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Good afternoon, all! First post here, it's been amazing to see just how far SC4 has come since I played it in my teenage years, even surviving the dark times of the webhost purge. Been having some difficulty with the restored Everseasonal Flora mod. I've installed the mod through SC4PAC and though it seems like it installed but I've not seen it work in game. I've been using the Cascadia Tree Controller to test it but the god mode flora still plants as seasonal. Lots that have seasonal props, though, seem to stay to the Summer flora as intended. I'm hoping to get it so that Cascadia will work just as a Summer tree controller as I prefer it to the others but don't like how it stutters when trees shift over. Aerden is a good second best, but I love the mix of pine and deciduous trees Cascadia gives. Is Everseasonal Flora only meant for props on lots, or should it also affect god mode trees. If the latter, is there anything else other than installing it through SC4PAC I need to do to adjust the tree controller or mod files to use the Summer-only flora that EF designates?
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Version 1.0.0
156 Downloads
Specs: The file contains an 1x1 lot. You can find the park in the Lot Editor as: AGC_Parks_Classical_1x1_V01_S1_90 Ubication: Parks. Icon: 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). Dependencies: 2025 version of: If you like my work, you can make a donation to fund my other projects! https://www.paypal.com/donate/?hosted_button_id=WF9FDNHXCHDVU Thanks to people who have donated to me. -
Version 2.0.2
361 Downloads
Seasonal flora looks great, but they come with a few drawbacks. For example, most flora needs to be planted on a specific date (often September 1st). If you don't do this, you will get a mix of various seasons. Also, even though a lot of content is available with seasonal flora, as are seasonal tree controllers, you often still end up with a mix of both, which can look a bit awkward. This mod takes a different approach, inspired by @T Wrecks' Non-Seasonal Cycledogg Trees and the Central European Tree Controller. Instead of seasonally changing flora, it ensures that all of the supported flora - both seasonal and evergreen - becomes static and matches the season you picked during installation. As @11241036 said: "After all, we do only need seasonally changing trees for good looks and screenshots." I've decided to call this approach *everseasonal flora*. With this mod you can change seasons independently of the game date. For example, if you're making a fall-themed CJ entry, use the fall version and then change back to summer later on. You could also follow real-life seasons if you want: just change the fall version in September, winter version in December and so on. That way your game matches the true seasons, which can really give a new dynamic to playing the game! Currently, this mod supports the flora & props from the following packages. If there are any other packages that have seasonal flora or props, you can send me a message to make me aware of it. All of Girafe's flora mgb204:mmp-pack-vol2, which makes some of Girafe's trees that were only available as props also available as flora. t-wrecks:maxis-tree-hd-replacement-mod orange:fagus orange:aesculus bsc:mega-props-cp-vol01 bsc:mega-props-cp-vol02 vip:rural-pack 11241036:vip-trees-as-props 11241036:central-european-tree-controller Note that these packages are no hard dependencies, except for t-wrecks:maxis-tree-hd-replacement-mod (see below). "Compatible" means that this mod will affect the appearance of the trees in those packages, but you're free to leave out the ones you don't want or need. Also note that the Central European Tree Controller already has its own way of changing seasons. However, you usually want to change seasons in one pass, so it's undesirable to have to change both the season for this mod and the CETC. Therefore, since v2 of this mod, all you have to do is change seasons with this mod, and then the CETC is automatically affected too. Remember though, if you use the seasonal variant of the CETC, then your trees are under the hood still seasonal, even though they appear static, so as for the other packages, you will still need to plant your trees at September 1st if you intend to disable this mod again! Below is a screenshot of the mod in action on @RRetail Roadside Rest Area, which uses evergreen trees: Installation I strongly recommend installing this mod with the sc4pac Mod Manager. Not only does sc4pac make installation easy, it also makes it easy to switch season by resetting the smf16:everseasonal-flora:season variant. You can do this by going to "Dashboard" > "Variants" If