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Let's continue..Introducing Mazze Zappa. It is located in South West Grand Beacon. Another small sized plot with uniform land and consist a river at the side. Mazze Zappa sits below Stokeford which sits in between Stokeford & Myrinialand and facing to the bigger city of Honiahaka Peak splitted by the river. Dakarai Dalia is the mayor for Mazze Zappa. She is the heart of this land. With her qualifications in geology and agronomy, she understands the land deeply and she is fully aware that prioritizing environmental care goes hand in hand with promoting the sustainability of local farms. Flora and fauna are not just words for her; they represent life and beauty. By focusing on sustainable practices, she ensures that the beauty of Mazze Zappa remains intact. Every tree preserved is a step toward sustainability. This balance between development and conservation is key to a thriving community. Dakarai Dalia reminds us all that loving where we live shows us of who we are and the values that brings us together. With every decision she makes, she shows Mazze Zappians how to cherish the natural world while building a better future . It's about making choices that benefit both people and nature. The Industrial together with the Agricultural covers the most of the land in Mazze Zappa. However, the earnings from the Residential is equaled to the Industrial, Agricultural and Commercial combined. Despite the bigger size, the Industrial has been quite relax compared to the Residential, nevertheless, it has the potential to grow. The Agricultural placed between the Residential and the Industrial, which provides the food for Mazze Zappa and for the exports to the nearby/neighbouring cities. It also acts as a buffer area to screen any air pollution before reaching to the Residential. Mazze Zappa has a Forest Reserve that covers around 25% of Mazze Zappa's land; we trust that Dakarai Dalia is a smart one apple to maintain the forest, in spite of, the fact that the city is one micro city that needs to grow and evolve. Youtube's video SimCity 4 : Grand Beacon - Mazze Zappa (Commentary):- Youtube's video SimCity 4 : Grand Beacon - Mazze Zappa (Non-Commentary):-
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Hi again, this is my first city in Grand Beacon, introducing Stokeford. It is located in South West Grand Beacon. A small sized plot with uniform land and consist a small river with sharing small island. Stokeford sits in between Stockmoore & Mazze Zappa and next to the bigger city of Honiahaka Peak. Sir Eaton is the mayor for Stokeford. Sir Eaton has been a pillar in the Stokeford's community, is a figure characterized by his unique blend of military discipline and a profound passion for history. Having served nearly a decade in the armed forces, Sir Eaton developed skills in leadership and strategic planning that have proven invaluable in his role as mayor. His efforts in revitalizing various landmarks have ensured that the town's rich history remained vibrant for future generations. These initiatives not only foster a sense of identity among residents but also enhance civic pride and community cohesion. With his experience; he often employs strategic frameworks typically used in military operations to tackle urban challenges such as infrastructure development and public safety. He was among the key individuals involved in the establishment of Grand Beacon. His warm, approachable manner and dedication to historical preservation truly make him an advocate for Stokeford's legacy. Stokeford has a very straight forward zoning for the Residential, Commercial & Industrial; a well-balanced development city with thriving more on the industrial (inclusive energy & disposal waste services) showing the hallmark of the city in the early era. This approach not only supports economic viability but also aligns with the city's historical evolution from a frontier town to a modern capital. A first learning and basic step of creating a city in SimCity 4 (with the enjoyment of long hours on my good average experience in SimCity 3000). This is where the official journey begins... Youtube's video SimCity 4 : Grand Beacon - Stokeford (Commentary):- Youtube's video SimCity 4 : Grand Beacon - Stokeford (Non-Commentary):-
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SC4PIM-X 2026 & New Properties Update Out Now!
Ulisse Wolf posted a topic in SC4 Modding - Open Discussion
SC4PIM-X 2026 & NEW PROPERTIES UPDATE OUT NOW! After several months of development, the new remastered and improved version of PIM-X is finally available to the public! This new version includes many changes, which can be summarized as follows: Completely redesigned Lot Editor: The asset browser now supports searching, sorting, favorites, adjustable thumbnails and detailed hover information. Assets (props, flora, families, effects, textures, ...) can be searched by name, family member or source filename. The renewed editor also adds: Editable object position and rotation Alignment, centering, rotation and mirroring tools Configurable grid snapping Fit-to-lot and additional close-up zoom levels Layer visibility controls (i.e. temporarily turn on/off certain asset types to focus on others) Separate land and water placement constraints Better keyboard shortcuts and toolbar controls Persistent window layouts and column sizes Undo and redo in the Lot Editor: Lot editing is no longer a one-way process. Object placement, movement and other edits can be undone and redone, making complex lot work much safer and less frustrating. Timed, seasonal and animated prop previews: The Lot Editor preview system now understands more of what actually happens in-game. Date and time controls can be used to inspect timed and seasonal props, including playback and looping. Animated S3D and ATC models can be previewed and represented by animated thumbnails, while family variations can be inspected and selected directly. Day and night rendering in the Lot Editor (both Maxis night and SimFox DarkNite) Transit-enabled lot editing: The original release offered very limited support for transit-enabled lots. This edition adds a dedicated transit workflow with: Transit-object placement and inspection Edge-direction and edge-byte editing SC4Path discovery, parsing, previews and selection (i.e. the ability to assign custom paths to a TE tile) A structured Transit Switch Points editor Data-driven presets for common stations and transport combinations (thanks to @Tyberius06 for his wealth of knowledge on this!) Automatic calculation of relevant transit properties, costs and capacities Safer property / Filling Degree recomputation: Recomputing exemplar properties now opens a comparison showing what will be added, changed or removed. Individual changes can be selected before they are applied, helping preserve intentional manual overrides (i.e. OGs, etc.) and preventing unexpected bulk edits. Dedicated property editors: Several complex properties no longer have to be edited as opaque lists of numbers. Purpose-built editors are provided for areas such as: Occupant Groups and Occupant Type Transit Switch Points Building submenus Response curves Prop timing A new dependency report: The dependency dialog has been redesigned to find and clearly display all missing resources rather than stopping at an incomplete result. It understands additional resource types, and can use the SC4 Prop & Texture Catalog (thanks @nos.17 for providing this!) to provide more useful information about missing props and textures. Major loading and browsing improvements Additional improvements: Configurable SimCity 4 Plugins location High-DPI display support for crisper text and graphics for people with Retina or 4k monitors MacOS compatibility (experimental!) Numerous fixes for lot creation, exemplar values, models, textures, animations, ... With these changes, a unified platform for SC4 modding is being developed, which will make it easier to create new mods even on modern systems where PIM-X previously had execution issues. Furthermore, with multiplatform support, mod creation has expanded to include operating systems that were not previously supported, such as Mac OS What will happen to the old PIM-X? The old PIM-X will still be available to the public to ensure a smooth transition, but after a certain period (about a year), it will be delisted from various exchanges, and the new PIM-X will be the only tool for mod development. New Properties New Properties has been updated, but now comes in two versions, allowing users to choose which type of algorithms they want to use, which provides flexibility. However, we recommend choosing the version that best suits your projects. As a general rule New_Property.xml -> Recommended for a vanilla or hybrid vanilla experience New_Properties.xml-patches -> Recommended for a CAM experience (CAM, CAM-SPAM, and CAM-Vanilla) or a hybrid experience The only major differences between the two versions are In the New_Property.xml file, public services (Education, Healthcare, Safety) have values equal to half those of Maxis, forcing the player to build a greater number of civic buildings, in line with the BSC Team’s vision. The New_Properties.xml-patches version has values four times higher than those of the BSC Team and twice as high as those of Maxis. New_Property.xml is subject to delays in updates compared to the New_Properties.xml-patches version, which is updated quickly Apart from this difference, the rest of the files are identical in both versions, which can be summarized as follows: The utilities have been revised to include new types of power plants, electrical substations, and batteries, as well as to re-enable features removed by Maxis, such as the Freshwater Pump, Desalination Plant, and Incinerator. Transit-Enabled (TE) buildings comply with NAM-MTA specifications All additional properties created by the DLL Mods have been added Update all Occupant Groups (OG) by adding the recovered ones and the new ones Added Farm Files from SPAM and Colossus Farming, in addition to updating the BSC ones The park system has been revised and improved compared to the BSC & Maxis version Added additional buildings from the CAM expansions Additional buildings and properties from the CAM expansions have been added Ability to generate farms up to Stage 10 (Requires CAM or SPAM for Stages 4 and 5—Requires CAM for Stages 5 through 10) In SC4PIM-X 2026, New_Properties.xml is installed by default, but you can install New_Properties.xml-patches by downloading the file and installing it in this location: %APPDATA%\sc4pimx\ The files (SC4PIM-X 2026, New Properties, and New Properties Patches) are available on GitHub, Simtropolis, and SC4Evermore -
Version 1.0.0
60 Downloads
New Properties Patches New_Properties.xml is the file that contains all the prorpeity definitions used in the exemplar and cohort files of SimCity 4. The file contains the algorithms for generating the statistics for the various lots Features New_Properties.xml is an XML file that is used by the modding tools of PIM-X and ILives Reader in reading all propieties of SimCity 4 exemplars. For this reason this file is essential in reading and creating the exemplar files The file contains all the algorithms used to calculate building statistics (Residential, Commercial, Industrial, Civic and Utility) as well as generate TE (Transit Enable) switches and calculate station capacity. The file contains all the Occupant Groups that Maxis and BSC Team have developed allowing for better lot management. Because of the uniqueness of the file, new properties can be generated that the game can read using Mod DLLs and it also allows the identification of the IIDs of the prorpieties that can be used for any LUA codes to be used in the game. Advanced Features Unlike the original New_Properrty.xml file, this version contains the following differences: Public services (education, public safety, healthcare) have been completely overhauled, with a capacity increase four times that of the BSC version and twice that of the Maxis version, since the BSC version has values equal to half those of the Maxis version, forcing the player to build more civic buildings. No delays in the release of patches and new buildings compared to the original New_Property.xml Except for these two differences, the two versions have the same patches, additional buildings, and additional properties created by the DLL Mods Below are all the changes included in this version: Public services (education, public safety, healthcare) have been completely overhauled, with a capacity increase four times that of the BSC version and twice that of the Maxis version, since the BSC version has values equal to half those of the Maxis version, forcing the player to build more civic buildings The educational buildings are compatible with the Education Realism Mod (ERM) and specific CAM, and they also add new buildings such as a kindergarten and a modular university. The utilities have been revised to include new types of power plants, electrical substations, and batteries, as well as to re-enable features removed by Maxis, such as the Freshwater Pump, Desalination Plant, and Incinerator. Transit-Enabled (TE) buildings comply with NAM-MTA specifications