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      Got the wrong discs? Or didn't receive them in the mail?   06/20/2018

      For those who opted for physical discs -- if you donated between April - June and you received the WRONG discs or NO discs in the mail, please email stexcd@simtropolis.com and include your donation info such as Paypal transaction ID and we will get this rectified!

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Found 71 results

  1. Hi everybody! I start this topic as a general discussion and brainstorming thread regarding that I started to work (besides my general lotting stuffs which is running under the Heretic Projects name) on some much administrative-ish side projects on both Simtropolis/STEX and on the LEX. You may read this announcement from @CorinaMarie about my involvement to helping the STEX Team's work and make a little house keeping work. Also almost at the same time there a discussion was started in the Sharing Plugins Folders - Discussion topic about helping the SC4 Devotion staffs' work and making the files on the LEX more user friendly. Regarding the files on LEX, I started to extract the files from the exe installers and placing them under their given folder structure. I call this process "de-installerizing". At some point on the LEX the uploads will get an update following the new system. Also the provided readmes will get an update regarding the dependency links. On the STEX as the announcement states, I started to work on Paeng's files, first I tend to upload the still unavailable files with readmes and proper folder structures. After that I'll go through his already uploaded files and update them with a proper folder structure. And this is step one. As you may know there are thousands of files on the exchanges without proper folder structures and with the Installation advice to copy the content of the zip into the plugin folder, which means (most of the times) in the lack of folder structure, that you get a bunch of model and lot files in a confusing order into the root of your plugin folder, which can't really be identified later, if you want to get the rid of it some of them. So that's why I'm following a pretty straight forward folder structure system (if you downloaded either one of my uploads, or my Paeng uploads you did see that) for easier access for the players. In the future I plan to do the same treatment on as much files on STEX as much I can. In all cases the original uploads will be intact, I won't change anything they will stay there as they are, but there will be a second option. The most common example of this process what the Staff used in the case of Nob's Ftexture. The STEX contained an outdated version of the file, and basically most of the people didn't know that they not necessarily have to go to the SimCity 4 China page to get this file, because it was already on the STEX. So the original upload were left intact on the STEX and got two updated version: one was the original latest version from SC4 China and one was from myself providing a more user friendly approach with a proper folder structure. Now to get to the point after this long introduction. I would like to hear/read your opinion about my planned/suggested folder structure. I use the same method for myself with my uploads (and during while I'm organizing my plugins back-up on my HDD). The idea would be if you, guys and girls, ladies and gentlemen are up for it, to make a more or less unified and universal folder structure system for the users/players and we, as custom content creators would be following this system. So let's see what I'm talking about. The folder/subfolder structure what I use is the following (it's just an example) inside the UPLOADED CUSTOM CONTENT.ZIP: Team Name folder \ (if there is a team) Creator's Name folder\ Content Name folder\ Actual content (it can contain other subfolders) NYBT\ Darknono35\ Olympic Tower\ lots, models, descs, other subfolders Heretic Projects\ Slope Side Walls\ lots etc… Simmer2\ Props\ SM2 Prop Pack vol.1 In practice this would mean a folder hierarchy which collects the similar contents in the player's active plugin folder under the same name. The red marked cells mean the actual folder which goes to the root of the player plugin folder. So if one is playing with NYBT plugins from multiple creators, in ones plugin folder there is a NYBT folder which collects all the NYBT's plugins, than the next level is the Creator folder which collects all the NYBT plugins from one Creator (in the above case this is Darknono, but another case it could be Aaron Graham too) etc… If one is playing with my stuffs, that means all my stuff is collected under the Heretic Project name. In the case of Paeng's recently uploaded plugins (by me), the main folder is the Paeng which goes to the root of the plugin folder. In every case the possible documentations (like readme and pictures) are taking place outside this main folder – they can go into a Documentations or Readme or any other folder, or they can directly take place into the zip, but outside of the main (Team Name or Creator Name) folder, so when the player is following the instructions and copying the contents of the zip or unzip the plugins into the plugin folder, than these additional and from the point of view of the game itself really useless files won't go into the plugin folder directly or they will be in the root, where they can be found and deleted easily. So I'm asking your opinion about this kind of folder hierarchy organization, and as a custom content creator would you consider to use it in your uploads? (Nonetheless it would be a huge help in my work with on both STEX and LEX because as I said in the introduction, I'm about to do this process with the already released older stuffs.)
  2. I was just about to throw some mods and such into the plugins folders and start playing the game but I got a notice saying I have no space left over in the SimCity game for such plugins. I have the steam version of the game incase you where wondering. Is this issue related to how many regions you have and how many cities are collected in each region? I only have 1 region with 4 cities + Timbuktu. I'm running the game on a Dell Laptop to incase that helps lead to the problem.
  3. Usemos desde ahora en más este hilo para cualquier pregunta sobre encontrar archivos --matias93 Hola a todos, soy nuevo en este grupo; no sabia que habia un espacio especial para quienes hablamos español. La pregunta que quiero hacer es ésta : las paredes que se encuentran en ese circulo rojo las puedo conseguir o son una creación de quien subio la foto y no están disponibles? Gracias por su atencion
  4. CASC launchpad not working...
  5. Should the folders that needs to be ran through the BSC cLEANITOL be deleted? Once its been check cleanitol puts the files in it own spot, and how does the cleanitol work? jUST WONDERING IF I AM DOING IT RIGHT.
  6. Dependencies fault