you choose to install this mod manually, then you have to pick ONLY ONE of the five folders. Choose the one labeled for the season of your liking. If you want to change seasons, remove the old folder again, and replace it with the season of your liking. Due to the exemplar patching, there is no requirement to have the mod load after all other mods, so you can put it anywhere you want in your plugins folder. Dependencies This mod uses exemplar patching, which is why it needs null-45:sc4-resource-loading-hooks to work. This is the only hard dependency: you don't need to have all of the flora listed above, the mod will only change what you have installed. However, if you happen to not have t-wrecks:maxis-tree-hd-replacement-mod, then you need to remove the t-wrecks.maxis-tree-hd-replacement-mod.dat file from your chosen season, as otherwise you might have brown boxes. IMPORTANT Please note that this mod DOES NOT convert evergreen props into functioning seasonal props. It will change the appearance of evergreen props, but they will still remain static and stay the same throughout the year. This is because of how seasonal props work: a seasonal prop is just a timed prop, so if you need a seasonal prop for all seasons, you actually have to add 4 timed props to the lot. It also means that, under the hood, seasonal flora is still seasonal, even though it doesn't look like it. This means that if you intend to ever disable this mod again, then you still need to make sure to plant seasonal flora at the required start date! Acknowledgements Many thanks go to @Girafe and @VIP Team for creating the gorgeous trees in the first place, @11241036 for inspiring me to make this mod, and @memo for making exemplar patching possible, which avoids hard dependencies on the flora.- 2 Comments
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Version 1.0.0
616 Downloads
Plane trees by Girafe This is a set of plane trees flora for the mayor menu. You can find these creations at the beginning of the list of this menu. This plane trees series includes evergreen & seasonal versions. These trees are available in Lot Editor props section under the name: Grfe_plane_tree... The LE and MM props have been datpacked into two files: Grfe_props_pack_LE_plane_trees.dat (for the Lot Editor files) and Grfe_props_pack_MM_plane_trees.dat (for the MMPs). Special thanks to Orange, Simfox, Badsim, Carl and all BSC members. MOD Details and information Mayor mode version / props Menu position UP mayor menu Plop cost $ 0 Buldoze cost $ 0 Note: for fitting with other seasonal items, props need to be planted the 1st September. We do not recommand you to use seasonal trees on growable LOTs. We do not recommand you to use the props located in Flora's section under the LE. Compatibility This download is only compatible with SimCity 4 Rush Hour or SimCity 4 Deluxe. Installation Installation: copy/extract the BSC 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. Un-Installing: To un-install the files, simply bulldoze every lot from this download in your cities and delete the files from the plugins folder afterwards. Dependencies There is one dependency concerning the flora tuning parameters: BSC Seasonal Flora Patch for All Terrain Mods Notes about Nightlighting Effects Night light fix: you will not see any lighting effects on any custom buildings unless these two updates are installed. First, install the EP1-Update 1 1.1.638 for Rush Hour/SimCity 4 Deluxe to see nightlights. Then install the SC4-Update 1.1.640. You may have to accept the End User Licence Agreement. Disclaimer The usage of this download is on your own risk. I try to test my mod extensively, so they should work properly, but errors may still exist. Feel free to modify the mod for yourself and show them in your city journals, but please don't distribute them without asking first. Credits & Feedback Thank you all for having downloaded this mod, I hope it will give you satisfaction. For comments, questions and/or supports, please see my thread in SC4Devotion. -
Version 1a
292 Downloads
