Jump to content

Search the Community

Showing results for tags 'mods'.

More search options

  • Search By Tags

    Type tags separated by commas. These are keywords which should describe the item of content.
  • Search By Author

Content Type


  • Cities: Skylines
    • Cities: Skylines General Discussion
    • Cities: Skylines Modding - Open Discussion
    • Cities: Skylines Showcase
    • Cities: Skylines City Journals
    • Cities: Skylines Technical Help Q&A
  • SimCity 4 Players Forum
    • SimCity 4 General Discussion
    • SC4 Showcase
    • SC4 City Journals
    • SC4 Mac Users
    • SC4 Bugs & Technical Issues
  • SimCity 4 Builders Forum
    • SC4 - Custom Content
    • SC4 BAT & Lot Workshop
    • SC4 Modding - Open Discussion
    • NAM & Transit Networks
  • SimCity (2013)
    • SimCity (2013) General Discussion
    • SimCity (2013) Modding - Open Discussion
    • SimCity (2013) Region Games
    • SimCity (2013) Showcase
    • SimCity (2013) Technical Help Q&A
  • Simtropolis Social Forum
    • New Members Information
    • Simtropolis Related
    • General Off-Topic
    • Current Events
    • Architecture & Urban Planning
  • Gamer Topics
    • SimCity 3000
    • City-Building Games
    • Gaming Talk
    • Indie Projects
  • Trixies Forum
    • Trixie Awards - Community Discussion
  • Simtropolis Challenges
    • ST Challenges - Info and Discussion
  • Club-owners Club's Club Discussion
  • Simtropolis en Español's Plaza Mayor
  • Simtropolis en Español's Soporte Técnico
  • Simtropolis en Español's Parque Industrial
  • SimCampus Students's Topics
  • The Transit and Aviation Geeks Club's Topics
  • Arden County City Council's Topics
  • Alliance of Independent Nations on Simtropolis's Discussion
  • The Major Club's Topics
  • Project Rich Water's Topics
  • Furry Community's Topics
  • New Washington's Topics
  • Everything about details's Topics
  • CityBuildingMasters X's Topics
  • City Journal Club's Topics
  • City Journal Club's Photo Shopping, Type Faces, Page Layout !
  • City Journal Club's Writing
  • Coolio Club For Cool Children's Topics
  • Atlantic Energy Co.'s Topics
  • Micropolis's Topics
  • City-Builders.info's Topics


  • SimCity 4
    • SC4 Reference
    • SC4 Tutorials
    • BAT & Lot Editor Tutorials
    • Modding Information
    • Mapping & Terraforming
  • Other Games
  • Simtropolis Articles
    • Interviews


  • News
  • News
  • News


  • SimCity 4 Buildings
    • Lots
    • Mods & Tools
    • Maps
    • Props
    • Textures
    • 3ds Models
  • PLEX (Main Files)
    • Custom Lots & Mods
    • CDK - Coastal Development Kit
    • MTP - Mountain Theme Pack
    • SPAM - SimPeg Agricultural Mods
    • PEG Utopian Series
  • Cities: Skylines Buildings
    • Maps
    • Roads & Traffic
    • Vehicle Assets
    • Game Mods
    • Props
    • Programs & Tools
  • SimCity (2013) Buildings
    • Game Mods
    • Roads & Traffic
    • Vehicles
    • Programs & Tools
    • User Interface
  • SimCity 3000 Files
    • SC3K Maxis Files
    • Cities & Maps
  • CitiesXL Buildings
    • Mods & Tools
    • Maps
    • Textures & Props
    • Lots
    • 3d Models
  • Simtropolis en Español's Descargas
  • Club-owners Club's Dirk's Files
  • The Major Club's Files
  • Project Rich Water's Files
  • Furry Community's Files
  • New Washington's Files
  • Everything about details's Files
  • CityBuildingMasters X's Files
  • City Journal Club's Files
  • Coolio Club For Cool Children's Files
  • Atlantic Energy Co.'s Files
  • Micropolis's Files
  • City-Builders.info's Files

City Journals

There are no results to display.

