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Showing results for tags 'tree'.
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"Klei de los Mares: Beaches" Isla Klei is a paradisiatic place in Metzú Republic. With the highest rate of foreign tourist, his main economical activity is tourism, with great and long beaches around the island. Klei has the best preserved historic center, influenced by spanish colonists. Was founded in 1870 and his population has never changed. You can only arrive by ferry. Full Map Population: 1.306 Metropolitan Area: N/A Main Activities: Tourism Transport: Terminal Fluvial de Klei. Connections every day from Tiyi, Villa Varisio and Wainor. We hope you visit our cities, See you on the next article, Stranger. Sponsors:
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Version 1.0
53 Downloads
Hi guys, here's a park building called "Liquid3". It's inspired by this Liquid3, which fights city air pollution in Belgrado. In the game it's a reward park and it requires: - University has been built; - city residential population at least 130.000; - middle and high wealth residential population at least 85.000; - air pollution more than 150. Its plop cost is 500 § and the monthly cost is 50 §. It reduces air pollution around it. Have fun -
Hello everyone, The thing that bothers me the most about SimCity 4 is that I have to spend an eternity manually adding seedlings to my cities. Not only does it take a long time for each square because of having to put down one at a time, the plopping tool doesn't even do it easily. It leaves holes and it takes a lot of time to go over in random patterns and such. Plus, it likes to place seedlings in adjacent tiles. What I am wondering is if anyone has made a mod that makes it possible to simply plop a fully-populated square of seedlings using Maxis trees. They would grow and act totally vanilla, as if they had been manually plopped. Even better would be a way to do this over existing buildings and have the game place the trees where they are permitted. For instance, the cemetery, water treatment plant, and some other buildings can have trees planted on them. Having to do this manually is a huge waste of time. Thank you.
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This example adds a new tree to orchards. In this case the tree produces figs. If you want to build and test the mod... bin\x64\Tools-x64.exe /build figResources.rsc /pathres ../example/tree /pathdat ../example/tree/bin You should now be able to run the game and see that fig trees can now be used when you plant trees in a orchard. Like the crop example, you'll need to enable debug mode in this mod to be able to give yourself fig seeds without buying them at a trading post. Before the mod is packaged, you have to explicitly tell the game to load the resources using the /ref parameter. bin\x64\Application-x64-profile.exe /ref figResources.rsc /pathres ../example/tree /pathdat ../example/tree/bin Start a new game, and use the debug menu to give all tree types to the player. Then place a orchard - you should be able to select Figs as the fruit. This tree works like any other. You can build the mod into a package like so: bin\x64\Tools-x64.exe /mod Package.rsc:fig /pathres ../example/tree /pathdat ../example/tree/bin To test the mod by itself, you can run the game forcing it to only use packages. bin\x64\Application-x64-profile.exe /onlypkg The game should have the new mod listed in the Mods dialog and you can enable it. General steps for adding a new tree Adding a new tree is almost identical to adding a new crop, just the entity definitions are different, and modeling the tree can be slightly challenging. You'll need to model two objects. One for this display of the tree in the field, and one for the fruit when it is harvested. There is a slight difference is the modelling of the tree. Deciduous trees in the game use the a vertex shader to always make the leaf billboards point at the camera. When modelling the leaves only a small quad (0.01m) is needed for each billboard. The billboards have a third texture coordinate that tells each vertex how far to expand and in what direction. In general the billboards are also mapped to a location on the Ambient Occlusion texture that is fully white - and actual AO information is only used on the tree trunk. On other parts of the tree, such as the trunk, make sure the third texture coordinate is mapped to uv (0, 0), otherwise the trunk will sway in the wind along with the leaves. If you're adding a new conifer style tree, the third texture coordinate just defines how much the leaves sway in the wind. See /example/tree/Models/FigTree.fbx Like in the crop example you need to build Textures, Materials, and Meshes for the objects. The process is the same. See /example/tree/Models/MaterialInstance/Fig* and FigTree* See /example/tree/Models/FigMesh.rsc and FigTreeMesh.rsc Like in the crop example you need to build String Tables and Sprites. See /example/tree/UI/FigSpriteSheet.rsc See /example/tree/UI/FigStringTable.rsc Finally you'll have to make entity definitions (again, similar to the building example) See /example/tree/Template/NaturalResourceFig.rsc See /example/tree/Template/RawMaterialFig.rsc To package and reference the new entities, you'll need a package resource and a list of referenced objects. See /example/tree/figResources.rsc See /example/tree/Package.rsc
