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Popular Content
Showing most liked content since 06/21/2026 in all areas
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36 points
Version 1.0.0
259 Downloads
13 years ago, I uploaded Generic Office Pack #1, which was initially supposed to contain five buildings. I only wound up including two of them, although @gutterclub did kindly finish off a third recently. I never really expected there to be a part two, but here we are. This pack contains 15 models; an orthogonal, diagonal, and FAR version of 5 different buildings. All versions have different IIDs, so they can be used at the same time. The orthogonal versions are available in both growable and ploppable varieties, all sit on either 5x6 or 6x6 lots, and provide between 174 and 466 CO$$ jobs. The diagonal and FAR versions are available in overhanging ploppable 1x1 lots, which provide the same number of jobs. I have also included prop exemplars for all models for your convenience. Both Darknite and Maxisnite versions are provided for all models. Only one may be used at a time. The Darknite version requires SimFox's Day and Nite Modd. Dependencies (for the orthogonal lots only): SuperSHK MEGA Parking Textures SHK Parking Pack BSC Common Dependencies Pack (specifically CP Vol01 and CP Vol02) The diagonal and FAR versions have no dependencies. I initially learned how to BAT so I could make generic buildings like this. I like this particular group because they all fall just short of being boring. Enjoy! -
33 points
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31 points@Dreadnought @hugues aroux @11241036 Thanks for the feedback guys, you're right, the sand looks very reddish and looks more like desert sand than beach sand . I'm going to improve the color ---------------------- I will probably release the buildings I have shown sometime between today and tomorrow.
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30 points
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27 pointsSmall model that I`m working on lately. It can became a 1x2 mid density residential, possibly R$$ if I`m happy with the final results. Next I will be working on the night lightning.
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27 points
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26 points
Version 1.0.0
111 Downloads
125 South Wacker is an office building located at the corner of South Wacker Drive and West Adams Street in downtown Chicago, Illinois. It was designed by Perkins + Will. Completed in 1974, 125 South Wacker stands 30 floors / 415 feet / 126.5 meters tall. Contents: A 3x4 growable CO§§ lot (Stage 9) for the Houston 1990 tileset A 3x4 growable CO§§§ lot (Stage 8) for the Houston 1990 tileset A 3x4 ploppable CO§§ lot (§26,812 to plop) with 2884 jobs A 3x4 ploppable CO§§§ lot (§30,950 to plop) with 2018 jobs Dependencies: SHK Parking Pack BSC MEGA Props - JES Vol01 v2.dat in BSC Common Dependencies Pack For the Darknite version: SimFox Day ’n’ Nite modd Colossus Addon Mod for the stage 9 growable. This model was created entirely using the open-source modelling software Blender and exported using the BAT4Blender add-on developed by Memo et al. You can follow developments in this thread. You can watch for updates on my 50+ works in progress in my BAT thread. -
26 pointsFinalizing nightlights and fine texture details, I had to get rid of the solar panels, it was causing some weird texture ids bugs (inclusive on the duplex house), and increasing the render time more than 3 minutes. I guess it was something to do with Final Gather calculations interactions with the solar panel model.