All additional properties created by the DLL Mods have been added Update all Occupant Groups (OG) by adding the recovered ones and the new ones Added Farm Files from SPAM and Colossus Farming, in addition to updating the BSC ones The park system has been revised and improved compared to the BSC & Maxis version Added additional buildings from the CAM expansions Additional buildings and properties from the CAM expansions have been added Ability to generate farms up to Stage 10 (Requires CAM or SPAM for Stages 4 and 5—Requires CAM for Stages 5 through 10) This version of New_property.xml is the version that always contains the latest changes available compared to the original version, which will have delayed updates (New Building & Patches). We strongly recommend choosing the right version for your modding project. As a general rule, New_Property.xml -> Recommended for a vanilla or hybrid vanilla experience New_Properties.xml-patches -> Recommended for a CAM experience (CAM, CAM-SPAM, and CAM-Vanilla) or a hybrid experience Installation The file must be installed by following precise instructions according to the program it is to read OLD PIM-X (Note: The old PIM-X is being phased out. We recommend using the new PIM-X.) New_Properties.xml should be installed in the PIM-X installation folder (generally the installation folder is this) NEW PIM-X New_Properties.xml must be installed in the following folder Ilives - Reader (1.5.4) New_Properties.xml should be installed in the Reader installation folder Ilives - Reader (0.9.3) This version of Reader does not use New_Properties.xml but tropod_Properties.xml. tropod_Properties.xml should be installed in the Reader installation folder (generally the installation folder is this)- 2 Comments
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Version 1.0.0
64 Downloads
SimPeg Agricultural Mod (SPAM) - WMP Barns is set of two additional farms for your SPAM agricultural areas, featuring two barns with a distinct european flavor from Working Man Productions. The set includes 2 growing farms and 2 Landmark farms with PIM-X specification Please note that this pack is expected to receive updates in the near future. Do not redistribute without asking first, mostly as doing so would complicate efforts to properly maintain, update, and provide technical support for the pack. Installation This package is a simple .zip file. Just extract the WMP folder to your My Documents\SimCity 4\Plugins directory (or equivalent, if you have a custom Plugins folder location). DLL Dependencies In order for the contents of this package to display correctly by taking advantage of the new DLL Mods requires the complete installation of the following dependencies(the below listed dependencies are covering a full install; for dependencies for individual collections see the list of contents section): Submenu DLL - this file is needed to run the submenus (Submenu support is OPTIONAL) Compatible only with the digital version (1.1.641) of SimCity 4 (Microsfot Windows and Linux only). Dependencies The following files are required in order for the contents of this package to appear correctly (i.e., no "brown boxes" or missing textures) (the below listed dependencies are covering a full install; for dependencies for individual collections see the list of contents section): PEG SPAM Super Resource Pack SimPeg Agricultural Mod (SPAM) - Base Set PEG MTP SUPER PACK WMP Mega Props vol. 01 - Misc General Props Maxis Prop Names and Query Fix Credits The following members contributed models, textures, and modding support to this collection: Pegasus Craig-Abcvs RebaLynnTS Paeng Murimk Working Man Productions This package has been made possible by the Project ZIP efforts of Ulisse Wolf. Special Thanks Webmaster & administration staff at SC4Evermore & Simtropolis (STEX). And possibly others who may not have been mentioned. If your name has been forgotten or you're not on the list, then drop us a line, as it has been difficult to keep track of anyone/everyone that may of helped somewhere along the lines. And to the community itself, we would also like to thank you for your support, making mods such as this possible too. We're still at it after 20 years thanks to you! And last but not least, a thanks for the Maxis individuals too, for the [paid] work that they did. ;-) -
Version 1.0.0
98 Downloads
This JSON file allows you to install the SimPeg Agricultural Mod (SPAM) Modpack. This modpack includes all SPAM content, which has been remastered from scratch without causing any conflicts with CAM and other mods. However, this modpack is intended only for those who want a pure SPAM experience. Please note that this modpack is only compatible with SimCity 4 version 1.1.641 (digital version available on Steam, GOG, and EA App). SimCity 4 versions other than the one indicated cannot install this modpack. Please note that this package will receive updates in the near future. Please do not redistribute it without first asking for permission, as this would complicate the efforts required to maintain, update, and provide adequate technical support for the package. Installation Start SC4Pac and create a new instance. After creating the new instance, go to the My Plugins section and press the Import button to import the modpack using this JSON File Main Variants This modpack contains the following settings on the main variants: SC4 Config: Windows Digital CAM: No Fantozzi/Colossus Farming/Spam: Yes- 1 Review
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Hi, so actually I've been in the forum for quite some times, but I never posted before IIRC. So apologize if this isn't the right place to post this. I recently just got back to playing SC4, reinstalled it using UlisseWolf's guide on modern Windows, and installed NAM. Here is one of my city attached. As you can see, it's not really pretty and the biggest fault here I believe are: - The brown rails texture, which I would love to know if there are any mods to change it - Strange diagonal roads zig-zag tiles. Again, probably there are mods to modify them? - Probably the city layout overall lol Any suggestions are very welcome. Thanks in advance fellow city builders!
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Hey guys. I have a problem. I reinstalled my game like 10 times and every time there is the same problem with demands. Rights after starting a news city demands fall to 0 or even negative. Almost nothing builds. What can i do? I can't play like at all.. My taxes are normal and even after changing, even after setting all od them to 0% nothing changes. I have plugins installed but all of them are just buildings.