Warning! Please take yourself time to read the Readme in order to avoid nasty side effects, such as the double icon bug, and some entries not working the way you want. Dependencies: BSC Common Dependencies Pack Version 8 or higher: https://sc4evermore.com/index.php/downloads/download/3-sc4d-LEX-legacy-bsc-common-dependencies-pack In particular, you need the following files: BSC MEGA Props – CP Vol01.dat, BSC Mega Props – CP Vol02.dat Seasonal Flora Patch (if your terrain mod doesn’t support seasonal flora): https://www.sc4evermore.com/index.php/downloads/download/25-flora-fauna-and-mayor-mode-ploppables/36-lk33-seasonalflorapatch Submenus DLL (optional): https://community.simtropolis.com/files/file/36142-submenus-dll/ Other MMP plugins related to CP's content you might be interested in: BSC CP MMPs for CP MEGA Prop Packs: https://www.sc4evermore.com/index.php/downloads/download/25-flora-fauna-and-mayor-mode-ploppables/132-bsc-cp-mmp-for-cp-mega-prop-packs Description: This plugin contains, as its name already implies, a few plant MMP's derivated from CP's props. Like all other MMP's, they are available in your Mayor Mode menu. There's nothing special to tell about them, and there isn't really a coherent theme they all would be part of, but in my opinion they are a nice addition to the game, and they aren't part of any other upload. Some of them are seasonal, therefore, please read the item descriptions carefully, because some of these seasonal items need to be planted in in-game September, and some in March. Note about the adapting MMP's: Two of the MMP's are seasonal but come with 4 seasons. Unfortunately, it is not possible yet to make MMP's with 4 rotating seasons (the maximum is 3), thus, I've resorted to a bit of a dirty trick there that, as far as I know, hasn't ever been used by anybody yet: Both of these MMP's (the Cherry and the Plum Tree) have been turned into so-called adapting MMP's. That means: They will not change the look over in-game time, but after plopping them in your cities and saving, you can just replace a file to make them look differently (the graphics will adapt automatically). There are 4 files per tree, and they have been named accordingly, but please make sure to read the installation instructions below to avoid the double icon bug! By the way, the cherry and plum tree additionally come with 3 variants with different season cycles, where I simply left out one of the seasons each. Please read the in-game description to know which seasons will be applicable. The flowers also come in both an always flourishing and a seasonal variant. The seasonal variant will be there for 3 months after plopping, and then turn invisible. Available languages: English, German Submenu compatibility: This upload has been optimized for usage with memo's Submenus DLL mod. This means that users who have installed this mod will find all entries located in their own submenu (in the Mayor Mode menu, where all other MMP's are). Users who haven't installed it will simply find all entries somewhere in the MMP menu. The submenu icon looks like this: Please also note that due to the number of entries there are 3 further submenus: Trees – Seasonal Flowers – Evergreen Flowers. All other entries are located in the default CP Floral MMP's submenu. Installation: Step 1: Move or copy all files except the Readme into your Plugins folder of SC4. Step 2: The folders "Cherry Tree" and "Plum Tree" contain 4 files each, every file with the same entry but with varying graphics. Only use one of these files per folder! Remove the 3 others from your Plugins folder. To change the season, you can just replace the file you've left there with any of the other files. To uninstall, remove all of the MMP's that come with this plugin, and then remove all of its files. Compatibility: This plugin is only compatible with SC4 Deluxe or SC4 with the Rush Hour Expansion Pack.- 1 Review
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Light poles appearing when using tree brush in god mode?
jonnyquest posted a topic in SimCity 4 General Discussion
I'm experiencing a strange problem when using the tree brush feature in god mode. What appear to be rather futuristic looking light poles with circular tops appear in place of some of the tress (see attachment). At least I *think* they're light poles. They don't actually illuminate at night as I'm using the Mac version of the game. I gather a problematic light plugin is causing this issue but I can't figure out which one! Can anyone identify these light poles so I can remove the plugin from my folder?- 7 Replies
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I'm having trouble adding these tree plugins. I think I've added all the dependencies and have the NAM but they come out like in the image below. Does anyone have any suggestions on what I'm doing wrong, or can reconmend a better tree add-on? Thanks!
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What kind of flora and terrain mod do you think would be best for a Japanese themed city? I have been using the Berner Oberland as a terrain mod and have been testing the Central European Tree Controller, Cascadian Tree Controller and the Yucatan Tropical tree mod. Central European Flora Cascadian Flora Yucatan Tropical Flora
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How do I get rid of menu items but not the props they represent?
