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  1. 308 points

    Version 49 (rev1)

    655,101 Downloads

    The Network Addon Mod (NAM) all transportation network-related fixes, additions and new creations that have been released so far. It adds countless new features to the existing network tools, such as traffic simulator improvements, new overpasses, highway onramps, intersections, pedestrian malls, a ground light rail network, roundabouts and turning lanes. This is the standard release version of the 49th edition of the Network Addon Mod, NAM 49. See below for installation details and a list of new features in the Changelog at the very bottom. In memory of Paul Pedriana, Lead Programmer for SimCity 4, who passed away in July 2021 from a sudden heart attack while cycling. Thank you, Paul, for everything--we wouldn't be here without you. RELEASE NOTES Before you run off in excitement to install the new NAM version, please make sure to read this document first, to ensure the best Network Addon Mod experience. Note to users of the EA App/Origin: As of June 2023, digital copies of SimCity 4 Deluxe purchased via EA.com, the EA App, or the Origin Store, or played through EA Play/Xbox Game Pass are now properly patched to Version 1.1.641, which means they are compatible with the Network Addon Mod. New Features for NAM 49 See the Changelog below INSTALLATION AND GENERAL NOTES Before attempting to run the NAM installer, ensure that you have extracted the contents of the .zip download into a folder. Attempting to run the installer while it is still in the .zip will cause the installation to fail. For a complete walkthrough on installation, see the enclosed read-first-NAM-49.html file, or https://www.sc4nam.com/docs/getting-started/ The minimum requirements for running the Network Addon Mod are as follows: A compatible retail copy of SimCity 4 Deluxe Edition OR SimCity 4 with the Rush Hour Expansion Pack: Windows/Linux (via WINE): Any digital retail edition, or any disc copy updated to at least Version 1.1.638. macOS: Any recent digital edition of the Aspyr port for macOS (installation on the App Store version is more difficult, and the NAM Team is limited in our capacity to provide installation help to App Store users). The now-rare non-Deluxe/non-Rush Hour copies of SimCity 4 are not supported. Attempting to run the NAM on a non-Deluxe/non-Rush Hour copy of SimCity 4 will cause the game to immediately crash to desktop (CTD). Java Runtime Environment (JRE), in order to run the installer--a version for 64-bit Windows is included in the download (OpenJDK11U-jre_x64_windows_hotspot_11.0.8_10.msi). If you are not on 64-bit Windows and need Java, Adoptium's open-source edition is recommended, though JRE and JDK can also be acquired in proprietary/commercial (but free to download) form from Oracle at Java.com. The Java Development Kit, or JDK, will also work, but contains extra files not needed unless you are a Java developer. A system with the following specs, for each basic type of NAM installation: NAM with a LowRAM/NoRHW Controller option: Any system built within the last 15 years, with 750MB available disk space. (Users running this option cannot install the RealHighway (RHW) features.) NAM with a Full 4GB Controller option: Any system with a 64-bit operating system, at least 4GB RAM, and 1.2GB available disk space. If on Windows, the 4GB Patch must be applied to the game's executable. NOTE: Installing the Full 4GB Controller option without meeting the specifications and without the 4GB Patch will cause the game to crash-to-desktop (CTD) upon attempting to load a city. If you experience this crash, it either means your system does not support the Full 4GB Controller option, or there was some form of failure in the 4GB Patch process. Additional Requirement on Windows/Linux (if running Full 4GB Controller/RealHighway options) (not required on Mac): 4GB Patch by NTCore (included in download, automatically installed on Windows with standard installation procedure, and also available at NTCore). See Step 3 (under "On Windows") or the 4GB Patch section in the read-first document for more details. Additional Requirement on Mac (optional for Windows/Linux): JDatPacker by memo. JDatPacker is a tool for consolidating folders of SimCity 4 plugins. This can speed up the game's performance, and on macOS, this helps alleviate issues with the Aspyr port's known "number of files limit", wherein exceeding a certain number of files/folders within the game's Plugins directory can cause the game to crash. To install the Network Addon Mod: Install the Java Runtime Environment (JRE) (if already installed, skip to Step 2). (This is included in the download package.) Remove any existing NAM installations, if present (simply deleting the "a_Network Addon Mod Lite" and/or "Network Addon Mod" folder from the Documents\SimCity 4\Plugins directory is the easiest way). Run the NAM Installer: On Windows: If it your first time installing the NAM (or you are installing on a new system/with a new SC4 install), use NetworkAddonMod_Setup_Version49.bat. If you are upgrading from a previous version, or have manually installed the 4GB Patch already (see the 4GB Patch section in read-first), use NetworkAddonMod_Setup_Version49.jar. (The .bat file has a routine to automate the 4GB Patch installation process, necessary to avoid CTDs if running the Full 4GB Controller option, which is necessary to use the RealHighway (RHW) features.) On macOS: Run NetworkAddonMod_Setup_Version49.jar. If on the App Store version, the installer cannot directly install into the Plugins location the App Store version utilizes, which is inside the .app file (~/Library/Containers/com.aspyr.simcity4.appstore/Data/Documents/SimCity 4). Install to an alternate location first, then copy the resultant "Plugins" folder into that location. Note that the NAM Team is currently very limited in our ability to provide installation assistance to App Store users. On Linux: Run NetworkAddonMod_Setup_Version49.jar, or, if that fails, run NetworkAddonMod_Setup_Version49.sh. Follow the installer's instructions, clicking on each tab on the top bar in order: Agree to the mod's terms on the initial "welcome" tab to proceed with the installation. Select the options you would like to install under the "files" tab. Select the install location under the "location" tab. Unless you have set up an alternate location for your Plugins folder, or happen to be on the Mac App Store version of the game, this should work fine. Finally, move to the "install" tab. Click the "Start installation" button to begin the installation process. When the installation is complete, the progress screen will display a message, "All selected components installed!". Close the installer, using the "X" button or, on macOS, the red circular button, in the upper right corner of the window. You're all done installing the mod. Additional step for Mac users (optional on Windows/Linux): (Run JDatPacker to consolidate the mod's files.) If on the App Store version, run JDatPacker over the resultant Plugins directory, then move the "Network Addon Mod_###.dat" files (wherein "###" is a three-digit number) into the container. On the Steam version (or if optionally using JDatPacker on Windows), run JDatPacker on the Documents\SimCity 4\Plugins directory (this will also consolidate your other plugins as well). Make sure you remove the original directories that were consolidated, and, if upgrading or reinstalling your NAM package at any point, ensure you delete any the "Network Addon Mod_###.dat" files from your Plugins before running the new installation. It is recommended that you use a new subfolder (i.e. "Plugins\Compressed Files") instead of installing to the root of the Plugins directory, as this can help prevent mod conflicts. Load the game and enjoy the NAM! If the game crashes on your first attempt to load a city, this means you have the Full 4GB Controller installed, but either have experienced a failure in the 4GB Patch process, or have an incompatible system (not enough RAM and/or a 32-bit operating system). Either attempt to install the 4GB Patch manually, or choose a less intensive installation option (the Low RAM/No RHW option, or download NAM Lite instead). Note that if you've never run the NAM before, and you've picked a fuller installation option, the initial load of the game, and of the first city tile you open may be longer--often quite noticeably. This will shorten with subsequent loads of other cities, or, if you exit and re-enter the game, subsequent re-entries will be quicker. If you do not see any icons in game, this most likely means your installation ended up in the wrong location. Either reinstall, making sure the files go into your Documents\SimCity 4\Plugins folder (true of Windows and the Steam Mac version), or, if you're on the Mac App Store version, make sure you copy the files into the .app container. More details on installation and compatibility can be found in the enclosed read-first-NAM-49.html file. NAM Lite As mentioned above, an alternative compact version of the NAM is now available, which can be installed instead of the full NAM installation package. The NAM Lite features just the most essential of NAM features, including the NAM's renowned Traffic Simulator Plugins, refining SimCity 4's pathfinding engine to work as it was originally intended, along with Automata Controller options, updated textures (including a Euro/International texture option), Roundabouts, Diagonal Streets, additional interchanges for the game's base Highway system (the "Maxis Highways"), and (optional) Hole Diggers/Ground Raisers, allowing for precise terrain alteration. See here for more details and to download NAM Lite: DOCUMENTATION For further details on the NAM and its features, visit our new website at: https://www.sc4nam.com/ Please note that NAM 48 and earlier have been discontinued, and are no longer eligible for any form of technical support. Thank you all for your continued support--hope you enjoy! ©2025 NAM Team
  2. 158 points

    Version 1.0.7

    104,368 Downloads

    What does this do? Fixes a serialization bug that could corrupt the savegame, particularly when mods are installed that modify existing exemplars (i.e. Prop Pox). Resolves a crash-to-desktop when hovering NAM puzzle pieces over transit-enabled lots. Allows other DLLs to load into SC4's memory without a GZCOM framework. Requirements This fix is made for versions 640 and 641 of SimCity 4 on Windows. Version 640 is a fully-patched SC4 retail copy, and version 641 is a fully-patched digital distribution version (i.e. Steam, Origin, GOG). Although v641 is supported, it has only been officially tested on Steam. Installation Unzip to Documents\SimCity 4\Plugins. To see if SC4Fix is working properly, check the title of your game window. If you are playing in fullscreen mode, alt-tab out and hover over the SimCity taskbar icon. The titlebar will show "SC4Fix (version #)" if loaded properly. Repairing cities already affected by Prop Pox Thanks to kingofsimcity for these instructions: In the region view, open the graphics settings and change City Detail to Low. Close and relaunch SC4. Open the offending city tile and save immediately. Exit to region without saving and change City Detail back to High. Close and relaunch SC4. Open the offending city tile and save again. Demonstration Click here for a video showing the ability to hover puzzle pieces over transit-enabled lots with this DLL. Development Thread and Source Code Development Thread Source Code
  3. 90 points
    Edit: Available again, after getting the correct controller in place. Thank you for your patience. In honor of the 11th anniversary of SimCity 4's release, the NAM Team is pleased to announce the arrival of the full release of the 32nd edition of the NAM, NAM 32. New features in Version 32--January 14, 2014 NAM 32 is a full package, which improves upon the earlier NAM 31.2 release and NAM 32 Pre-Release. Note that the NAM requires a retail copy (disc or digital) of SimCity 4 Deluxe to run. The NAM Elevated Viaducts for Roads, One-Way Roads, and Avenues are now available in a draggable form, at both Level 1 (7.5 meter) and Level 2 (15 meter) heights, complete with FLEX Height and On-Slope transitions. Overpass situations involving one or more diagonal networks are not yet supported, and will not be available until a future NAM release after Version 32. Elevated Rail-over-Avenue and Elevated Rail-over-NWM Road-4 dual-networking support has been added, complete with a new station supporting both networks. The initial phases of the RealRailway (RRW) system have been added. This feature must be selected as part of a custom install. The RealHighway (RHW) system has been expanded to include the QuickChange interchange system, which blends the RHW's modularity with the ease of Maxis Highway construction techniques for certain situations, which will be expanded in future NAM releases. Additionally, several new types of FLEXRamps are available--please read the instructions in the description text. FLEX Transitions have also been given stability improvements for certain situations. Coupled with the RHW system, the NAM now offers Bus Rapid Transit (BRT) functionality, including stations. Transit station functionality has been further improved, including the beginning of the implementation of the SLURP, which will gradually raise all transit stations to NAM standards. The NAM Controller Compiler has been included with the installer, with which it now communicates, ensuring that only the installed features are incorporated into the NAM Controller, reducing file size and load times. About 50 bugs reported since the start of the NAM 32 Pre-Release have also been squished, including some that had been present since earlier versions of the NAM. It is highly recommended that users update to the latest NAM in order to enjoy a more stable experience. Installing over previous versions: NAM 32 may be installed directly over top of any previous NAM releases. It is a full release, not a patch or a hotfix. All future updates are planned to be in full package form, and there are no plans to issue patches or hotfixes in the future. Please also note that the NAM Team only provides technical support for the most recent version, which, as of this document, is NAM 32. We cannot assist users of the NAM 32 Pre-Release, NAM 31.x-series release, or earlier. Special Thanks: The NAM Team would like to extend its sincere thanks to all the members of the community who helped test the NAM 32 Pre-Release, offering feedback and helping us locate and solve bugs.
  4. 88 points
    Firstly, welcome back! As many of y'all know, ST went down on 16 April, 2026 due to a billing error 2 days prior to that. The pathetic host decided to not only suspend the server, but to immediately delete it entirely, including the live site and both daily backups. There was no forewarning or communication about this sent to Dirk. From initial correspondence with the old host, they claimed the server was merely suspended and data was kept for 6 months. It seemed like the billing issue only needed correcting. However, once Dirk heard back from a higher level support, to our complete shock and dismay it was confirmed the server had been wiped. They offered to restore it if we had backups. But what use were those when they were on the server?! Everything was gone. A full offline backup was about 187 GB last time CB downloaded it and he had to do it in pieces (due to a very slow internet connection in his teeny, tiny town) and it took several days. This contains all the objects (which are all the files and pictures anywhere on the site including attachments and within the STEX) as well as the board software and the forums. There was also a separate full account backup from 2020, but we didn't need that in the end. Now, separately, the database is all of the posts in the forums, STEX, omnibus, and so forth. That comes in around 6 GB and is backed up and downloaded more often. However, the offline download was just a fallback which should never be needed since we always had full backups run online every single day. (We never anticipated the host would fucking delete everything on the server!) Ofc, in hindsight we'd've kept separate online daily synced backups too, even if those come at a cost. Without any local backup, Simtropolis as we know it would be lost forever to the infinite voids of cyberspace. Thankfully this isn't the case, so it could've been much, much worse. Anyhow, what this means for us now is we have the forums and text of the STEX restored as it was on 28 February, 2026, but all files and pictures (both as forum attachments and in the STEX) are missing from 17 June, 2024 and after. We can recover! (But, we'll need a lot of help.) CB and Dirk have rebuilt the site on a new host. There are some nice positives as a result: Already an outpouring of support from people on Discord and Reddit. We appreciate the encouragement and support. Thank you! We've moved fully away from our old host. They will get nary a nickel from ST anymore ever again (from now till the end of the universe). The hardware is at least 10x more capable, and is no more expensive than our old host. (Depending on your internet connection, the site should be more responsive.) We've got a much more economical and cleaner home (way less server side clutter). We're in more control over the server to manage all aspects of it from the ground up. CB has separately purchased a 1 TB storage cloud for online, but offsite daily backups going forwards. Future potential to upgrade the IPS board software to a newer version, but we're not in a rush to do this. However, a few bad things will be immediately apparent when y'all start looking around: Any pictures or attached files after 17 June, 2024 are missing. Any STEX files added after 17 June, 2024 are gone. All avatar updates or changes after 17 June, 2024 are lost. --------------- All topics have lost any replies after 28 Feb, 2026. Any STEX entries added or updated after 28 Feb, 2026 are gone. Any STEX downloads history since 28 Feb, 2026 is lost. Any new sc4pac tokens since 28 Feb, 2026 are lost (and will need regenerating). Any PMs after 28 Feb, 2026 are missing. Any members who joined after 28 Feb, 2026 will need to re-join Simtropolis. Initial Recovery Efforts: Topic Divider Messages We've added a Topic Divider message to all forum threads which were active as of the last database backup. That's so when reading along now and in the future it'll explain why any given subject might seem disjointed and incoherent if the same peeps aren't able to re-reply. I know one topic in which I'm now the last to reply and my answer was only partially right. I remember at the time someone replied soon later with the real answer. That's lost, but they might re-state it when they have time. Or it could stay missing. (For that particular topic, I'll reply with what I remember of it.) So the divider message serves to explain why many topics might seem choppy for a little while. An example can be seen here. Original Image and File Names for Attachments Since the database info is way more recent than the objects (files and images), we'll often know the name and size of images and files because of their pointer entries in the database, but we won't have the item that points to. So, CB has worked his magic such that a missing pic will show the ST Logo as a placeholder while also showing the original file name for the image or attachment. This will make it easier for peeps to identify and re-upload them. Note: If your image name originally contained spaces, those will be stripped out in the file name which appears as the Original Pic Name. Sample for an image: ^ Original Pic Name: Cori'sWidget.jpg Sample for a file: Attachment Missing (Cori's Exemplar Viewer Output - 2026.02.17.09.37.zip) Additionally, you can go to your own list of attachments and find anything missing. CB plans to add a feature for clicking and re-uploading files directly from that page. STEX Files and Pics (Needs figured out...) We have a separate method for recovering STEX files. That'll be a new forum (or topic) or something where anyone can post a linky to the STEX entry and then also attach the missing files and/or pics. We want to be careful here to not duplicate each other's efforts so searching in there first is a good idea. Then staff (and other peeps recruited to help) will patch up the STEX entries and then move the topic for that item to a Done forum. Or such. We'll reveal more details once we've figured out a battle plan. Also we'll be opening a topic where anyone interested to assist can register as a volunteer to help. Your Own Files and Pics Ofc, any missing STEX entry that you created can be fixed (re-adding files and pics) or recreated (if totally missing) anytime you get a chance. Same for any missing attachments in your posts or elsewhere on the site. When you repair your own STEX entry there is one additional step needed and that is to delete the message banner. (There's some fancy code in it which hides the download button and displays the File Unavailable message.) See this topic to have staff remove the file message banner after you've restored the missing content. Other Notes: Restoration Priority (From CB in Chat) 1) STEX Files 2) STEX Screenshots 3) Attached Files 4) Attached Images 5) Gallery Images 6) Homepage Feature Images 7) Member Avatars 8) Anything Else This order we believe makes a suitable priority for what we'll look to restore first. STEX Screenshots are likely going to need uploading from in-game pics, but for some we might be able to salvage using the Internet Archive (but that depends on which files have been saved to there). Closing Words (for now) We're very glad to be back. We're also pleased to see y'all back. The past month (and a bit) have seemed like many months, and we've missed ST too. While this has been a setback for the community, the key thing is Simtropolis Has Returned. We're determined to rebuild our city stronger than ever before. Oh! One final thing: We might have to put the site in offline maintenance mode for brief periods as some of the tweaks CB is working on cannot be implemented while the site is live. -Cori & CB & Dirk
  5. 87 points
    Miraculous News! This afternoon I've received an email from a friend Cori knows in real life from work (which I recall she told me about). They said how Cori "is out of the hospital and is doing okay". Also how it'll be some time before they're back online. There are no other details I'm aware of at this point. I've replied to say about such relief to hear they're alive. Also there's no pressure for Cori to return, but of course the door remains open to do so however they wish (and all in their own time). Thank you again all for the kind and heartfelt messages (inside the initial topic). We now know there's a good chance Cori is aware of our posts, or will be sometime. (As an aside, I'll be giving any rep received on this post directly to @CorinaMarie's profile. I'm only the messenger here passing forth this good news.) -CB
  6. 84 points