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26 points
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26 points
Version 2026.8.2
168 Downloads
SC4PIM-X 2026 is a community-preserved and substantially expanded edition of @wouanagaine’s classic “better Maxis PIM and Lot Editor” for SimCity 4, originally released in 2009, also known as PIM-X or X-Tool. It can create building, prop, flora and foundation exemplars from SC4 models; create and edit growable or ploppable lots; manage building and prop families; inspect dependencies; and edit lots in an integrated 2D/3D workspace. The project began by recovering the original application from its compiled Python 2.4 bytecode. It has since grown far beyond a Python and OpenGL compatibility update. The familiar SC4PIM-X workflow remains, but its editing tools, rendering, performance and support for modern SC4 modding practices have been extensively expanded. Big changes Completely redesigned Lot Editor: The asset browser now supports searching, sorting, favorites, adjustable thumbnails and detailed hover information. Assets (props, flora, families, effects, textures, ...) can be searched by name, family member or source filename. The renewed editor also adds: Editable object position and rotation Alignment, centering, rotation and mirroring tools Configurable grid snapping Fit-to-lot and additional close-up zoom levels Layer visibility controls (i.e. temporarily turn on/off certain asset types to focus on others) Separate land and water placement constraints Better keyboard shortcuts and toolbar controls Persistent window layouts and column sizes Undo and redo in the Lot Editor: Lot editing is no longer a one-way process. Object placement, movement and other edits can be undone and redone, making complex lot work much safer and less frustrating. Timed, seasonal and animated prop previews: The Lot Editor preview system now understands more of what actually happens in-game. Date and time controls can be used to inspect timed and seasonal props, including playback and looping. Animated S3D and ATC models can be previewed and represented by animated thumbnails, while family variations can be inspected and selected directly. Day and night rendering in the Lot Editor (both Maxis night and SimFox DarkNite) Transit-enabled lot editing: The original release offered very limited support for transit-enabled lots. This edition adds a dedicated transit workflow with: Transit-object placement and inspection Edge-direction and edge-byte editing SC4Path discovery, parsing, previews and selection (i.e. the ability to assign custom paths to a TE tile) A structured Transit Switch Points editor Data-driven presets for common stations and transport combinations (thanks to @Tyberius06 for his wealth of knowledge on this!) Automatic calculation of relevant transit properties, costs and capacities Safer property / Filling Degree recomputation: Recomputing exemplar properties now opens a comparison showing what will be added, changed or removed. Individual changes can be selected before they are applied, helping preserve intentional manual overrides (i.e. OGs, etc.) and preventing unexpected bulk edits. Dedicated property editors: Several complex properties no longer have to be edited as opaque lists of numbers. Purpose-built editors are provided for areas such as: Occupant Groups and Occupant Type Transit Switch Points Building submenus Response curves Prop timing A new dependency report: The dependency dialog has been redesigned to find and clearly display all missing resources rather than stopping at an incomplete result. It understands additional resource types, and can use the SC4 Prop & Texture Catalog (thanks @nos.17 for providing this!) to provide more useful information about missing props and textures. Major loading and browsing improvements Additional improvements: Configurable SimCity 4 Plugins location High-DPI display support for crisper text and graphics for people with Retina or 4k monitors MacOS compatibility (experimental!) Numerous fixes for lot creation, exemplar values, models, textures, animations, ... Installation Extract the complete archive to a folder of your choice and run SC4PIM-X from there. On Windows, keep SC4PIMX.exe together with its accompanying _internal folder. The executable will not work correctly if it is copied out by itself. The packaged release is self-contained; users do not need to install Python separately. Settings, logs and generated caches are stored in: %APPDATA%\sc4pimx\ As with any modding utility, keep backups of files you intend to edit. This is a major reconstruction and expansion of an old application, so reproducible bug reports are welcome. Including the generated log will make problems much easier to investigate. Credits and provenance The original SC4PIM-X was created by wouanagaine in 2009. Its source was never published and was later lost. This edition was reconstructed from the surviving Python 2.4 bytecode and then modernized and expanded. The decompilation and modernization were carried out primarily using GitHub Copilot and Claude Code under human supervision and verification. Additional catalog entries and transit presets include community contributions by @Tyberius06. Thanks also go out to @Ulisse Wolf for maintaining and expanding the new_properties.xml file that SC4PIM-X relies on for accurate caclulation of property values for all kinds of buildings. This is an unofficial community preservation and continuation project. It is not affiliated with or endorsed by Electronic Arts, Maxis or the original author. Rights to the original work remain with their respective owner. -
23 points
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22 points
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22 points
Version 1.0.0
125 Downloads
Designed by the late Frank Gehry and completed in 2001, the Gehry Tower (or, as I prefer to call it, the Gehryturm) is a small tower located in Hanover, Germany. I loved Frank Gehry when I was a kid, so when he passed in December, I thought it would be fun to do a tribute BAT. Unfortunately, this is Frank Gehry we're talking about here and not Gordon Bunshaft, so choosing a feasible building wasn't easy. This building sits on a 2x1 lot and comes in growable and ploppable CS$$$ varieties. It's kind of a W2W, but the twist means that the top hangs over the lot boundaries by a few meters, so you'll probably want to place it next to a shorter building to avoid clipping. Both Darknite and Maxisnite versions are provided. Only one may be used at a time. The Darknite version requires SimFox's Day and Nite Modd. Dependencies: BSC Common Dependencies Pack (specifically BSC MEGA Props - CP Vol01, and BSC MEGA Props - CP Vol02) Enjoy! -
21 points
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21 pointsI was working on an apocalyptic scene before the server debacle. I have since shifted to a scene where my city crumbled during the downed server time and its spread was secured by a wall. Still learning so at this point I am making a city block of about 7 lots with residential, commercial and park attributes. If I can work it out, I would like to just make 1 lot with all the effects combined. I have 90% finished 3 lots, this was my first test residential....of course, only zombies...I mean Simbies will live here. Not sure it will fit into many game scenarios, but I am thinking to incorporate graffiti on the walls and buildings with the names of those who gave up their time to get the STEX back up and running.