There are no results to display.


  • Weekly Challenge
  • Extended Challenge
  • Monthly Challenge
  • Content Challenge
  • Voting Period
  • Alliance of Independent Nations on Simtropolis's Alliance Calendar
  • Club-owners Club's Events
  • SimCampus Students's Events
  • SimCampus Students's Noggin Thinkers Dates
  • Arden County City Council's Events
  • The Major Club's Events
  • Project Rich Water's Events
  • Furry Community's Events
  • New Washington's Events
  • Everything about details's Events
  • CityBuildingMasters X's Events
  • City Journal Club's Events
  • Coolio Club For Cool Children's Events
  • Atlantic Energy Co.'s Events
  • Micropolis's Events
  • City-Builders.info's Events




City-building game(s)

Found 253 results

  1. This video will show you how to install CS mods from both Simtropolis and the Steam Workshop. Enjoy! Ring Roads mod: EDIT: There is also a video out now that covers installation for Mac users. Check it out here:
  2. So I was recently looking at some Japan driving videos and got inspired to make some highway pillars. I'm planning to make an entire set of various types of pillars in this style, even a 6cell over-canal pillar. (if it goes okay) Tell me what you think about my first attempt, I need to nail the style and the details before I start making other variations. Constructive criticism welcome, also any ideas. By the way, do pillars have LODs like regular buildings? I should just make it just the pillar, without the small details - pipe, wires, supports. Not sure when they're going to be done and available.
  3. Hello. sorry if its been asked before, i couldnt find any info. I havent played in a long time and i decided to try mods, NAM, spam and spar. seems to work correctly together but when i try to place one of the Spar roads, which i know are essentially cosmetic, they dont seem to want to line up correctly. for example i have 2 farms next to each other with space in between for a road. when i try to place the sections, they dont line up down the road, they only want to line up across the farms. other sections do the same thing. anything i can do?
  4. Welcome! Saw something you liked in someone's screenshot but can't find it? Vaguely remember seeing something once, but you don't know where it is? Wondering whether or not a plugin of a certain type exists? This is the thread where you can ask for help finding things. When asking, please be as descriptive and specific as possible. This can help people to understand what you're looking for. If possible, screenshots are also encouraged. This thread is a direct continuation of the original topic, which got too big. Someone might have already been looking for the same thing as you, so checking there first might get you your answer faster. P.S. If you would like a particular BAT to be made, please request it in the BAT Request Thread.
  5. Hi, 1st post here and I am stuck. I am trying to download a number of mods for City Skylines including BloodyPenguin's Advanced buildings editor. When I subscribe to the mod Steam says its downloading, and when I look in the content manager the game says its there but when I open the Asset editor there are no additional options or menus. When I look in Cities_Skylines\FilesMods I just have the base ones, like Hardmode and when I look in Local\Colossal Order\Cityckylines\Addons\Mods its empty. Anyone any idea what's going on? Verifying the game cache does nothing it says all is OK and unsubscribing/subscribing also does nothing. I can download assets from the workshop, such as joaks excellent 4 track train station and these work fine. Do I have to enable something in game in order to use mods like the Advanced Buildings editor? I cannot find anything on the net saying this. Hope someone can help.
  6. No ground on mods

