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City-building game(s)

Found 59 results

  1. 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.
  2. 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...
  3. HSR plugin problems

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

    In some of my cityes I receive this message when I enter, is some way to resolve this... thanks...
  5. 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.
  6. 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!
  7. 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?
  8. 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.
  9. 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.
  10. 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?
  11. 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?
  12. 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.
  13. For the Eager, Yet Overwhelmed Newcomer New to SimCity, Simtropolis, or been out of touch for a few years? Wondering what the heck a NAM or a BAT is? And just what the heck is up with those brown boxes?! This article will take you through the basics of registering your game, whether from a hard copy of the disc or from Steam, the essentials of Simtropolis, and a jumpstart into the world of Custom Content, to bring your game to a level beyond what you could imagine is possible. I would like to thank A Nonny Moose for his contributions and influences on the creation of this article. Rush Hours, Deluxe Editions, SimCity Boxes, Oh my! Before starting on registration information, we should make a clarification on just what the differences in these versions are. The short answer is nothing. When Maxis released Rush Hour, the expansion pack to the original SimCity 4 game, they released two versions: one simply the expansion (SimCity 4: Rush Hour); the other, a version that included both the original game and the expansion pack (SimCity 4: Deluxe Edition). It makes absolutely no difference to the game whether you own the Deluxe Edition, or Rush Hour. Now, just what is the SimCity Box? After the release of SimCity Societies in 2008, EA released this version which contains SimCity 4, SimCity 4: Rush Hour, SimCity Societies, SimCity Societies: Destinations, and The Sims Carnival: SnapCity. The story here is the same with Rush Hour and the Deluxe Edition: it makes absolutely no difference. In the event that you happen to be a long time player who does not own Rush Hour or the Deluxe Edition, it should be noted that the expansion pack is required to make use of 99% of the custom content available on this site. I will explain that further later on. Registering and Updating the Game Before playing, you need to pick up the two (2) necessary EA-released patches to your game for it to work correctly. In recent months, it has been noted that the official EA SimCity 4 Deluxe site has been taken down. So as not to leave these players hanging, some mirrors have been set up containing the assorted official updates. Important note: If you purchased your game from an authorized download source, you may not need any further updates. Check the properties of the game's .exe file. If it indicates you have version 1.1.641.0 or if you already have version 1.1.640.0, you will not need further updates. For the standard, PC version updates, check out here: SC4Devotion Own the Mac edition and can't open .exe's? Check out this thread: Bought your copy off Steam? Steam comes pre-patched! Yay! You should apply the two updates to the game in this order: EP1 to fix bugs, and the BATupdate to allow nightlights. When you are finished, you should check to see that the version number of the .exe file for the game in Program files/Maxis/Apps has been updated to 1,1,640,0. This is proof that your updates worked. Optional Upgrades and Tools You may notice on the mirror sites, a number of other downloads available. Among these are new landmarks, new rewards, the Lot Editor, and Building Architect Tool (BAT). These are all optional, and are not necessary for the games function or the addition of but do add content, and functionality. So, just what do these BAT and Lot Editor things do? The Lot Editor allows you to construct new lots, using the buildings, textures, and assorted prop pieces included within the game. The Building Architect Tool (BAT) allows you to construct new 3D models, and is what is used to create new buildings, trees, seawalls, spaceships, and everything inbetween. Using the Lot Editor and the BAT in tandem, the world is yours to create. It should be noted that both these tools have a sizeable learning curve. We do have a number of tutorials here to get you started, the most notable of these being the BAT Essentials Tutorial in the Omnibus. Unleashing the Game At this point, your game is ready to go! The appropriate patches are in place, and the game is as optimized as Maxis and EA could make it. So where to now? Many players are happy to play the game without any custom content, relying simply on what Maxis has provided. It is indeed very possible to create beautiful cities using only what content Maxis provided. But, many would also point out that the game can be so much more. In the 8 years since the release of the game, the amount of custom content available brings the game to an entirely new level. Players can recreate their hometowns with stunning accuracy, watching roads twist and curve, with even the correct corner market in place. Players can build in the desert, in futuristic settings, or on Mars. The custom content community has taken a finite game and given it infinite possibilities. And the question I'm sure you're asking by this point is, where do I begin? There are a number of exchanges available for you to browse. Here on Simtropolis, the STEX is perhaps the largest, and one of the oldest exchanges devoted to SimCity 4. The other primary English exchanges are SC4Devotion LEX and the PLEX (now on the STEX). You could say that SC4Devotiion is the high-tech site, and that Pegasus is the theme site, and you wouldn't be far wrong. Most community exchanges both require free registration in order to download, as Simtropolis does. The SimCity community expands far beyond English speakers, however - other communities include German and Japanese sites. Growable? Ploppable? What? As you browse the exchanges, you'll notice these phrases on assorted files throughout. The answer to this could not be simpler. A growable lot means that it will grow on its own with the appropriate zoning, as if it were any building created by Maxis. Ploppable lots allow you to plop the building as if it were a landmark. Some ploppables retain their commercial/industrial nature and provide jobs as though they were grown. It should be noted that at early points in the exchange, you may run across residential ploppables. These do not work, and will abandon some time after plopping. So, I've Downloaded Some Stuff. Now what? Installation