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Version 1.0.0
497 Downloads
Christmas Tree (Chinese: 圣诞树)… Just a Christmas Tree, Please don’t expect any description from this. ----------------------------------------------------------------- ----------------------------------------------------------------- STATS PA : Lot size: 2x2 Plop Cost: 500 ----------------------------------------------------------------- ----------------------------------------------------------------- Remind: Just download "MaxisNite" or "DarkNite" version of the building. ----------------------------------------------------------------- ----------------------------------------------------------------- Dependence: None Optional: (For DarkNite) SimFox Day and Nite Modd ( https://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/ ) ----------------------------------------------------------------- ----------------------------------------------------------------- This time there is no spot for an Easter Egg to put in this building. -
No matter what I do I cannot fill the bald spots on the edges of the tiles. I used Flora Blast but then I tried to fill in the spots with the God Mode tree tool and I only get shrubs in those spots. The terrain is completely flat and the edges are reconciled. I've tried everything I can think of to get ride of them. IDK if this is happening because of Olympic Tree Mod or if the Vanilla code would do the same thing but I'm super OCD so this is a problem for me. Any Ideas? The Mod is great by the way just FYI.
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- olympic tree controler
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Guys, I would like to ask for your kind help. Some time ago, I have created a set of 3x3 forest lots, to accelerate the process of creating forests and wooded areas. However, I have recently noticed that any MMPs that I place close to my forest lots, completely obscure the shadows normally cast by the trees used for the lots. In other words - it's as if the MMPs do not receive shadows from the trees. Any tips or instructions on how I could force the shadows onto the MMPs, so it looks normal again? Thank you.
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Tree controllers and two SC4 installs at once? (Technical questions)
armpit43 posted a topic in SimCity 4 General Discussion
Hi all, I was wondering if anyone could provide answers to a few questions I have. Firstly, I have a God mode tree mod that I downloaded a long time ago that I really want to remove. When I do so, the orginal Maxis trees do not appear, just boxes. Is there a way to bring the orginal Maxis trees back? Or should I just download another God mode tree mod? Secondly, is there a way to have two installed copies SC4 installed on my machine at the same time? I have a bit of a mess of a plugin folder and would like to play "Vanilla" for a while.- 16 Replies
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Family reunion - the prop family diary
TheMurderousCricket posted a topic in SC4 Modding - Open Discussion
Good morning or good afternoon to some. I decided to create a new topic that would document what I'm trying to do. My ultimate goal is to create some tree-only lots for later use in the game. As I mentioned a few days ago, I'm just tired of painting entire swathes of SC4 landscapes with MMPs. I have lots of fine tree and bush models in my plugins folder, but there is just one big problem - they are scattered about in numerous .dat files which makes using them as prop families in forest lots a little bit of a hassle. Especially when you realize that some of the prop families have repeating instances of trees and shrubs. Thus, I wish to coalesce all these models into separate, bigger sets which are more manageable from the landscaper's point of view. The final goal, as I currently envisage it, is to have just five, maybe six prop families from which I can later build forest lots. I decided to write down this process so that anyone who ventures upon the same trail can look it up, and get the jist of the workflow involved. A little disclaimer though - this will not be a tutorial so no step-by-step instructions will be offered. Rather a record of my thoughts regarding the entire process and its stages. This is by no means a prescriptive guide and you may, in fact, find a better way to do the same thing on your own. Of course, any comments and ideas regarding my methods are welcome! _____________________ 01.07.2021 The first stage I determined would be necessary for me to complete this project was to actually familiarize myself with the (already vast) contents of my plugins folder. I needed to know exactly what trees and plants I already have and see how exactly do they look like. In order to do that, I opened the LE and, first of all, created some "Display Lots" where I put some of the "suspect" prop families. By "suspect" I mean "prop families that seem to contain some flora". Another step was to take a closer look at the contents of the prop families I used in the "test lots". By that I mean - exact filenames of the floral props. Currently, I am in the process of writing all these prop names down so that I can later segregate and rearrange them into new prop families. I actually use four "modifiers". The type of flora (a tree or a shrub?), the size of an object (S, M, L, XL?), the type of forest a prop