    Hello. I've recently started downloading some mods for SC4. They load just fine, but when I place them, any tiles/ground/pavement seems to be missing. I downloaded any and every park pack, and it's just a green square no matter what I place, even parks that are supposed to be all paved. I downloaded a strip mall as well, and it looks good, except the parking lot is missing. It just looks like the cars are parking on grass. I'm hoping this is just a simple settings issue I can't figure out....
  7. Welcome! In an effort to bring some organization to the CSL Steam Workshop, this thread is a showcase of key authors to watch out for. Now we can confidently plunge into this project after receiving plenty of encouragement both from the community, as well as from our friends over at Paradox Plaza. Listed authors may develop items which you think add something beneficial to the game, and you believe others may find useful (in terms of quality, stability & ease of use). In essence, it's a list of the very best authors out there, with links to their Workshop pages & examples of content. Mission To improve the gaming and modding experience of the CSL community by suggesting and encouraging quality standards. Also to provide an incentive for authors to adhere to them and adopt better practices -- both in their modelling process as well as the publication process. Vision An organized, quality-brimming Workshop and a vibrating, dynamic, constantly improving wider community of users and content creators. Please post below to suggest new authors for consideration! (Original template format created by TPB, now maintained by the CSL Info Squad). _______________________________________________________________________________________________________ The list will be organized into categories (please feel free to suggest additional ones). MODS Includes authors of any type of mod (by "mod" we mean anything that is code based, as opposed to game assets). MODELS Authors who create buildings using models from outside the game. Any asset type, including intersections, if they have custom models (yes it's possible). TRANSPORTATION Authors who create intersection assets, transit stations, or anything else transport related. There are a ton so we will limit it to the very best. TREES & PROPS Authors of eye-candy content. Flora, props, and any other asset that doesn't really affect game mechanics. RESKINS / REBUILDS Authors who are very good at re-building things using either in-game templates and props or other people's props and models, but with significant improvements in style and functionality. LUTs Authors of Colour Correction Overrides. MAPS The best map creators (in terms of realism, terrain features & playability). If you think you should be on this list and are not, please feel free to suggest yourself for consideration. However, keep in mind you'll only be added if you meet these standards: Your assets/mods are crafted with a high level of professionalism. Your assets/mods have detailed descriptions of what they do, how they work, their stats, tris count, texture size, etc. You have been seen to be active, responsive and productive.You update your mods and assets, fix bugs, respond to feedback, improve. Most of your assets/mods work as intended.They don't conflict with other mods, they don't corrupt saves, and ideally, don't cause your saves to break if removed. Most of your assets/mods are original, relatively difficult to make. At least one of your workshop items has 2000 subscribers or more.There can be exceptions to this if your content is incredibly good if still unknown. We know that a lot of the authors we'll be adding don't really conform to all these standards, but their work in general deserves recognition. Author names should be using their STEAM names always, so we can find them. _______________________________________________________________________________________________________ "Who to follow" on Steam Workshop? - Simtropolis Selection Note: the list is not in order of importance or ability. MODS MODELS TRANSPORTATION TREES & PROPS Coming soon! RESKINS / REBUILDS Coming soon! LUTs Coming soon! MAPS Coming soon!
  8. Intro Hello ladies and guys! I am Trylk255 and today I want to tell you one thing that is still in my heart today. Yeats after Maxis left SimCity on its own, this game still runs. Time have passed. I am here today to start modding again and make this game great! Serious level : 80% Here is what you have to take note of : 1. I won't compile a new .exe file for SimCity, there's already one. 2. I am looking for people and modders that still want to mod the game. Actually, joinning my modding crew would be a grest first step for all of us. 3. We have a Discord server ! KEEP YOUR EYES HERE EVERY DAYS! I will send an invitation link when the server will be up and ready for normal use. Expect the invite to be posted in 48hrs (2 days). About mods on the STEX Have a favorite mod on the STEX? Share me the link, I will rework the mod in question in order to fix issues, bugs and adapt it to the new structure*. Ummm... You said "new structure", what's that exactly? By remaking a game with mods, we have been used to create them with our own pattern. Patterns are 2 or 3 years old on SimCity 2013. As time goes, new things are discovered. Alright, enough arguing ; time to explain. The old structure : The new structure : Our planned features in a long term : : : CONTROLNET : : Modifying ControlNet system (Production, Usage, Bandwith, info mods) : : MEGATOWERS : : Planned content : New levels New megatowers designs New crowns : : MODULES : : New working modules without overriding the original ones and integrating them to a building. Custom buildings with custom modules. Please take note I am currently working on a huge ControlNet project wich will allow me to make even better mods. This could allow me to make CUSTOM GREATWORKS, CUSTOM OMEGACO SYSTEM and CUSTOM Crowns which will use ControlNet. Here is a list of things I can't do : Custom maps (regions) Hey! We are in 2017! WELCOME BACK! So... whats with that idea to restart that huge-monstrueous project? What happened last year with you?! WHERE DID YOU GO?! O_o Ok ok... I was more focusing on other games and trying new mixtures of SimCity 2013 mechanics. Talk us about that project now... I won't rewrite down the first post, altho what have been changed on the original list is : Every original ideas are going to be there. : : New stuff : : //!!