-
Announcement
-
Simtropolis Returns! 05/26/2026
See here for details about our site recovery efforts.
-
Search the Community
Showing results for tags 'content'.
Found 42 results
-
Hello! I've been recently adding custom content to my game, and two train stations have a strange effect I can't understand. The first is Marrast 1x6 Rail Station (capacity 4000) and the other is the small of the SemiTransparent Train Stations set by cogeo (10,000 capacity). When I build the small capacity (4000) usage is high (10,000+) When I build the large capacity (10,000) usage is low (1000-2000) This effect even happens when eliminating all variables by starting from an identical save point, and building each station in the EXACT same spot. I can't figure out why this happens :S And I'd love to know because there's no space for other train stations that don't go right on top of the rails : )
-
Share your thoughts about mattb325, and post shots of his work.
- 10 Replies
-
- 15
-
-
Share your thoughts about Simmer2, and post shots of his work.
-
I"m wondering if i have found conflicting files, as im auditing my plugins folder (returning to SC4). I have 2 GraphModd's found in my Plugins folder. I think the first one is from the STEX I think the second one comes from the SC3K Incinerator download QUESTION: Does anyone know if the V21 is actually the SAME as the V2 just with extra improvements? OR Are these separate files for separate purposes and should both be retained together, without regard for order of loading? Besides that, I recall while loading my NAM 47 yesterday, that there was some kind of Graphmodd or DataViewMod in there. Does anyone know if the NAM conflicts with these 2 files so i can figure out how to keep all the functionality, but remove any unnecessary duplication? -- A similar question is: THL_DataViewMod_MoreDetail.dat - I found in my plugins, but cannot find it anywhere on the STEX. Does anyone know where this came from, what it does, and if it conflicts with the GraphModd files above, or the NAM 47? Today I found this on the STEX - does it have any additional functionality not already included in the ones (above) that I have already? And lastly, I have a strong suspicion that this Improved Traffic Volume View may be superseded entirely by the NAM 47. Can anyone confirm that for sure? Thanks!
-
Hello ST Friends, While on my way back to full SC4 gameplay, I have started by ensuring my game has all the original necessary and completeness files. I compared items here: https://community.simtropolis.com/sc4-maxis-files/ with my Plugins folder, and found its almost an exact match, except im missing a bunch of dats, and then i have this extra dat called z_AllInOne.dat. I looked for it on the STEX but couldn't find it (there were some plop building dats that might relate). Does anyone know what this might be? Its 26KBs and has a create date of 3/5/2004. Also... about those missing files... I can't find these anywhere on my system. Is it possible these are known by another name, or perhaps rolled into another pretty common file? Plugin_002_TheLivingMall.dat CastleSet.dat Longfellow Castle_4d50ba18.SC4Lot Plugin_007_AirForceBase.dat Thanks.
-
Hi All (admins preferably ), I am currently in the process of browsing through all possible content types ranging from automata through BATs ending on civic structures - lot to do and test. My question though would be - how can I create a news feed / stream which will notify me about new content posted in each STEX category? The thing is I finished checking the agricultural section and will shortly be done with automata. How can I ensure that the page will notify me about new files in these (and possibly other) sections if anything new drops? So I don't have to return there three years later and loose my mind seeing how many new things are there? Thank you and have a nice evening / morning.
-
Should I store all SC4 content I download?
Pakistani890 posted a topic in SimCity 4 General Discussion
Should i store all assets i download raw in my pc I did this on my old pc but i cared less about its hard drive space as i didn't elocate anything else in i (meaning in raw zip files) this includes map, BAT , props etc OR should i just delete assets i download (the storage folder can get pretty big ranging from 6 to 10 GB or more) (*includes documentation). This includes stuff i have downloaded recently about 30 files and a map: -
Hi there, Is there a way I can use someones city creation? We have a Smart City Innovation Center where we want to show case to real life mayors, how to monitor and grow a city of tomorrow on SimCity. In order to do so, we need a "pre-made" amazing smart city to begin with. Does anyone may offer his creation? Is there a sharing platform of this kind? Is it technology wise possible? Thanks, Tamar
- 5 Replies
-
- simcity 4
- simcity 2013
-
(and 4 more)
Tagged with:
-
'Hello all! had to purchase a new computer. I have the PCCA Wine Shop and Restaurant file. For some reason, the buildings aren't showing up. I saw a comment that this had happened to another user. Any thoughts?
