1x1 with half of the building overhanging onto a contiguous tile, for which then you could place a tile-only subway under the building. It's not the cleanest way to do it, but this is what I would go with if there isn't any other way.
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2 points@John Scaffold Welcome to Simtropolis! Looking at your city, you have a great start! I will say you're already doing a great job in your urban layout, there's a nice variety in neighborhoods, some gaps of nature that make the place look more alive and realistic, and I can definitely tell your city is doing economically well when judging by the buildings visible. As for suggestions on how to further enhance your city: Try exploring the curve pieces for the networks, if you have the space and want to improve the look of your city, use those to make the networks look more natural rather than boxy. Try using the FLEX Turning Lanes (FTLs) to enhance your road-road, road-avenue and avenue-avenue intersections. If you're feeling adventurous, you can also try a set of terrain mods to give a more customized look to your city. Alternatively, look for Mayor Mode Props (MMPs) to further enhance your landscaping in parks and along the bigger roadways I'd like to see a screenshot of your region, I can give you more ideas if I get more context from your cities.
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2 points
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2 pointsStartup Performance Optimization DLL optimizes the game's loading phase, but the performance boost depends heavily on the computer's performance and the number of mods. There isn't really any difference between Exemplar Patch and the classic override in terms of loading times, but Exemplar Patch is definitely recommended because it avoids directly modifying the original exemplars, which can trigger issues like the Phantom Slider Bug or other game bugs, especially when it comes to Maxis buildings, which are too problematic.
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2 pointsThese are almost certainly from Rivit's collection on OneDrive: https://1drv.ms/f/s!AphvaLJG-tShgsIPfB0UQh7KK6Fv7Q It's the Maxis Lookalike set.
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2 pointsHello @Bendinerd00 If possible, may I suggest you take your satellite screenshot from Google Earth with Greenshot? The resolution would be significantly better and would allow players to identify landmarks and other clues, which isn't easy when the image quality is too blurry. Let me know if you need additional guidance; and thank you for playing!
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2 pointsI decided to give it a whirl cause it reminded me of a sample growable parking garage I made for someone else eons ago. Here's my result as a growable: So all I did for this was extract a 1 x 2 growable commercial lot. I picked the generic "Small Shops" and did a Group Add to Patch so I got the LText too. I then altered the LText name to be me so I'd know for sure we had the right one when it grew. I also made a copy of the Maxis Subway (with it's woefully low transit stats, but this is proof of concept only so we aren't flustered by that). I then copied all of these from the Subway's Building Exemplar and Pasted them into the CS$'s Building Exemplar: And here's the file if you want to play around with it: Cori's Comm Sub Text v0.02.dat Edit: LOL, that should say "Test", but I think I still had the change to the "LText" in mind. It works tho.
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2 points
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1 pointhello, it said that money cheat cannot be used when the game is modded but my game is modded (currently on sandbox mode) and I managed to trigger a both money cheats, ALT+W and CTRL+ALT+W, both seemed to work without me downgrading and removing the mods, I'll update later if I encountered any relevant bugs
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1 pointHi, so actually I've been in the forum for quite some times, but I never posted before IIRC. So apologize if this isn't the right place to post this. I recently just got back to playing SC4, reinstalled it using UlisseWolf's guide on modern Windows, and installed NAM. Here is one of my city attached. As you can see, it's not really pretty and the biggest fault here I believe are: - The brown rails texture, which I would love to know if there are any mods to change it - Strange diagonal roads zig-zag tiles. Again, probably there are mods to modify them? - Probably the city layout overall lol Any suggestions are very welcome. Thanks in advance fellow city builders!
