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Popular Content
Showing most liked content on 07/20/2026 in all areas
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12 pointsHello everyone! Welcome to the 190th entry. Here is a selection of photos from across Dimland.
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11 points
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8 pointsRelot of Osaka 70'Expo Stadium, made by KS_JPN, the original lot looks nice so I didn't mess with it too much. Original: Relot:
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7 points
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6 pointsSC4 Mod Migration Assistant A Windows desktop tool for SimCity 4 modders. It scans your `Plugins` folder and flags files in your 075-my-plugins and 895-my-overrides`folders that duplicate content already present elsewhere in `Plugins`, so you can safely move them out of the way. Built with WPF (.NET 10) and [csDBPF](https://github.com/noah-severyn/csDBPF) for reading SimCity 4's DBPF file format. Features Recursively scans a Plugins folder for `.dat`, `.sc4lot`, `.sc4model`, and `.sc4desc` files Detects duplicate content by comparing TGI (Type-Group-Instance) identifiers Automatically excludes non-content bookkeeping TGI entries (e.g. the DBPF directory record) that would otherwise cause false positives Extra file-name check for `895-my-overrides`, since that folder is meant to hold intentional overrides that share a TGI with the original file by design Low memory footprint, suitable for machines with as little as 4–8 GB of RAM Live, color-coded log and progress bars for both the scan and the comparison step Moves (never deletes) duplicates to a folder of your choice, preserving the original subfolder structure Cancel support for long-running scans Check sc4pac Catalog: scans `075-my-plugins` / `895-my-overrides`, matches their TGIs against the community-run [SC4 Prop Texture Catalog](https://github.com/noah-severyn/SC4PropTextureCatalog), and lists any [sc4pac](https://sc4pac.github.io/) package that already provides that content so you can install it properly instead of keeping a loose manual copy Requirements Windows 10/11 .NET 10 SDK(https://dotnet.microsoft.com/download) to build, or the .NET 10 Desktop Runtime to run a published build Internet access the first time you use Check sc4pac Catalog (to download `Catalog.db`, ~22 MB); the scan/move features work fully offline Download The source code is available here, and since the download is currently in beta, it will be available here before the release of the stable version on STEX. https://github.com/UlisseWolf/SC4ModMigrationAssistant SC4 Mod Migration Assistant Beta.zip If you have any issues with the tool, please post here
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6 pointsWorking on the 2000s version of my block with the old Sato Musen, as well as a new project.
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5 points
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4 pointsYes. Simply tone done the maximum number of samples in the Render Properties tab. No. There's no such fact. There's no hard limit in width or depth. It's not a BAT4Blender error, but a Blender error. The limiting factor seems to be your system specs. Switching from HD to SD reduces render width and height in half. Disabling super-sampling reduces render width and height in half, as well. Using HD for anything larger than, say, 20 meters is ill-advised, as it degrades the Z5 quality. The night lights are applied entirely in the Compositor (i.e. after rendering). I'm not sure if there is a way to replicate the night view in the Viewport render. Use the Preview button instead, as that's the only render view that really matters.
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3 pointsI am obviously using the most recent BSC 2026a version, as well as the SimGoober industrials collection from April 23rd. The Query UI exemplar is 0x4FA1B663 for both the growable and ploppable buildings. But that query exemplar is not located in the lot files (PLOP_3x4_SG_SmallWarehouses_IM.dat orSG_WarehouseSmall_IM_GROW.dat) , nor the model files (SG Models IM1 v3.dat or SG Models IM2 v3.dat) nor is it in BSC Essentials v2026a.dat. I think you missed this, and now I wonder if others are missing. I just happened to click on that building yesterday and nothing came up.
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3 pointsI started going through the list of remaining items to PM the most recent downloaders. I used the most recent non-guest downloader to start off with. Naturally, these are folks that downloadd things back in February, so not sure how many might still have them - hopefully some. I used the following blurb as a way to ask. You may have noticed we've been trying to restore as many STEX files as possible after the site went down. We're down to the last few that we haven't been able to locate. We noticed that you were a recent downloader of (file link) and were wondering if you had a copy of the file that you could send us. If possible, please attach the file to a response to this message and we will take care of adding it to the STEX. Thank you for any assistance you that you might be able to provide. Feel free to use it. I also added a note in the tracker listings so others will know that the attempt was made.