-
Hi there, I'm fairly new to the game, started a couple of months ago and fell right into it. I'm actually filling my plugins folder and I'm looking for all the mods that actually enhance the gameplay, that adds some depths to the different parts of the gameplay. Most of the content of the exchange sites are about cosmetics, building variation, realism purpose, etc so it's pretty hard to a newbie like me to figure what are the content that actually affect the gameplay. So far : NAM CAM AC Functionnal Airports BSC Functionnal Seaports SPAM AMPS Industrial Revolution Mod (>CAMpatible version<) It can be indirect, like making the game more satisfying/enjoyable : God Terraforming in Mayor Mode Extra Cheats Plugin A slope mod Cori's NKO Cori's Parks Aura And of course all the fixes : SC4Fix.dll, OperaHouse, Crimedoestpay, I-HT fix, Jobs multiplier. Can you guys help me to complete this list ?
-
Share your thoughts about WolfZe, and post shots of his work. Ruhrkohle Mine 10x10 Buettelkow Manor Haus 3x4 District Prison 13x13
- 135 Replies
-
- 15
-
-
I installed Paeng's Unified Park Systems 2.05 including all the dependencies listed on the page. In-game most of it seems to work, but there are a few items at the top of the Parks menu that seem to be missing textures. They are all named "Open Grass Area" which is also confusing because they seem to be more than just grass. Here is a screenshot with all the items that are "broken". I have very few mods besides this in my Plugins folder. Just NAM, the Less Abandonment mod and a handful of buildings, mostly from Mattb325. Any idea what is going on?
-
Help with GOG Galaxy and installing plugins
xxtreeoflife2004 posted a topic in SC4 Bugs & Technical Issues
Hello everyone. Due to the lock down in our city, I have returned to playing SimCity 4. Unfortunately, I have not been able to find the game CD, so I downloaded the game from GOG Galaxy. I have not figured out how the content I download link to the game. I haven't seen anything I've attempted to download in the game. Any suggestions on how I can overcome this issue? -
I've got the LEX DVD and CD and I'm pretty certain it's got a folder in the extras that has word documents on the supply chain plugins .... will have a look tonight and see what's in them
- 38 Replies
-
- 5
-
-
- content
- collection
- (and 5 more)
-
I have never been able to get downloaded plugins that are .rar files to work in SC4. They usually never show up under any of the categories within the game. Is there some trick I'm not aware of to get these to work?
-
Is anyone who is a current member of SimCity.cn able to provide an invitation code? they won't let one register without. thanks!
-
Kschmidt SC4 Blog ! Some time I am building cities and making City Journals. Mayon Province .2.0 now running for about 3 years and Anno Europe aswell progressing. This blog is about all things wich come by creating all this stuff ! Sc4 when released in 2003 I hardly touched because of the difficulty playing a game I would like. About ten years later I picked up the game again as I discovered this great community and all of the great contents created during this period. Some years I played it mostly private. Last five years I went ahead started making some short CJ, with fall and rise I discovered the beauty of this for most combination of gameplay and reporting this in CJ ! Last 2 years, my efforts, before and behind the screen went doubled, now I have the City Journal Club and the C.J. are getting better. Restoring what ever files posible, widening my world for future project. Most have been on the Anno Europe project wich doesn´t only ends with the virtual Anno Europe region but aswell like the ANNO France short series has the potential to be more customized as several countries a SC4 customized instalation has been build up. Worldwide I have kind like instalations of Asia (Japan,Hongkong), South America-Africa and some themed one´s like a desert, winter or alien world. Right now I am working on a expansion of my North American projects wich will focus on the North Eastern American Cities and a more relaxed project covering the american countryside and Pacific West coast ! News about these development I will add as things progress, this will not be on a daily basis, probably once a month ! Nothing more for now to add I hope you will have look here to enjoy some of my work ! Sincerely yours, kschmidt
-
Hi, folks! It has been several years since I have played SC4 and all my old files are lost in time. I wondered if anyone could tell me the best (or updated) apps that are considered awesome. Like, what is the most recent NAM called? Can I still find those old seawalls for building ports, special buildings and stuff? Does the cheat DLL still exist? Thx, Barbagris
-
Hello, I have beel playing CS for a while now, but took a break from playing for some time. When I started up the game again, mods do not show up in my content manager. I tried to reinstall the game, I've unsubsribed all mods, tried to change place of the isntallation folder from CS but nothing works. Anybody got any ideas what can solve this problem?