    Version 1.0

    199,471 Downloads

    The SimCity 4 Extra Cheats Plugin Overview: The SimCity 4 Extra Cheats Plugin was originally an internal SimCity 4 file, used by Maxis during the development phase to test the game before its release to the public. However, in the years following the release of the game, Buggi, a prominent modder resident here at Simtropolis, contacted Maxis and was given permission to release this file to the public. The extra cheats plugin adds many additional features to the game, such as the ability to plop any building or lot at will, the ability to easily set how much money is in your city's treasury and even the ability to add snow to your terrains, as well as many other additional functions. However, it should be kept in mind that this file was originally never intended to be released to the public. It was built for testing purposes only. As a result, it should be treated with caution. Using this file incorrectly can lead to game instability and even crashes. No guarantees or comprehensive user guides can be provided with this file, if you choose to use it, you must do so at your own risk. How to use this file in the game: After you install (see below), enter a city and press the key combination [CTRL] + [x] to open the cheat box. Right click anywhere within the cheat box, you will see a drop down list appear. You can now select a cheat from the list by clicking on it. After you have selected a cheat, press enter to confirm your selection. Below is a list of all known cheat codes enabled by this file (as well as the standard game cheats) and a description of their effects. As the effects of some cheats are unknown, not all cheats have available descriptions. UPDATE: To fill in some unknowns Maxis has given me the details on a few of the missing descriptions. Barstuck - Once invoked, all of your small commercial services (low-density 1x3 lots) start turning into coffee bars, and then they stay that way forever. WatchMeMove - Enables animation stepping. After it is enabled, control-shift-alt-F11 and control-shift-alt-P implement animation stepping and pausing, respectively. GP <on | off> - Enables or disables game pause when you switch to another application. This is useful for if you go away from the game and you want it to sleep while it is in the background. Flora (on | off) | (preserve on | off) | (propogation on | off) | (blast <splat_count> <per_splat_count> <splat radius>) Controls flora simulation parameters. By default, during city play flora simulation is on, preservation is off, and propogation is off. Preservation refers to the keeping of trees on land when the land is developed. Propogation refers to the spreading of seeds and automatic creation of new flora life in the city. Example(s) Flora on Flora preserve off Flora propogation on Flora blast 5 8 60 Installation Instructions: Extract the file SimCity 4 Extra Cheats Plugin.dll to the root directory of your plugins folder. This means put the file in C:\...\My Documents\SimCity 4\Plugins. DO NOT put the file into a sub-folder, it will only work if placed into the main directory. Then enter your game and follow the instructions above.
  7. 83 points

    Version 1.0.0

    5,701 Downloads

    This DLL plugin activates two cheat codes that allow you to freely change the camera angles of the game. This allows you to use SimCity 4's 3D engine to its full potential and experience your cities from completely new angles. Just for fun. It solves many of the issues of the original (now deprecated) 3D Camera Mod by pcwhiz24. System requirements SimCity 4, version 1.1.641 (the digital release) (more info) Windows 10+ or Linux Installation Copy the DLL into the top-level directory of either Plugins folder (place it directly in <Documents>\SimCity 4\Plugins or <SC4 install folder>\Plugins, not in a subfolder). Usage Open the cheat console with CTRL + x and enter the CameraYaw or CameraPitch cheats: CameraYaw <angle> - set the azimuth angle (counter-clockwise) CameraYaw - reset the angle to the default of 22.5 degree CameraPitch <angle> - set the altitude angle for all zoom levels (range: 0.0 to 90.0 degree) CameraPitch <angle 1> .. <angle 5> - set the altitude angle for zoom levels 1 to 5 individually CameraPitch - reset the angles to the default for each zoom: 30°, 35°, 40°, 45°, 45° Examples top down view: CameraPitch 85 and CameraYaw 0 isometric SC3k-style view: CameraYaw 45 Sometimes the effect only fully applies after changing zoom level or rotating the map, particularly on zooms 5 and 6. Graphical glitches may occur, especially with the more extreme angles. To avoid rendering the region view of a city from a non-standard angle, use Fast-Save (hold ALT + press Save button) or reset the angles to the default values before saving. Source code Available on GitHub.
  8. 82 points
    Hiya, Everyone! I'm back. I've re-read all of this thread and the prior one and I am so overwhelmed with grateful emotions to each and every one of you who have said kind things. Thank you ever so much! Please do understand it would take me forever to reply to each of you separately so I ask your forgiveness for not making my replies all personalized. However, I do feel very strongly to mention @RobertaME. I'm so sorry to hear about your brother's sudden passing. Please accept my heartfelt condolences. Loss of someone so close is very difficult to deal with. I'm glad to see you've come back and you've regained your passion for AMPS. That reminds me too about my words and actions in your thread long ago and I'm so terribly sorry how I misunderstood you and then lashed out at you. That was wrong of me and I hope you can forgive me for that. And back to all: Right now my living conditions are rather dismal, but adequate. I've been in touch with CB via Skype nearly every day and he's helped me keep my sanity. I don't have the game or any of the modding tools, but I hope to be around ST most days. It'll take a long while for me to catch up and I know there are so many exciting things going on to learn about. -Cori
  9. 81 points

    Version v1.5

    161,048 Downloads

    UPDATE: 04.07.2022 - The PEG_MTP_SUPER_TEXTURES_PACK.dat has been replaced by the all inclusive PEG-SUPER_TEXTURES.dat, which contains all, but the textures from the PEG SPAM Super Resource Pack (PEG-SPAM_TEXTURES_RESOURCE_b200.dat), created and released by Pegasus from the entire collection (including: CDK and CDK3, CDK3-OWW, OWW2 and Marina, Utopia, CSK, PPonds etc...). This update brings all these textures under one DAT (which actually already have held 2/3 of the textures created by Pegasus). Bear in mind this is only part one of a major update and clean-up of this dependency pack focusing on the textures for now. For the full list of texture contents please check the included *-index.jpg files. Install: copy/extract the PEGPROD parent folder into your plugins. If you extracted the _Documents* folder into your plugins, too, it's highly recommended to keep it, but move it out of the Plugins folder. In the _Documents folder you will find 2 other subfolders: PEG Readmes: this folder will be the generic storage of all the readmes and images for the future updated PEGProd contents. This folder also contains the texture catalague index images of the base and overlay textures and the optional EU and RRW (Real-RailWay) texture overrides. PEG Optional Texture Overrides: as a temporary solution it contains the PEG-SUPER_TEXTURES_EUOverride.dat and PEG-SUPER_TEXTURES_RRWOverride.dat files. To use either or both of the files, simply move/copy them into the main PEGPROD\Mountain Theme Pack\_MTP SUPER PACK\ folder, but make sure they load after the PEG-SUPER_TEXTURES.dat. The v1.5 update is the first part of a collection wide update and cleanup focusing of the textures only. While the original textures and props where created by Pegasus and his team, this (and the following) update was made by the @STEX Custodian (with the permission of Pegasus). -------------------------------------------------------------------------------------------------------------------------------- Faster than a speeding Llama... ( a really old one... with gout )... More Powerful than my breath after a Tequila and burrito binge...... Able to leap tall brown gift boxes in a single install. "LOOK !! Up on the STEX !! Its a Mod !! Its a Lot !! Its... its..." "Oh forget it. Its just a dependency." You asked for it! And now you got it! The all-inclusive... the all encapsulating...one size fits all... MTP SUPER PACK !! * Tights & Cape sold separately. Tights void where prohibited. Do not wear capes near jet aircraft engines. Installation of the SUPER PACK may not enable you to fly. The MTP SUPER PACK combines all the standard MTP dependencies into a single download... and also includes a substantial amount of new material that will be used in future development. This file will be the primary MTP dependency listed on all future MTP lots. Please Note: This dependency contains no material that alters the appearance ofgame default props or textures... and will not interfere in any way with playing a non-MTP or rural themed city. The MTP SUPER PACK combines both MTP props and textures into a single download. However, it will install props and textures as separate files to make any future updates easier and faster. The MTP SUPERPACK replaces the following previous MTP dependencies... which can now be removed from your Plugins folder: * PEG Mountain Theme Pack ( PEG_MTP_RESOURCE_vol1.dat & PEG_MTP_TEXTURES_vol1.dat ) * PEG-MTP Texture Pack Volume 2 ( PEG-MTP_TEXTURES_vol2.dat ) * PEG-MTP Resource Pack 2 [beta] ( PEG-MTP_RESOURCE2_b102.dat ) * PEG Pine Tree Mod [ resource file only ] ( PEG-MTP_GM-TreeMod_RESOURCE ) ** This dependency has no dependencies. All Pegasus files are now legacy content and are no longer officially supported - however support from the wider community can be requested here. Moderator note (September 9th 2018): File updated to version 1.02 from the old PLEX (thanks to @Tyberius06 for providing the updated files). The older v1.01 is available in the changelog section below.
  10. 80 points

    Version 2.1.0

    11,661 Downloads

    A DLL plugin for SimCity 4 that enables submenu functionality: This DLL is a dependency for other submenu-compatible plugins. adds more than 50 standard submenus such as Plazas, Green Spaces, Sports and many more. fixes the game's menu rendering issues caused by duplicate or missing menu icons. (Exemplar Patching functionality has been removed in version 2.0.0 of the Submenus DLL. This is now implemented in the Resource Loading Hooks DLL, so Exemplar Patching doesn't depend on the Submenus DLL anymore. Make sure to upgrade to version 2.0.1 or later of the Resource Loading Hooks DLL.) System requirements SimCity 4, version 1.1.641 (the digital release) (more info) Windows 7+ or Linux Dependencies Resource Loading Hooks DLL version 2.0.1 (or later) by Null 45 Installation Copy the DLLs into the top-level directory of either Plugins folder (place it directly in <Documents>\SimCity 4\Plugins or <SC4 install folder>\Plugins, not in a subfolder). Copy the file submenu-essentials.dat and optionally the individual submenu files anywhere into your Plugins folder. You may skip installing an optional submenu if it contains neither Flora nor any sub-submenus. In that case, the buildings of that submenu will appear in the default top-level menu instead. Alternatively, the mod can be installed with Sc4pac: memo:submenus-dll Credits Submenu icons created by @Panda, with contributions by @Chrisim and @Andreas Roth Exemplar Patching implemented in collaboration with @Null 45 Further information The DLL dynamically creates new submenus by checking for some new exemplar properties, for example in the building exemplars of ploppable lots. This allows anyone to create additional submenus for their lot sets. The modding details are described in the Readme file. List of Standard Submenus added by this mod. Simtropolis discussion thread
  11. 78 points