is likely to grow in (mixed, jungle, coniferous, deciduous) and my highly prejudiced and fully subjective quality rating for a given object (three levels - an OK prop, a good prop, a beauty prop). I use an excel chart to record all of this. Here's how it looks: The idea now is to continue to write the prop names down until all prop families are examined. It seems like a big deal but it's not that bad once you realize that, as stated above, some items will repeat from one prop family to another and you no longer need to inspect them. Once I get all the names, I will then sort all the items to assign them into new prop families I'd like to use. The size and type of forest an item grows in will be the main keys for that operation. I don't actually think that geographic distribution of a given species is something I should worry about too much in a game, right?- 3 Replies
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Version 1.0.0
578 Downloads
My second tree controller, but for a more warm environment with better bushes at high altitudes. It is a tree controller, that makes very high density old growth forests at mid and low levels. At low levels it has some tropical vibes with palms, higher and more arid its more alpine meadows. I was kind of emulating the Croatian coastline in terms of coniferous plants. At medium levels the deciduous content is replaced with more coniferous, mimicking the transition to alpine. A few patches of deciduous show at both levels if the moisture is right, which helped break up the banding. It is not a seasonal controller, as I don't like the lag when trees change, nor dealing with plating them all at the right date. It has the following dependencies: CP_PropPack_Vol02.dat https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2945 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2770 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1180 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2790 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=631 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2758 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2698 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2620 https://community.simtropolis.com/files/file/31109-flunight-props-vol-01-flora/ https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2888 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2980 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3001 only summer versions are needed for all the above. Any issues let me know. I think I have all the dependencies sorted. Images generated were with the Bajio terrain mod, and it looks awesome together But use it with what you want https://community.simtropolis.com/files/file/20590-lbt-bajio-terrain-mod/ There are two dat files in the downtoad. they both need to be in your plugins folder. this controller works with flora blast. Above images were generated using flora blast 3000 3000 3000 for a high density covering. The map file sizes at this density are roughly 6mb per map just with trees. -
Fixing the slope adherence of Maxis bushes
monkeywater posted a topic in SC4 Modding - Open Discussion
Is there a way to fix how the maxis bushes sit? They don't seem to be on the ground, but rather elevated off of it? -
Version 1.0.0
1,557 Downloads
Tree Farm, by Mattb325. --------------------------------------- These are two Eucalyptus tree farms. From Australia to Europe and Britain, Guangdong to California, Brazil to Pretoria, Eucalyptus trees are often farmed for the express purpose of making wood pulp. These trees are quick growing and despite their propensity to drop branches and topple in storms, their timber is durable. Loved and hated in both Australia and abroad, Eucalyptus trees trace their lineage back to the Gondwanaland super-continent with all the fossil evidence (dating back about 60 million years) showing that Eucalyptus evolved somewhere around present day Argentina/Uruguay and spread eastwards some 180-50 million years ago. This was when South America was joined to South Australia via Antarctica. Ironically, in their ancestral home, Eucalyptus trees are now considered a monumental pest in South America and many other parts of the world. Just like Australian actors, they are everywhere. Theses farm lots are arranged with a cute, but modest house and the house and outbuildings are set well back from the road via a long driveway. One of the things that bugs me about farms in SC4 is that the farm buildings are right on the roadside: something rarely seen in real life. These are not designed to grow too frequently (assuming you have other custom farms in your plugins). It also comes with a brand new type of farm field for the Eucalyptus tree prop family. Mattb325 Edit April 6 2021: It has been reported where if you de-zone or zone over the top of the grown fields (eg to make residential areas for instance), the trees remain in place: simply bulldoze them after dezoning. Similarly, you need to dezone the entire area first prior to bulldozing the fields. --------------------------------------- STATS I-AG: Lot size : 3x8 & 4x6 Growth Stage: 1 (Agricultural zoning) Bulldoze Cost: $ 121 Capacity Satisfied: I-Ag 8 Pollution: 1 (Air)/ 1 (Water)/ 4 (Garbage ) Pollution Radius: 5/6/0 Power Consumed: 2 Mwh Water Consumed: 15 Gal/Month Occupant Group: Low Wealth Agriculture --------------------------------------- NOTE ABOUT