of downloads really is simple. This article by our fearless Dirktator outlines the process of installation. Some downloads now come with .exe installers, which simplifies the process even more - the installer does all the work for you. The next question you may have is where the heck do I find my ploppable items in the game? Some items will be pretty intuitive as to where they are located - Educational facilities are located in the Schools menu, policing facilities in the Police menu, etc. But what about that great skyscraper advertised as a ploppable? Those will generally be located in the Landmarks menu. Nearly everything else (parks, churches, etc.) will be located in either Parks or Rewards. And if you just can't find it anywhere, consult the ReadMe that should have been included with the download. It should state where it is located in the menu system in game. Brown Boxes, Everywhere! Uh oh! This may look tragic, but it doesn't mean your game is wrecked. You just missed downloading some dependencies. Wait, what? Dependewho? Dependencies are separate files that a lot uses to complete itself. If Download A cannot find the appropriate dependency, it reverts to the lovely boxes you can see in the picture above. It may not look like it, but each lot is actually filled with bits and pieces of other files to make the bigger picture. The trees, the benches, the garbage cans, the swimming pools you see on assorted lots are all individual pieces, that come together to create a house, a park, or a shopping complex. All downloads on the SimTropolis EXchange are required to list all dependencies needed to work properly. If you've looked everywhere and just can't find that dependency, or if the dependency package is locked, please make a post here, and one of our friendly members will help you out. You may have further questions in regards to dependencies. As with installation, I would like to refer you to another article that goes into much further detail. The Dependency Debate by north_country_dude goes into great detail about the pros and cons of dependencies, and answers a few of the common questions you may have about them. So what should I download? Building tastes vary from person to person. Personally, I prefer the drab, 1970's concrete buildings, while many prefer the sleek, glass modern skyscrapers. Because of this, I'm not going to recommend any particular buildings - but I can recommend some mods that are considered the best and the greatest. Network Addon Mod, or the NAM. This mod was first conceived with the discovery of an unfinished road network Maxis left in the game. The talented modding community has taken this and turned it into entirely new road networks, gave us roundabouts, and allows us to create true metropolitan cities with roads to match. This can be found here on the STEX, or at SC4Devotion. If you're interested, here is the "official" NAM FAQ Thread with links to the different parts used with NAM & answers to common queries. If any issues come up while using NAM, there's also a support thread here. Various NAM Team members including Tarkus frequent the thread and gladly help out. A terrain and water mod. When you first launch the game, the grass and water seems realistic enough. A bit off perhaps, but hey nothing can be perfect. Not true - modders have been able to create new textures for the terrain and the water, which makes the Maxis textures look like off-coloured drawings. Cycledogg has made a number of varying terrain mods, and there are assorted water textures on the STEX, each varying for the kind of water your city needs. SimMars. Certainly this mod is not for everyone, but this article would be deficient if it weren't mentioned. SimMars transforms SimCity to Mars, complete with textures, buildings, road networks and music to match. The work done on this is exceptional, and it sits with the NAM as the greatest projects to improve the game that SimCity has seen. Everything else listed here. Livin in Sim has created this top ten list of great mod's that should be essential. A few other members have listed their contributions as well, and I would highly recommend them all! From there you could look through the CJ section to get ideas or run through the STEX and other exchanges to see if anything "jumps" out at you. As I mentioned before, if you can't seem to find something, make a post here and someone is bound to help you out. How do I win? SimCity is different from most games, as there is no set end point. Your success is based on goals you set. For many, a balanced budget and proper governance of a successful city without "godly" intervention (ie. cheats) makes a successful game. For many, the accurate recreation of a real life city is the goal, generally with the assistance of assorted budget cheats. For others still, it's simply to create the best city they can. Set your own goals and adjust as you achieve them. For all flavours of player, however, we do have an assortment of tutorials here on Simtropolis to help you on the Omnibus. The sections that will interest you most are SimCity 4 Reference and SimCity 4 Tutorials. Check back from time to time, as we do continue to add articles! Hopefully, this article has helped you get started. If you have any further questions that this article didn't answer, the folk in the forums and the chatroom are always eager to help, and any member of the Simtropolis Help Squad would be more than happy to give you some tips to the right direction.
  14. I get asked all the time about what mods I use and where to get them. I have compiled a list of useful links and I wanted to share them here! Simtropolis Exchange -Most popular: http://community.simtropolis.com/files/category/1-simcity-4/?dosort=1&sort_key=file_downloads&sort_order=desc -Highest rated: http://community.simtropolis.com/files/category/1-simcity-4/?dosort=1&sort_key=file_rating&sort_order=desc SC4 Devotion -Most popular: http://sc4devotion.com/csxlex/lex_lotlist.php?orderBY=popular STEX Hall of fame: Toutsimcity -Most popular: http://www.toutsimcities.com/downloads/index/simcity4/sort:Download.downloaded/direction:desc Capital SimCity: http://descargas.capitalsim.net/?sitio=csc Japanese SC4 site links: http://sc4devotion.com/forums/index.php?topic=361.0 -SOMY is a great example: http://members3.jcom.home.ne.jp/somy000/index.htm Simtropolis STEX CD/DVDs (costs $ but its easy and helps support the site): http://www.simtropolis.com/stexcollections Strictoaster, a popular SimCity 4 and Cities Skyline streamer and Youtube creator, has a easy to follow spreadsheet for the content he uses: https://docs.google.com/spreadsheets/d/1ya_32tupri4av11zGeX92yVh5L6en8KMi1syZgsf55I/edit#gid=0 Others: https://sites.google.com/site/sc4modds/ ...That's what I've got for what's popular and easy to access. If you have questions or others to add, please do so!
  15. 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.
  16. Craig-Abcvs Text Loading Mod