    Version 1.223

    4,570 Downloads

    CoriBoom™ Productions Proudly Presents... MySimtropolis: Simtropolis Members immortalized in SimCity 4! In our 1st official CoriBoom™ release to the STEX, @CorinaMarie and I have humbly created a mod collectively designed for everyone here at Simtropolis. I'm sure many of you will have heard of MySim Mode in SC4. The idea being to establish up to 5 Sims per city, giving them a place to interact and see how they feel and respond to their surroundings from speech balloons. However, it really only serves as a secondary aspect of the simulation, and doesn't directly influence gameplay mechanics. It's possible to select from a list of 21 predefined characters, or import those you've made yourself from The Sims game. This is all well and good. But in the grand scheme of things, it may seem a bit of a non-personable side show, and not so much everyone's idea of fun. But fear not, that's where MySimtropolis comes in, allowing community profiles to be immortalized and played as visible characters in the game. Find a house, take up a job, and watch your Sim live, work, and play. This could be inside a ritzy suburban estate, a glitzy skyscraper tower, somewhere hidden amid a town called Middle Of (near Nowhere), on an idyllic remote island, an amazing castle town, or even on another planet! It's completely up to you... Total of 223 Members Included (So Far) Following the Sign Up thread, we announced the successful breakthrough technical development of a hex editing method. This has allowed data to be imported in the MySim entry format recognised by the game, adding each to the selection panel. There's a seemingly unlimited number of places, and so we've asked members to volunteer and have their ST identity preserved in our mod. The profile for each MySimtropolis Sim consists of: Avatar Name Gender Zodiac As of this update (14 Dec 2025), the following members are included as part of this initiative: Installation IMPORTANT: The main files must not be installed inside Plugins, unlike regular SC4 content! Inside the zip file there is a readme document and 2 folders: MySim Copy entire contents to: C:\Users\UserName\Documents\SimCity 4\MySim This contains the avatars of each Sim as 36x41 BMP files, each featuring TPPT corner transparency. Most essentially it also contains a file named MySims.dat which is the 'brains' behind all the functionality being the hex data. If the "MySim" folder doesn't already exist, it needs creating at this location. Note: For the Aspyr/App Store Mac version, this MySim folder must be created at: /Users/UserName/Library/Containers/com.aspyr.simcity4.appstore/Data/Documents/SimCity 4/MySim Locale (Recommended) Copy included file to: C:\Users\UserName\Documents\SimCity 4\Plugins This is an optional file named MySimtropolis_Rulez.dat which serves as an overhaul to the MySim Mode. (See details below for more info.) Note: For the Aspyr/App Store Mac version, the Plugins folder is located at: /Users/UserName/Library/Containers/com.aspyr.simcity4.appstore/Data/Documents/SimCity 4/Plugins Thanks to @c4bl3fl4m3 for clarifying the Mac details! The Selection Panel Here is where all the MySims can be viewed. There are 3 rows of 7 per page, and they're all listed in sequence as per the order of immortalization for those who've signed up. As follows: The pages can be navigated by clicking each number, and over on the left side there are filter options to sort alphabetically, by gender, or zodiac sign. Please Note: Although we've made every effort to ensure data entry is correct, we are human and it's possible there are mistakes. Should you notice anything in error or wish to request an avatar amendment, feel free to post in the main thread, the comments below, or send us a PM to let us know. Thanks! MySimtropolis Rulez (Recommended) This is an added bonus which transforms the display of the MySims Mode. The most notable feature is by removing all default Sims from the selection panel. It also renames titles and labels in the menus. It's not required for the MySims to be displayed in the game, but for added authenticity it's something we recommend using too. In Summary: Prevents the default MySims from displaying for selection. Renames "My Sim Mode" to "MySimtropolis Mode". Renames "Select A My Sim" to "Select MySimtropolis Member". Renames "My Sims" to "Resident <CityName> MySimtropolis Sims". Plus over 20 other locale edits in-keeping with the MySimtropolis idea. Note: As an alternative to the main Rulez file, there's also a "Less Rulez" edition available here. Use this version instead if you wish to preserve the 21 built-in Sims as well. You can join too! You may have just become aware of this mod, and at this point might be wondering if you can also be immortalized as a MySim. The good news is it's not too late, nor is there a deadline to join yourself. The idea is anyone can post and be included in the next available slot just like everyone else. Sign up in this thread: You can be next... We'll then release periodic updates to this file entry here on the STEX, including those newly immortalized who are equally welcome to be part of this as well. We plan to do this in batches, aiming for around a weekly basis (time dependent of course on our other current commitments). Want to share your MySimtropolis pics? Post in the dedicated Show Us Your MySimtropolis Sims topic. Interested in the technical details as a quick and efficient means of adding your own MySims? View this thread: MySims.dat - The Techy, Hexy Details As a little bonus... Additionally, everyone who signs up to be included receives a special commemorative profile badge. As follows: Future Idea In due course as hinted about here, we've got an additional mod planned, expanding on the usefulness of MySims to measure simulation factors with greater accuracy. Stay tuned! Special Thanks From what started as something prospectively small, the response to our idea has been overwhelmingly positive and kind. Cori and I both agree this reception and feedback already fully exceeded our expectations. We're truly grateful for everyone who has decided to get involved, and anyone who still wishes to do so. Thanks to each and every one of you. MySimtropolis quite simply wouldn't have been possible otherwise, and this release is our gift to you all. // CoriBoom™ Productions Release \\ MySimtropolis v1.223 — (14 Dec 2025) .myst-format { background: #235F92 !important; color: gold !important; padding: 0px 10px 0px 10px !important; text-shadow: 1px 1px 0px #333333; box-shadow: 1px 1px 0px 0px gold; margin-top: 5px; }
  12. 78 points

    Version 7.0.0

    8,180 Downloads

    This DLC will contain trees, plants, rocks, ponds and everything related to the environment. Updated to version 7.0, see below to see what's new. You can find images of what this DLC contains here: Specs: You can find them as MMP's and props (Note that seasonal props end in "Summer" and "Autumn." I removed the winter state that means that the winter version is everwinter). I will update this DLC constantly so you must be on the lookout. Scale of the models: 133% on all axes. Installation: Unzip the "Barroco Hispano DLCs" in your Plugins Folder (I highly recommend respecting my folder system because I plan to export or update thousands of BATs). ------------------------------------------------------------------------------------------------------- I will buy more trees with the money I receive (I decided to use Paypal instead of Patreon because I want everyone to have access to my content). https://www.paypal.com/donate/?hosted_button_id=WF9FDNHXCHDVU Thanks to all people who have donated to me!
  13. 78 points

    Version 1.2

    115,094 Downloads

    The SHK Parking Pack is a combination prop and texture pack designed to enable lotters to create varied and distinct parking lots with little or no need for multiple dependencies. This project is the result of many months of work with the overall goal of providing everything I could think of to make any configuration of parking area needed. There are 3 parts to this download, textures, vehicles and parking props. Textures Contains a set of 5 asphalt and concrete base textures as well as a few overlays for bridging connections at various points where other textures meet. In addition there are 2 files which contain the bulk of the overlays. Two identical sets have been created utilizing both white and yellow space lines, that when used correctly work as a texture changer to enable utilizing either all white or all yellow space lines for any lots. Vehicle Props The largest part of the pack is the vehicle props, starting with 150 single timed and untimed vehicles in both orthogonal and diagonal varieties (300 total). In addition there are a large number of orthogonal and diagonal timed clusters (68 total). Both the individual vehicles and clusters utilize a special timing system that along with the included prop families enable the creation of ever changing lots with little to no chance of repetition. * For full details on this system and others within this pack, please refer to the included documentation. Parking Props A collection of over 100 props to add character and life to your lots, everything from shopping carts to speedbumps. *Note - This download contains no lots, it is intended as a dependency for my own and others future lots. Credits Props, textures and modding by shokthrpy. Special thanks to my fellow Nightowls Paeng and Murimk, for without their knowledge, assistance, determination and occasional prod with a sharp stick would this have ever been possible. Feedback & Support I test my content as thoroughly as possible, but should you encounter any issues please visit my BAT thread at http://www.simpeg.co...hp?topic=9391.0
  14. 78 points
    A quick sneak peek of the new Turbo Roundabouts for the NAM , fresh from the presses. Here's a proof of concept in-game. Video preview made by NAM Team member Mandelsoft.
  15. 77 points

    Version 1.0.1

    53,941 Downloads

    KOSC presents: SuperSHK MEGA Parking Textures Introduction Take parking lots to the next level! SuperSHK MEGA Textures is the backbone of my Superparking Project, and combines the original Volume 1 alongside the newly complete Volume 2 set. This MEGA set combines both for the ultimate parking lot texture resource for SC4. Overview This combined set contains at total of 1281 overlay textures (352 from Vol 1). Volume 2 contains a mind-boggling 929 new overlay textures. This set focus on expanding the core aspects of Volume 1 while adding some rather ridiculous new options. As with before, many of the new textures influences were found primarily from around North America's tech centers including Overland Park, Denver Tech Corridor, Silicon Valley, and Irvine. Additionally, some other inspiration came from various locations around the UK, including Portsmouth - these were largely responsible for my designing of a bunch of UK-style road markings. As it is now officially part of this combined set, SuperSHK Parking Textures Vol. 1 is now obsolete! This set retains every single texture from volume 1 and provides some overall enhancements to a large amount of them, including the following: Smoother curves Alignment fixes Smoothing and resizing of existing road markings to maintain consistency Furthermore, the "Extra" textures included with both modular sets are also no longer necessary. To aid you in cleaning any leftover old stuff, there is a Cleanitol file included. You may also refer to it for manual deletion as well. Details These textures are broken into 8 DATs. The included resource guide offers more detailed explanations. DAT 1 - Ortho: Combines a ton of new pieces with the original Ortho set. Deals mostly with orthogonal parking and associated transitions. DAT 2 - Islands, Paths & Curbs: Combines the original set of Islands & Curbs with Paths (excluding markings). Adds many brand new curb pieces and transitions from various different parking types. DAT 3 - Diagonals: Combines the original set of Diagonal with new ones. Adds islands, offset diagonals and more orthogonal transitions. DAT 4 - Markings: Contains road marking goodness! Highlights include more block-end stop markings, pathing, and an entire section of UK-specific ones. Also comes with a way to transform standard parking spaces into "boxed" ones. DAT 5 - D-Types: Contains significant support of the original SHK diagonal-oriented spaces. Includes a full complement of transitions, curbs and some bonus special pieces including handicapped spots and an alternate style. DAT 6 - Combo Pieces: Adds an enhanced set of standard parking and curb textures with sidewalks and grass. DAT 7 - Miscellaneous: Includes some additional pieces that didn't quite belong elsewhere like parking-to-path transitions and S-curves. DAT 8 - Alternate Style: Adds an alternate orthogonal parking style in two colors. For Lotters Included is a resource guide containing a general breakdown of the set as well as a sample lot (found in the parks menu) and layout examples. There are also PIM-X groups included, for better organization and some time saving while digging through this massive set! Install Instructions Drop the files in your My Documents/SimCity 4/Plugins folder. These should show up under the overlay texture section in the lot editor and PIM-X. Lotters, copy the contents of PIMXGroups.txt into your groups.ini file located in the PIM-X install directory. Dependencies None. This set will serve as a future dependency for my lots. While it is technically a standalone texture pack, SHK Parking Pack is very, very highly recommended to take full advantage. Credit to shokthrpy for the original set, which served as the template for me. It wouldn’t have been possible to create this without it! Additional thanks goes out to rsc204 & rivit for granting me tools to refine this development process, nos.17, Belfastsocrates, MushyMushy, T Wrecks for various texture tweaks and suggestions, and everyone that left a like/commented on any of my parking posts! Enjoy!
  16. 71 points
    Hi everyone, For many, many years I visited Simtropolis regularly, always hoping for that one announcement: “SimCity 5 is coming!” Like many of you, I was deeply inspired by SimCity 3000 and SimCity 4 — and like some of you, I was also disappointed by the direction the franchise took afterward. For years, I dreamed of a game that could bring back that spark... and now, I'm trying to build it myself. I'm an architect by profession and a long-time fan of city-building games. Last year, I finally decided to take the leap and start creating my own game — CityArchitect. It’s a city-building game with a unique focus: not only do you design the layout of the city, but you also design the architecture of each individual building, using a powerful modular tool inspired by SimCity 3000’s Building Architect Tool — but far more flexible and easier to use. You can mix real architectural styles (from historical to modern), combine façade elements, roofs, terraces, and decorative pieces, and create highly customized buildings that still harmonize with the city’s overall aesthetic. The game is still in development, but I’ve just launched the Steam page and plan to release an early test version later this year. This first version will focus on the building creation tool and allow you to create small city blocks and place your custom buildings in them. The full city simulation is still in progress — but it's evolving every week. I’d love to hear your feedback, especially from people here who truly understand the legacy and magic of SimCity. You can also follow the development on Instagram at @play.cityarchitect . It would mean a lot if you could wishlist the game on Steam — it really helps spread the word! Thanks for reading — and thank you, Simtropolis, for being such an important part of my inspiration all these years. Let me know what you think!
  17. 71 points

