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Popular Content
Showing most liked content on 07/07/2026 in Posts
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7 points
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6 pointsI just published a few notable updates to the Catalog: Model TGIs are now indexed (in addition to props/textures/buildings/flora/cohorts/etc.) Added a huge number of prop/building/flora thumbnails (about 22,000 of these in total). If you choose to show thumbnails, they'll now show up on the home page main search query (first pic), but also on the screen to view a specific prop pack (second pic) Lastly, the About page has been updated to show the counts of thumbnails I have made in each category. Right now, I am not creating these thumbnails as part of my build process - I'm relying on the thumbnails created by the new PIMX-2026 program, meaning the thumbnails I do have are reliant on items I have loaded into PIMX at least once. I plan on changing this at some point in the future. There's a lot of blanks here, so please message or request if you want something that is missing.
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6 points
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5 points
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4 pointsa small health campus - Gym, elementary school, small hospital, dental surgery and a football field.
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4 pointsCycleDogg related model stuff are in the BSC Common Dependencies BSC MEGA Props CP - Industrials The JMyers' model stuff are in the BSC MEGA Props JMyers Agricultural vol01 and Vol02. SFBT Weinberge is this one IIRC
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4 points
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3 pointsThe file is available here (or here in dark nite). You'll need the multifunction station (or in dark nite).
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3 points
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3 pointsHey guys. I'm looking for a few items to complete the dependencies list for Colossus Farming but are currently missing after the death of the sc4devotion LEX: Cycledoggs Hankie Mill Cycledoggs Organ Works JMyers Corn Crops v2 JMyers Dairy Farms JMyers Hydrophonics SFBT Weinberge If anyone has these or can point to either they or a compilation pack with one or more the above in them, that would be much appreciated. Also do make sure the admins are okay about it before providing anything;)
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3 pointsthank you @nos.17, the thumbnail additions for the props are amazing!
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3 points
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2 pointsCould you upload all Lazy Town files, please? I will compare them with mine and CaptCity's.
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2 pointsApologies if I'm misunderstanding the status of these files, but I was able to download some of the files listed above as missing from the Lazy Town website: Aizawa_building.zip Japanese Multi Buildings1.zip Kitami_apart.zip Mizoguchi_Apartment.zip Nakahara Insurance Company.zip If I'm correct and these are actually still needed, I'll update this post with the files. These all came from the first link up above. The only thing I couldn't download was the Namsan Department Store.
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2 points
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2 points
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1 pointAs promised, this is an update regarding my experimenting with deconstructing and decentralizing a seasonal tree controller that got started over in my original thread, Help with Everseasonal Flora. As the problem that I was looking into grew to not be within the scope of EF, I felt it was more prudent to create a new thread dedicated to it. As I said in the other thread, this grew from a desire to produce an evergreen version of the Cascadia Tree Controller by Blunder. Theirs has easily been my favorite tree controller for awhile now but I've always had an issue with the hitching that it and other seasonal tree controllers cause on the seasonal tick. It was only relatively recently that I worked out how to use Reader, so it's possible that this work's already been done and documented, but I'm posting it here for my own sanity when I inevitably forget about what I did down the line. Long story short of it, I believe I've worked out a way to seemingly brute force seasonal flora to either not change at all or to make their changeovers far less prevalent using the FloraParameters. Setting parameter 1 to its maximum (10,000,000) would theoretically, assuming that the documentation in the How to make/edit a tree controller tutorial is accurate and denotes the seasonal tick rate in half-days, lengthen the seasonal tick rate to roughly 5 million in-game days, or roughly 13,700 in game years. I'm not going to complain about one stutter every 13,700 years, assuming that's what this will actually do. I don't think I've ever kept a given city tile going that long. The problem was that only setting parameter 1 to 10 million introduced a yearly stutter of the same severity as the seasonal tick. Figuring that it had to do with parameter 6 (set at 363 in Cascadia) I also set it to 10 million and the stuttering just... stopped. No monthly stutter, no seasonal stutter, no yearly stutter. My hypothesis is that parameter 6 is a second timer, this one measured in full days, though I'm unsure what it might be timing. Maybe the moisture simulation? Regardless, I think I've managed to deconstruct a seasonal tree controller such that you could swap between them using SC4PAC (or through manual swapping) at will without the hitching that naturally comes with seasonal tree controllers. Now granted, I've not had the chance to test this as a long-term solution so I have absolutely no idea how a long-running game might fare. The usual warnings for running tree controllers still apply. But running the game for five in game years saw neither stutter nor tree changeover. If others that are eminently more qualified than me wish to test the controllers out, I can provide the files. I'm just not sure if I should given it's someone else's mod that I'm mucking with. I'd also welcome any thoughts on how to actually turn off the seasonal system, because swapping RKT4s to RKT1s and designating the model you want for the TC (Fall, Winter, or Summer) doesn't seem to do it on its own.
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1 pointDBSSYMN Germania VG BSC Link to can't find files (attachment by @Tyberius06 ) was gone, thanks to this forum crashed...
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1 pointThere's always been a fine line between sharing files for a collaboration among a handful of peeps and posting files for general sharing. We've allowed the former many times. As staff I've even had peeps attach a zip file in a forum post where I've said I'll edit their post and remove it as soon as I download. (Like when we are both active so it'd only be there for a couple of minutes.) Since you aren't staff (with the option to edit someone else's post), just have peeps request your files and then you send them a Private Message (PM) with the files attached. I'd be willing to take a peek myself if it's a complete plugins set where I didn't have to do any extra work to test.