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Version 1.0.4
454 Downloads
===== SC4-ModernCamera ===== This mod completely changes the SimCity 4 Classic Camera into a more modern Mouse-Controlled camera. Current Controls: WASD: Moves the camera (optional - can be disabled in-game) Hold SHIFT to move faster M3 + horizontal drag: Rotates the camera. M3 + vertical drag: Adjusts the camera pitch. In-game Option to Invert Vertical controls Mouse wheel: New smooth zoom experience. Camera options are available in-game a NEW Modern Camera settings button in the upper-right corner of the screen. The settings window can switch between Modern and Classic camera mode in real time, reset the camera location, show the changelog, and open Advanced Settings for redraw aggression and diagnostics logging. If you enjoy the plugin, please leave a review! Discuss the plugin on the forums: -
Version 3.1.1
64 Downloads
Colossus Addon Mod - Vanilla Controller is an enhanced version of the game's vanilla simulation. It includes the improvements introduced in CAM but retains the classic Maxis gameplay and excludes the improvements related to farms. The mod was developed by the various members of the CAM Team who over time have brought modifications to improve this mod Please note that this pack may receive updates in the near future. Do not redistribute without asking first, mostly as doing so would complicate efforts to properly maintain, update, and provide technical support for the pack. Extra feature, if you hover over the folders in the installer, you will get some extra information about each contents. WARNING: From version 2.5 onward Colossus Addon Mod works only with the digital version (1.1.641) of SimCity 4 (Microsfot Windows and Linux only). If you run CAM 2.5 or later on systems other than those listed, the mod may malfunction and no support is provided. MIGRATION: Migration to CAM 3.0 and later versions can be done if you meet these requirements Players coming from Vanilla can upgrade to CAM 3.0 using only the CAM Vanilla Controller Players from CAM Controller can switch to CAM 3.0 using the CAM Vanilla but must create a new region Players from CAM - SPAM Controller can switch to CAM 3.0 using the CAM Vanilla but must create a new region Migration to CAM 3.0 and later versions cannot be done if you meet these requirements Players coming from CAM 2.1.1 cannot upgrade to CAM 3.0 If you are installing CAM starting from these given directions it is discouraged not to use the already developed regions as you may experience compatibility problems with edphics, problems with RCI simualtion so it is strongly advised to create a new region to avoid the problems. Installation This package is a simple .zip file. Just extract the a_CAM folder to your My Documents\SimCity 4\Plugins directory (or equivalent, if you have a custom Plugins folder location). It is highly recommended to run the cleanitol with the installer and remove any previous versions from your plugins. Optionally in the ~Documents folder in the main ZIP you can find a collective/master and by using either the newer nos.17's SC4 Cleanitol or the older BSC Cleanitol tool you can search and remove old and outdated versions of these files. DLL Dependencies In order for the contents of this package to display correctly by taking advantage of the new DLL Mods requires the complete installation of the following dependencies(the below listed dependencies are covering a full install; for dependencies for individual collections see the list of contents secion): NONE Dependencies The following files are required in order for the contents of this package to appear correctly (i.e., no "brown boxes" or missing textures) (the below listed dependencies are covering a full install; for dependencies for individual collections see the list of contents secion): SC4 System Integration Module (SIM) The essential dependence for CAM Colossus Addon Mod - Ordinances Enhance and expand ordinances Credits The following SimCity 4 community members contributed models, textures, and modding support to this collection: Ulisse Wolf Tyberius06 Cyclone Boom CorinaMarie InvisiChem Indisguise BarbyW Wouanagaine JMyers2043 Shoreman905 Rayden MAS71 Jplumbley Andreas Callagrafx Tropod RippleJet Tag one Memo33 Dragonsteincole xBlaze89x paeng Pegasus This package was assembled by Ulisse Wolf. Special Thanks Webmaster & administration staff at SC4Evermore and SC4 Devotion. And possibly others who may not have been mentioned. If your name has been forgotten or you're not on the list, then drop us a line, as it has been difficult to keep track of anyone/everyone that may of helped somewhere along the lines. And to the community itself, we would also like to thank you for your support, making mods such as this possible too. We're still at it after 20 years thanks to you! And last but not least, a thanks for the Maxis individuals too, for the [paid] work that they did. ;-) -
Version 1.0.0
72 Downloads
Here is a project I crafted a long time ago but never got around to releasing—until I recently rediscovered the files! This mod replaces the game's default Freight Train and TrackChecker. The train models are extracted from the classic PC game Emergency 4, while the various cargo loads on the freight cars are carefully selected from SimCity 4's own model assets. Features: Mix & Match: The locomotives (train heads) and freight cars are packed as separate, independent files. This allows you to cherry-pick your favorite combinations or mix them with other train MODs. Prop Pack Included: This mod also provides Prop files for these trains and cars, allowing you to use them in the Lot Editor to decorate your own custom lots Graphics Compatibility: The package includes two separate options tailored for different rendering modes. Please choose the appropriate files based on your game's settings: Software Rendering Version (For Video Options set to Software) Hardware Rendering Version (For Video Options set to Hardware) I hope you all enjoy this blast from my past! -
Version 1.0.0
27 Downloads