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1 point
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1 pointHello I'm new to SC4 modding and I was wondering if there was a performance difference between the classic overwriting of an exemplar, and the exemplar patching of an exemplar ? My exemple: I've got 30 custom building exemplars that overwrite Maxis files, would the performance (be it at launching the game, loading the city, or running the simulation) be any better, even fractionally, if all those were exemplar patching ? Also does running Startup Performance Optimization DLL come into this ? Like maybe reduce the performance difference between 'old schoo'l overwrite and exemplar patching ? Thanks in advance. (I hope I posted this at the right place, I did my best to find the most relevant forum, plus a few searches)
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1 pointCredit for creating the exemplar patching system goes to @memo, who originally created it for their sub menu DLL. I wrote the resource loading hooks support DLL that feature relies on, and ported memo's exemplar patching code over to it to allow exemplar patching to be used independently of sub menus. Because exemplar patching allows individual exemplar properties to be overridden, it has been used to create various 'universal' mods, Universal Sea Level Mod, Colossus Addon Mod - Universal Commercial CAP Fix, etc. Plus other things like fixing a Maxis I-R bug without editing SimCity_1.dat and Building Style packs for use with the More Building Style DLL.
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1 pointDamn ! I'm getting all the SC4 modding MVPs at once Alright, so the best way to make such changes Phantom Slider Bug proof is actually to make a clone of the building with a different Instance ID, and remove the old one from the building menus (like CoriBoom did for the Crime and Police Station Fixes for ModPacc Zero) correct ? I suspected that if there was indeed a performance difference it would be minimal, thanks for confirming it, and making the uses and strong points of Exemplar Patching clearer to me ! I see. Yes, I'm still going to run it no matter what, it's probably one of the most important mods in my modlist, I wholeheartedly thank you for creating this masterpiece while you're here.
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1 pointHalifax, Canada, very recognizable terrain. Is this format good?
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1 point@Ulisse Wolf Would you be able to take another look at the sc4pac install link on the mod's STEX page? It's been a few days since I uploaded a new version with a new yaml file and despite the documentation saying it should update within hours, it is still stuck on the old version. Apologies if this is normal operation.
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1 pointThanks. I found the issue. It was somewhere else. It's funny that the last lot was OK, but it is next to an intersection and maybe that's why it worked
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1 pointI'm not sure this is the case, but remember the No Road Access Zot can also mean: Can't find a path to a job yet.
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1 point( It certainly looks like a good spot to me. ) And while I don't know the answer to your primary questions, I'll follow along so I can learn too.
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1 pointI was actually about to respond more or less with this lol That's more or less why I started off with this thread being about Everseasonal Flora: I agree with smf's philosophy on EF, that the only time I ever really have a need for seasonal trees is if I'm looking to make screenshots of a city in the fall or winter. Preventing the moments of lag is the other big benefit for me, as (though it's silly) even that tiny bit of lag is very distracting to me when playing the game as I don't tend to plop unless absolutely necessary.
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1 pointYeah essentially, with the added bonus that you don't need to find the new data to enter, simply retain the right part of the previous data and you are good to go. Well this gets a bit more complicated, honestly I am a bit muddled why it makes sense to de-construct a Seasonal mod, only to then retain Seasonality. I mean if that's what you want, it's a hell of a lot of effort to make the process of switching seasons manually. But the process is straightforward enough, start with your fully working Summer set, make a copy of that file for each additional season you want. Note that in this scenario, you could now have more than 3 Seasons, since it's no longer relying on the Flora mechanism to change them. Now just alter the RKT1 values to point to the Autumn, Winter or whatever model instead of the Summer ones, the only tricky part is knowing which IDs you need. What causes switching tree controllers to be a problem is one of two things, a scenario where a Flora Exemplar (a tree placed using the controller), no longer exists in Plugins. The other would be where two Flora Exemplars conflicted with each other, for example both trying to do the same thing. You don't need to worry about the later in this case, and the former is also not an issue, provided you keep the same IDs for the Exemplars and each Season contained all of them. Done that way it is totally safe to switch between them at will, since all the same Exemplars with the same IDs exist, they just point to different trees.