    Version 1.0

    7,721 Downloads

    "We no longer live in a leisurely age, nor do we move on streets from which it is possible to contemplate and enjoy minute sculpted detail. What we see we must see quickly in passing, and the impression must be immediate, strong, and complete. Color has this vital power." Wirt Rowland of Smith, Hinchman, and Grylls, designed the Guardian Building to be a bold modern skyscraper for a bold modern city. It was designed functionally, and composed according to a rigorous geometric system. The building features ceramic art by Mary Chase Perry of Pewabic Pottery, murals by Ezra Winters, stained glass clocks from Tiffany Studios, and sculptures by Corrado Parducci. The Guardian Building opened in 1929 as the headquarters of the Union Trust Company, which quickly became Guardian Detroit Union after a series of mergers, before failing during the Great Depression. It now houses offices for Wayne County, and various companies, including SmithGroup, the original designer of the building. All of the models share the same TGI, and you may switch between any combination of SD, HD, MaxisNite, and DarkNite, by swapping out the .SC4Model files. This is my 100th upload! 5x2 and 2x5 growable CO$$$ lots. 5x2 ploppable CO$$$ lot. CAM version included. High definition (HD) version included. MaxisNite and DarkNite night versions included. DarkNite requires the Day and Nite Modd. Requires mipro essentials January 2019 or newer. Installation Instructions: Download either the DarkNite (DN) or MaxisNite (MN) version. If you're unsure, choose the MN version. If you change your mind, you can switch between DN and MN versions by swapping out the .SC4Model files. Unzip the .zip and move its contents to Documents/SimCity 4/Plugins. If you use the CAM, download the CAMeLots. Replace the original growable lots with the CAMeLots. Ploppables are already compatible with CAM. If you'd like to use the HD version, download the corresponding HD model, and replace the original .SC4Model file with it. If you change your mind, you can switch between HD and SD by swapping out the .SC4Model files. HD BATs have very large file sizes. mipro Forum Thread mipro STEX Uploads
  18. 71 points
    It will be very familiar to those who love the genre, but it will also do new things and set its own priorities and focus areas: It will be a single-player game that works completely offline. The goal is to simulate one whole, huge region at once - no need for tiny city lots or artificial city interaction dynamics. It will be affordable and will not rely on DLC. Alpha and Beta versions will be available for a reduced price. Moddability will be a priority, not an afterthought. Read more about Citybound and the technology: http://blog.cityboundsim.com/the-beginning/
  19. 70 points
    Update 2018/01/21 SC4Fix has been updated with a stable build that fixes prop pox. Download on the STEX: --- I like a good challenge, so I decided to take this one up. Context Prop pox is a bug that causes decorative props in some cities to begin disappearing. The problem is exacerbated if the city continues to be played and saved, and persists even after adjusting graphics settings for prop detail or restarting the game. The prevailing hypothesis is bap's prop theory, which makes these main claims: In a normal game installation with absolutely no plugins, prop pox will never occur, even after updating. Prop pox is actually caused by plugins that redefine Maxis prop exemplars that add properties that were not originally in the exemplars. Prop pox will only manifest itself if one of these plugins is installed and the city's prop subfile* is sufficiently large. * bap refers to the prop subfile as the network subfile in his post, which seems to be a mistake. Testing this is pretty straightforward as all we need to do is clear our plugins, develop a city until the prop subfile is large enough (around 6MB, according to bap) and then use a plugin that causes pox by improperly redefining exemplars. For this I made a mostly flat large tile city with sprawling low-density developments to add as many props as possible in a short timeframe. When the prop subfile for the city was just under 6MB I made a copy of it and then allowed it to develop further until it crossed that limit. Why is this 6MB limit significant? The game determines whether a subfile should be compressed mainly by its filesize (along with a few other properties); subfiles smaller than 6MB can be compressed, but anything larger than that is saved decompressed in order to save time and computational resources when saving very large subfiles. Prop pox apparently begins most commonly when crossing this compression limit. With no plugins installed, the city was able to develop past the 6MB prop subfile limit without any pox or save corruption occurring, no matter how many times I saved or how long the simulation ran for, which I tested using wouanagaine's SC4 Savegame Explorer. If prop theory is correct, then pox should occur if we install a bad plugin and try to develop the city past that limit again. For this, bap used SimPEG's Beach Development Kit 1: In particular, you only need to extract PEG-OWW2_BDK_RESOURCE.dat as this contains the exemplar redefinitions. After installing this plugin, I loaded the test city, added some new zones to force new props to develop, ran the simulation for a bit and saved the city a couple of times. This immediately resulted in the city developing prop pox according to the savegame explorer. For your convenience for reproducing this, here are the savegame files I used: Test City, prop subfile under 6MB, no plugins and no pox Test City, prop subfile over 6MB, no plugins and no pox Test City, prop subfile under 6MB, BDK_RESOURCE installed and pox present Explaining the buffer corruption Since the savegame explorer reports buffer corruption at a particular location in the savegame, we should probably check out what's happening there to see if this improves our understanding of what causes prop pox. First we need to extract the prop subfile from the savegame using iLive's Reader: The pox-infected .sc4 save can be opened in the Reader. From there we need to extract the entry with type ID 0x2977aa47 (which is marked as Unknown, and that's fine). We also want to make sure we have the decompressed version of the subfile, so we'll save the decoded file and open it in an external hex editor since the one built into the Reader isn't great. I prefer using HxD. If we jump to the reported offset of corruption in the hex editor, we can read the bytes of the prop subfile as base-16 hex values, and the structure of the prop subfile is given in the SC4D wiki. (Note that DWORDs are four bytes large, WORDs are two bytes, and BYTEs are one.) Here's what the corrupted prop entry looks like in the hex editor: And here's what this looks like when filling it into the prop structure given on the SC4D wiki: DWORD Size: 0x00000058 DWORD CRC: 0x006C2462 DWORD Memory: 0x4CE00000 ??? : 0x59E6 ??? : 0xA084 ??? : 0x0F06 WORD Major: 0x0006 WORD Minor: 0x0004 WORD Zot: 0x0000 BYTE Unknown: 0x00 BYTE Appearance: 0x04 DWORD : 0xA823821E BYTE Min Tract X : 0x42 BYTE Min Tract Z : 0x6E BYTE Max Tract X: 0x42 BYTE Max Tract Z: 0x6E WORD X Tract Size: 0x0002 WORD Z Tract Size: 0x0002 DWORD Property Ct.: 0x00000001 SGPROP #1 DWORD Property Name: 0x89A1C16C DWORD Property Name: 0x89A1C16C DWORD : 0x00000000 BYTE Data Type: 0x03 BYTE Key Type: 0x00 WORD: 0x0000 DWORD Rep Count: 0x00000000 DWORD GID: 0xC977C536 DWORD TID: 0x6534284A DWORD IID Exemplar: 0x29000000 DWORD IID Given: 0x29000000 FLOAT32 Min X: 0x4308558C FLOAT32 Min Y: 0x43870000 FLOAT32 Min Z: 0x45386FA3 FLOAT32 Max X: 0x430A558C FLOAT32 Max Y: 0x43880000 FLOAT32 Max Z: 0x45389FA3 BYTE Orientation: 0x03 BYTE State: 0x00 BYTE Start Time: 0x00 BYTE Stop Time: 0x00 BYTE Count: 0x00 BYTE Rand. Chance: 0x64 BYTE Lot Type: 0x02 DWORD Object ID: 0x2A46EEFF BYTE Conditional: 0x00 Immediately something is wrong: there are six extra bytes after the first three pieces of data that don't correspond to anything in the prop file structure. Moreover, this entry gives its size as 0x58 (88) bytes but the hex editor says this is 0x72 (114) bytes in it. Where are the extra 26 bytes coming from? Well, first we can discount the seemingly random six bytes that appeared at the top. Next we can scrutinize the SGPROP since that's only an optional part of the prop subfile, and sure enough four DWORDs (16 bytes), a WORD (2 bytes) and two bytes add up to 20. And just out of curiosity, let's see what exemplar IID 0x29000000 maps to: Sure enough, it's a redefined residential beach umbrella exemplar from SimPEG's BDK resources. The main change in PEG's exemplar is that the Nighttime State Change entry (one byte large) in the Maxis exemplar was replaced by a Prop Time of Day entry (two Float32s, or eight bytes large). This is similar to what RippleJet observed when testing this. Because this prop entry is corrupted, closing this save and loading it will cause the game to believe that the entry really is only 88 bytes long, it will read several garbage values in the process, and after 88 bytes have been read it will attempt to read what it thinks is another prop entry. That prop entry will have a nonsensical size entry because it's being misinterpreted due to the corruption of the save, and that prop and all props that follow it in the savefile will not be present. As for why savefiles tend to continuously shrink on every save: When loading a file with corrupted props, incorrect size data and other malformed information will cause the corrupted prop and all props that follow it in the file to be misread. These misread props are discarded by the game, causing them to disappear from the city. Since the malformed props were discarded when loading, they will not appear when saving again, causing the filesize to shrink. On this new save, however, other malformed props could corrupt the savefile again, repeating the process. Towards a vaccine It's worth pointing out that bap originally speculated that prop pox was caused by a buffer overflow or some kind of memory error in the game that caused data for a modded prop to spill past the end of its buffer in memory. To test this, I installed the game on Fedora Linux 26 using WINE 3.0-rc6 and ran it under Valgrind, a memory debugging tool for Linux. However, I found no difference in the number of memory errors reported before and after installing PEG's beach resources. Since some reported instances of prop pox involve parts of the prop subfile being overwritten, we have to look at how the game actually writes data to disk. Since other prop poxxed cities appear to have prop definitions overwriting the middle of other prop definitions, it's possible that the game is incorrectly properly calculating where it should be writing when dealing with these overridden exemplars. Unfortunately this is where things go off the rails: in order to better determine what's going on in this process, I rewrote the function responsible for writing savegame objects, and this link shows what that looks like. Since the Mac version of the game contains the debugging symbols for this to work, I've only tested this on my Mac, and porting this to Windows is nontrivial. In another insane twist, I can't reproduce prop pox using my rewritten Mac serialization code, and can reproduce it immediately when not injecting that code, but I can't confidently say I fixed it since I can't demonstrate this to very many people without a usable Windows DLL, so that's my project for the time being. I also have no idea why my code doesn't cause prop pox to occur since I tried to recreate the original implementation of savegame serialization as closely as possible. For now, I'd speculate that prop pox is caused by a quirk in how the game saves records. Since the game may not know the size of all records in advance when saving a game, it has to resort to rewinding and fast-forwarding to arbitrary offsets in order to save data. For instance, when saving a prop record, the game will: Write the number 0 as a placeholder for the size in bytes. Write the number 0 as a placeholder for the CRC checksum. Write an identifier and the record itself. Rewind to the first zero. Calculate and rewrite the size based on how many more bytes there are in the file after writing the record. Fast-forward to the record itself and read the data in it back to a buffer. Rewind to the second zero and calculate and write the CRC checksum. Fast-forward to the end of the output stream to allow more data to be written. I think that miscalculated offsets when rewinding and fast-forwarding is causing previously written prop records to be overwritten by malformed props, corrupting the entire subfile in the process. How exactly does that relate to the redefinition of the prop exemplar? ¯\_(ツ)_/¯ I'm working on getting my serialization code ported to Windows ASAP to see what happens there. In the meantime, if you have a Mac and want to try it out and report if you're still seeing prop pox: Grab this dylib which was built from the source code linked above (and again here). Go to Utilities in Finder and open up a terminal. I used Steam, so I used these commands: cd "$HOME/Library/Application Support/Steam/steamapps/common/SimCity 4 Deluxe/SimCity 4 Deluxe Edition.app/Contents/MacOS" echo 24780 > steam_appid.txt DYLD_INSERT_LIBRARIES="$HOME/Downloads/libinjector.dylib" ./Sim\ City\ 4\ Deluxe\ Editionsub Your game should now be running with some output labeled COMSerialize, particularly when saving the game. And if you want to help me out, just send me PMs with prop poxxed savegames for me to download so I can look at them.
  20. 68 points
    Your continued dedication to honor those lost inspires me and leaves me speechless. You are a true patriot, and this is probably one of the most complex, beautiful, and by far the single most meaningful item in all of Simtropolis. +infinite respect.
  21. 66 points

    Version 1.1

    43,746 Downloads

    INDUSTRIAL REVOLUTION MOD (IRM) Base Pack - Maxis Lots 1 - INTRODUCTION/OVERVIEW What is this mod? The Industrial Revolution Mod (IRM in short) is designed to make playing with industrial lots much more enjoyable. It addresses some of the most annoying shortcomings of Maxis' industrial lots: The lots themselves look boring and repetitive The resulting industrial areas look cluttered and unrealistic Everything mixes wildly - modern and old, high-tech and heavy industry There is no real control - a dirty industry lot might grow right in the middle of a high-tech area and cause the high-tech facilities to dilapidate with its pollution If at least one of these points has always bothered you, then this mod might be something for you. What does this mod offer me? Imagine building a city where... ...industrial areas actually look interesting and vivid ...you can zone for areas filled with old brick factories and smokestacks - or clean, modern facilities ...industry is no longer a necessary evil, but becomes an integral part of your city and adds to its flair Does this sound like a deal? If so, then read on! And make sure you READ THOROUGHLY, because this mod is not recommended for beginners. It is important that you know what you do. There is more in the works, and this is not a mod where you can click "install" and "continue" a few times, and you're set. You should be clear about the way plugins work, and you should feel comfortable with manual file handling. You should know your way around your plugins folder and be able to find things you are looking for. How does the mod work? How does it achieve the changes mentioned above? APPEARANCE The altered appearance of all in-game industry is achieved by a simple remake of all roughly 250 Maxis lots, which have been completely overhauled and spiced up with custom textures, props, and lighting. These new lots will override their Maxis counterparts and make your industrial zones much more interesting to look at! GAMEPLAY Better control and a clear separation between "dirty" and "clean" industry becomes possible through a new zoning logic. Originally, medium-density industrial zones were intended for smaller industrial buildings, whereas high-density zones used to be reserved for bigger facilities. The downside to this was that all types of industry could grow wildly mixed. As a consequence, industrial areas often looked cluttered, and it was nearly impossible to keep "dirty" and "clean" industries from interfering with each other. With this mod in place, the cheaper medium-density zones will be used for I-D (Dirty Industry), which will help you when starting a city. Finally, you will be able to grow large facilities and employ many Sims in your starter towns with low education level without having to fork out precious funds for those expensive dense industrial zones. In contrast, I-HT (High-Tech Industry) will only be able to grow on dense industrial zones. This is in line with the way the game progresses: The better your Sims are educated, the further your city has progressed. Later in game, when your Sims are smart enough to work in I-HT jobs, you will probably have made enough money to afford the more expensive dense industrial zones. And isn't it only logical that laying out plots of land for those picky, demanding high-tech facilities will cost you more than reserving some land for a primitive old factory that will pollute its surroundings anyway? Now what about the third category, I-M (Manufacturing Industry)? There is no free zone type left, so it was not possible to assign I-M to its own zone. This is not really problematic, though, because Manufacturing Industry has a big advantage: On the one hand, it is robust and forgiving enough to grow next to Dirty Industry without dilapidating or getting abandoned. On the other hand, I-M buildings themselves do not pollute their surroundings too heavily, allowing High-Tech Industry to grow right next door without serious problems. So in short, I-M mixes well with both other types of industry. This is why it is distributed over the different zones according to its looks: Old-fashioned I-M brick factories will be restricted to medium density, where they will mix well with any I-D buildings. Modern-looking I-M facilities will be restricted to high density and will integrate seamlessly into any high-tech area. Generic, nondescript structures will be able to grow on zones of both densities. 2 - THE TECH STUFF What does the download contain? This package contains a set of 250 lots and one invisible dummy building that I used for some lots where I split building families. (If the last part of the foregoing sentence doesn't make sense to you, don't worry: simply keep that dummy model file, and everything will be fine.) Can I simply add this mod to a pre-existing city/region? Yes and no. It is possible with some drawbacks, but it is not recommended. The reason for this is that I changed lot sizes.When you add this mod "on the fly" (i.e., when you already have industrial areas), the lots will suddenly extend over adjacent tiles (transport networks, empty terrain, other lots), and the industrial area will look all chaotic and garbled. You will have to bulldoze it and rebuild it anyway. After bulldozing, some tiles will refuse to disappear. You can simply zone over these tiles and de-zone again, this will make them disappear. If you do add this mod and intend to continue playing with your existing industrial areas, I strongly recommend backing up your region before. How to install this mod? Simply unzip the IRM folder and copy it into your plugins folder (or into a sub-folder of your plugins folder). I recommend keeping the folder structure inside the IRM folder. What if I want to de-install this mod? It's pretty much the same as with any other download: Delete all lots pertaining to this mod (in this case, all industrial lots that are based on Maxis buildings!) Save all the cities and exit the game when you're done bulldozing Remove the IRM folder from your plugins Hint: Just to be sure, I recommend moving the IRM folder somewhere else and doing some checks before you delete it permanently. This way, if it turns out you forgot to bulldoze something, you can add it back in temporarily until you're done. Is this mod compatible with the Industrial Jobs Quadrupler by Toroca? Absolutely. I would even recommend using the quadrupler because I enlarged most of the lots to make them look more realistic. Hence, industry will consume a bit more space than it used to. Considering that Maxis gave industrial facilities few jobs to begin with, the Industry Quadrupler is a good compensation. It will allow you to sustain your population without covering endless areas in industry, even with the larger lots. Is this mod compatible with the Colossus Addon Mod (CAM)? No. The CAM contains copies of all Maxis lots that have been assigned to different stages and given a different IID. That's why the IRM lots cannot override the CAM lots. 3 - DEPENDENCIES ...don't we all love them? Of course, it would have been impossible to re-design all these lots so radically without custom props and textures - loads of them, in fact. I still tried to keep dependencies at a reasonable level and use packages that are rather commonplace for any custom content user, especially for players with an interest in industry. Remember that the following dependencies were used for 250 lots (and will stay the same for upcoming stuff!). I have seen single lots with more dependencies, just saying... PROPS BSC Mega Props Jestarr Vol.01 - an old classic; most of you will have this one. BSC Mega Props Jestarr Vol.02 - industrial fans will probably have this. BSC Mega Props Jestarr Vol.03 - industrial fans will probably have this. BSC Mega Props Jestarr Vol.05 - industrial fans will probably have this. BSC Mega Props Jestarr Vol.08 - industrial fans will probably have this. BSC Mega Props SimGoober Vol.01 - the #1 most downloaded prop pack! BSC Mega Props Gascooker Vol.01 - yet another old classic. BSC Mega Props DAE Vol.01 - yet another old classic. BSC Mega Props CP Vol.01 - Cycledogg's first pack, also a classic. TEXTURES BSC Mega Textures Vol.01 - the most widely spread texture pack of them all. BSC Mega Textures Vol.02 - not too exotic, eh? BSC Mega Textures Vol.03 - another rather common one. Rail Yard and Spur Textures Mega-Pak 1 Version 1.02 - ncd's superb textures - especially the rail nuts among you will have this. OPTIONAL I added lamps with custom light cones that will improve the lighting of the lots at night. The lots will look perfectly ok without these light cones, but if you want them, you will have to download this pack: PEG MTP Super Pack 4 - FINAL WORDS I've been working on this mod and off with long breaks, motivation was a serious issue. Making a lot is nice. Making two lots is okay. Making 250 lots is a serious pain in lower body regions; it's not even funny. In total, it took me nearly two years to piece all this together, test it, write the documentation, make screenshots, and all that. For the most part, it was by far more boring and painful grunt work than a pleasant creative task. So much time has passed that by now I'm already dissatisfied with several of the lots. It's about time I released this so I have it off my plate. I'm exhausted, fed up with it, glad it's done with. I hope you guys will like it although it's far from perfect. At least I hope it will be an improvement over the Maxis lots. I have some more nearly finished stuff in store that will be released soon, most notably two IRM addon packs with another ~80 lots in total, plus some filler sets further down the road. These should enable you to take even more control over your industrial areas and make halfways realistic-looking facilities. So make sure you watch the STEX! The next logical step would be to re-lot some popular industrial BATs for seamless integration into this mod, but we'll see how that goes. I would like to thank all the fine people who made the tools, the props, and the textures that I used, as well as the entire SC4 crowd for keeping this game alive, and for having me around. Should you want to share and/or modify this, be my guest - just try not to be a jerk and give credit where credit is due. In case of doubt, just drop me a line via PM here on Simtropolis. Finally, for those annoying people who keep saying things like "Duh, the Lot Editor simply won't cut it these days, you need to make your own BAT" in STEX comments, I have a little dedication, too. T Wrecks, December 2, 2012
  22. 66 points