// Patches and fixes will be created for many exisiting mods already there on Simtropolis. The reason why is because I try a lot of mods. Sadly, many mods haven't been tested deeply. They've been released with a few twsts or none almost, assumig they will work like it's supposed to. //!!// Mod restructuration. Mods will still be created, but they will now be organized differ3ntly from the inside. Such as : this mod modifies water layer. Instead of just throwing the modifications, I'll implement the layer and modify it as well so it's goig to be adapted for the mod in question. //!!// Performances are going to be a number 2 on our list//!!// Our current criterias for releasing a mod are : tests, detailed description, support offered for the mod, updates for the mod. So far, many mods, a game who is limited in terms of modding but... Someone once a day said There is, and will always be a place for improvement. THE REASON WHY : more mods means a bigger load for the game. And this can results in a slowdown. So what's gonna be changed mostly are the LOD (Level of detail), draw distance and a little bit of genius tweaks into the game. : : DLC Mods : : Okay, we all know the very classy mod itself. But what about an optional addon for it? Yes you heard me! A pack in a pack! Which isn't required! Why? I feel like many people wants something else than THAT and having to dig for something more in their tastes. WAIT!!! Building styles are a new feature that will be added to the project. So ya better keep an eye here! : : Placement rethink-ed : : So far, playing SimCity can be too difficult or too easy for some players. Most of the time, you spend half of your time planning the city. But... Who the heck thought of a COAST ONLY PLACEMENT for water things (eg electric power plants?! I actually plan on making the seas a lot better... let expand the topic here just a bit... so what's planned is to add water depth and implement the wind into many water plops. EG: Wave power plant will now use wind alongside with water depth in order to produce electricity. Water depth will be used as a factor of it's placement. So the game will tell us if it overlaps a tunnel etc. : : Whole CONTROLNET usage REVIEWED + OmegaCo : : ControlNet, huh? Sweet name! Too hard to produce, not spreading enough. Too much for current needs. Well, once you get the trick to make it, you have a great excess. OmegaCo... what's that used for again?(Still sounds "chinese") Oh yeah... helping commercial facilities. That will be reworked as well. Through the last months, I have seen many users saying/complaining that the resources layers are buggy. Well, I'm going to be honest with you, the layers are very minimalistic. Eg : slow update rate, colors grading are used most of the time... When you look at a layer, you need to be able to quickly notice a hiccup. With colors grading it can be a bit slow. And some of us are visual! •What will be changed for layers : - Colors - Faster update rate. - Integrated detailed UI mods from Maxis user here. (Detailed worker in rollover and purple line for industries). Aaaaaaaand now... the most UNEXPECTED CHANGES HERE ARE : Battery packs for power generators Mods for DLCs! A whole New user interface! Native implementation of Multiplopper Pheww... that's a lot to do!!!
  9. Does anyone have SkyeStorme's mods or modpacks? His website has been down for a year and i really like some of his mods. If not, can someone point me in the way of a direct download link. Thanks
  10. Hello everyone, I'm don't want Mod rank now and I don't request it and I only accept the rank if the staff give me the rank. I want to ask. Why so many moderators here? And, how CorinaMarie that's joined 2016 (correct me if wrong) can obtain the rank (beside of trustness)? Is it caused by an 'moderator contest'? I don't criticize or even disagree your hard work that led to Mod rank. Again, I'm just want to ask some questions. Thank you.
  11. Hello everyone. This will be my custom content showcase and workshop thread. In all the years I been a member here, I never uploaded any content but enjoying great work by other members. I take this opportunity to say Thank You to all content makers for making our city building experience so enjoyable. I feel that making content is overdue for me and I want to give back to the community. I have some buildings and trees that I will be showing in upcoming updates to this thread. I will also be asking for advice and help. 4/18/2018 Release: Lipstick Palm Link https://steamcommunity.com/sharedfiles/filedetails/?id=1364668272 More info on last pages of this thread. Note: This post was edited 5/29/2015 to reserve this first post for all current updates.
  12. Here's the situation. I'm trying to add traffic stains to my roads(as can be seen in the pics). The only way I know how to do this is by superimposing props, problem is that I hit the prop limit, no more! That is unacceptable. I'm wondering if there is some way to colorize, in other words stain the given game roads and use them as upgrades on existing roads without using props. After all, all we talking about is changing the existing color pixelization on the asset with no additional program elements. Is there some way of doing this? And I hope outside of using the Asset Editor which always crashes for some reason.
  13. Hi, I was wondering whether those two ideas would be feasible and would like to ask mod specialists. Functioning clocks. In principle, it shouldn't be difficult to link the rotation angle of two props (clock hands) to the system time (or to the game time, I would leave both options). Functioning fountains with jets of water. As there is already a mod for dynamic fireworks, it should be possible to use particle systems for that as well. The main difference is that the objects shouldn't have a finite duration, but run in an infinite loop. Would that impact performance significantly?
  14. Hey, Just found the Industrial Revolution Mod. It looks awesome! However in the description they hint that it is a much more involved install than the other mods that you just paste things into plugins. Does anyone have anymore info about this? Im pretty new to adding the mods and don't want to ruin the install.
  15. Update 1: Downtown