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1 pointSeeing as everybody is here, might as well join in! Name: Noah Gender: Male Zodiac: Gemini
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1 pointYes, indeed. Please do! You can even use the new option in Edit Details to access the pics without creating a new version if you want. (Or go ahead and upload a new version so it'll say last updated by your name.)
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1 pointI am capable of replacing the images that were uploaded for my restored STEX files, I hope? Half of the ones that were uploaded in lieu of the originals show my BATs from the rear - which, with all due respect, makes about as much sense as a child turning around to face the back wall right before their school photo is taken.
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1 pointSince the shutdown, I've actually spent a large amount of time playing Tropico, but I've finally come around SimCity 4 again and I'm remodeling an old park: I might have to restart a number of poxed cities in my region, unfortunately. That has really brought me down, but at least there's a pleasantness in building these lovely curved entrances.
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1 pointis there a discord modding community for SimCity 5 still alive? I was thinking of finally trying my hand at modding this game
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1 pointPowered by @memo's beautiful 3D Camera Mod, the City of Naperville overlooks the Cirque City skyline early in the morning.
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1 pointJust to provide some context, this is the region map of most of the eastern part of Schulmania, showing where Chelonia fits amongst the other regions in the nation.
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1 pointThe kind of town where your backyard view is either cornfields or chemical tanks
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1 point
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1 point@Kel9509 I will upload the missing files next week (I thought I had lost the files but I found them). I updated my "Automobile DLC" and "Statues and Monuments". I changed the complex file system to a single .dat file: This is what I added
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1 pointSo, as they say: "Photo not contractual" (it's a JPG with some compression) .. But ... Yes yes, you have a good eye; even at Zoom 4, the rails are heavily blurred on its main layout; the contrast is more pronounced on other surfaces .. and this choice is fully deliberate. To limit the DXT3 artifact, I chose this color and grain ; There are too many variations around the world, so... I have to choose. And above all, I noticed in numerous aerial photos of about twenty (or more) cities that at this altitude (zoom 4) the railway tracks are no longer clearly visible! It's all about light... and humidity . That's perfect, that suits me fine ! Notice how well the rails catch the light at zoom level 5... I hope you will find it satisfactory despite this "fading" of the rails.
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1 pointWhat on earth was the host thinking. Absolute idiots. Thank you guys for your efforts in getting this site back up and running.
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1 pointPerformance and graphics list - Index of all critical mods to install The following list contains all the mods that need to be installed for performance improvement, compatibility with modern operating systems, and graphics enhancement 4GB Patch: https://ntcore.com/files/4gb_patch.zip SC4CPUOptions: https://community.simtropolis.com/files/file/36120-sc4cpuoptions/ SC4GraphicsOptions: https://community.simtropolis.com/files/file/36091-sc4graphicsoptions/ SC4Fix: https://community.simtropolis.com/files/file/30883-sc4fix-third-party-patches-for-sc4/ SC4AutoSave: https://community.simtropolis.com/files/file/35761-sc4autosave/ DgVoodoo 2: (DirectX Wrapper): https://community.simtropolis.com/files/file/36227-dgvoodoo-2-SimCity-4-edition/ Startup Performance Optimization DLL for SimCity 4: https://community.simtropolis.com/files/file/36244-startup-performance-optimization-dll-for-SimCity-4/ Transparent Texture Fix DLL: https://community.simtropolis.com/files/file/36379-transparent-texture-fix-dll/ SimCity 4 Disable FPS Limits: https://github.com/caspervg/sc4-disable-fps-limits/releases Region Thumbnail Fix DLL: https://community.simtropolis.com/files/file/36396-region-thumbnail-fix-dll/ Recommended but becomes essential to make SC4 compatible with HDR displays Reshade: https://reshade.me/ Return to SimCity 4 Ultimate Guide: https://community.simtropolis.com/forums/topic/762954-SimCity-4-ultimate-guide/
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