Placement: Can be built/plopped directly on water surfaces. Power Requirement: None (No power connection required) Description: This generator immediately spawns classic steamboats cruising across the water once placed. Known Issue: Please note that placing too many generators or leaving them unchecked may cause an excessive number of steamboats to spawn simultaneously, all performing identical synchronized movements. Dependencies & Support Files: To ensure these mods function correctly, you must have the following support file installed: Plugin_007_AirForceBase.dat You can download this official Maxis support file from the Maxis Files Archive on Simtropolis: https://community.simtropolis.com/sc4-maxis-files/ (Note: Originally, this SteamBoat feature would only trigger after building the official Air Force Base. However, with this mod, you only need the support file—you do NOT need to actually construct the Air Force Base in your city.) "Special thanks to the advanced AI of the future for helping me translate this 13-year-old document!" -
Version 1.0.0
36 Downloads
Lot Size: 1x1 Park Power Requirement: None (No power connection required) Description: A unique 1x1 park lot that schedules a spectacular flyover event. Once plopped, an air show flight formation will appear in the sky every odd-numbered month on the 15th (e.g., January 15th, March 15th, etc.). Note: Each park lot spawned will generate exactly one flight formation group. Dependencies & Support Files: To ensure these mods function correctly, you must have the following support file installed: Plugin_007_AirForceBase.dat You can download this official Maxis support file from the Maxis Files Archive on Simtropolis: https://community.simtropolis.com/sc4-maxis-files/ (Note: Originally, this air show feature would only trigger after building the official Air Force Base. However, with this mod, you only need the support file—you do NOT need to actually construct the Air Force Base in your city.) "Special thanks to the advanced AI of the future for helping me translate this 13-year-old document!" -
Version 1.0.0
77 Downloads
C&C General Farm Vehicles Description: This mod brings classic agricultural machinery into SimCity 4! The models are sourced from the iconic real-time strategy game, Command & Conquer: Generals. This pack features eight different farm vehicles that will automatically spawn and drive around your Agricultural Industrial (I-R / I$) zones. Features: No Conflicts: These custom vehicles coexist perfectly with the game's default traffic and will not replace or conflict with vanilla industrial vehicles. Prop Pack Included: The mod includes individual Props of these vehicles, allowing you to manually place them to decorate your farms using the Lot Editor or custom lots. "Special thanks to the advanced AI of the future for helping me translate this 13-year-old document!" -
Sharing the petition for EA to release SC4 source code
2MuchRandom posted a topic in SimCity 4 General Discussion
https://www.change.org/p/urge-ea-to-release-SimCity-4-source-code Here I share the petition to request that EA releases the source code to SimCity 4, in an attempt to unlock the capabilities of the community. -
Version 1.0.0
99 Downloads
New Walking Sims - Additional Pedestrian Variety Description: In the vanilla game, most pedestrians share the same standard walking animation, which can feel a bit unrealistic. To add more variety and life to your city streets, this mod introduces custom walking animations derived from the "My Sim" characters you invite to reside in your city. The mod is divided into 13 individual files, numbered according to different walking styles. You can pick and choose which animations to add to your Plugins folder based on your preference. Important Notes: Compatibility: This mod coexists with the vanilla pedestrian walking animations and does NOT replace them. Spawn Rate: Adding too many styles at once will lower the appearance rate of the original vanilla pedestrians, which might look a bit unnatural. It is highly recommended to only select a few styles rather than installing all of them at once. Fun Feature: With this mod installed, you might even see Sims riding bicycles across park lawns! Bug Fix Included: This mod also fixes a vanilla visual bug where the direction of the Sims' bicycles was inverted/incorrect. Special thanks to my friend LRD for helping fix the bicycle orientation bug! "Special thanks to the advanced AI of the future for helping me translate this 13-year-old document!" -
EDIT: This post has been updated Hey everyone! I've been working on this mod called SC4-ModernCamera. It adds a whole new, modern 3D mouse-controlled camera to SimCity 4 Deluxe. Feel free to test it out and play around. Let me know what you think! ✌️ https://github.com/UncleUncleRj/SC4-ModernCamera/
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Version v0.1.0
172 Downloads
SC4 Terrain Extensions is a DLL plugin for SimCity 4 that adds in-game terrain editing and visualization tools. It lets you flatten terrain, create constant-grade paths, build bridge approaches, preview terrain changes, save and restore terrain snapshots (experimental), and display contour and slope overlays while working in a city. The plugin is aimed at players who do detailed terrain prep for roads, rails, bridges, canals, waterfronts, slopes, sunken networks, and city-detailing scenes. It is especially useful for diagonal work: the flatten tool includes a line-mask mode for diagonal cuts and ramps, while the constant-grade tool can create straight sloped paths between two dragged points. The GitHub release v0.1.0 with SHA256 checksums is available at: https://github.com/caspervg/sc4-terrain-extensions/releases/tag/v0.1.0 Main features In-game terrain menu buttons for Flatten, Constant Grade, and Bridge Approach tools Interactive drag-based terrain editing with live previews Diagonal and fractional flattening using line-mask mode Constant-grade paths for smooth ramps, roads, rails, canals, and terrain cuts Rectangle flattening for more precise terrain leveling Flatten modes for reference average, delta, explicit height, selected-area average, minimum, and maximum Bridge Approach tool for grading one or both ends of a bridge span, with adjustable bridge height, maximum grade, approach side, and approach width Terrain snapshot panel opened with the terrainsnap cheat (experimental). Allows to save, preview, restore, delete, and region-restore terrain