DARK NITE vs MAXIS NITE: This download is a lot and contains no models. However, the dependency will require you to choose between a Maxis nite model and a Darknite model. If you use the dark nite version, you will need a dark nite mod. (http://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/) --------------------------------------- DEPENDENCIES: To ensure proper functionality, make sure the following files are in your plugins: *Craftsman Style House: (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3671 or https://community.simtropolis.com/files/file/33176-craftsman-style-house/) *BSC Bat Props - Mattb325 Vol04.dat (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3672) *BSC Texture Pack - Cycledogg V01.dat (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=101) --------------------------------------- To install, simply unzip the contents of this file into your plugins folder.- 1 Comment
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Negative Radiation Trees (and what happens when you delete one)
jeffryfisher posted a topic in SC4 - Custom Content
Trying to be clever while editing some fruit trees a few months ago, I set each one to emit -1 radiation. That way (I thought), I could plant some around any advanced disease research center to negate its radiation. These trees (lemons etc) also sometimes grow naturally as farm fields. Well as luck would have it, one of my residential areas expanded into some farms, so I bulldozed and dezoned some orchards to make way for a new subdivision. What happened next took me by surprise: My city suddenly acquired 500 radiation, and the new residential lots are in a 12x12 area of crimson-appeal where even R$ refuse to live. I don't understand why the trees would spill radiation when cut down, but I guess that's the way the game works. Now I need some way to clean up the mess without creating yet another thing I can never delete. So rather than another lot, I'm wondering if we can design an ordinance that would clean up some amount of radiation in its city until it's gone, and then I can repeal the ordinance after the radiation is gone. Is that possible? Is there any other way to mop up radiation without leaving behind another time-bomb? -
A guide to fast, yet precise, MMP tree planting
TheMurderousCricket posted a topic in Mapping Community Room
TMC's guide to fast (yet naturally random) MMP tree planting Let's say that you have some really nice MMP trees in your plugins folder and would like to use them to prepare a stunning terrain. However, there is one serious flaw - they cannot be used in the "god mode". This tutorial is, to a great extent, inspired by @Terring's featured article "Mayor Mode Ploppables in God Mode Landscapes" (link in "Step 6"). My tutorial is kind of an expansion to the idea that might be put to use in a certain specific setting, when you have a certain specific goal in your mind which is - a massive, yet precise placement of MMP items in the game world. If you are anything like me, you just don't have enough time in your busy life to make your own tree controller or surf the iLives to convert MMPs into GMPs. So, the next thing you do is to enter mayor mode and try to put some trees in a predetermined region where you would like to see a diversified forest. You start off and find out that your MMP set can only plant one tree at a time. "Brushing" the trees like the Maxis defaults is impossible. You try to brush them on anyhow (comparable to painting "The Birth of Venus" with a toothbrush) and encounter even more problems: - If your hand is not fast enough, you get some ugly, unnatural lines of trees rather than a forest. - If your hand is fast enough, you completely loose precision. Luckily, there is a certain workaround that may help you plant a convincing, diversified forest, keep it precisely where you want and let you go crazy on the mouse. (The latter of which is, unfortunately, necessary to keep your MMP trees randomly scattered). Here is the workflow: Step 1 Run SC4 Terraformer and load your region. Step 2 Go to the desired position. Pick the "LowerZone" brush and set min/max height to about 190 (water). Step 3 Paint the borders of your forested areas. Simply said, you now create "barricade ditches". The ditch will simply block the trees from being planted beyond the ditch (Or in front of it, depending how you look at things). Step 4 Save your region and open SimCity 4 Step 5 Go to the desired city tile(s). Start "aggressively" planting your trees, trying to avoid the "paint lines". Just relax your wrist! But before you do, make sure to do this. You're welcome. Unfortunately, there is no better way other than a "tree-hug, eco-seizure mode" to realistically paint MMP trees. So just go nuts with the cursor. But! The ditch you have just created, allows for those wacky cursor movements - the water barrier "sinks" any seedlings that could appear where they don't belong. You will hear a distinct "burp" each time a seed hits the water. It's almost like a Geiger counter! Step 6 When done, obliterate the city just like @Terring's tutorial instructs to. Not to worry - the trees will remain. Save the tile and exit SimCity. Step 7 Go back to SC4 Terraformer and load your region. We have to remove the ditch now. Step 8 Note that the city you have planted the trees at has been crossed out from edition. Since we actually do wish to modify it, uncheck the box next to the affected city. Step 9 Now, use the "Flatten" tool and fill the ditches with the appropriate height brush. In fact, just reconstruct the affected area any way you wish. Step 10 Now comes the tricky part. Save the area but be careful - when prompted... ...select big, fat NO. This will save the trees and the reconstructed terrain. Step 11 Now, run the game again and enjoy the "water-defined" wooded area. -