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1 point
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1 pointIf you install the mods via sc4pac, you don't need to worry about this at all, as sc4pac handles this for you. Otherwise, for things you install outside of sc4pac the download page should specify the installation instructions. By and large, most things are fine to just put in your plugins folder. Though, if you are using sc4pac, we do recommend installing your manually installed items in certain folders.
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1 pointIn the absence of an official GoFSH repo, the C0/D0 function built into GoFSH can be used to generate such a repository, which can then be used to generate custom grass/sidewalk packages. I've ended up using it a lot. There is a section in the GoFSH manual.
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1 pointNice! This kind of terrain makes me think of trying to layout a Tehachapi Pass kinda thing you know
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1 pointHiya, @KaousLogic. Thanks for donating to Simtropolis! The STEX collections are a nostalgic free gift given for various donation amounts. They each contain items popular at the time they were created and are snapshot in time for how each included Mod or BAT was when the discs were curated. You are correct that they are simply a big bunch of files which can be accessed from the HTML index. There never has been any master install for them. The most important aspect is the donation which allows @Dirktator to keep the site running month after month and year after year. For ease of actually installing content, you might want to check out the sc4pac (Mod Manager).
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1 point
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1 pointSmall 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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1 pointThey are blinds were on the illuminated night plane I was using for the windows. I have modeled them individually, but I am considering to dropping them all together.
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1 point
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1 point
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1 pointThis is fantastic! The details are far much better than I could do. Love the dock area, too.
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1 point
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1 pointHello there! I'm still crafting SimCity buildings! I recently did a facelift of the listing photos at my side shop, and boy, I'm seeing my old work in a whole new light. With orders coming in fast, I've had the wherewithal to print at larger scales, and it's made a big difference too! So without further ado, here's a jumbo pack of SimCity 4 brought to print! THE FREYTAG BUILDING (2024) ZILBER COMMUNICATIONS (2025) LEONG ACCOUNTANTS (2025) BRINK REAL ESTATE (2025) COMFORT ARMS (2025) FANCEY FOODS (2025) MEEHAN MARKETING (2025) LETOURNEAU ARCHITECTS (2025) KANAROWSKI & CO (2025) HAM LLC (2025) BUNCH ENGINEERING (2023) RUSSO CONDOS (2023) CURTIN FABRICS (2024) REFLECT SYSTEMS INC (2024) MACE CO (2025) RESIDENTIAL HOTEL (2025) ZVENIGORODSKY INC (2025) BROWN & SONS (2025) THE SUNDY BUILDING (2023) MARSHALL PRINTING (2024) THE LONG BUILDING (2023) 2-STORY ROW HOUSE (2026) HI-RISE APARTMENTS (2026) SMALL CONDOS (2026)
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1 pointThis is a favorite little group of buildings of mine - the juxtaposition of the modern clad Gucci building by @mattb325 flanked by the two deco-era concrete beauties of The Sundry and Hillier buildings by @Jasoncw. Then of course there is the commanding presence of the perfect Reynolds Building by @Diego Del Llano in the foreground. Yet it does not dominate, only compliments, the smaller buildings. I used to want to dress the cityscape only in as many glass towers as I could find but lately I'm loving trying to find the right mix of older buildings and new. It may be that I realize it is more of a challenge - it is easier to just build what you think is all-new perfection, it is a little more difficult, but every bit as interesting, to build as it is more likely to be. And still like it.
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1 pointI was trying to look at the new traffic bollards I dropped in around the circle using the plop and paint when this one taxi driver drove up on the curve at the last moment and kind of photobombed me...
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1 point
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1 pointImportant announcement! All of the changes I discussed in previous posts are now published. Please let me know if you run into any issues!
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1 pointCurrently working with IR Fields, Prop Families, and Seasonal/Timed Props. I still need to find the right balance between building Prop Families, Prop Time of Day values, and Prop Random Chance values.
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1 pointI feel like showing some love to the garbage industry; it's been many years since a garbage truck was exported.. I'd like to resume this project but I can't find the max file I think I've exported enough props for this update. I've prioritized American-style props since they're the only ones I have haha. I'll start adding European-style props when I get them. I'm sorry it took so long, but I had technical problems; when I opened the lot editor, my PC kept restarting automatically.
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1 pointWow, only 2 and bit years before I got back to this... Well as usual I've had many fingers in many pies and been trying to juggle them all in the name of progress. However, in combination with my very limited time for modding activities, everything is taking longer than I would perhaps like. What is becoming clear however, whatever I do or don't do regarding T21s, the Flora Families are actually incredibly useful for Lots, specifically Plop Lots. I am still tweaking which trees belong in each family, but it's mostly at the point where the given groupings are final: Here I've used them with a very rough 1st draft of some Park 205 Siding / Bikepath dual lots, along with some of Girafe's flora items. This won't be more than 10 lots in any case, but it's one of those i had the need situations. Of course it wouldn't be SC4 unless there were some problems along the way: So when the lots are rotated in two opposing directions, the random Flora appear every time, but when they are in the other two, they never do. This is quite annoying and I think has to do with the kSC4FloraParametersProperty values, if so I am a little lost of how best one might fix that frankly. But Flora have properties that check if space exists for a given tree, which mostly works for the Maxis trees. Then again why that would be specifically tied to the rotation of the lots, I honestly can't answer.
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