snapshots Contour overlay with configurable interval, opacity, thickness, and major-line behavior Slope heatmap overlay with configurable slope mode, opacity, minimum grade, and color thresholds Dependency SC4 Terrain Extensions requires SC4RenderServices v0.6.2 or newer, which can be found at the GitHub link or from the STEX: Usage instructions Open a city and use the new terrain menu buttons. The instructions below might seem daunting at first but once you get used to it it becomes a blast to be able to detail terrain so accurately! Flatten Constant Grade Bridge Approach Flatten tool: Drag a rectangle to flatten an area. Press D to toggle between rectangle mode and diagonal/fractional angle mode. Press Tab or Shift+Tab to cycle height modes. In reference mode, press H to pick or repick the source tile. Use Alt+Scroll to adjust explicit height or delta height. Use Shift+Scroll to adjust line-mask thickness. Release the mouse to apply the preview. Press Esc to cancel. Constant Grade tool: Drag from the start tile to the end tile to create a straight sloped path. Drag sideways to widen the affected path. Use Alt+Scroll to adjust the target grade from downhill to uphill. Use Ctrl+Scroll to toggle side smoothing. Release the mouse to apply the grade. Press Esc to cancel. Bridge Approach tool: Drag along the bridge direction to set the bridge span. Drag sideways to set the approach width. Use Alt+Scroll to adjust bridge height. Use Shift+Scroll to adjust maximum grade. Use Ctrl+Scroll to cycle approach side: both, start, end, or none. Release the mouse to place the approaches. Press Esc to cancel. Cheat commands are also available: earthbender bridgebuilder terrainsnap (experimental) contour slope (experimental) Project page: https://github.com/caspervg/sc4-terrain-extensions System Requirements SimCity 4 version 1.1.641.x Windows 10 or later SC4RenderServices v0.6.2 or newer Microsoft Visual C++ 2015-2022 Redistributable x86 DirectX/hardware rendering mode recommended for overlay previews, contours, and slope heatmaps Installation Close SimCity 4. Install SC4RenderServices first. Run the included SC4 Terrain Extensions installer. Select your SimCity 4 installation folder. Select your SimCity 4 Plugins folder. Let the installer verify the SC4RenderServices dependency. Start SimCity 4 and load a city. Open the Terrain menu and use the new terrain tools. The installer places SC4TerrainExtensions.dll and SC4TerrainExtensions.dat in your Plugins folder. It also installs README.txt and the uninstaller under Documents\SimCity 4\SC4TerrainExtensions. -
Version v0.2.0
68 Downloads
SC4 Season Jumper is a DLL plugin for SimCity 4 that fast-forwards the city simulation to the start of a target season, then pauses the city automatically. It is designed for seasonal-flora workflows, consistent region-view screenshots, and other date-sensitive city-building tasks where you want the simulator to advance normally instead of forcing the date with the SC4ExtraCheatsDLL SimDate cheat (which can introduce bugs in the city statistics). The plugin is mainly aimed at players who use seasonal flora, seasonal props, detailed MMP scenes, or region-view presentation workflows. By letting the game run at its fastest speed until the target date, SC4 Season Jumper avoids the historical-stat issues that can happen when the date is changed directly. It also includes an enabled-by-default fix for a vanilla SimCity 4 bug where seasonal props created during their active season can stay invisible until the next time their start date comes around. The GitHub release v0.2.0 is available at: https://github.com/caspervg/sc4-season-jumper/releases/tag/v0.2.0 Project page: https://github.com/caspervg/sc4-season-jumper Main features Ctrl+F9 hotkey for jumping to the next useful seasonal date From January through August, Ctrl+F9 jumps to September 1 From September through December, Ctrl+F9 jumps to June 1 of the next year Automatically pauses the city when the target date is reached Press Ctrl+F9 again while a jump is running to cancel and pause immediately Cheat commands for jumping to specific seasons Fixes the seasonal prop visibility bug: covers painted props (from SC4Plop-and-Paint), plopped or grown lot props, and 3D prop previews Dependency No dependencies. System Requirements SimCity 4 version 1.1.641.x Windows version of SimCity 4 Microsoft Visual C++ 2015-2022 Redistributable x86 Installation Close SimCity 4. Copy the included files into your SimCity 4 Plugins root folder: SC4SeasonJumper.dll SC4SeasonJumper.ini SC4SeasonJumper.dat Start SimCity 4 and load a city. Press Ctrl+F9 to start a seasonal jump. Usage instructions Ctrl+F9: jump to the next fall start if the current date is January through August, or to the next summer start if the current date is September through December. Ctrl+F9 while jumping: cancel the jump and pause immediately. Cheat codes are available through the normal cheat dialog: jumpseason: same behavior as Ctrl+F9 jumpspring: jump to the next March 1 jumpsummer: jump to the next June 1 jumpfall: jump to the next September 1 jumpwinter: jump to the next December 1 Configuration The plugin reads settings from SC4SeasonJumper.ini in your Plugins folder. [SC4SeasonJumper] LogLevel=info LogToFile=true ; Fix the vanilla bug where seasonal props placed mid-season stay invisible ; until the next time their start date comes around (set to false to disable). FixSeasonalPropVisibility=true Most players can leave the defaults unchanged. Set FixSeasonalPropVisibility=false only if you specifically want to disable the seasonal prop visibility patch. 3rd party code gzcom-dll - GNU LGPL v2.1 spdlog - MIT License {fmt} - MIT License mINI / pulzed-mini - MIT License Windows Implementation Library - MIT License -
Version v0.9.1
150 Downloads