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20 pointsHello everyone! Welcome to the 190th entry. Here is a selection of photos from across Dimland.
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20 points
Version 1.0.4
482 Downloads
===== SC4-ModernCamera ===== This mod completely changes the SimCity 4 Classic Camera into a more modern Mouse-Controlled camera. Current Controls: WASD: Moves the camera (optional - can be disabled in-game) Hold SHIFT to move faster M3 + horizontal drag: Rotates the camera. M3 + vertical drag: Adjusts the camera pitch. In-game Option to Invert Vertical controls Mouse wheel: New smooth zoom experience. Camera options are available in-game a NEW Modern Camera settings button in the upper-right corner of the screen. The settings window can switch between Modern and Classic camera mode in real time, reset the camera location, show the changelog, and open Advanced Settings for redraw aggression and diagnostics logging. If you enjoy the plugin, please leave a review! Discuss the plugin on the forums: -
20 points
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19 points
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19 points
Version 1.0.0
223 Downloads
Two Allen Center is an office tower located in Houston, USA. There's a stage 8 version for people who do not use the CAM, and a stage 12 version for people who do. 6x3 growable CO§§ lot for the Euro tileset. MaxisNite and DarkNite versions included. DarkNite requires the Day and Nite Modd. "Metadata.yaml" is included for use by sc4pac, and does not need to go into your plugins folder. CAM version included. Installation Instructions: Download either the DarkNite (DN) or MaxisNite (MN) version. If you're unsure, choose the MN version. Unzip the .zip and move its contents to Documents/SimCity4/Plugins. If you use the CAM, replace the growable with the CAM version. -
19 points
Version 1.0.0
85 Downloads
Do your sims need a washer but can't afford one out right? What about that new zero turn lawn mower or TV they have been wanting? Look no further than Easy Rent Rent to Own! Here to take care of all your sims needs, no matter their financial situation!! Includes: 1x2 Growable Corner CS$ Lot Comes with a Ploppable Landmark with Jobs version as well! Dependencies: BSC Common Dependencies Pack SHK Parking Pack SuperSHK MEGA Parking Textures ACG Automobiles Choose your Version: Both Dark Nite and Maxis Nite are included, if you so choose the Dark Nite version, be sure to download the Dark Nite Mod to ensure the best gameplay! Thank You! -
19 points
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19 points
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19 points
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19 pointsThanks for the compliment! I am really enjoying the HRW system, it has made me think about the engineering of my rail systems more than ever before. I thought since you were talking about HRW, I would write a bit about my own journey with HRW for anyone interested . In the beginning however, when it was first introduced, I was disappointed as back in the day I had started and had been using the regular RRW, the HSRP, and the BTM to have different trains running and I had been hoping to see more of these networks. I had remodeled the HSRP and BTM track textures to blend more with the RRW reskin which I was using at the time, this was kind of fun, I did a bunch of cool things with. Besides the obvious problem of just how much work probably has to go into support network crossings and making pieces for each network however by the NAM team, the fact that each network had to go to its own station designed for its track props, greatly limited creativity and what you could engineer. So then I started to see the genius of HRW poking through. I like trying to mod real-world operating scenarios so I'll use the French systems as an example. You have the classic network hauling freight and traditional passenger rails, I think the same network hosts some of the RER networks, you have the purpose built high-speed lines. At the end of the day however all of these trains have to get to the same stations and do. But in the game with different networks you couldn't really do that. And you really found yourself building the different networks in pretty separated areas from one another. HRW changed that and it made it so much better. In the beginning again, I was hoping the HRW texture would be separate so I could keep on with my different track textures I had made. Then I realized that I liked the uniformity that was being created and