    Craig-Abcvs Text Loading Mod It is a well known fact, that as our plugin folders, get ever larger, that our city tiles take longer and longer to load... So what are we to do while we wait for the tile to load? Well there are a few options, such as going and fixing a snack or going to the bathroom... but for those of us who have a pathological need to stare intently at the loading screen, wouldn't it be good if there was something new to keep us amused, rather than the original Maxis loading texts, which while they were probably funny 10 yrs ago, maybe we would appreciate something different to smile at while the tile loads. Never fear the Craig-Abcvs Text Loading Mod is here! 120 or so lines of all new wit from the Screw Pile Developments, South Pacific Down-Under Division... Simply place the dat file in your plugin folder, load the game, select a tile and sit back and enjoy what the game loading minions slaving away in the virtual recesses of your hard drive really think about how much stuff you have crammed in your plugin folder! If you decide that you are bored again, and wish to revert to the original Maxis text simply delete the dat file from your plugins. *Instructions on how to make your very own text loading mod are in the read-me! Credits: Pegasus - for his original PEG Text Loading Mod which I used as the template for this new version, which you in turn can now use for your own! Paeng - for the cool animated text gif. Simpeg Community - for helping to brainstorm a fair few of the ideas!
  17. 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.
  18. 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!
  19. :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.
  20. Lost Data