    Version 1.0

    215,063 Downloads

    This modd alters the look of both Day (slightly) and Night (in far more drastic fashion) view of the game. Days gain richer more natural looking shadows, greater overall contrast and better interaction of terrain and various models (in terms of shading). Nights are now much darker and less blue/purple. Yet unlike in some other similar modds they aren't completely black-hole, pitch black. The city, vegetation and terrain are all still visible in the night, albeit just so. Installation is very simple just unzip the content of the archive into your Plugins folder and start the game. Special Note on TruNite buildings. This modd is tailor made to work with DarkNite TruNite buildings. Normal TruNite ones will look overly bright and blue. So look for special DarkNite releases! Have FUN! Questions and suggestions for a time being may be addressed to BAT4Max thread
  23. 66 points

    Version 1.0

    288,975 Downloads

    UPDATE on 24.01.2022 - nothing new, just a bit of re-branding in the folder and zip name and folder structure. If you already downloaded it since the last update (04.01.2022), you don't need to redownload it. UPDATE 04.01.2022 This JENX-Porkie Expanded Porkie Props is completely replacing the following contents: PorkieProps-Vol1.dat PorkieProps-Vol2.dat JENXPARIS_Tweaked_PorkieProps-Vol1.dat It contains props/models (mostly offset props) from several Porkissimo uploads like Paramounth Opera, Rue Meyerbeer, Large Police Department, also it contains the props based on the Porkie Props vol01 models from the JENXPARIS_Prop_Pack_Vol02.dat. Xannepan's note on the revisited JENXPARIS_Tweaked_PorkieProps-Vol1.dat which was released with the Quais de Seine sets: Credit goes to @Porkissimo for all the models and most of the props, also for Xannepan for the additional editing and props and prop families. This compilation (and some editing) was made by Tyberius06 Since now the LEX also have this prop pack, it made only sense to update the original one here to the same version. This version is completely backwards compatible, it doesn't have any negative effect on existing uploads. *********************************************************************************************** A few props you may need to make your streets a bit more "alive". Most of them are night-enlighted, so don't forget that they must not be put across the lot limit in the LE (they would lose their nitelite in the game). [PK-tunnel top] and [PK_tunnel whole] must be stacked exactly at the same place on your lot. The buses only show up a few hours in the day. The newspapers shop's appearance changes in the middle of the night. The Christmas stuff only appears between december 15th and january 14th. Enjoy!
  24. 65 points
    There's something of a size mismatch happening here. Colossal Order tells me it can give its players 36 square kilometres of space to build their cities in, 36 square kilometres in which they can expand and enlarge, spread and sprawl. That's enough space for suburbs, commuter towns and even arable land. In contrast, last year's SimCity only provided a couple of square kilometres and, in spite of the efforts of all the pages of team members listed in its credits (a number possibly higher if you consider that credits often only list staff present when a title ships), what happened within those city limits didn't always make sense. Colossal Order is confident it can make a larger, more coherent and more customisable city-building game with, well... nine people. Source: http://www.eurogamer.net/articles/2014-09-04-cities-skyline-is-out-to-satisfy-where-simcity-couldnt
  25. 65 points
    The Sky is no limit! Inhabit a world where you define the rules. Cities: Skylines invites you to create the city of your dreams in a sprawling landscape dominated by cloud hugging structures and jaw dropping architectural marvels. Developed by Colossal Order, Cities: Skylines offers sprawling landscapes and maps with endless sandbox gameplay and new ways to expand your city. Key to progression is the ability to influence your city’s policy by incorporating taxation into districts. All this including the ability to mod the game to suit your play style makes this the definitive city building simulation. You’re only limited by your imagination, so take control and reach for the sky! Main features: City policies: Set policies to guide how the city and districts develop over the course of your playthrough. City districts: Personalize city districts with names of your choice for variety and personality. Road building and zoning Unlock buildings and services Taxation: Fine-tuning the city budget and services and setting tax rates to different residential, commercial and industrial levels and controlling what kind of areas are more likely to spawn in the zoned areas Public transportation: Build transport networks throughout the city with buses and metros Outside connections: Make industry and commercial districts flourish with new customers in the neighboring cities Wonders: the ultimate end-game content that the players strive towards Huge maps: Unlock new map tiles with unique possibilities to expand the city Water flow simulation: Add new challenges to water services. Polished visual style and core gameplay Modding tools: Built in feature designed to encourage creative pursuits.
  26. 63 points
    A SimCity 4 Tutorial Cloud Oriented Region Import Method Adding Painted Streams by CorinaMarie@Simtropolis In this guide I present a method to create a grayscale image from which to render a random rolling hills terrain map that has water streams and rivers added. Here's a random sample of a map I created using this method: Note: The following is merely an alternative method to create a semi-realistic, fictional region map for SC4. Before you waste any time reading this please be aware that the defacto standards for map making are: SC4 Mapper, SC4 Terraformer, and Landscape Designer. Use them if you want something better. Also, as mentioned by @RobertLM78 in a reply in this thread there is another one by Ordio called Simcity 4 Region and Config Creator. However, many peeps have said they cannot run those programs on later versions of Windoze or other OS's so what I'm presenting here is simply another method by which one can make a decent map with minimal time and effort. I'm using GIMP for this guide because it's free to anyone. Any good image editing program will have the same tools I use in this guide. The method is quick and easy. Initial Steps 1. Load your SimCity 4 Rush Hour or Deluxe game and create a new region. Name it whatever you want. For this tutorial I'll use Cloud Map. Exit the game, or at a minimum, exit the new region by opening a different region. This is so the existing config.bmp file is not in use. 2. Create a new config.bmp file. For this tutorial mine will be 12x12 pixels. See Config.bmp: How to Make it Yours if you are not already familiar with it. 3. Save that config.bmp into the new region folder you just made. (Overwrite the existing one.) 4. You should now have region.ini and your config.bmp in your new region folder. Making the Grayscale Image 1. Go outside and take a picture of some clouds. 2. Load the picture into a decent imaging program. 3. [Optional] Crop it if there are cloudless parts you don't want in the image. In Gimp it's the Rectangle Select Tool over in the upper left of the tools box. Or you can press R. Draw a box around the part you want to keep. Then go to the Image Menu and select Crop to Selection... 4. Scale the image to the appropriate size based on the config.bmp you will be using. As we learned in @Birdin's config.bmp guide we multiply the dimensions of config.bmp by 64 and add 1. So 12 * 64 = 768 + 1 = 769. The height and width are the same since my config.bmp is 12 x 12. Go to the Image Menu and select Scale Image... That brings up this Scale Image dialog box. First click the little linked chain to the right of the Width and Height boxes to break the chain. This tells the program that we are not concerned about keeping the cropped selection proportional to the original image. Type in the Width and Height dimensions that you calculated in the beginning of this step. For this tutorial I entered 769 in both boxes. Then click the Scale button. 5. Convert to grayscale. Go to the Image Menu and select Mode --> Grayscale. 6. Export the image as a .Bmp file. Go to the File Menu and select Export As ... When the export dialog box comes up, look in the lower left for the little bitty plus sign in a box by the Select File Type (By Extension) and click it. That will open up the File Type selection box. Scroll down and click Windows BMP image. In the upper left in the name box, type in Gray 1 in front of the .bmp. Note only the name portion is pre-highlighted in blue indicating what part to type over. (Brilliant programming imo.) Remember which folder you export (save) the file to. That's indicated by my arrow in this next pic. Mine is going into My Documents. Click the Export Button. The next dialog box has some options. I simply click the Export Button. (I believe one could select the Run-Length Encoded to reduce the file size. I haven't tested that, so I leave it unchecked.) And here's what I created: 8. Close all files. I personally do not let it save my original clouds with the cropping and changes so that way I still have my unaltered original. 9. Close your imaging program. (Or if your comp has plenty of memory, just minimize it.) First Render (These interim steps are what I did when learning. I skip them now I know what I'm doing.) 1. In SimCity 4, open the new region you created. Mine is called Cloud Map. 2. Press the magic key combination of Shift+Ctrl+Alt+r. This brings up the file selection box. 3. Drill down to where you saved your grayscale image file and select Gray 1.bmp then click Ok. 4. Now wait while the map is rendered. You will see Creating New City like this: And here's our first draft render. Note that it's way too choppy. We will fix that soon. The reason I did this preliminary render is to see what part is water. Tweaking the Grayscale Image 1. Reopen Gray 1.bmp in your image editor. We will paint in our rivers and streams before we smooth out the rough, choppy bumps. Select the Paintbrush tool and set it to Acrylic 05. Leave the size at 20 point for now. I selected Acrylic cause it adds a random pattern to the edges of what you paint. 2. Click the foreground color selection box. It's right under all the tools on the left. That brings up the Change Foreground Color choices. Type 40 in Red, Green, and Blue. Yes, I already hear peeps saying: Wait, that's too dark. Stay with me on this. 3. Now paint in streams / rivers. A twitchy hand actually improves the realism. 4. Now to smooth out the choppiness of the hills. From the Filters menu select Blur --> Gaussian Blur... This also blends the rivers and streams so that's why I picked color level 40 (which equates to 120 meters height after rendering but doesn't count the blur merging). This'll be an area to experiment on your own based on your original cloud picture. 5. In the next dialog box change the Blur Radius to 10.0. Or pick your own number. Higher numbers means more smoothing and lower ones give less. 6. Export the image as Gray 2.bmp. Here's my new grayscale: 7. And here it is rendered: The map is now ready to paint trees in game or load your favorite terrain and tree and other landscape related mods. Or, tweak it some more. Further Refinement 1. Let's say I want everything to be a little lower elevation to get a bit more water. From the Colors menu select Levels... 2. Then I adjust the Gamma Level to 0.85. (I derived this number thru trial and error for this particular cloud image.) 3. Here's the new Grayscale image I exported as Gray 3.Bmp: 4. Here it is rendered: 5. And then I painted Maxis trees in every tile: Edit 2016.11.02 I've discovered a couple new things. I started with this cloud picture: Then in GIMP I did the normal stuff outlined above and then I used the Burn Tool to lighten the banks of the rivers: And I blurred it after that. Here's the grayscale I created: Another new thing I noticed is having mods for terrain, rocks, water, and beaches already installed means the import rendering colors the region view with them so I don't have to go into each tile to do that. Here it is rendered: Then I did go in and paint Maxis trees as thick as the program would allow: ^ What I really like is the banks of the rivers seem more realistic to me inasmuch as they show the effect of previous flooding. Also my heavier use of Gaussian Blur means the map is much more friendly when using a slope mod to lay out the transportation network. Where to go from here 1. You can alter the gray shade of your paintbrush to a lighter one and paint along the sides of the streams to create gentler slopes if you like. It's best to do that before adding the blur cause the blur does a bunch of evening out. (See my edit above. Using the Burn Tool works even better for this.) 2. If your cloud picture has a much lighter blue sky you might want to play with brightness, contrast, or color levels to darken it before for you start any other part of the editing. Use the Color Picker Eyedropper to see what shade any given area in your grayscale is. Providing you have not installed a Height Mod with an alteration to the scale factor and/or sea level, grayscale 83 is slightly below sea level. Lower values are farther under water. Grayscale 84 is slightly above water. Higher values are then higher elevations up to a max of 255 (white). 3. Experiment with various options in the imaging program. Render and see what you get. Learning by doing is loads of fun. 4. Experiment with altering the moisture content as discussed here to change the ground texture appearance. 5. Extract the Terrain Properties exemplar from Simcity_1.dat and play around with the variables there like ImageImportScaleFactor and SeaLevel or the Erosion settings. And Lastly Feel free to post your map creations in this thread. Ideally, post both the final grayscale image and then a region screenshot. Reply with what you've discovered that might be useful to other peeps.
  27. 63 points
    Banished, a city-building strategy game by Shining Rock Software is released today. What is Banished? Welcome to the world of Banished! In this city-building strategy game, you control a group of exiled travelers who decide to restart their lives in a new land. They have only the clothes on their backs and a cart filled with supplies from their homeland. The objective of the game is to keep the population alive and grow it into a successful culture. Options for feeding the people include hunting and gathering, agriculture, trade, and fishing. However, sustainable practices must be considered to survive in the long term. Gameplay The townspeople of Banished are your primary resource. They are born, grow older, work, have children of their own, and eventually die. Keeping them healthy, happy, and well-fed are essential to making your town grow. Building new homes is not enough—there must be enough people to move in and have families of their own. Banished has no skill trees. Any structure can be built at any time, provided that your people have collected the resources to do so. There is no money. Instead, your hard-earned resources can be bartered away with the arrival of trade vessels. These merchants are the key to adding livestock and annual crops to the townspeople’s diet; however, their lengthy trade route comes with the risk of bringing illnesses from abroad. There are twenty different occupations that the people in the city can perform from farming, hunting, and blacksmithing, to mining, teaching, and healing. No single strategy will succeed for every town. Some resources may be more scarce from one map to the next. The player can choose to replant forests, mine for iron, and quarry for rock, but all these choices require setting aside space into which you cannot expand. The success or failure of a town depends on the appropriate management of risks and resources. Survival Surviving the winters will be among your greatest challenges. Your tailors can make clothing, your people can build houses and burn firewood. But necessities have a price—Cutting down forests reduces the deer population you can hunt. Although your foresters can plant new trees, the cures for many diseases can only be found in forests that have existed for decades. Farming for many seasons in one place will ruin the soil. Taking fish and game faster than they reproduce will lead to extinction, and your starvation. Wandering nomads can join your town to grow the population quickly, but allowing them in increases the chance of illnesses from far off lands!
  28. 62 points