-
Returning Player...What Should I Get?
BlitzPackage posted a topic in Cities: Skylines General Discussion
Greetings Good People, It has been almost a year since I played Cities Skylines. I am now coming back to play it. In that time I have noticed that there are a plethora new DLC, mods, etc. So, my question is, which DLC should I get? Are there any must have mods? I was only used to the vanilla game. I stopped playing because it got boring. Is there any dlc or mod that I can download that makes the game more interesting? Thanks for any insight. -
Hi guys! So, I'll make it quick. Whenever I download mods and put them in the Appdata/local/... folder where they belong it goes well and my mods load perfectly fine. But when I put in an asset in the destination folder. Somehow my content manager pops up empty and no mods are visible. (Only the Assets). I have some pictures here (3 pics) Image 1 (when I have an Asset in the folder) (with mods) Image 2 (when I have an Asset in the folder) (with mods) Image 3 (No Assets result in the mods being visible) Idk what to do. I re-installed. Updated. etc.. (I don't play with Steam) -> can't seem to find the log. It doesn't matter how many mods there are, they just turn invisible.
-
content Community Build-up Discussion: Trixies 2015-2016
Cyclone Boom posted a topic in Trixie Awards - Community Discussion
Community Build-up Discussion - 465 days and counting... It's been a long time since the previous Trixies So this is the perfect time to share and discuss notable contributions... Make no mistake, so much has happened between the ceremony of the previous Trixies. On the STEX, in CJs and throughout the forums, there have been many memorable moments. Although unless anyone regularly visits all areas of the site, keeping detailed running notes over the last 2 years, we realise it would be very tricky to remember more than a handful of items or events. With so many outstanding widespread contributions, it's so easy to lose track. Maybe even forget items which we thought were truly remarkable at the time. That's why we're starting this Community Discussion, so we can together help each other recall the various noteworthy and significant contributions. Just to clarify, the goal here is not to develop a ballot paper or set list of candidates, but instead, spread greater awareness before people go to the polls. The Trixies are never intended to be a popularity contest or a campaign of who made the 'better' content. That's not in line with the sense of community spirit in which they're run. Nominations will always be conducted anonymously and made at the discretion of each individual. In no way should the items/authors discussed here be the sole options to nominate. The thing is, by us all pitching in with notable memories from 2015-2016, it then aims to help with making your own measured judgements. Encouraging you to investigate the items discussed, and perhaps discover things you may have not otherwise known about, or have possibly overlooked. Also for newcomers who may not have been around since the start of 2015, this aims to inform and give everyone a greater understanding. Remember, all community members are eligible to receive a Trixie, so the power is still in your hands to make the pivotal choice. In short, this discussion simply intends to put ideas out there for everyone to decide on their own, with a broader perspective. Discussion Guidelines To help ensure this is conducted fairly and follows the above principles, here are a set of guidelines to follow when posting: 1. All Examples mentioned... E.g. STEX files, CJs or other site contribution: a) Must be submitted or occurred in the eligible period (2015 or 2016). b) Was created by or relates to someone in the Simtropolis community. c) Does not concern yourself. d) Are linked in your post, so others can check it out for themselves. (Feel free to use the auto-embed previews which resolve for links.) 2. Provide a few details about the Example, aiming to use a non-persuasive informational tone: For instance, where applicable: What is it? Who created it? What does it do or show? How was this a highlight for you? In what ways did you find it useful or interesting? 3. For each Category, please provide at least 2 applicable Examples, from 2 different Authors. E.g. Custom Content Author A Created this rustic commercial BAT that functions as a growable CS$ and a ploppable Landmark. Author B Created a set of filler Lots, which can be used to construct a custom park. 4. (Optional) Along with each Example, ONE image may be included, to help with the objective of informing. E.g. Custom Content This may show a way you've used the item in the applicable game. City Journals This could be an image embedded or linked from the author's CJ. (Please don't re-upload!) Community Might not be applicable, but if you can depict a notable other community contribution using a picture, go for it! Special Mention Thanks to @T Wrecks for thinking of the concept for a Trixies discussion thread in the first place! So without further ado... Post away with what you found memorable... -