TheMurderousCricket posted a topic in SC4 Modding - Open Discussion
I have recently downloaded a set of trees that has been listed as a dependency for one of the BATs. However, this dependency adds close to 25 new items to my nature menu in-game and I'm not really happy with that. What should I do in order to remove the menu items representing these trees while, at the same time, retaining them as a "background" dependency? -
Version 7.0.0
8,051 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! -
Family reunion - the prop family diary
TheMurderousCricket posted a topic in SC4 Modding - Open Discussion
Good morning or good afternoon to some. I decided to create a new topic that would document what I'm trying to do. My ultimate goal is to create some tree-only lots for later use in the game. As I mentioned a few days ago, I'm just tired of painting entire swathes of SC4 landscapes with MMPs. I have lots of fine tree and bush models in my plugins folder, but there is just one big problem - they are scattered about in numerous .dat files which makes using them as prop families in forest lots a little bit of a hassle. Especially when you realize that some of the prop families have repeating instances of trees and shrubs. Thus, I wish to coalesce all these models into separate, bigger sets which are more manageable from the landscaper's point of view. The final goal, as I currently envisage it, is to have just five, maybe six prop families from which I can later build forest lots. I decided to write down this process so that anyone who ventures upon the same trail can look it up, and get the jist of the workflow involved. A little disclaimer though - this will not be a tutorial so no step-by-step instructions will be offered. Rather a record of my thoughts regarding the entire process and its stages. This is by no means a prescriptive guide and you may, in fact, find a better way to do the same thing on your own. Of course, any comments and ideas regarding my methods are welcome! _____________________ 01.07.2021 The first stage I determined would be necessary for me to complete this project was to actually familiarize myself with the (already vast) contents of my plugins folder. I needed to know exactly what trees and plants I already have and see how exactly do they look like. In order to do that, I opened the LE and, first of all, created some "Display Lots" where I put some of the "suspect" prop families. By "suspect" I mean "prop families that seem to contain some flora". Another step was to take a closer look at the contents of the prop families I used in the "test lots". By that I mean - exact filenames of the floral props. Currently, I am in the process of writing all these prop names down so that I can later segregate and rearrange them into new prop families. I actually use four "modifiers". The type of flora (a tree or a shrub?), the size of an object (S, M, L, XL?), the type of forest a prop is likely to grow in (mixed, jungle, coniferous, deciduous) and my highly prejudiced and fully subjective quality rating for a given object (three levels - an OK prop, a good prop, a beauty prop). I use an excel chart to record all of this. Here's how it looks: The idea now is to continue to write the prop names down until all prop families are examined. It seems like a big deal but it's not that bad once you realize that, as stated above, some items will repeat from one prop family to another and you no longer need to inspect them. Once I get all the names, I will then sort all the items to assign them into new prop families I'd like to use. The size and type of forest an item grows in will be the main keys for that operation. I don't actually think that geographic distribution of a given species is something I should worry about too much in a game, right?- 3 Replies
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Fixing the slope adherence of Maxis bushes
monkeywater posted a topic in SC4 Modding - Open Discussion
Is there a way to fix how the maxis bushes sit? They don't seem to be on the ground, but rather elevated off of it? -
Version 1.0.0
478 Downloads
Description: Throughout East Asia, bamboo features prominently in both the physical and cultural landscapes. The Arashiyama Bamboo Forest in Kyoto, Japan provides the inspiration behind this BAT and Lot. It costs nothing to plop or maintain, but it will cost a little to bulldoze, and helps with pollution. Stats: Plop Cost (Bulldoze): 0 (7) Maintenance Cost: 0 Lot Size: 1x1 Park Effect: 50 over 50 Landmark Effect: 40 over 5 Pollution: -35/-35/0/0 @ 10/10/0/0 Dependencies: None. -
I downloaded this thinking it would change the entire ground view & color to match the desert flora but it's only giving me the option to plop it (like i would be plopping trees in God mode) ... I was hoping it would fill the entire city region automically... am I doing something wrong?