    Version 1.11

    125,318 Downloads

    This is a preliminary workaround for a game bug that I recently found thanks to another discovery by sumwonyuno, all of which is documented over at https://www.sc4devotion.com/forums/index.php?topic=8870.msg284035#msg284035. You should have at least some basic understanding of the inner workings of the simulator to make a sense of it. Short summary: due to a presumable rounding/arithmetic error, almost every IH lot in the game didn't offer any high wealth ($$$) jobs so far, while still creating demand for R$$$ residents though. This fix changes it so IH lots offer 12% $$$ jobs instead of the originally designed but missing 10% $$$ jobs, reducing $$ jobs by 2% to 78% at the same time so the sum remains 100%. 12% was the number that I found which is the closest to 10% and at which the error is gone. This also affects the demand for R$$ and R$$$ (through the industry census drive), only by the same small margin of +-2% of your IH population though. I don't think that effect would be noticed in any established city. What you should notice though with this fix is R$$$ sims finally working at IH lots. Apart from the IH, there are also three ploppable Maxis buildings affected by this bug; the Medical Clinic, the Solar Power Plant and the Nuclear Power Plant. I refer you to the SC4Devotion thread for those. I'd be glad to get your feedback. BATers and LOTers who design ploppable buildings should be aware of the fact that this game bug can potentially kill jobs at their creations, too. Please read the linked SC4Devotion thread till the end, you might have to test your buildings if they're affected. Installation instructions: unzip this file and put the contained .dat file into your SC4 plugins folder. Existing IH lots will be fixed, too, so you don't need to bulldoze anything. It might take a little ingame time though before the change takes place. Update: Credit where credit is due. I just found a STEX entry by niloluiz, here: https://www.simtropolis.com/STEX/details.cfm?id=22255, which does contain a fix for this, too (you need to read the description, it's a bit hidden). As I had posted in the thread on SC4D, I couldn't believe no one had noticed this bug yet - so I was right to doubt that. Unfortunately, I couldn't find information regarding that bug before though. There's still some reason to use my version though, because the ratio I used (10/78/12) is closer to the game design than niloluiz's (10/75/15) (and I didn't uncap demand). It seems niloluiz approached this ratio coming from 10/70/20, which he uses in the 3x jobs version. I'll notify him of this inconsistency and that he can set the ratio even closer to the original design. Update 2: LunarMongoose brought a typing error to my attention that sadly slipped into my original IH census exemplar. Instead of 10/78/12, I had used 10/77/12, so 1% $$ jobs were missing. I'm sorry for this. Please re-download the updated file and overwrite my previous version with it. Compatibility: This mod is fully compatible with toroca's Industry Quadrupler mod (https://www.simtropolis.com/STEX/details.cfm?id=21293) and bones1's Industry Doubler (https://www.simtropolis.com/STEX/details.cfm?id=15758) since those two mods use different properties than mine. Their mods work directly on the building properties, whereas mine is on a higher level, controlling job distribution for the entire class of IH lots. If you use one of the jobs_xx files from niloluiz's RCImulti-MODpack (https://www.simtropolis.com/STEX/details.cfm?id=22255), you don't need my mod because it's already fixed. I'll add more compatibility information as I learn about it.
  29. 62 points

    Version 1.0

    2,102 Downloads

    CoriBoom™ Productions Proudly Presents... Cori's Parks Aura. It's time to explore Park Effect in Data View form. In our 4th official CoriBoom™ release to the STEX, @CorinaMarie and I are delighted to present a mod which represents the effects of Parks Aura as a Data View. SimCity 4 is an intricate and creative city building simulation, featuring extensive information for how interactions are connected with various wide-ranging gameplay variables. Much of this happens under the hood, and so it's not always plainly evident exactly what's going on. There are ways to observe and determine the desirable and more unsavory parts of town. In terms of a visual representation though of aura effects, this isn't directly defined as displayed data. As such it might not be apparent just how far the negative aura spreads from the local landfill, or the positiveness generated from plopped parks. By knowing this information, it's possible to make design decisions based on what it means. As we've all become familiar with the standard offering of mayoral tools, Cori's Parks Aura is a mod you may not have realized might ever be useful. However, we believe it is very much so. What this allows is a completely new perspective into the diverse interactions of the simulation, and to determine more distinctly the reasons for residential development in different locations. Background Info Parks Aura is a primary YIMBY factor in SC4 which allows residential development to thrive. However in the game, this data is hidden away in the simulation and cannot visibly be seen. The standard Desirability view can help to a limited extent. This represents several variables including "Transient Aura" effects, but it doesn't directly depict the Park Effect as many ploppable lots provide. That's where you may find our mod useful, giving a new perspective to see how this important data is formed within a city. It can be used to make strategical city planning decisions for where zoning should take place, and also to identify the sources for where either the positive or negative Park Effect is emitted from. Note that this mod is a visual representation of the Parks Aura within each city tile. It doesn't modify or alter the strength of aura effects, or any aspect of the gameplay whatsoever. Main Design Features Extreme cogitation has been devoted into all modding aspects: Proven verified accuracy in the data representation. Distinct breakpoints allow the data to be seen clearly and precisely. Blending between the green and neutral allows for a gradual transition of the aura magnitude. Updated legend scale with distinguishable colors (and value ranges represented). Neutral aura is shown as an opaque and contrasting white shade. Subtle transparency which lets the terrain show through. Landfills and other trash processing facilities are highlighted yellow in the panel map so they're visible. RCI zones appear when the view is active. Overrides the standard Garbage view. The Data Distribution As mentioned, extensive testing has been conducted to identify the breakpoint thresholds forming the scale. This was done through a methodical and progressional testing approach, incrementally narrowing down the possibilities until identifying where each range is distributed. This is important because it means the distributions of how colors are arranged is fully accurate to their true values. For representing the data, a Color Ramp scale is used. As follows: This forms how the Data View panel appears with the 9 breakpoints: Sample Pics In addition to the above previews, here's a few samples from how the Parks Aura view appears in game: (Click to enlarge, and the arrow keys can be used to flick between them.) Deuteranopia Version (For color blindness) To help in consideration for people with Deuteranopia color blindness, we've created a version specially with an optimized color scale. This allows the full extent of the ranges to be seen in shades from dark yellow to dark blue, meaning they contrast distinctly to equally represent the Parks Aura data accurately. Here's the file to install in the same way (place in your Plugins folder instead of the main file): zz_Deuteranopia DataView - Cori's Parks Aura v1.0.dat Open the spoiler below for a sample: Note on Maxis Parks An observation from testing is how the Maxis Parks generate a high amount of aura. This is cumulative which means it builds up as more are located within a close vicinity. As such it means they're prone to producing the maximum extent of Park Effect that is shown as the top end Lovely side of the scale. For reference, here's a list of the data values: With these strengths of effects and it's very easy to build a few Small, Medium, or Large classed parks and see how the coverage soon mounts up. Additional Notes Aura Thresholds The highest aura the game tracks is 166 and above, which is represented by the Lovely shade. Once the 100 threshold is attained, this is significant because it's the maximum usefulness for positive aura. As per what @xxdita posted here, it's the most that RCI see as an aura growth cap (YIMBY factor). Quoting for reference: Color Layering Due to the color ramp having a light opacity which depicts the data in a more elegant fashion, occasionally the Yuck color at the negative end will appear somewhat purple shaded when over water. This happens because the shades mix up with the added blue hues. Additionally the same applies for different terrain mods also. Any given terrain mod will alter the color on the playing area. The scale has been optimally designed for regular green and brownish terrain, however the layering may appear differently depending on each individual type of terrain. Game Glitch Discovered: Phantom Aura You may occasionally find how some Park Effect still persists from an unknown source. As per what @Naomi57 posted here, and @xxdita also did here, it can be seen how the data is still shown even with nothing plopped to generate the effect. When bulldozing some lots which produce aura, we believe our mod is revealing how the game doesn't always fully tidy up the underlying data. In our own tests, it doesn't appear tied to any particular lot. Also any given lot may or may not produce the leftover incorrect Park Effect data. As a potential remedy, we suggest to run at least a full month of game time prior to bulldozing any park, especially on ones larger than 1 x 1 in size. Then save the game, bulldoze the lot, and run a few more days while watching our Parks Aura data view. Should the glitch appear, now exit without saving and come back to try again. Or better still, avoid bulldozing any parks! This really is an area where it was never known about until having a tool to show it. Quite possibly this view might explain why sometimes there can be stalled development if the phantom aura is causing it to be. Making regular backups of one's cities is thoroughly recommended in any case. Again, just to emphasize how our mod doesn't alter any data, and only displays what the game already has calculated. This is all internally stored and presented from within the internal saved file. Location of Garbage Since we expect most people already effectively manage their garbage well, only the location of the trash facilities is displayed (highlighted yellow). Additionally, the Garbage Graph is more useful if needing to know how close to capacity one is, over the trends of time. Installation This mod uses the standard process of installing SC4 content. Copy the z_DataView - Cori's Parks Aura v1.0.dat file into the root of your Plugins. The file is prefixed with a "z_" to ensure it loads last. This is important because otherwise the replacement view wouldn't override others which alter the Garbage Data View. So, just to be clear... *** Replaces the default Garbage Data View *** (And let's face it, that is pretty rubbish for usefulness! ) Note: This v1.0 version is functionally the same as the final v0.15 beta release. The exception is a small change that rearranges the legend scale text, making them sequentially ordered from the low to high range values (which seems more logical). Special Thanks To everyone who helped with testing and posting feedback from the inherited development thread, the scope and direction wouldn't have been achievable without your valuable input to assist. In particular, the meticulous testing carefully conducted by @Naomi57 with each posted beta version inspired this release to be possible. Thank you! // CoriBoom™ Productions Release \\ Cori's Parks Aura v1.0 — (26 Jan 2020)
  30. 62 points
    A few words from Cori: While she's not quite ready to return to ST immediately, @CorinaMarie has contacted me privately and asked me to post the following from her: In terms of being able, this relates to both Cori's ongoing house moving and limited internet access, and her current health and stamina. She has assured me she will be back to resume an active role on Simtropolis in time, but cannot give more than a guess of a few weeks. (Like for my OP in this thread since I'm only the messenger, I'll give any rep received to this post directly to Cori's profile.)
  31. 61 points
    Located on the island of Cephalonia in the Ionian Sea, few beaches across the globe can compare to Greece's breathtaking Myrtos Beach. Due to it's remote and rugged location, the beach is completely inaccessible by foot - the only way to reach it is to traverse your way down a series of steep hairpin curves. Once you make it there however, you'll be rewarded greatly with pristine, warm Mediterranean waters, perfectly soft white sand, and of course, incredible views. Our journey gets started off with us making accommodations at a timeless Greek villa - our room overlooks the edge of the beach, giving us a fantastic view of the sunset. We'll be staying here tonight, and tomorrow we're off to the beach. We set off for the beach early in the morning, driving through endless fields of daisies and poppies along our way. However, just as we roll down our windows to take in the smell, the clouds darken and it starts pouring. It looks like our day at the beach could very well be in jeopardy. Fortunately for us however, it was nothing more than a quick rain shower. The sky eventually begins to clear up and the beach starts to come alive with tourists. We stake out a prime spot on the beachfront and soak up the sun - no better way to spend an afternoon! Myrtos Beach is more than just a beach - it's an experience. Activities such as hang gliding are extremely popular throughout the area, so we throw caution to the wind and decide to give it a shot. We make our way back to the beach just as the day begins to wind down. Once nightfall approaches, we get a little peace and quiet once the beach starts emptying out - being sure to take it all in one last time. A perfect end to our day. I hope you enjoyed your visit to Myrtos Beach! Don't forget to comment, like, and follow True Earth if you haven't already! -korver
  32. 61 points
    In a major milestone for Simtropolis, the STEX has now reached a grand total of 100 million downloads! Over the past 12 years, members of this community have shared and continue to share content of dazzling and diverse quality. Join us in celebrating this remarkable achievement! There may be a few surprises in store over the next few weeks (all will be revealed)... Click to view the discussion thread. Click here to read the interviews with BATters.
  33. 60 points

    Version 3.0

    153,042 Downloads

    As part of the Project ZIP efforts from this prop pack the *.exe installer has been removed. *** This is a complete set of all LBT-MBT** props into one mega file, this set includes and replaces the following single prop packs: LBT Prop Pack LBT Prop Pack 2 LBT Prop Pack 3 Plus: LBT Prop Pack 4 (unique for this release) **The v03 release of this prop pack contains those Mexican Bat Team (MBT) models and props which were restored in the past years. Some of the older LBT lots are still using these old props as dependencies. -Over 1,000 props different style props avalaible to use... This file will be essential for all and future LBT uploads! Props made by: -Berethor07 -Tcxalapa -VictorGonzales -Heblem Please use the cleanitool text file for remove old LBT prop packs. Hope you like! ***Bear in mind, that this updated version is identical with the uploaded version of the LBT Mega Prop Pack vol01 v3 on SC4D LEX (as of 21.06.2022). - Tyberius06
  34. 59 points
    An Overdue Correction Site Reputation Scandal Summary My image (and to a lesser degree, CB's) has been tarnished here on Simtropolis for what we allowed to happen over the past few months. Before I go into the details, do note that no other member's name is mentioned here and they are not to be discussed anywhere on the public parts of Simtropolis even if you know who is who in the following. Beginning back in October last year, a member started a spree of adding numerous Like reactions and positive reviews to a small group of peeps' older posts and files including mine (later in December). Now, this wasn't against any established site rule as it never before needed to be stated. However, what we didn't notice is how each day that has been pushing the legitimate info off of the sidebar (which many peeps use to keep up with what is current). Worse yet, this completely skews the total reputation standings as well as the weekly, monthly, and yearly counts. It is also discouraging to other peeps who have not earned as many points in those time frames. In hindsight, we realize we should have been paying closer attention to what was occurring. Since we didn't, we are now doing our best to rectify our mistake as this sort of manipulation cannot be allowed. I must admit I enjoyed getting all that rep at the time and really didn't consider how it would be perceived by other members. So, part of the resolution was removing the 1,761 rep which they gave me that was not properly earned. Ofc, the rep four other peeps gained from this illegitimate method was also removed too. In the following graph you can see the extent of what happened. Only my name is listed here specifically. We realize we've let y'all down by not taking action sooner. We apologize and hope you'll understand we are not perfect. -Cori (& CB) P. S. Additionally, Rule 5 has been updated as follows with the new part being 5e and the explanation: 5. Prohibited Actions It is strictly and expressly prohibited to post or upload: a) Anything referring to CD keys or no CD cracks. b) Any content malicious to computer hardware or software, such as viruses. c) Any content that violates another person's privacy. d) Anything relating to the pirating, or copying, of any software game title. It is also strictly and expressly prohibited to: e) Abuse of any site feature, including manipulating the site's reputation or review system to unfairly escalate any other member's ranking. More specifically, there was a situation from October, 2020 to January, 2021 in which a particular member misused the system to elevate the reputation of several other members (and one admin) by doing something called deep liking. How this worked was they added a positive reaction to a large number of older posts over a period of time which then improperly skewed the leaderboard information for all time rep as well as for the weekly, monthly, and yearly totals. This was then corrected by removing all of the ill-gained rep and this rule is to enforce the same should it ever occur again. Invoking this rule will still fall under the common sense rule and will be our judgment call for whether or not it has occurred. In other words, it's not unusual in any given day for a member to discover someone's content and add a significant number of positive reactions or reviews on that particular day. This is still perfectly reasonable. Where the above will apply is when there is a sustained pattern such that it is obvious the reactions/reviews are intended to alter the overall standings in a significant way. ^ While this is a new rule addition, it only applies to a sustained effort to improperly alter the reputation counts on a large scale. Adding reactions is still highly encouraged. That can be multiple to one person in one day or even over a few days as you discover their content. What this rule applies to is a longer duration.
  35. 59 points