it lifted my work from being a little too cosmetically focused, to the engineering of it and I liked this every bit as much and I am doing much more built-out then I ever did before. So I like the singular trackage but cannot wait to see what is coming out next, I'm sure it's going to be great. For my own part I'd like to see a few of the HSR bridges adapted to HRW, that had some nice bridge models. The absolute ultimate would be if HRW was able to carry GLR traffic. Is that even possible? The rail network I could build with that..... Some pics to add interest to my monologue: Circa 2016 when I was trying to blend all my different tracks: HSRP, RRW, EL, BTW Circa 2018 when I was trying to the get the high-speed line to Nord station but I was always a bit unimpressed as I just went with the purpose-built HSRP station having to just be satisifed with being in the shadow of the great star-building itself... Jump to 2026 and HRW and all of the pretty trains can play nicely together... All of this is so much fun though!
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18 points
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18 points
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18 points
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18 points
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18 pointsMy first attempt at making a bat, not bad considering I have no idea what I'm doing.
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18 points
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18 points
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18 points@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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17 points
Version 1.0.0
183 Downloads
Femtra Tower is a mass timber residential skyscraper. 4x2 and 2x4 growable R§§§ lot for the Euro tileset. MaxisNite and DarkNite versions included. DarkNite requires the Day and Nite Modd. Requires mipro Essentials - December 2015 or newer. "Metadata.yaml" is included for use by sc4pac, and does not need to go into your plugins folder. -
17 points
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17 points
Version 1.0.0
122 Downloads
Offering top of the line solutions when it comes to commercial grade 3D Prints, CF Solutions is here to make sure your sims 3D Printing needs are taken care of! From poly to carbon fiber, they can do it all! 2x2 Growable CO$$$ Lot Comes with a Ploppable Landmark with Jobs version as well! No Dependencies! Choose your Version: Both Dark Nite and Maxis Nite are included, if you so choose the Dark Nite version, be sure to download the Dark Nite Mod to ensure the best gameplay! Thank You! Special thanks to @Urban Vibravant for assisting me in this process of this model! -
17 points
Version 2.0.0
138 Downloads
Did one of your sims throw a baseball through Grandma's kitchen window? Did a hail storm reek havoc on your new cars window? Need it fixed and fixed now? Look no further than Thomas' Glass Company! 1x2 growable CS$$ Lot Comes with a Ploppable Landmark with Jobs version as well! No Dependencies! Choose your Version: Both Dark Nite and Maxis Nite are included, if you so choose the Dark Nite version, be sure to download the Dark Nite Mod to ensure the best gameplay! Thank You! -
17 points
Version 1.0.0
48 Downloads
Only one person can clean up Clacton, and it's Count Binface from planet Sigma IX. He needs your help and this billboard will spread the word. The billboard is just a prop with a working nightlight I replaced into a standard 1x1 park lot, ploppable anywhere with standard park effects, formatted from an existing image of a Binface ad into a wider resolution. I'll be releasing a set of billboards similar to this one featuring various pop culture ads soon enough. -
17 points
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16 pointsProbably some of you have already see this entry, but as we know, we have lost a lot of data, so I will post again Tacoma. Today we will travel to another city in Rivamar. Thanks for all the comments! --------------------------------------------------------------------------------------------------------------------- Today, we will visit finally some city outside from coast, our trip start in Tacoma. Tacoma is former a mainly dormitory city, but in the last of 60s start a new development, with some industries and after that some commerce. The city itself there's no much attractive, so we will pass fastly toward. Tacoma is located east from Santarrío (we will travel after), which in turn is east from San Martin. Tacoma Population: 