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A guide to fast, yet precise, MMP tree planting
TheMurderousCricket posted a topic in Mapping Community Room
TMC's guide to fast (yet naturally random) MMP tree planting Let's say that you have some really nice MMP trees in your plugins folder and would like to use them to prepare a stunning terrain. However, there is one serious flaw - they cannot be used in the "god mode". This tutorial is, to a great extent, inspired by @Terring's featured article "Mayor Mode Ploppables in God Mode Landscapes" (link in "Step 6"). My tutorial is kind of an expansion to the idea that might be put to use in a certain specific setting, when you have a certain specific goal in your mind which is - a massive, yet precise placement of MMP items in the game world. If you are anything like me, you just don't have enough time in your busy life to make your own tree controller or surf the iLives to convert MMPs into GMPs. So, the next thing you do is to enter mayor mode and try to put some trees in a predetermined region where you would like to see a diversified forest. You start off and find out that your MMP set can only plant one tree at a time. "Brushing" the trees like the Maxis defaults is impossible. You try to brush them on anyhow (comparable to painting "The Birth of Venus" with a toothbrush) and encounter even more problems: - If your hand is not fast enough, you get some ugly, unnatural lines of trees rather than a forest. - If your hand is fast enough, you completely loose precision. Luckily, there is a certain workaround that may help you plant a convincing, diversified forest, keep it precisely where you want and let you go crazy on the mouse. (The latter of which is, unfortunately, necessary to keep your MMP trees randomly scattered). Here is the workflow: Step 1 Run SC4 Terraformer and load your region. Step 2 Go to the desired position. Pick the "LowerZone" brush and set min/max height to about 190 (water). Step 3 Paint the borders of your forested areas. Simply said, you now create "barricade ditches". The ditch will simply block the trees from being planted beyond the ditch (Or in front of it, depending how you look at things). Step 4 Save your region and open SimCity 4 Step 5 Go to the desired city tile(s). Start "aggressively" planting your trees, trying to avoid the "paint lines". Just relax your wrist! But before you do, make sure to do this. You're welcome. Unfortunately, there is no better way other than a "tree-hug, eco-seizure mode" to realistically paint MMP trees. So just go nuts with the cursor. But! The ditch you have just created, allows for those wacky cursor movements - the water barrier "sinks" any seedlings that could appear where they don't belong. You will hear a distinct "burp" each time a seed hits the water. It's almost like a Geiger counter! Step 6 When done, obliterate the city just like @Terring's tutorial instructs to. Not to worry - the trees will remain. Save the tile and exit SimCity. Step 7 Go back to SC4 Terraformer and load your region. We have to remove the ditch now. Step 8 Note that the city you have planted the trees at has been crossed out from edition. Since we actually do wish to modify it, uncheck the box next to the affected city. Step 9 Now, use the "Flatten" tool and fill the ditches with the appropriate height brush. In fact, just reconstruct the affected area any way you wish. Step 10 Now comes the tricky part. Save the area but be careful - when prompted... ...select big, fat NO. This will save the trees and the reconstructed terrain. Step 11 Now, run the game again and enjoy the "water-defined" wooded area. -
Is it possible to convert MMPs into GMPs?
TheMurderousCricket posted a topic in Mapping Community Room
Hello Guys. What the title says. I currently design my first SC4 map and I was wondering if it is at all possible to convert a set of MMP trees for use in the GMP mode? You see, the problem is that I would like to adorn my newly-made terrain with some trees that are available in my mayor mode. Much the same way as @Terring does in his examples of planting, then, obliterating. The problem, however, is that the MMP set I mention has no "brush effect" for covering large expanses quickly. This forces me to add one tree at a time or hold the left-click, putting an ugly line of trees on the ground. This is why I wonder if I can somehow convert these props for the god-mode use. Any tips will be highly-appreciated. -
Trees returning to their seedling forms - bug or not?