    Update 1: I'm not satisfied with the current location of downtown. 1. It's landlocked, with little room for trade. 2. It's surrounded by a small district of 20,000 people. 3. It was an experimental build. It did not take into account its surroundings nor any other lessons I may have learned since its construction. The Present Location: As you can see, this new downtown area is right next to the Borus River. This opens the city up for both trade routes and waterfront property, both of which will increase revenue and business. Also, i'm horrible at giving cities an 'organic' look to them (I prefer a city-block style), so the river gives me the illusion of fluidity. Heh. Drawing Major Throughways: Of course, the downtown will have roads. They're necessary for people to actually get there and have a feasible alternative to public transport (plus emergency services - I don't need an army of garbagemen to swarm the area to take care of garbage). I'll work on the smaller streets in a bit. I'm unsure of how much commerce will take place here, so I must build the means for it to begin: industry. The New New Port: I've begun construction of the basic shape. Sea walls are a major bitch to construct, I gotta say, so i'll probably just procrastinate doing them. Lol. The Canals: When I was a senior in high school, my family and I traveled to our ancestral homeland, Germany. Now don't get me wrong, Germany is a beautiful land (especially in winter), but when we stopped in Amsterdam, I was just blown away by the intricacy and beauty of the city. The canals, compact buildings, tiny shops, and weed cafes really captivated me. Someday, maybe as a foreign exchange student, I'll go back again. In honor of that city that will never leave my memory, I'm dedicating this downtown area to be Amerstdam-esque, with a humble dose of America. This is going to be the end of this entry. I'll add more (and edit the road layout) tomorrow. Thank you.
  16. I just got back into SimCity 4 again and I downloaded a deluxe version of it online not through steam, my problem is that it appears that only some of the mods are working but I am also not 100% sure on that either. I downloaded an extra cheats plugin to see what all it had that I could do and that menu doesn't pop up with the cheats bar, I also downloaded and industry doubler which I think might be working and I downloaded a realism mod that is not working... I am asking because I just downloaded the NAM mod and I haven't tested it yet but I have a feeling that that won't be working either. Can someone shed some light on this for me? I'm not sure why they are not working...
  17. RCI PLOP MOD (by coolboy_22)