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3 pointsIt could be Texture 4 from Mas'71's Walls Pack Vol2: You can find it here: https://cafe.naver.com/simcitysquare/36469. To download a file, click on the file-icon and then on 내PC 저장.
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2 pointsYou got PM. The site doesn´t accept my zips and/ or folders so I sent you all single files of each region in a separate pm. The Regions worked in my game, at least to have a quick look inside Hope it helps
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2 pointsMaybe an issue with permissions...? I don't remember exactly how things were set up for the resoration of files. I just tried one a while ago, and it worked. Maybe you could send yours me or another staff member to try? Or attach it here in a post... Just a thought...
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2 points
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2 pointsNice! I've been working on a relot of the HAS_Oita Trinita Stadium. There's some real gems in the older Japanese bats.
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2 pointsMaybe I can help as I downloaded these maps which are still missing: I did not keep the zips but the files and a few preview pics. As readymade regions the files are ca. 100mb in total. Can I upload those here without being a registered volunteer?
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2 pointsThere are/were talks about an all-in-one pack for all oppie's canals, but it would also be great if they receive proper dedicated submenus before an official release. Since these take time until that they are good in that thread. However if you want to update them, properly bundle them/organize them into one pack (base set and the expansions) and give them dedicated submenus etc... then go for it, and then a proper STEX entry can be made.
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2 pointsGonna shake things up with an industrial area that has a more rural character! Presenting... TOWN OF AUSUBO Establishing a Timber Industry! Deep in the mountains of the Kingdom of Borike, the 'food sources' of the insatiable beast of urban growth lie. One of the key locations feeding the construction monsters is the mountain town of Ausubo, nestled in the densest rainforests of the mountainous interior. At the heart of this town is a ferocious operation, devouring forests and leaving vast areas of barren land, which then is repurposed for either cultivation, urban development, or perhaps as the home of a new generation of trees. Noisy machines roll around, as if they were a busy ant colony sweeping the whole area clean, extracting as many mature trees as they can to provide a generous supply of lumber. The process happens with industrial efficiency, using a set of railway sidings to load the logs onto rail cars, for shipment throughout the region's lumber factories, paper mills and construction sites.
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2 pointsYes, I've heard back from most who have continued to be the more active ones, and they restored their files. Many of the remaining files had been posted by folks who haven't been on since December or January. I am doing a bit of traveling the next week and a half. I'll still be on daily and can contact downloaders. But if someone wants to help out, it might go quicker. Maybe there's a logical way of dividing up the list...
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2 pointsCurrently in the works are the Private Messages @CaptCity sent: And then yes, PM'ing downloaders will be a good idea. I'd suggest we ask Capt to spearhead that since he's already been super active with restoration chores and this way we wouldn't bombard peeps with multiple PMs.
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2 pointsI have been working on a set of new mouse pointers (cursors). If two or three of you want to test it, before publication... unless I've made a mistake/forgotten something, I've only redone the "visible" pointers in the game. scoty_cursor08_x01.dat I deliberately omitted the .cur files in 1b, 4b, and 32b... any comments?
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2 points
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2 points
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1 point
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1 point
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1 point
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1 pointQuite odd. I don't have any answer for it, but I'm glad y'all use a workaround.
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1 pointYes, thanks for the files. It is strange about the zips...
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1 pointWe are currently in the midst of moving but I could help out a little if needed. It will break up the drudgery of sorting through 50 years of stuff.
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1 point
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1 pointWill it possible to see who downloaded this files and contact those people directly? Similar a campaign. They might not even be aware of everything that’s happened here.
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1 point
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1 point
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1 point
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1 pointThis one is Heblem's HBS The Setai (also The Langham, New York or 400 5th Avenue). You can find it here: http://descargas.capitalsim.net/?sitio=csc&descarga=2950
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1 pointHi Foo, I had the original CAM Starter Pack of these buildings. Over time I realized that only 2-3 actually grow, the rest seem to have stats that make them very unlikely to grow (even when demand and right zone is there). Do you have any experience with that? Not sure if smaller alterations of their stats would make them grow.
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1 pointThis should just be called CASTLE BEYOND as that wall joining into the rocks is BEYOND amazing...