SC4 Plop and Paint is a DLL plugin for SimCity 4 that adds an in-game Advanced Plopping & Painting panel. It lets you browse your installed lots, plop lots directly, paint props and flora, create reusable weighted prop families, paint terrain decals, and quickly build detailed scenes without repeatedly hunting through menus or hand-placing every item. The plugin is aimed at players with large Plugins folders, city-detailing workflows, MMP-style flora work, prop-heavy scenes, and lot-testing setups. It includes a cache builder that scans your SC4 installation and Plugins folders, reads exemplar/cohort data, and generates searchable lot, prop, flora, decal, thumbnail, and family data for the in-game DLL. NOTE: This is a newer version compared to the last version that was available on the STEX before the Simtropolis reset! It now comes with prop/lot/flora picking functionality, better support for seasonal props AND texture painting! The GitHub release v0.9.1 with attestation and SHA256 checksums is available at https://github.com/caspervg/sc4-plop-and-paint/releases/tag/v0.9.1 Main features In-game Advanced Plopping & Painting window, opened with O by default Buildings & Lots browser for finding and plopping lots, including growables Props browser with thumbnails, favorites, scene picking, and paint mode Prop Families tab for built-in families and custom weighted random prop palettes Flora browser and Flora Collections for painting single flora, families, and multi-stage chains Decals tab for painting texture decals on terrain and lot surfaces Direct paint, line paint, and polygon fill modes Grid overlay, snapping, rotation, spacing, density, density variation, and preview controls Pending placement workflow with undo before committing Prop strip mode for removing placed city, lot, and street props Favorites and recent paint history for faster repeat workflows Seasonal thumbnails where supported by the source content Dependency SC4 Plop and Paint requires SC4RenderServices v0.6.2 or newer. You can download it from the GitHub releases at this link or from the STEX page below: Usage instructions Full player guide, including screenshots, tab-by-tab controls, paint hotkeys, strip mode, decal options, and example workflows: https://github.com/caspervg/sc4-advanced-plop/blob/main/docs/USAGE.md Project page: https://github.com/caspervg/sc4-advanced-plop Demo video: System Requirements SimCity 4 version 1.1.641.x 64-bit Windows for the bundled cache builder SC4RenderServices v0.6.2 or newer Microsoft Visual C++ 2015-2022 Redistributable x86 Microsoft Visual C++ 2015-2022 Redistributable x64 DirectX/hardware rendering mode recommended for overlay previews and decal rendering Installation Close SimCity 4. Install SC4RenderServices first. Run the included SC4 Plop and Paint installer. Select your SimCity 4 installation folder. Select your SimCity 4 Plugins folder. Choose the thumbnail/cache settings. Let the installer build the cache, or run Rebuild-Cache.cmd later. Start SimCity 4, load a city, and press O to open the panel. The installer places SC4PlopAndPaint.dll, SC4PlopAndPaint.dat, and SC4PlopAndPaint.ini in your Plugins folder. It also installs _SC4PlopAndPaintCacheBuilder.exe and Rebuild-Cache.cmd under Documents\SimCity 4\SC4PlopAndPaint\. Rebuild the cache whenever you add, remove, or change plugins. Or when upgrade or install SC4PlopAndPaint. Configuration The plugin reads settings from SC4PlopAndPaint.ini in your Plugins folder. [SC4PlopAndPaint] ; Logging verbosity: trace, debug, info, warn, error, critical, off LogLevel=info ; Write SC4PlopAndPaint.log in the directory above your Plugins folder. Disable if you don't want log files. LogToFile=true ; Disable this if you want prop painting without the draw-service overlay preview. EnableDrawOverlay=true ; Direct-mode preview default: outline, full, combined DefaultPropPreviewMode=combined ; Default paint popup values DefaultShowGridOverlay=true DefaultSnapPointsToGrid=false DefaultSnapPlacementsToGrid=false DefaultGridStepMeters=16.0 ; Thumbnail display size in the UI (22-176, default 44) ThumbnailDisplaySize=44 ; Thumbnail slot colors shown behind transparent thumbnails in the UI. ; Accepts RRGGBB or RRGGBBAA. ; Set either option to an empty value to make it transparent. ; Defaults: background=425066, border=5B6B84 ;ThumbnailBackgroundColor=425066 ;ThumbnailBorderColor=5B6B84 ;ThumbnailBackgroundColor= ;ThumbnailBorderColor= ; Recent paint quick-swap overlay and history EnableRecentPaints=true ; Maximum number of recent paint entries to keep (1-16, default 8). ; Only the first 8 previous entries get number-key shortcuts; later ones stay click-only. RecentPaintMaxItems=8 ; What to do with uncommitted placements when switching paint targets: ; discard = remove uncommitted placed items before switching ; commit = keep placed items and finalize them before switching ; keep = leave uncommitted placed items in place when switching PaintSwitchPolicy=keep Most players can leave the defaults unchanged. ThumbnailDisplaySize may be useful on high-resolution displays. 3rd party code SC4RenderServices - GNU LGPL v2.1 gzcom-dll - GNU LGPL v2.1 Dear ImGui - MIT License reflect-cpp - MIT License spdlog - MIT License {fmt} - MIT License args - MIT License pugixml - MIT License yyjson - MIT License stb - MIT / Public Domain Windows Implementation Library - MIT License libsquish - MIT License mio - MIT License jsoncons - Boost Software License 1.0 utfcpp - Boost Software License 1.0 ctre - Apache License 2.0 with LLVM Exceptions raylib - zlib/libpng GLFW - zlib/libpng Fira Mono - SIL Open Font License 1.1 -
Version v0.6.3
178 Downloads
SC4 Render Services is a DLL plugin framework for SimCity 4 that adds shared rendering services for other DLL mods. It provides Dear ImGui UI support, DirectX 7 draw callbacks, S3D camera/world projection helpers, and terrain decal rendering APIs. Most players only need this if another DLL mod lists SC4RenderServices as a dependency. Modders can use it to add in-game tools, overlays, custom UI panels, terrain decals, and render-pass hooks without each mod needing to implement its own DirectX/ImGui integration. NOTE: This is a newer version compared to the last version that was available on the STEX before the Simtropolis reset! The GitHub release v0.6.3 with attestation and SHA256 checksums is available at https://github.com/caspervg/sc4-render-services/releases/tag/v0.6.3 System Requirements SimCity 4 version 1.1.641 (Digital Deluxe) Windows 10 or later DirectX/hardware rendering mode The plugin may work on older Windows versions with the Microsoft Visual C++ 2022 x86 Redistributable installed, but that has not been tested and is unsupported. Installation Close SimCity 4. Run the included installer. Select your SimCity 4 installation folder, the folder containing Apps. Select your SimCity 4 Plugins folder. Start SimCity 4. The installer places imgui.dll in the SimCity 4 Apps folder and SC4RenderServices.dll in your Plugins folder. If SC4RenderServices.ini does not already exist, a default copy is installed. Configuration The plugin reads optional settings from SC4RenderServices.ini in the same folder as SC4RenderServices.dll. Example: [SC4RenderServices] LogLevel=info Theme=dark UIScale=1.0 ShowDemoPanel=false EnableImGuiService=true EnableS3DCameraService=true EnableDrawService=true EnableTerrainDecalService=true EnableCustomTerrainDecalRenderer=true Most users can leave the default configuration unchanged. UIScale can be interesting for people running on high resolution monitors. 