I'm curious. I want to get back into Simcity 4 as I haven't touched it really in 3 or 4 years now and since then I've deleted all of my CC to save space. I backed up quite a few of them in Drive before I deleted them (smart, but there's no organization except for the Japanese and Finnish/Scandinavian themed mods, and even some of these aren't in the respectable location.), but I know there'll be problems with a few things in there, and I don't actually want quite a few things in there. What I'm really looking for are packs of some of the biggest authors works in one, and then I can look for the newer and smaller stuff. I remember the pain of first finding a lot of these CC and having to take like 20 to 30 seconds to download one thing because every one had a separate installer with a forced read-me when I knew how to install things manually. I also know that there's a crap ton of outdated stuff (I do know that NAM has had a major update since I've been gone though, so that I'm aware of at least). Some mods I probably have used in the past may of disappeared from the web too. Several sites for Japanese mods that I went to were really old when I visited them years ago, and many weren't even around then. They were some of my favorites, and while I have some of the buildings saved, they are so disorganized and I may not have some of the dependencies. Does someone have or know of some archive that may of saved some of these lost files? TLTR: Does anyone have a folder(s) full of essentials and must have buildings like PEG's works and stuff? Maybe some archives?
- 1 Reply
-
- custom content
- packs
-
(and 2 more)
Tagged with:
-
:edit: Firstly, thank you to @Cyclone Boom for splitting this topic into it's own thread. This conversation came about on this thread originally, but we're way off topic now. I just wanted to add a quick preface here, since otherwise this whole thing is somewhat lacking in context. In short, I would like to propose and encourage discussion about the oft-difficult subject of maintaining works uploaded to the exchanges. I think there are real benefits to be had for the community if we can make such a process happen, along with keeping it as simple as possible for end users. Ideally, I feel the community should have the right to maintain the files on the exchanges for the betterment of all. To be absolutely clear, I'm not suggesting we change things we don't personally like for existing uploads. Here of some of the cases where I feel a little community tweaking should be allowed: Fixing broken or non-functioning mods. Adding/replacing missing or faulty Icons. Grouping files together in menus properly. Removing erroneous files that can cause problems. Updating transit stations, for example add LHD or RHD paths when they are missing. Or simply linking to the correct ones if the wrong ones are used. Additionally updating TSEC / Capacity values in line with latest standards. (I'm all too aware this is somewhat covered by SLURP currently, not looking to tread on anyone's toes here). Possibly updating Readmes/Documentation when it's not clear. Repackaging of Installers/.zip files to either a more efficient format or where one or the other is not ideal. For example, you've a file with one dat inside it, why on earth should that be in an installer? At the very least, it would be nice for the user downloading to have the option of a .zip file. p.s. IMHO, ClickTeam installers need to be eradicated from the face of the earth, they are terrible in every way. Anything else which can reasonably considered broken or undesirable where the change is not simply a "preference". Anyhow these are some of my ideas for situations where I feel as a community we can greatly improve the quality of the content offered to everyone. I'd love to know what you think. Hopefully this can also spark a debate, which may lead to some traction on this issue and change, in terms of how moving forwards the community manages it's #1 asset, content. Original discussion starts here: In the history of modding, two fundamentally flawed styles for growable buildings have been all too frequently used IMO. In the beginning, it was the copying of a lot's properties to create new lots. As much as anything, this is down to Maxis because the LE doesn't make it clear how to make a new buildings exemplar, so many people simply didn't know how else to do it. What should be done is to open PIM and create a new Buildings Exemplar before you make your lot, rather than copying the original. This issue leads to many problems. It's also possible to alleviate if you take the time to manually adjust the properties with another tool afterwards. The second one is the use of blank props on the lot, which are just there to satisfy the need for a buildings exemplar. In essence, it's the building that contains all the properties of the lot. It's totally fine to use them on ploppables, but should be avoided where possible for growables. Of course sometimes to make something work in a particular