    Version 1.0.0

    5,447 Downloads

    World Health Organisation, Geneva, by Mattb325. --------------------------------------- If you are the President of the United States, look away now. This building contains medical science-type voodoo and other scary things. The employees in this building will not tell you to a), use disinfectant in your veins to best a wily virus, nor will they b), tweet their findings in lieu of peer review or, c), spend 50 minutes on Fox & Friends ranting uninterrupted... As the word grapples with the COVID-19 fallout, the World Health Organistaion has found itself thrust into the spotlight once again. Established after WWII, the main objective is to ensure that all people of the world can attain the highest possible level of health. The WHO has played a leading role in several public health achievements: most notably the eradication of smallpox, the near-eradication of polio, and the development of an Ebola vaccine. The current nine-story headquarters in Geneva (which are undergoing modernisation) were designed in 1959 by the Swiss architect Jean Tschumi. It is unashamedly modernist and quite graceful in its execution. I have taken liberties with the building. I have reduced the width (in reality it would be approx 13 tiles wide) and I have not batted the other wings and rear courtyard which would all have to be built underground in SC4. Despite that, the building still comes in at an impressive 9 tiles wide, so should make a nice statement in any city. The building is offered as a non-conditional reward and is a modified version of the advanced research centre. It does not generate radiation (which the in game research centre does) and it can easily be placed within a downtown environment or amongst parkland (as shown in the pictures). In addition to providing your sims with many highly desirable civic jobs, it will help alleviate the IHT demand caps that can hinder city development (by increasing IHT demand by 300,000 places). It has also been modded to provide some residential and commercial cap relief by providing both Park and Landmark effects. All these benefits do have a cost (which is only fair). In addition to the §50K outlay, this will set the city back §300 per month. * It is offered as a reward without needing pre-existing conditions. * It is located in the REWARD Menu. * It can be placed more than once in a city. * It DOES NOT over-write the ingame Advanced Research Center (or any re-lotted versions there-of), so can be used in conjunction with the standard Maxis reward. Placing rewards is an essential part of growing a large city and region, given their cap-busting and desirability increasing effects. --------------------------------------- STATS: Lot size : 9x3 Plop Cost: §50,000 Monthly Cost: §300 Budget Item: Government Buildings Occupant Groups: Reward, Crowd White Coat, YIMBY Demand Created: Jobs§: 80, Jobs§§: 588, Jobs§§§: 396. Landmark Effect: +200 over 32 tiles Park Effect: +100 over 32 tiles Mayor Rating: +60 over 220 tiles Pollution: Air 16 over 2 tiles, Water 21 over 3 tiles, Garbage 35 over 0 tiles Power consumed: 120 MwH Water consumed: 802 Gallons/Month Bulldoze Cost: §5,780 --------------------------------------- NOTE ABOUT DARK NITE vs MAXIS NITE: This download contains TWO model files; one for dark nite users (and other night-time darkening mods, such as Gizmos night-mod) and one for the standard Maxis nite. You must keep only one file - depending on which version you use. 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: To ensure proper functionality, make sure the following files are in your plugins: *BSC BAT Props Mattb325 Vol02.dat (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2383) *BSC MEGA Props - CP Vol01.dat (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1180) *BSC Mega Props - CP Vol02.dat (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2790) *BSC Texture Pack - Cycledogg V01.dat (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=101) --------------------------------------- To install, simply unzip the contents of this file into your plugins folder.
  36. 58 points

    Version 1.0

    5,639 Downloads

    This is a fictional classical building designed by me. This just a eyecandy landmark in game. Install: There are two versions available , pick one -Dark nite version or Maxis nite version. Drop all files into your documents/SimCity 4/Plugins Dependencies: LBT Mega Prop Pack vol 01
  37. 58 points

    Version 1.0.0

    4,283 Downloads

    Need to fill some gaps in your cities with something nice and simple, but you can't decide between trail paths, plazas or parks? Now you can have them all as Plaza-Parks, a new addition for your already filled parks menu Plaza-Parks is a collection of 28 1x1 lots that allows you to build parks and fill gaps at any shape, size and design you wish. I got this idea for the first time when I was making my lots many years ago while I was playing with some Maxis overlay textures, and finally is high time to put the idea into practice. The aim of the Plaza-Park project is to create a flexible set of small pieces, in order for you to build a huge variety of modular stand-alone parks of any size and shape you want, or to use them as fillers to fill empty spaces and separate buildings with something nice, without the need of extra custom-made textures and props, allowing all kind of players to use them, no matter what they already have (or have not) in their plugin folder. Plaza-Parks can be used to close gaps, divide structures and zones, and surround buildings like museums and bus stops, but you can also build entire parks with those pieces to give your Sims a nice place to relax. For an even better result, try mixing them with extra stuff, like playgrounds, extra plazas and whatever you have in your plugins folder. Endless compilations and building possibilities guarantee. Or your money back Installation is very simple. Just unzip the .zip file into your plugins folder. Next time you check your Parks and Recreation menu you'll find them at the top of it waiting for you. There are 28 pieces, so take your time to learn them. Don't worry if you use the Uniform Street Lighting Mod, since the street lights I used doesn't affected by it, and I believe that Light Replacement Mod users will have no problem with the lights too. As about the trees, if you don't like them you can use a tree replacement mod or open the Lot Editor to customize them however you wish. Plaza-Parks uses only Maxis-made stuff, so everybody can use them. And so, no need for dependencies, right? Well, technically, Plaza-Parks does has one dependency, which is useful but fully optional. That's SPOT (Simpeg Plop Orientation Tool), a set of props that can help you find the piece you want and orient it according to your needs. Plaza-Parks will not suffer without it. You'll not get empty lots or brown boxes if you don't get SPOT, but it will save you a lot of time if you use it. The choice is your. Have fun
  38. 58 points
    Simtropolis has grown by over 100k members in the last 10 months! Is a lot of this growth due to SimCity (2013), or perhaps due to a SimCity 4 resurgence post-SimCity (2013)? Perhaps both! I wonder if we'll ever reach a million...
  39. 58 points
    For the first time ever, the NAM Team has decided to surprise people . . . by not surprising them. The 31st Network Addon Mod release will be made available to the public on March 1st, 2013. Mark your calendars, as this will be one you don't want to miss.
  40. 57 points

    Version 1.6.1

    12,193 Downloads

    Mod Manager for SimCity 4 plugins. This program handles the process of downloading and installing SimCity 4 plugins, including all their dependencies. It helps you assemble a full Plugins folder very quickly, and also keeps your plugins up-to-date and organized. Usage Prerequisites: Java 17 or later (Windows/macOS/Linux, see Adoptium for details) Mono (macOS/Linux, not needed on Windows) Enough disk space Download: Choose between the desktop application for Windows 10+, the desktop application for Linux, and the cross-platform web-app for other platforms. Verify the checksum of the downloaded ZIP file against the checksums published on Github (optional). Extract the contents of the downloaded ZIP file to any location of your choice. At first launch of the application, it guides you through the initial setup: creating a new Profile and configuring the location of your Plugins folder. Go to Find Packages to search and select packages to install (for example cyclone-boom:save-warning). There are already more than 5000 plugins with compatible metadata to choose from. Once satisfied, go to the Dashboard and hit Update to download and install the plugin files. Files are downloaded directly from Simtropolis or other sites like SC4Evermore, ToutSimCities, SimCityKurier (archived), Hide and Seek! (archived) and GitHub. If you are signed in to Simtropolis, watch out for the “Install with sc4pac” button on the STEX. It appears for plugins that can be installed with sc4pac. Start small and gradually build up your Plugins folder. Don't download everything at once. Install null-45:startup-performance-optimization-dll if you use the Windows digital edition of the game. (This adds support for plugin file paths exceeding the 260 character limit on Windows, which could otherwise be a problem for a small number of packages that use deeply-nested, long file names.) Install memo:lua-sandbox-dll if you use the Windows digital edition of the game. (This provides a more secure environment for your plugins by preventing mods from using unsafe Lua functions.) Be aware that Simtropolis has a download limit of 20 files per day for guests. To avoid this limit, go to Settings and set up your personal authentication token for Simtropolis (step-by-step guide). Alternatively, simply continue the installation process the next day. Plugins folder structure 050-load-first 060-config 075-my-plugins (your existing manually installed plugins) 100-props-textures 110-resources 140-ordinances 150-mods 170-terrain 180-flora 200-residential 300-commercial 360-landmark 400-industrial 500-utilities 600-civics 610-safety 620-education 630-health 640-government 650-religion 660-parks 700-transit 710-automata 770-network-addon-mod 895-my-overrides (your manually installed zzz-folders) 900-overrides Packages are installed into subfolders prefixed by an even number, as the order in which files are loaded by the game is important. This ensures a consistent load order. Files you install manually should be put into subfolders prefixed by an odd number (ideally before 900-overrides). Migrating an existing Plugins folder If you already have a non-empty Plugins folder and want to switch to sc4pac, start by moving the bulk of your manually installed files into a new subfolder 075-my-plugins and your zzz-folders into 895-my-overrides to ensure correct load order. Once you install more and more packages and dependencies with sc4pac, delete the corresponding older, redundant, manually installed files to avoid duplication or version conflicts. If a dependency was installed with sc4pac, there is no need to keep older manually installed copies of it. In the long run, create additional odd-numbered subfolders for better organization of your manually installed files and to fine-tune load order. Managing multiple Plugins folders The sc4pac GUI supports creating multiple Profiles. For example, you could use a unique Profile for each of your Regions. Each Profile corresponds to a Plugins folder. Important: Make sure to select distinct locations for all your Plugins folders to avoid interference between Profiles. You can use the SC4 launch parameter -UserDir:"..." to start the game with a custom location for the game's user directory, which contains the Plugins folder (and Regions folder). Uninstalling Uninstall all packages for each Profile (see Dashboard → Profile → Delete options). Delete the download cache folder (see Dashboard). Remove the profiles configuration folder (see Settings). Finally, delete the folder containing the sc4pac program files. Documentation Visit the Troubleshooting & FAQ section of the sc4pac Website for more information, or the development & support thread. To make your own uploads installable with sc4pac, see the topic about the sc4pac STEX integration. Credits A big thank you for contributions to sc4pac: @smf_16 @nos.17 @Zasco @Flann @Shadow Assassin @Cyclone Boom @CorinaMarie @Null 45 @Ulisse Wolf @timdmackey.
  41. 57 points
    A new viaduct station on the works:
  42. 57 points

    Version 1.1.0

    3,523 Downloads

    Also known as 556 and 558 7th Avenue, this low-rise commercial building was built in 1930 and is rented out by many coming and going tenants; resulting in an ever-changing exterior. Also home to Midtown Comics's one of three locations and a two story McDonald's. There are 4 options each containing SD and HD versions: - Maxis Night Original - Maxis Night No Billboard - Dark Night Original - Dark Night No Billboard Only choose the Maxis Night versions OR the Dark Night, not both (That means you should only be downloading two of these four file options) If you are not sure which two to download, choose the Maxis Night versions. Dependencies: (for Dark Night users only) Simfox Day and Nite Modd Each file contains 3 different lots (Billboard and No Billboard Subway lot versions must be downloaded separately) - Landmark - Growable CS$ - Ploppable CS$ - Ploppable CS$ w/ Subway (New) Keep or delete any of these 3 lot files but do not delete the .sc4model file. All lots are 2x1 w2w corner lots Building Stats: - Plop cost $37,100 - Bulldoze $250 - Budget item cost $50 - Power Consumed 50 - Water Consumed 20 - Flammability 10 - Max fire stage 3 - CS$ Capacity Satisfied 138 - Growth stage 5 - Demand Satisfied 12,560 Special thanks to @Cyclone Boom for solving a file ID issue and using this BAT in the tutorial, which can be found HERE Enjoy!
  43. 57 points

    Version 1.0

    6,156 Downloads

    The chief financial officer just announced third quarter losses were greater than expected, the head of human resources needs to discuss an incident at the company picnic last week, and a server outage has just erased three weeks' worth of data entry. But hey, this is what you signed up for when you took all those typing and business administration courses at community college, right? Presenting yet another set in a series of office buildings to provide some variety to your commercial business district. Included in this upload are the following establishments... Pazder & Smith, LLC Stratford and Davis, Inc. Baran, Buckey and Amirault MacFarlane and Finkelhour, Esq. Raschke, Rivera and Pace Pulling, Jaffe & Egbert Warnke and Todd Design Hollander, Holmberg & Chick The buildings here were made to compliment existing Maxis offices - all are made in a 3x2 footprint, and are lotted as 3x2 and 3x3 in most cases. This pack contains 8 different buildings with over 40 lots, ranging from stage 5 to stage 7 CO$$$ with anywhere between 339 and 441 jobs. All have been lotted similar to their Maxis counterparts in order to blend in; as such, there are no dependencies. All have nightlights, custom queries, and stats similar to previous uploads. Do note, however, that since these are all high wealth commercial offices, they won't grow nearly as frequently as some BATs released in earlier packs. Special thanks to Simtropolis users Fantozzi and rsc204 for testing their growability in cities - their efforts are greatly appreciated. So fire off yet another email to personnel, send your assistant out for another latte, and remind your boss that his wife's birthday is next week, and that you've already booked them dinner at their favorite restaurant...enjoy!
  44. 57 points