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1 pointWelcome to *not* Las Vegas had some fun building & detailing the area during a livestream, here for anyone interested:
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1 point
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1 pointHi! I was not sure if you were asking me in particular but I thought I would give you some info about how I set up my trains. The short answer is that there is not one single network of tracks that will carry all of the different train types in the same way that Amtrak, NJ, and SEPTA run on the northeast corridor line. There are a lot of cool things you can do though to make your train networks feel more like that, this is what I do: 1. GLR - I modified the GLR and EL-Rail to be the same as the RRW/HRW texture I decided on except that it is powered by 3rd rail electric instead of overhead catenary. This is because I converted a heavy rail passenger-rail train I wanted to use to be the GLR train. I wanted an alternative heavy-rail network rather than a true light-rail or tram type network. More like LIRR for example. 2. The newer hybrid railway (HRW) is really fantastic, this is my main network for all trains. However, it has some limitations - it cannot go through the original-type maxis tunnels and so far has only 1 bridge. So even though both passenger-rail and HSR trains can use these tracks I actually still keep them separate - I have the 'classic' network and the high speed network. In my large train stations I am doing dedicated tracks for GLR and HRW but I'm careful to keep the HSR-dedicated tracks separated everywhere - so that the HSR train doesn't end up switching onto a track that tries to take into a standard-type tunnel that it cannot get through. I like tunnels and all the different bridges that carry the original passenger-rail trains and don't want to give them up. 3. I reinstalled the older bullet train mod back again because it will provide tunnels and bridges that the HSR trains can use - however passenger-rail trains cannot get through or across these. So keep the two train types separated but running alongside and into and out of the same stations complicates the engineering but I kind of like it - it's a challenge and I've built some interesting things to make all this work. What you see in the pic right above your comment is: Top - the GLR line with it's heavy rail local/RER type train, you can see the third rail on the track Middle - this is the dedicated high-speed line, I have a Eurostar dropped in right now Bottom - this the passenger-rail network but it's also running on HRW tracks (except the bridge is not HRW). To give a little variety to those trains I have 7 different car types and 5 different locomotives as part of the set. 4. There is another train also, a fantastic TGV-looking train complete with head and rear end power units. This is actually a reskinned freight train (genius) but it provides more variety of passenger trains running around on the same HRW trackage that the passenger rail uses. It's not a working passenger train though. I use it as I'm not really into freight trains at this moment. So you can get something like this: Anyway this was my 25 cent answer, hope you have fun doing trains!
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1 point
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1 point
Version 1.0.0
487 Downloads
Who wants to live in the drab and boring suburbs, toiling away to pay the mortgage on a single-family home where you have to repaint the fence every year or risk becoming a pariah in the neighbors' eyes? City living is what it's all about! Cohabitation and being in the mix and whirl of society all around you! If you prefer to be living where you have five choices for takeout at midnight from the joints around the corner, then these three midrises are for you! Included in this upload are the following establishments... Montresor Tower Luchesi Place The Fortunato The first on the list is a low wealth, while the second is medium, and the third is high. No matter what your salary is and what you can afford (or nearly afford) for rent, then there's something here for you! All three are 3x3 footprints, with the first two growing at stage 7, and the last growing at stage 6. Stats and modding are in keeping with past uploads, and all are tricked out with nightlighting as usual. So go ahead and zone that medium and high density, and watch these beauties grow! Enjoy... -
1 point
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1 point
Version 1.2.0
658 Downloads