TheMurderousCricket posted a topic in SC4 Bugs & Technical Issues
Some parts of my cities are plagued with a strange problem - the vanilla trees planted in various spots seem to randomly return to their basic, undeveloped seedling forms, despite having been fully-grown. This is absolutely annoying. Especially in the areas where tree placement has been carefully planned for and the trees are expected to remain there for good. I noticed this is more frequent near (mind you, near not "on") residential zones. Also, once, I definitely noticed some trees degrade upon zooming out. But maybe this is not a bug, but the tree's life cycle simulation? Any advice? -
is there any way to get trees to grow and spread naturally after going to mayor mode? is there a mod somewhere that turns the tree grow algorithm on? would this be a simple mod to create?
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I have read a lot of topics about flora's with the intention to just change the always green visual to other visual, like fall's orange flora. But, I begin to read and I could not understand it, besides that, the dozen alerts that makes me a lot of worried to use any flora plugin... By the way, there are dozen flora plugins that I can't choice one. So, I noticed that texts are very technicals I gave up to try understand and I decided ask to the experients specialists: you! If this possible and exist, I would like a flora plugin simple that I put in plugins folder without more critical worries (like NAM, save warning, radiation view as moisture etc), to just breakthe "always green", but it don't need change along of the year, it can be static. Well, if this isn't possible, I will understand! How do you say in portuguese (I don't know the similar in english): Ficarei de boa!
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AutoHotkey script for quick godmode flora planting
delta9 posted a topic in SimCity 4 General Discussion
Let's face it, planting godmode trees has always sucked. "flora blast" was discovered but only works with Maxis trees. Save your poor left mouse buttons and use this AutoHotkey script, along with the Standalone Flora Brush Mod from the LEX, to blast a tile to its maximum with a button press while the game runs in the background and you do better things. Note that I have only tested this with the game in windowed-fullscreen mode and not fullscreen. Copy the following into a new text file: #9:: ControlClick, X683 Y384, SC4Fix r7, , , 256 The first line defines the hotkey you wish to assign to this action. In my case, this is Win+9. Refer to this page for other modifiers like shift/ctrl/alt and other options to get your hotkey assigned just the way you want (aka not conflicting with anything else). End the line with the double colon :: to declare this line as the hotkey. The second line is the simple function we use to tell AHK what and where to click. The format is ControlClick, [X Y], [WindowName], , , [# of clicks]. Ignore the empty parameters. Here is the full documentation for it, if you like. Change your x/y values as appropriate (AHK has a tool named WindowSpy to assist with this), and if your window isn't named SC4Fix r7, go download it! Change the number of clicks at a time to your liking, or whatever doesn't make your game hang uncomfortably long. Save the file as yourfilename.ahk. If you have no other use for AHK and want this to be its default script when you start the program, save it in your Documents directory and name it AutoHotkey.ahk. Make sure it doesn't save as .ahk.txt. Double click to activate your script and open a tile you want to f up, and by f I mean flora. Center the tile if it isn't already and select the god mode flora tool. Press your hotkey, tab out (or the other way around, doesn't matter) and post on Simtropolis while the game draws your trees. When it finishes and unlocks, save rinse and repeat. When you're done with your script, just close AHK from the taskbar. AHK is a great program that has the potential to do a lot more than this, such as automating modding tasks. Hope you find this useful, and maybe someone can think of some more creative in-game uses for this too. EDIT: Oh, I forgot something! If you are running SC4 as administrator, make sure AHK does as well. It can't do anything to windows with higher permissions. And if someone knows how many times to click for maximum density please chime in!-
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No question, just a nice illustration of how effective trees are at removing pollution left most: coal power plant surrounded by Maxis shrubs Middle: coal plant with no maxis shrubs, bare terrain above middle big yellow: coal plant in Giraffe Oaks grove: no pollution noticable at all center right: coal plant surrounded by maxis shrubs, near trees right:2 coal plants in oak grove. It is impressive how much flora reduces pollution...
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What is the easiest way to do this? I want to cover an entire tile in these https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2945 summer spruces? They are in mayor mode, so I presume I would have to figure out how to create a tree controller?
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Hello, I've seen @CorinaMarie recommends "flora blast" cheat code to cover city tiles with floras. How does it work? How I can use it? Thanks.