    Version 1.0

    6,828 Downloads

    Harrods, by Mattb325. --------------------------------------- Inspired by the iconic department store on Brompton Rd, Knightsbridge, Harrods is presented as a CS§§§ growable and ploppable lot for your cities. Please be aware that the present day Harrods has been extended and remodelled a number of times since the main building on Brompton Rd was completed in 1905, so this is NOT a strict recreation, but what I present is faithful to the original façade as designed by Charles Stephens, albeit with modifications to make it more game-ready. I have only modelled the front portion of the building. It must be noted that the present building has completely over-run the old streets of 'Queens Gardens' and 'New Place' and wrapped its way around what used to be known as Queen Street and Lower North St (since renamed Hans Rd and Basil St respectively), consuming the old Hans Mansion block and other buildings in the process. Because these streets run at odd angles and curves, even with the FAR roads and other NAM advances, I felt that modelling all of this would make the building almost completely unusable for the average player. Additionally the original building, aligned to Brompton Rd, was slightly wedged shaped - the old line is still somewhat visible under all of the present day roof additions from Google earth along the Hans Rd façade. Naturally I have squared this off to get this into game, which means that the rear of the building is completely fictitious. The present roof junk and extension of the Mansard roof along all facades is modelled - with slight variations by me - on the most up-to-date renovations: you can compare the differences by using the Google earth program (up-to-date) vs. Bing ?birds-eye/Google maps (out-of-date) to see the remarkable difference to the roof-top in recent years. Lastly, in order to fit the building on a maximum of 8 tiles (which will give it at least some chance of growing), I have removed one set of windows near the turret. Given the lag on my computer, I have also avoided modelling the hundreds of bulbs on the Hans Cres and Hans Roads sides. With all of that said, if you are strictly puritanical about recreations being 100% accurate, then please do not download this. The lot comes in two flavours: a growable Commercial Services and a ploppable, functional C§§§ lot, which is found in the Landmarks Menu. Both have the same stats. --------------------------------------- STATS CS§§§ & Ploppable CS§§§: Lot size : 8 x 4 Growth Stage: 8 (Medium and High Density Zoning)/Ploppable Bulldoze Cost: §631 Capacity Satisfied: CS§ 11,140, CS§§ 2,787, CS§§§ 1,117 Pollution: 50 (Air)/ 33 (Water)/ 67 (Garbage ) Pollution Radius: 6/7/0 Power Consumed: 209 Mwh Water Consumed: 1,871 Gal/Month Building Style: Chicago/NY/Houston/Euro (N/A for Ploppable) Occupant Group: Commercial Services Building NOTE ABOUT DARK NITE vs MAXIS NITE: This download contains TWO model files; one for dark nite users (and other night-time darkening mods, such as Gizmos night-mod) and one for the standard Maxis nite. You must keep only one file - depending on which version you use. If you are unsure whether you have a night-darkening mod installed, then choose the Maxis night version. Regardless of which file you choose to keep, make sure you DO NOT delete the Lot File! If you use the dark nite version, you will need a dark nite mod. DEPENDENCIES: --------------------------------------- This lot does not require external dependencies. --------------------------------------- To install, simply unzip the contents of this file into your plugins folder.
  45. 57 points
    Cities: Skylines is a modern take on the classic city simulation. The game introduces new game play elements to realize the thrill and hardships of creating and maintaining a real city whilst expanding on some well-established tropes of the city building experience. From the makers of the Cities in Motion franchise, the game boasts a fully realized transport system. It also includes the ability to mod the game to suit your play style as a fine counter balance to the layered and challenging simulation. You’re only limited by your imagination, so take control and reach for the sky! Main features: Multi-tiered and challenging simulation: Constructing your city from the ground up is easy to learn, but hard to master. Playing as the mayor of your city you’ll be faced with balancing essential requirements such as education, water, electricity, police, fire fighting, healthcare and much more along with your citys real economy system. Citizens within your city react fluidly, with gravitas and with an air of authenticity to a multitude of game play scenarios.Extensive local traffic simulation: Colossal Orders extensive experience developing the Cities in Motion series is fully utilized in fully fleshed out and well-crafted transport systems.Districts and Policies: Be more than just an administrator from city hall. Designating parts of your city as a district results in the application of policies which results in you rising to the status of Mayor for your own city.Extensive modding support: Build or improve on existing maps and structures. You can then import them into the game, share them as well as download the creations of other city builders on the Steam workshop.
  46. 56 points

    Version 1.0

    6,293 Downloads

    CoriBoom™ Productions Proudly Presents... Cori's No Kickout. Give yourself much more mayoral control. In our 5th official CoriBoom™ release to the STEX, @CorinaMarie and I are proud to finally present a mini (yet magnificent) mod which allows much finer control of city simulation growth: NKO This mod grants the flexibility to have all 3 wealth levels (low, medium, high) coexist in any given location, without the higher wealths gobbling up the lower ones. This is a vast improvement over the default game setting, where the two lowest wealths can upgrade to a higher wealth. While this behaviour is desirable in certain situations, it forces you (the mayor) to mark lots as historical as a preventative measure. This can be a tedious process which soon becomes a boring chore. (Like washing dishes.) The default automatic upgrades are a common cause of population instability and a major factor causing the dreaded no job zots. In regular gameplay, a higher wealth and stage often takes over before the conditions are suitable. NKO fixes the method which the SC4 simulation uses. By doing so, the control is now at your fingertips to decide when a wealth level should be allowed to upgrade and replace a lower wealth. For example with houses, it means R$ can coexist within an area containing R$$ homes, and even R$$$ mansions too! There's no need to mark each as historical for preventing them from being destroyed and replaced with higher wealth. This finer control means there's significantly less micro management involved to ensure RCI growth sustainability. Then if one wishes, the bulldozing tool is useful for giving the green light for a higher wealth to take its place. At this point, certain zones will reassess and grow what the simulation deems as appropriate (based on the RCI demand and local desirability factors). What does "Kickout" mean? The standard SC4 growth simulation automatically allows lower wealths to be replaced by higher wealth levels. This means they can be taken over and redeveloped by a higher wealth at any time the game decides. When this happens, the process of such is described as "kicking out" the lower wealth level. What NKO does is prevent this from happening by setting a Boolean False toggle. In the exemplar property: Tract Developer Kick Out Lower Wealth Name Value: 0x47E2C540 Does NKO prevent higher wealth ever growing? No, not at all. Any new zone will develop just as before based on economic conditions in your city. And you now have the choice of when any given grown lot should be allowed to redevelop. Tax rates can be adjusted accordingly to encourage the development of certain RCI types. This is related to the methods explained in Cori's Residential Revamping tutorial. Then should one later wish to upgrade an area, it's possible to selectively bulldoze. At that point, it provides higher wealths an opportunity to reconsider and grow in place when they're able. As a result, it gives you (as mayor) the ability to decide if you wish to grow something else instead. Power of the Bulldozer Via the bulldozer tool, it gives us an expansive freedom to develop RCI how we wish to. NKO isn't a restrictive mod, but a revision of the simulation and this puts the city design decisions in our own hands. The bulldozer is our friend for this very reason. It means how if wanting to redevelop areas to higher capacity, then using the tool makes way to allow R$$ or even R$$$ buildings too, because then the demand and desirability decides. This applies to residential, commercial and industrial inclusive. For residential and if wanting R$ to stay, then they will do. This could be useful for maintaining a lower wealth area of housing. However, once bulldozing to bare zoning and it's a free for all again. Completely CAMpatible NKO is fully compatible with the CAM too. By comparing the properties in the exemplar which NKO uses too, we've made sure that the same properties are added along with the setting toggled to prevent lower wealths being kicked out. Just makes sure NKO loads after CAM does, so that way it'll be applied. A Couple of Things Thing #1 NKO works very well combined alongside @Bones1's Less Abandonment mod. This is recommended when CAM is not installed. (Which has its own version of Less Abandonment built in.) What the "Less Abandonment" mod does is make sure the city is ready for RCI development when the demand for growth is much more likely to be sustainable. As such it fits along well in harmony with what NKO does. It sets the threshold higher for when buildings will grow, which means they're more likely to stick around once they do sprout. Thing #2 A caveat you should be aware of: NKO does not prevent buildings from upgrading within their own wealth class. This means if you have some lower capacity building you want to keep for aesthetic reasons, you'll still need to click the historical option for it. It is rarer for this to happen in a stable city, but it does occur and well worth being mindful of. Complete NKO Overview To learn more of the advantages to using NKO, see the following thread we made: It contains picture previews to show the real benefits of what NKO provides. Also this doubles up as the official Support Thread if you've any comments or questions we can answer. Replying to the Comments section here on the file entry is fine too if you'd prefer. Installation This mod uses the standard process of installing SC4 content. Copy the Cori's_No_Kickout_Lower_Wealth_CAMpatible.dat file into your Plugins folder. If using the CAM, make sure NKO loads after it since the exemplar is the same. To make sure, a good idea is to place NKO directly inside the same folder CAM is installed to. One way is to place our file in this folder: Documents\SimCity 4\Plugins\a_CAM\a_Core Or as one of the resident experts @twalsh102 posted in our thread: That way it'll make certain the loading order is correct. We hope you enjoy using NKO in your cities! // CoriBoom™ Productions Release \\ Cori's No Kickout Lower Wealth Mod v1.0 — (02 Jan 2021)
  47. 56 points
    Statement on the Future of Simtropolis Statement on the Future of Simtropolis (This is good news) Thank you again everyone for all the support. From each of you replying in this topic big and small, along with those who've contacted me privately. I dearly appreciate every single message, and it's helped me unmeasurably ever since that shockingly awful day which was 16th July, 2022. We are heartbroken by Cori's absence. It has affected us in various ways, and we share the grief and loss of someone at the very heart of the Simtropolis we know. Me and many of us are still struggling coming to terms with things, and this past week has been a very turbulent time. Cori was (and still is) such a close friend. Our aim was to steer the SC4 community into calm and peaceful waters. To promote a friendly culture for how wherever we each are in the world, we can share a collective city-building interest within an inviting and welcoming environment. Aiming to make it more open for anyone joining, to feel like they have a new home and be included in our online family. Looking back and where ST is right now based on your replies, I believe we have achieved this. As such, these 5 years have been worthwhile and not wasted. Having said this, my initial thoughts over the first few days were questioning how I could possibly continue in my admin role. I was seriously doubting how I could find any motivation whatsoever, and felt so emotionally drained. Cori being my close companion, who we did everything on site together in all aspects, including with SC4 modding projects. I wasn't sure how I could possibly move forwards and remain strong in the same role, when CoriBoom had been instantly shrunk by 50% in size. I did not want to simply still wear a red badge and slip into the forlorn desolately dismal shadows. That would be against everything Cori and I stand for. However, thankfully I'm pleased to say over these past few days with being supported by you all... I've found the strength to say how I'm willing to continue as a Simtropolis Admin. My aim will be to keep going in the same style Cori and I led the site. Also with the realisation how Cori wouldn't want ST to collapse because of her seemingly indefinite absence. Cori will undoubtedly live on with the wide-ranging contributions she made, and it'll be my goal to maintain her legacy. In fact, I believe this can extend to our collective community objective. Any of us can be guided by the way Cori blessed ST with her endearing presence. And while no singular person can ever entirely replace the void Cori leaves, we're not even trying to replace the irreplaceable. Instead we can unite and make the future of ST in a similar bright light as it currently is. Every little helps for this goal. Some of you might decide to check the SC4 forums more often, and see what topics can be replied to. Or maybe even delve into custom content creation for the first time. We can all do something, with each of us like jigsaw pieces to form the overall picture. Quite likely in the time ahead, there'll be a staff reshuffle. This won't be rushed into, but I'll be looking to bring onboard a few new staff members (and possible promotions to be admins alongside me). For all current staff who are still active, I really appreciate how you're around and supporting too. We're not police officers, so it's all about the tone of how we conduct ourselves primarily as guides. I promise how in every step I take on site, I'll be inspired by how Cori would want ST to be run. From chatting with her almost every day for the past 5 years, I've got an excellent understanding of what she'd want me to do going forwards. There are also unfinished SC4 projects which we didn't get around to completing. This includes ModPacc Zero which will be my main focus to finish, as a bug fixing and enhancement package for the game's foundations. In time I hope to explore some other projects such as CARE which is an agricultural themed set, and there's an experimental method to implement more persistent automata. Cori often had grand ideas which were brilliant on paper, and so just need some time to accomplish. This is all what she'd want to be done, and so it gives me motivation to still learn, explore, and discover. Also as a few of you said, all the knowledge in her forum postings will remain visible for each of us to read whenever, along with new members getting into SC4 for the very first time. This is not lost. As long as Simtropolis is around (even if less active than the past), it'll always be here. Additionally I'll forever remain the other half of CoriBoom™ for everything I do on site. Also if there's even a small chance how Cori might still read this somehow, please know at any time in future, you'd be unconditionally welcomed back alongside me (and us all) with open arms. We love you Corina. -CB (Note: Any other replies to this topic are still very much welcomed now until eternity. This helps give additional strength to us all.)
  48. 56 points
    Wiltern Theatre Stiles O. Clements & G.Albert Lansburgh Los Angeles, California 1931
  49. 56 points
    Another request. This one is pretty special to the person who requested it. In 2016, 49 innocent people were massacred by a lunatic in the pulse nightclub in Orlando. A memorial was slated to be built next year (which will probably be delayed given the impending economic depression). The proposed memorial includes a tall, caged open air tower/museum on one city block and a semi-circular contemplation area around the actual nightclub several city blocks away. Because it spans several blocks, that makes it quite niche to broadly represent in SC4, so I have scaled the entire thing back and included it on one lot. Somber by day...... ....'Fabulous' by night.
  50. 56 points

    Version 1.0.0

    4,235 Downloads

    ---------------------------------------------- AndisArt presents: Avenue Roundabouts Megapack ---------------------------------------------------------------- This download adds 25 new avenue roundabouts for the Network Addon Mod (NAM) and represents in parts real world roundabout suggestions of the ST community. In the download section you can choose between DarkNite (requires SimFox Day and Nite Modd) or the standard Maxis night, as well as between righthand-driving (standard) or lefthand-driving. IMPORTANT: you can only use ONE version at a time (DarkNite or Maxis night). ---------------------------------------------------------------- There are two ways how to place these roundabouts: - they are automatically showing up in a random fashion when you place a NAM avenue roundabout (with this method nightlights do NOT work) - a single ploppable lot found in the parks menu with a prop family, meaning everytime you place the lot a roundabout is displayed randomly (nightlights ARE working here) The mod is designed so you can easily pick and choose which roundabouts of the pack you want to use / get displayed (works for both of the above methods): The index screenshots show the numbers/names of the roundabouts, just delete the corresponding files for the ones you don't wish to use from these folders: - The folder "T21" is for the automatically showing ones when placing an avenue roundabout. - The folder "Prop" is for the ploppable lot with prop family. If you want to place a specific lot just temporarily delete all other files from the above mentioned folder and only leave the one you want to place, place the ploppable lot in game and it will show up. You can then safely undelete the otther files again to reintroduce them to the game. It is perfectly save to do so. IMPORTANT: by default this mod disables the standard NAM avenue roundabout filler lots. If you don't want this then delete the following file from the T21 folder: AndisArt_Roundabout-T21_NoNAMDefault.dat --------------------------------------------------------------------------------------------------------------------------- Installation: Extract the whole folder and copy it to your SimCity 4 Plugins folder (usually MyDocuments/SimCity 4/Plugins). --------------------------------------------------------------------------------------------------------------------------- Credits: Special thanks to @rsc204 for helping with the modding and organisation of the project! Thanks to everyone participating in my BAT thread during the suggestion period for roundabout designs.
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