3rd party code gzcom-dll - GNU LGPL v2.1 Dear ImGui - MIT License mINI - MIT License spdlog - MIT License {fmt} - MIT License D3D7Imgui - see upstream repository for license details- 2 Comments
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Colossus Addon Mod 4.0 Out Now! CAM Team is pleased to announce the release of Colossus Addon Mod 4.0 where bugfixes and new features are introduced. Below is the complete list of changes in CAM 4.0: CAM DOWNLOAD You can download CAM through SC4Pac (it takes a few days to officially support start) or manually through these links: NEON & CONTROLNET In addition, with the release of CAM 4.0, we finally have the launch of the Next-Gen Energy Operating System (NEON). The mod, which began as a spin-off of AMPS (Allied Municipal Power of Simtropolis), is finally available in its initial version. There is still work to be done and bugs to fix, but for now you can follow the development and submit reports on this page Along with NEON, the ControlNet mod will be released, allowing you to simulate the ControlNet gameplay mechanics from SimCity 2013 in SC4. For now, it’s only visible via the UI and includes a non-functional variable, but support will be added around CAM 4.5. PIM-X SUPPORT & NEW PROPERTIES Usually, the release of CAM also involves updates to New Properties and PIM-X, but this time there will be no updates because PIM-X is undergoing a major overhaul, and work is also underway on New Properties; an announcement will be made in due course. In the meantime, users can download the experimental, non-final version on GitHub. (This is also why the manuals haven't been updated,they need to be rewritten for the new PIM-X) https://github.com/NAMTeam/New_Properties.xml/blob/staging/new_properties.xml In addition, a preview of the new PIM-X, which now includes tools for creating Transit Enable (TE) WARNING TO MAC USERS Unfortunately Colossus Addon Mod 3.0 and later versions will only work for the digital version (1.1.641) of SimCity 4 (Microsoft Windows and Linux only). This means that macOS users and all users using a different version of SimCity 4 will not be able to use CAM 3.0 or higher. If CAM is installed on unsupported systems you may experience mod and game malfunctions and will not be able to receive support. So it is recommended to use SimCity 4 version 1.1.641 which is available on GOG, Steam and EA App and for Mac users it is recommended to use WINE or Virtual Machine to run the Microsoft Windows digital version of SimCity 4. CAM 5.0 CAM 5.0 will not be developed, as the CAM 4.0 platform will undergo further major updates; therefore, CAM 5.0 will most likely be released next year ( But most likely, CAM 5.0 will be Windows 12, meaning it won't be released anytime soon.), though the exact date is not yet certain. However, there will be development logs for the upcoming updates, which will first be available on the Experimental channel and then to the general public. So stay tuned for the next development diary.
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Nex-gen Energy Operating System (NEON) - Development and Support
Ulisse Wolf posted a topic in SC4 Modding - Open Discussion
Welcome to the Nex-gen Energy Operating System (NEON) - Development and Support Please post your questions concerning issues with or the usage of the newest version of the Colossus Addon Mod (CAM) and its features here. The newest version of the Nex-gen Energy Operating System (NEON) (NEON 0.1.0), is now available on the STEX and the SC4E. For additional information or to ask questions about new features, check out the CAM 3.0 topic here. It should be noted that the only supported installation procedure is SC4Pac, which allows you to automatically install components and perform updates and maintenance automatically. It should be noted that any previous NEON installation should be completely removed from the game's Plugins folders before installing any new NEON version. This does not occur during the installation process but needs to be done manually. ROADMAP 0.1.0 -> Initial release. Support is limited to Maxis buildings and certain buildings compatible with NEON specifications. Statistical balancing 0.2.0 -> Update on coal, oil, and natural gas power plants. New power plants meeting the NEON specifications will be added 0.3.0 -> Upgrading transformers, batteries, and offices to meet NEON specifications. 0.4.0 -> Solar, Wind, and Geothermal Update. New power plants meeting the NEON specifications will be added 0.5.0 -> Update on Tidal Power and Hydroelectric Power 0.6.0 -> Update for the simulation of energy transmission on the railway ( An attempt will be made) 0.7.0 -> Nuclear Fission Update 0.8.0 -> Nuclear Fusion and ControlNet Update 0.9.0 -> Microwave Update and Finalization of Documentation 1.0.0 -> Final version Post 1.0.0 -> Maintenance and inclusion of other NEON-compatible mods released after the final version was published KNOWN ISSUES The “Funding-Based Capacity” entry is broken The Goofy stats are broken DOWNLOAD- 4 Replies
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Got a cool city to show off? Perhaps a BAT in the making? Well, this is that place. It doesn't have to be your biggest city, but your best city. It could be a suburb. Or a farm. Or a new skyscraper you've made. I'd love to see your best creations from any city-building game. I, personally, am working on my best creation as we speak! More details coming soon to a Simtropolis near you!