197.988 First, a city panorama: Centro The first neighborhood it is the currently most important financial hub in city. It was start developed in the late of 90s, and in middle of 2000s have a great change in an ambicious project, drag down all roads, and let the access with cars only by outside neighborhood, while the inside is accessible only with GLR and walk (unless you let your car in some of parking lots nearby and walking). As it is only commercial and offices, the population is exactly zero, as the all parts outside the two avenues are in another districts administration: Tacoma there is no much things to do, however the most famous landmark is the Parque de las Flores which runs south-north and it is divided in three different parts and have access from differents districts in city: Montoya Pop: App. 27.000 Montoya is the second most important district in city in terms of service and commercial jobs and it was the most important itself before the construction in Centro. But still have the importance, and as is connurbated with Santarrío, it is very dense (according city standards): Vista del Río Pop: App. 21.000 It is famous by the biggest church in city: Catedral de Nostra Señora, and it is located southeast from Parque de las Flores: Villa Nueva Pop: App. 10.000 It is the most expensive district in the city, near every major points and it is famous by the apartments blocks building in the last of 50s, which give a very charming appearence to neighborhood. It is very flat and have a lot of land to buy and build in north part, also there's a plan to build a new olympic stadium, but this is at this moment only speculations... To this moment you can go in Villa Nueva to see the Modern Art Museum (Museo de Arte Moderna), and the small park in annex Parque Este Pop: Appr. 28.000 It is mostly residential, and as the spanish name says, it is located east from the Park: San Pedro Pop: 49.000 Finally, we reach the largest and most populated district: It is very residential, but also have a large commercial zones and mixed zonning, with a lot of houses in north part. Now, to ending our trip, some suburban and industrial districts: That's it for today. I hope you enjoy!
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16 pointsWhat happens when you have a bunch of coastal trams and someone makes a car ferry with tram access? Well, your sims can now take the tram to other islands.
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16 points
Version 1.0.0
150 Downloads
Fleetwood Apartments is an apartment building in Toronto, Canada. 2x3 growable R§§ lot for the New York 1940 tileset. MaxisNite and DarkNite versions included. DarkNite requires the Day and Nite Modd. "Metadata.yaml" is included for use by sc4pac, and does not need to go into your plugins folder. -
16 points
Version 1.0.0
128 Downloads
This is one of the Gage Group Buildings built in the 1890s in Chicago, USA. It was designed by Holabird & Roche. 1x3 growable CO§§ for the Chicago 1890 tileset. MaxisNite and DarkNite versions included. DarkNite requires the Day and Nite Modd. "Metadata.yaml" is included for use by sc4pac, and does not need to go into your plugins folder. -
16 points
Version 1.0.0
131 Downloads
Based on the Harold Washington Library in Chicago, USA. While it looks historic, the real building was built in 1991. Information: There is one lot included in this upload, a ploppable 4x7 library. This is a large library best suited for large urban areas. It costs $7,050 to plop. It holds up to 1.32 million books, and cost up to $3,450/month to maintain. Installation: Copy/extract the content of this folder into your Plugins. Dependencies: You will need to download AGC Buildings RWS DLC for the Model file: The 4x4 growable requires three (3) AGC Prop packs, for Street Props, Flora and Automobiles: Credits: I only did the lotting, modding and testing. The refined modeling, texturing and lighting are by AGC / Barroco Hispano. If you appreciate his work, consider donating to his PayPal here: https://www.paypal.com/donate/?hosted_button_id=WF9FDNHXCHDVU -
16 pointsNext model that I`m working on. I haven`t finished the model, it`s still pending the final detailing, but I already started testing the polycarbonate material that I plan to use on the brisè (sort of), kind of liked the result. The previous project, the duplex house, its already finished. I`m too lazy to finish the final steps of the lot editing, but I plan to post it on this weekend maybe.
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16 points
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