way, it's necessary to use them. I also get annoyed that so many people have made competing blank models for the purpose. Even in my very well organised plugins folder, I must have 50 or more separate blank props. I think the general dependency fear is behind this, "Oh I can't include this as a dependency, when I can just make another and have less deps". Honestly, if deps bother you, so does nice looking content. I'm always acutely aware of how many I'm using, but within reason, it's a necessary evil to make the best work you are capable of doing. In reality however, one such blank model is sufficient for every possible usage you could ever need. Not picking on anyone, but there is a pack of WMP blank props that illustrates this lack of understanding of how the game works at a fundamental level. You can have one model, but re-use it a thousand times with different exemplars. There is no such thing as a CS blank and a R$ blank, a model is just a model. How you utilise it is always down to the exemplar that links to it. So why on earth does one pack need countless duplicates of the same thing? Actually, you don't need a model at all, just null the RTK property, i.e. link to RTK 0x00000000, 0x00000000, 0x00000000, which causes no ill effects. Otherwise, re-use one of the existing blank props from the base game, Maxis included a couple, the most obvious ones on the park lots. I've often come across lots which used such blank props, but forgot to link to them as dependencies, giving brown boxes. Which is a little stupid when you consider everything you need to use one is already part of the Maxis files. I think that's why peer review of lots is such a useful idea, but in these days of dwindling numbers, there is a time/skills shortage to do it. Very often, having pointed out to someone a flaw with their work, you get the impression they think you are being mean or simply that it's too much effort to fix. On one hand, allowing all content regardless of quality, does lead to more items to download. But on the other, it also leads to much faulty content, or simply content that could be better modded, a recipe for user frustration. Once something's on the exchanges, that's usually the end of the matter. But if things can be fixed/improved, it would make much more sense to have a coordinated effort to get those fixes to everyone. So for example, say a transit stop has used the wrong paths, but the creator didn't fix it. it makes no sense that a number of more skilled users all separately make the same fixes. But despite their efforts, which is many times the work it should be, these fixes are still not available for the masses. Sure one could re-release the same lots as competing ones, but that's a bit crass. I guess it doesn't affect me, I'm confidently able to fix anything as I need. But I do sometimes wish when I fix something, there was a more reliable way of giving that fix to everyone in the process. Even those small number of fixes I've attached to the forums are not highly visible and get a very small number of downloads. Still there are no easy answers/solutions to these problems, especially considering how long the exchanges have been going. That said, I firmly believe that we can bridge the gap towards resolving these issues. A concerted push to make it easier for users to find, install and use mods, with assured quality, would have huge gains for the community. I fear many people come to the community, full of inspiration and motivation, only to get bogged down trying to make things work. To get where I have takes a strong will to get things right. For example, half the reason I don't enjoy playing anymore, is down to the fact that nothing finds it's way into my plugins folder until I've vetted, improved, fixed and made it as efficient as it can be. As a result, I can build the networks all day long, but when it's time to make a city, I still don't have enough content to really make my cities look the way I want them to. Every now and again I have a binge of adding content, but it's so much work. One day hopefully my efforts will have paid off and I'll just need to worry about new content. But starting as late as I did (3 years ago), I've spent so long just trying to catch up with 13 years of mods. Just as Tarkus mentioned recently (re: Gobias' mods), we as a community need to seriously think about how we are going to keep things going for the next 13 years. If we bury our heads in the sand and don't try to address these issues, we are hurting our own future. To my mind, one of the first and most important things to do here is to change the terms for uploading content. Within certain sensible guidelines, when a mod is uploaded, the community should have the right to amend/fix/distribute the content. It's the community that pays for it to be hosted and acts as it's caretaker. I'm not talking about changing props/textures or other aesthetic choices. But if something is clearly not working or stuffed full of redundant files, we should be able to fix it for the benefit of all.
- 86 Replies
-
- 22
-