    Hi! can anyone help? I had my data backed up! thank God, and my old computer crashed, I was able to copy it to a new computer (windows 10) and put it in the plug-ins folder but it doesn't show up in the game. Am I missing anything?I am not at all tech savvy and so miss playing this game
  21. Hi everybody! I am posting this because I was unable to find this covered in the forums after I did several searches. I'm sure that it is covered somewhere, but I didn't have any luck tracking down the answers. Anyway, I have received remarkable help previously when I had a technical-type issue, so I knew where to go for help this time, so I thank you in advance for any responses. Ok, here's the issue: my old computer recently bit the dust, so I had to re-install my Origin digital copy of SimCity 4 Deluxe Edition on my new computer. From my old I do have the buildings I downloaded from STEX (in a folder marked 'plugins') and a region I was working on (titled 'Scottsville') saved on a flash drive. Now I need to know how I go about getting my buildings and region into my game on my new computer. I am one step above 'Amish' in my skill level regarding computers, so please use as basic of terms/instructions as you can; I appreciate it. I assume I can accomplish this goal involving something along the lines of two options, which are: Option #1: Go to Windows (C:)--> Program Files (x86)--> Origin Games--> SimCity 4 Deluxe Edition, then either ADD my plugins/regions folder from my flash drive to the plugins/regions folder now visible here, OR delete the visible plugins/regions folders and REPLACE it with my plugins/regions folders from my flash drive. Option #2: Go to Documents--> SimCity 4, then either ADD my plugins/regions folder from my flash drive to the plugins/regions folders now visible at this point OR delete the visible plugins/regions folders and REPLACE it with my plugins/regions folders from my flash drive. I am leaning towards the fact the solution will be some variant of 'Option #1' but I've learned over my years not to make a move with computers unless I'm absolutely sure of what the correct move is, on accounta I think computers have put a lifelong curse on me, that I need to tread lightly in order for complete disaster to be averted when our paths must cross in something more complex than the basics (word processing, e-mail, internet (news, sports, porn)). Thanks for the help people.
  22. Previously I had a Windows 7 Professional installation. I had two accounts on the computer, one Admin and one Standard. I ran SC4 from the Standard account off CD. I had all my plugins in the Standard account and SC4 had no issues using the standard account plugin and region folders. I recently upgraded to Windows 10 and did a clean install. I again set up an Admin and a Standard account. I installed the GOG digital version of SC4 from the Standard account. Now when I run SC4, it always goes to the Plugin and Region folder of the Admin account. I want SC4 to use the Standard account. I have tried the following: 1) Changed the configuration file and set users to the Standard Account. This did not work. Every time I start SC4 it changes the configuration file back to the Admin account 2) I tried using the SC4 Launcher and set the Mods folder to the Standard account. When I start SC4 from the launcher, it still uses the Admin account. And the configuration file has reverted back to the Admin account I do not know why SC4 keeps changing back to using the Admin account. Any suggestions on how to get SC4 to use my Plugin and Region folders from the Standard account and stop changing the configuration file back to user Admin?
  23. I'm just getting back into Simcity 4 after a few years of downtime. I was never really a heavy mods user in the past... I never used anything that even had dependencies. This time round though, I have two goals. First of all to use mods that effectively patch things that were broken in the game and second, I want to see how much depth I can add to the game. I've done some research and decided that I'd like to try CAM 2.1.0 along with some of the mods that InvisiChem and RippleJet recommended in the CAM manual but the mods in question (that are listed below) have about 100 dependencies in all. Which raises a few questions. At the moment, I'm working on a spreadsheet of all the mods and dependencies I've download and where they are or will be installed. I've categorized and sorted the mods by the "File Type" and "Category" fields found on the download pages of the SC4D LEX and the STEX. Here's where I've run into the first problem, not all mods have "File Type" and "Category" fields. In such circumstances, I'm lost as to how to sort said plugins. I'm starting with a relatively small number of plugins but I want to set off on the right foot. So I have a few questions. 1. Can I install plugins, dependencies etc. anywhere in the plugins folder and then move them to a subdirectory / datpack at a later date? 2. I know that by using certain naming schemes, you can control the order in which plugins are loaded when you start SC4. How do I decide which plugins should be loaded when? 3. My plugins folder will be backed up to my FreeNAS system, which will also have a repo of all the downloaded files in order to lighten the load on the LEX and STEX servers. This got me thinking... is there any reason I shouldn't use my NAS to sync my plugins folder (and region folder) between my laptop and my PC? Any advice on categorising plugins without "File Type" or "Category" fields would also be greatly appreciated. CAMeLot Counter SimGoobers Education Lots SG Health Taunton State Hospital BSC Mercy General Bathurst St Police Station Eastern Hill Fire Station BSC Functional Seaports Private Schools with Sliders (I will also be using NAM but that almost goes without saying)
  24. Which plug-ins folder to use?

    I played this marvelous game on a series of Windoz computers for years. But the game got so slow and unwieldy on my last laptop a few years ago I quit playing, but missed it a lot. So late last year I bought a MacBook Pro, and my first download from the App Store was the Aspyre version. (yes, I'd read about the Steam and other versions out there. Decided to go with the simplest for now). (Nope, not going the bootcamp/parallels/wine routes if I can help it.) I'd read about the limit on the plugins folder, so when I started searching the stex for my favorite plugins from the old days, I decided to basically, wait until I missed having a plugin before I'd come download, or search through the old files I'd saved from my old setup. I quickly found an empty plugins folder under Applications/SimCity.../Show Package Contents/Game Data/Plug-ins. And for the most part, everything I've dropped in there seems to work well. Created subfolders for Mods, Lots, etc to try and keep it organized. Slowly been adding in my favorite plugins. And most recently, I've been missing the NAM. So, found the Mac installer, and obediently reading the 'read me' discovered the existence of ANOTHER plugin folder I didn't realize existed: ~/Users/username/Library/Containers/com.aspyr.simcity4.appstore/Data/Documents/SimCity 4/plugins. And, of course, it is empty. And I probably wouldn't have given it much more thought, except I discovered all of my recently created cities are in the regions folder in the same location. Not in the location where the plugins folder i've been using is located. So my questions: Should I move my plugins to the location I found today, or leave them in the one I originally found? Will the NAM work from either one? Also, if it makes a difference, I will probably be the only user on this computer playing THIS game. Thanks for any insight that will dispel the confusion.
  25. Is it possible to have certain plugins for specific cities? For instance, if you have a rural city it would load only plugins specifically related to country-rural style themes. I was thinking maybe the game allows for having sub-plugin folders that each city would reference, but don't actually know if this is possible.

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