MMP Project v1.1 Models not made by me. MMPS made by Ernestmaxis This zip only contains MMP's! 3675 MMP's each files are 90 dedgree turnable! * Well most of them you have 8 clicks to rotate them. When clicking multiple times model will turn in mayor mode. Please remove the previous files you downloaded from me: Dutch prop pack MMP 1.0.0 MMP's (v. 1.0) + MMP's (v. 1.1) Thanks for the help from all men on the community on Simtropolis and SimCity devotion! Hope you enjoy them! Dependencies: See in the attachment the download links. Tip Exel has a macro to link you directly to all depencies. If you download them all I advice you to download: Startup Performance Optimization DLL for SimCity 4 https://community.simtropolis.com/files/file/36244-startup-performance-optimization-dll-for-SimCity-4/ No submenus arn't (yet) created for this project. Depencies for props: Pre 2000 Car Props Pack Carprops Vol. 3 remastered Carpack vol. 4 AP SimWorkers 1 AP SimWorkers 2 AP SimWorkers 3 AP SimWorkers 4 AP SimWorkers 5 Nams prop pack vol.2 AGC - Mercedes Benz Zetros + Lierheer Excavator AGC - Tanks DLC AGC - M1 Abrams V1 AGC - Casual Sims DLC Historic Monastery Props RFR Camper and Caravans Raymond VintageCar Props Grfe Props Pack Agripack vol01 VIP Orange AgriPack v2 Grfe Carpack vol. 1 & 2 Murimk industrialprops resource Nams PROPS PACK Vol 1 +2 SMS Mega Prop Pack Vol1 Modern HD Car Props Grfe Props Pack Flags VIP Delecto Ploppable People RFR Deers and Wild Boars Dutch prop pack American School Bus Prop Pack BSC MEGA Props - SG Vol 01 BSC MEGA Props - MJB Vol02 BSC Mega props - DAE vol01 BSC MEGA Props - Gascooker Vol01 BSC MEGA Props - Misc Vol01 CSX MEGA Props - Vol07 CSX MEGA Props - Vol03 LBT Prop Pack 2 Mntoes - Prop pack1 Orange MegaProp V.01 SFBT Spielplatz Props NekoPropSet02 Maxis Nams prop pack vol.1 R6 Prop Pack 2010 Vol1 WMP Ferry props 01 WMP Garden props 02 WMP villa props01 WMP Garden props WMP Shack props01 SMEP-resident (Eagleland Project Resident Prop Pack 1) Mas71 JRP props vol.03 Nos.17 Essentials 08 Bipin's Crane Collection V.1.0.2 SFBT Mammoet PTC MMP Coal BSC Mega Props - JES Vol01 EvilCoolKid props British Boxes Version 1.2 BNL MVE Benelux Flags 1.0 BSC MEGA Props Jen P Vol01 Totem pole 0 Urbanpack vol. 1 VIP vnaoned propspack vol. 1 BSC TSC girafe French Road Signs Dutch Built-up Area Signs BLaM Antoine prop pack 1.1 SCF European Truck Pack vol.1 Murimk bicycle props BSC VIP Girafe MGB204 Bicyclepack vol01 NBVC Surfers WMP Abtei Rowing Club VIP Rural Pack v2 AGC - Automobile DLC (vol01) -
1 point
Version 1.0.0
4,814 Downloads
Skyline Apartments, by Mattb325. --------------------------------------- This is a purely fictional design for an 18 floor apartment complex suitable for inner-city areas. While all of the apartments benefit from floor-to-ceiling windows, an otherwise basic facade is given visual interest with angled terraces (executed in a bronze-tinted glass) as well as staggered cubes on each elevation. It is offered in two versions: CS$$ (as this will also work as a hotel design, and enables you to plop this down using Buggis extra cheats) and an R$$ apartment on the modern Houston and Euro tilesets. Like all of my work, these are suited to both CAM and non CAM cities alike. Stats below: --------------------------------------- STATS R$$ apartments: Lot size : 3x2 Growth Stage: (High Density Zoning) Bulldoze Cost: $ 977 Capacity Satisfied: R$ 1,214 R$$ 671 Pollution: 5 (Air)/ 2 (Water)/ 4 (Garbage ) Pollution Radius: 5/6/0 Power Consumed: 10 Mwh Water Consumed: 26 Gal/Month Building Style: Houston and Euro Occupant Group: Medium Wealth Residential Building STATS CS$$ hotel: Lot size : 3x2 Growth Stage: 7 (Medium and High Density Zoning) Bulldoze Cost: $ 977 Capacity Satisfied: CS$ 1,507 CS$$ 379 Pollution: 14 (Air)/ 9 (Water)/ 18 (Garbage ) Pollution Radius: 5/6/0 Power Consumed: 31 Mwh Water Consumed: 365 Gal/Month Building Style: Houston and Euro Occupant Group: Medium Wealth Commercial Services Building --------------------------------------- NOTE ABOUT DARK NITE vs MAXIS NITE: This download contains TWO model files; one for dark nite users and one for the standard Maxis nite. 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: There are no dependencies required. --------------------------------------- To install, simply unzip the contents of this file into your plugins folder. -
1 point
Version 1.0.0
526 Downloads
DOWNLOAD IN COMMENTS SECTION BELOW! Long overdue, these are the Maxis-made residential buildings which have had the potential to break the grid in easy ways. This download includes easily-placed relots of the following vanilla SC4 residentials, all lotted as eyecandy LMs: Buechner Apartments - 2x3 - fits around 2x2 curve Martin Apartments - 2x3 - fits around 2x2 curve Ngo Manor - 1x2 - fits around 1x1 curve or right-turn slip lane Sheehy Condos - 2x2 - fits around right-turn slip lane or 2x2 roundabout - overhangs lot slightly in other direction I will take a second look at others like Vernon manor, Bartlett, etc and make more determinations. Enjoy! only 1 dependency - requires Maxis buildings as props file -