    Version 2.0.0


    Hello I updated the mod !!U need to start a new game if u want to make the mod work!! simlet.pxm
  18. Just Started- Need help.

    Total noob here, I've created a couple towns, got the basic handle on keeping a small town somewhat sustainable but i feel like im missing out on lots of things, more buildings, different train track/Road curve options etc. Can anyone please point me in the right direction of some good mods, plugins and where to download and then install them on a mac?
  19. Hello! Can you create a short step by step guide of full installing of the game? During playiing even with original game with widescreen resolution, the game was crashed sometimes without save. And now, after installed some of addons, textures of some buildings didn't appear, for example, I don't see textures of the Fiesta de Turistica hotel and 2 others buildings at Commercial sectior, and when I have downloaded a separate building of Fiesta de Turistica recently, it still doesn't shows itself, and I have just rebuilt it by myself. And the game became more often crashing even when I am trying to make a save during the pause. Now I am thinking, maybe it would be much better to create a hot short guide of step by step game installing? Or it has already done? For example, a guide can contain something like this: 1) Install the original Rush Hour game; 2) Set the widesrceen resolution. 3) Download these packs of mods/addons firstly, and those pack secondly. 4) And if you wanna more trains, buses, download this for thirdly. Oh! And maybe, the next step would be beautiful (if its possible), for example: 5) And finally, if you wanna to reformat a map/cities to 3D, in GTA San Andreas Universe, only for riding, without build progress, but if you wanna ride at all the cities at the whole map, just do some things..., and if you wanna to join your cities with GTA SA cities, do this... (I am looking for GTA SA dimension becuase its not resoursable for computers, and it has the unlimited map; maybe, GTA Vice city also would be beautiful but its map had borders, and vehicles comes back to the center of the map automatically. For example, its possible to reconvert GTA IV to GTA SA, so, maybe if it will be something possible between SC4 and GTA dimensions?). Thank you!
  20. 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?
  21. Hello. I've never used mods before but decided to give it a try. I've downloaded a Water Mod for Simcity 5. I've unzipped the .package file to the correct folder. The script files were already up to date so there was no need to copy/paste them into their folder. Launched the game and started a new region.....saved it....completely exited the game, including Origin. When I reloaded the region, put in the basics to be able to provide water. I selected the first water tower, and saw that it said $Free $No Cost and thought 'Great! The mod works!' ... When I tried to plop the tower, I noticed a red message stating 'No Water Available In This Area'.... Rubbish! The water table was dark blue! I plopped it anyway, and at first it showed I was getting water. A moment later the residents were saying they had no water. I clicked on the tower, and suddenly my available water was -0.1.... Did I do something wrong? I'm on a laptop running Windows 10 with the Digital version of Simcity including CoT through Origin. EDIT: I've managed to get a region going with some working mods. However, if I exit for the night and reload the game the next day, the mods no longer work.
  22. so, I installed BadPenaut's roads, including Narrow Roads Pack and Suburban Streets. When I open the game and access the Content Manager, I don't see the assets I installed. I tried putting the .crp files, moving them to Mods and back but it's not working. What am I doing wrong? Also, I enabled Network Extensions 2 and New Roads for Next, but the new roads don't appear for me.
  23. 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.

Thank You for the Continued Support!

Simtropolis relies mainly on member donations to continue operating. Without your support, we just would not be able to be entering our 15th year online!  You've really help make this a great community.

But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running, so that we can help keep bringing SimCity players together to share our creations.

Make a Donation, Get a Gift!

Expand your city with the best from the Simtropolis Echange.
Make a donation and get one or all three discs today!


By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

Each donation helps keep Simtropolis online, open and free!

Thank you for reading and enjoy the site!

More About STEX Collections