    Hello friends, I have a dependency problem, but in my game not show any brown box... help please...
  7. Hi, its me again. Back a long, long time ago, i went crazy with plugins and now have a pretty messy folder with most of the original plugins. The problem is that it now comes to over 3+ Gigs and even though I have done my best to sort it out, i fear deleting lots or dependencies that are required for stuff i don't even know exists . So, I'd like some advice on managing and maintaining a plugins folder, and whether I should just start from scratch with just the necessary plugins that i need?
  8. City hall, small, medium and high... every time I put the City Hall, small, Medium or High, there are brown boxes, so seems I have left some plugins to make this work... anyone can helpr and tell me the plugins I have to installl... thanks
  9. SC4 Plugin Packer, seems not work... I try to run this and is frozen my computer... or you think this work or have some thing I have done bad...
  10. Cheats or no Cheats, use it or not!!! I think a lot of people are using cheats, including me... maybe whitout cheats this spetacular game cannot fix more players... agreed or not...
  11. 11 minutes to load SC4

    Hello, I have to wait 11 minuts to load SC4, 7 to load Regions Map and 4 to load the Map i choose, incredible... maybe are some way to descend this times for load, or I have to eliminate some plugins... but how I can do it safety...
  12. HSR plugin problems

    I make for first time a High Speed Rail and not show good... can anyone help...
  13. Plugins Problems

    In some of my cityes I receive this message when I enter, is some way to resolve this... thanks...
  14. Seems that after I start working on a city tile, save and exit from the game, then go back to it later on, when loading said tile, this pops up on the screen..... What the heck is going on and do I fix it? Never seen this before.
  15. Moving SC4

    Hi guys, Did you miss me? I know it's been awhile since I had any problems that forced me to ask you experts what to do as once those previous issues were resolved I've been happily playing the game.........until! I wanted a larger monitor (my poor old eyes aren't what they used to be), and due to other PC related hobbies I required multiple monitors (4 minimum). That's neither here nor there .....except..... I upgraded my video card, installing a gigabyte Nvidia GeForce GTX 1050 Ti. Lo and behold, there are no video drivers compatible for Windows 2003 (AKA XP). I've been forced to revert to getting the game to run under Windows 7 which I dreaded due to the problems that forced me to XP in the first place. (Did I say I was lazy and tend to take the easiest way out?) So before installing SC4 back onto the E:\ drive under Win 7 I did some more searching and ran across a note explaining the game handled most new windows problems if one used a digital downloaded copy (i.e., stream, GOG, etc.). I jumped on the suggestion and downloaded a copy from GOG. Imagine my surprise and delight when the game opened without any problems whatsoever. Good to go, right? Not so fast Kemosahbee. The obvious next step would be to install the latest NAM and move the plugins folder to the new drive. Reading the included "read-me" from NAM 3.5 (35?) downloaded games came pre-patched so there was no need to EA's patch files. The NAM installed without a hitch. I then created an identical My Documents folder on the E:\ drive and moved the plugins. However, the game won't point to the My Documents\plugins folder. I can load the plugins in the plugins folder under the game's installed directory (E:\program files (x86)\SimCity 4 deluxe edition (created when I installed to GOG game)\plugins and the game will recognize the files. Well, gee, I told myself.....self, you need the launcher program you used before, SC4 Launcher! Installed same. Now, I don't know if this is the problem or it has something to do with the main game exe file but... 1.) I can't seem to get SC4L to save the plugins path. I manually changed the path in the LauncherPaths.dat file and SC4L will point to the proper path in the paths tab but no mods show in the mods path and the mods do not appear in the game. 2.) If I try to change the path under the path tab, SC4L will not save the path and keeps reverting back to the C:\ drive. My C:\ drive is a SSD and is for the operating system only. Where do I go from here? Please, please don't tell me I need to reinstall all the plugins. They do work if I place them in the directory explained above but I always heard your external plugins belong in a "documents" folder, not the root SC4 folder. Gracious gurus, do have a very Merry Christmas, Hanukkah, Kwanzaa, etc., and a great and happy New Year. Thanks so very much for your assistance you've given all these years. John P.S. Operating System Windows 7 with all updates. PC 6 core AMD with 16GB RAM. Video card is described above and has 4GB memory. 250 GB SSD for the operating system. 2ea 1 TB hard drives internal and a 2 TB external drive. There is also a 250G internal hard drive running XP as the operating system with SC4 installed. That will come out, hopefully.
  16. I came across this program ' WORKING MAN PRODUCTIONS DOWNLOAD & INSTALLATION CATALOGUE ( DIC) ' and was wondering if it is still a usable tool or is it outdated.
  17. I'm currently reinstalling SC4 after a few years away. This time round, I want to be able to sync my game between multiple computers so I can play on my laptop when I'm away from my desktop. To accomplish this, I'll be using an application called Syncthing, which is a self hosted, open source equivilant to Dropbox. I've st ip up so that everything in my "/Documents/SimCity 4" folder is synced between my various computers but there are one or two things I'm not sure about. SO I was hoping some of you who have played SC4 Multiplayer might be able to answer a few questions. Do I need to take any special steps with mods that require admin rights to install (i.e. CAM and NAM)? I run Limited accounts on my Windows machines for security reasons, will this create any issues? Are there any Plugins / mods that install anything outside of the /Documents/SimCity 4 folder or that make registry changes?
  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. CS$ and CO$