1 point
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1 point
Version 1.0.0
1,716 Downloads
LiHaiBuilding ( Chinese :荔海楼 ) is a really normal high-rise apartment loacate in ShenZhen NanShan district. You can find some similarities if you are familiar with @bixel 's apartment building. This is because this is one of the early Chinese apartments with HongKong design format. ----------------------------------------------------------------- ----------------------------------------------------------------- STATS R$$ : Lot size : 4x4 Growth Stage: 8 Capacity Satisfied: R$$ 4210 R$ 5308 Building Style: Euro Occupant Group: Medium Wealth Resident Building STATS LM : Lot size : 4x4 Plop Cost: 2000 Budget Item Cost: 150 ----------------------------------------------------------------- ----------------------------------------------------------------- Remind: Just download "MaxisNite" or "DarkNite" version of the building. ----------------------------------------------------------------- ----------------------------------------------------------------- Dependence: None Optional: (For DarkNite) SimFox Day and Nite Modd ( https://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/ ) ----------------------------------------------------------------- ----------------------------------------------------------------- This time there is not spot for a Easter Egg to put in this building. -
1 point
Version 1.0
2,960 Downloads
This bridge is loosely based on the 'Kawarau Bridge' in New Zealand, which seems to be nicknamed 'Bungy Bridge'. I've got various pictures of this for inspiration and design ideas, although it's in no way batted 'to scale' - the size has been made to fit with the game grid. Also, this download includes a small overlook platform for spectators to watch their friends (or foes) bungee jump off the bridge. * The platform is lotted separately and can of course be used anywhere you'd like, also not by the bridge. The bridge is 4 tiles long, which means that it spans 2 full tiles in addition to the two sloped 'end' tiles. It's quite important that the bridge is plopped over a deep enough gorge or else it will have serious consequences for the poor jumper... A safe height difference should be (game) 45m, or three times the 15m hole digger/raiser. The terrain elevation should be the same on both sides of the bridge span. * The author of this file takes no responsibility for any sims getting hurt by bad terraforming. Use at your own risk! The lots have no base textures which gives you the possibility of dressing them yourself, using MMPs. Both the bridge and the platform are timed so that once a day there'll be a guy jumping, with a crowd showing up on the platform as well as on the bridge. Both lots are eyecandy only and are found towards the bottom of the 'Landmarks' menu. The bridge has a landmark effect of 50 over a radius of 10 tiles and a slight park effect, the platform has very slight landmark and park benefits. DEPENDENCIES This file has no dependencies. Use of a hole digger set is advisable, to make terraforming easier. INSTALLATION Unpack into the plugins folder (in 'My Documents'). SUPPORT If you have comments or find yourself in need of support please visit Murimk Productions CREDITS - Concept, batting and modding by Murimk - Lotting, testing, artwork and advice by Paeng Thank you to Shokthrpy for brainstorming and advice, and the complete SimPeg community for support. Thank YOU for downloading! Murimk -
1 point
Version 1.0
2,034 Downloads
This bridge is a version of my previous 'Bungy bridge', which was based on 'Kawarau Bridge' in New Zealand. This version has no bungy platform, which makes it... just a regular bridge. ;-) Since I named the former version 'Bungy Bridge', I've named this one 'Kawarau Bridge', to pay hommage to the original bridge. The bridge is 4 tiles long, which means that it spans 2 full tiles in addition to the two sloped 'end' tiles. The terrain elevation should be the same on both sides of the bridge span. This is a landmark lot, eyecandy only. DEPENDENCIES - This file has no dependencies. - Use of a hole digger set is advisable, to make terraforming easier. INSTALLATION Unpack into the plugins folder (in 'My Documents'). SUPPORT If you have comments or find yourself in need of support please visit Murimk Productions CREDITS - Batting by Murimk - Lotting and artwork by Paeng Thank you to the SimPeg community for support. Thank YOU for downloading! Murimk
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