    Hey guys, I tried to look for CS $ a CO $ from stage 1 to download, but I did not find, do you know any? because I want to use BlockAllBuildings am CS and CO, but I can not find them in stage 1, so they can grow later, because Maxis's are not beautiful, because I like European style, so it does not mix, it can also be W2W, I love it W2W, can anyone fix me?
  20. Gosh golly, it's a mess for me. I'm trying to make sure that the loading process works as smoothly as possible, but it just doesn't work. I try organizing by function (first, mods, then dependencies, then lots and BATs), but that doesn't meld well with all these automatic installers. They keep insisting to be sorted by creator, if even by that. Help me, please.
  21. I'm going to spill the beans. SimCity 4 has been out for a solid 14 (!) years now, yet we as a community still have pretty good control over this game's content. What are the benefits and / or risks if, say I upload my plugins folder somewhere for anyone to download? That would be at their own risk. Obviously it's nice to credit the creator, as if everyone downloads files individually they can track the number of people who are using their files. It also lets members rate and comment on them too for good feedback. If rules were relaxed, there's be a big change to this. I get asked all the time to upload my plugins folder and usually my answers for not doing so seem to fall flat, especially over the years. It may be a good time for us to refresh our policy around this topic. A change to protectionism could open SC4 to a bunch of new users, but that comes with changes to the use policies we as a community have set up. I'd like to know your thoughts. This thread is for discussion only. It is not a means to argue or challenge anything. EDIT: See a similar discussion on SC4D here: http://sc4devotion.com/forums/index.php?topic=17599.0 Thanks @Akallan!
  22. General Load Order?

    Hopefully this is the correct spot for this post..........But I recently learned about how SC4 actually uses a load order with its files. Ive tried reading up on this but I end up getting overwhelmed with screenshots of folder setups and technical lingo. So, in general, how does one know how to "order" there plugin folders correctly if the provided readme for downloaded files doesn't state anything? Questions like: 1. Should dependency, prop, and texture folders go at the top or bottom? 2. what about gameplay mods such as slope mods, sidewalk mods, traffic light replacers etc? My plugins mainly consists of CAM (and every additional CAMeLot that goes with it) NAM, different lot files for R,CO,and IND, a dependency folder with everything I can cram in it, slope mod, some parks and eye candy and such. Finding and installing everything for the CAM was very time consuming, and I just want to make sure that everything I downloaded is actually being used and shown correctly.
  23. I did a search and I have a plug in manager (which is ambiquish at best) and I can't get rid of errors when starting an existing city. Most perplexing is when a missing plug in develops without any changes by me. How do I identify the missing dependency? For example (my current error) Plugin Pac 1523421531.
  24. Plugins in SC3K

    So I downloaded the GOG version of SimCity 3000, and I found a few buildings I like from http://www.tatertown.com/sc3000/db/ and where it says the plugins folder is, I'm unable to find it, despite me even uninstalling it and installing the physical version. No where to be found. Does anyone know where it is? Thanks!
  25. :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.
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