I know that there is a Maxis HD Tree Replacement Mod, but this Mod replaces just the Trees from Building Lots and besides Roads/Streets, but not the starting Trees when you enter the Godmode. I found a Mod that replaces the standard Maxis Trees from the beginning, the PEG MTP God Mode Tree Mod 102. But this trees are also Standard Definition Trees and in my eyes not better than the standard Maxis ones. I installed various Tree Controllers, like Cascadia Tree Controller, Central European Tree Controller (my favorite) and ARDEN Seasonal Tree Controllers, but they don't replace the starting trees, when you enter a tile to begin to build your district. So I ask you if you know a Mod or another way to replace the starting standard Maxis SD Trees with HD ones (ideally from girafe). Thx :-)
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Un-flattening flattened tree plantations and orchards
JohnAkaMrP posted a topic in Cities: Skylines Technical Help Q&A
Hi CS community, For the last few months on my current build, I've experienced a situation (as shown in the pair of screen shots) where the visual representation of both tree plantations and orchards is bugged. For lack of a better way to describe the situation, all of the trees within the assets have been flattened. They're still functioning 100% correctly and yield the 'raw forest products' and crops, but their appearance leaves them undesirable for use in areas that you'd want to have be presentable. I've loaded up a save game for an older build with a different map and map theme just to confirm that it's not an issue with the current build, map, or theme, but I found the same issue is now present in that older save game as well. These aren't workshop items, so I can't unsubscribe and re-subscribe. So I literally don't have any ideas of how I might correct the issue short of uninstalling and reinstalling the entire game. Does anyone have any ideas on how I might get these assets looking good again? (I know the use of this forum is rather 'thin' in late 2020, but the only other place I could think is Reddit, and that doesn't seem to be a place for asking about and receiving guidance on bugs. If there is some other place I could go for help, I'd also welcome finding another forum for CS content!) Thanks! John -
Hi i got a problem well i had 2 problems with a map called New York City Handcrafted I'll add a link to it below the first problem was most of the map being covered except the bottom part i fixed that now i have a problem with flickering trees bunches of them disappear and come back as i zoom in or out or move about its rather annoying. None of the other maps did that well one did but i fixed it i used Loading Screen Mod to help me identify any bad or non working mods with the reports it gives but still get the flickering can anyone help. map link - https://steamcommunity.com/sharedfiles/filedetails/?id=826938102
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a very banal question I have installed Vortex Ærden tree controller but i doubt it works, i think only maxis ordinary trees pop up how can i check this ? the seasonels works ok
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I have downloaded this building and so liked it. And I found this NAM AVE-2 road with beautiful trees in the road. Can anybody tell me what is it? Thanks a lot!!! I found it in this web: Thanks for @mattb325, I like your buildings so much.
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Hey everyone, Great to see you. Recently I download and use this JRJ Streets side Mod with my city, this is a fantasy work with jeronij, i appreciate her very much. 🙏 but I still have a little pity with the tree's size, it's a little bit too big for my PEG's house, so i want to rescale the tree's size, percentage, 50% or 60%. Can anybody help me or teach me how to modify this mod, I am chinese , so please forgive my poor english. Thank you! 🤗
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Current wisdom is that this is impossible. But somehow, I have downloaded enough things that I seem to be able to use two different tree controllers without issue. I can use the PNW tree controller, do god-mode tree planting leave those trees in my tile, switch controllers and do another type.
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Hi folks, I have absolutely no idea where to begin with this one. All of a sudden, there is a giant redwood tree appearing on these CP 19th Century Tenement lots. I downloaded few things today but didn't expect to see this tree pop up. Any ideas? Edit: I've noticed an additional problem. I'm now getting palm trees on my roads. I though I had them all blocked, via the Maxis HD Tree Replacement mod, but apparently not. Double plus Edit: I was able to resolve the palm tree issue by changing the Maxis HD Tree Replacement mod to load towards the end. Since it was just the T21 trees that were screwed up, I think removing the Light Replacement T21 mod somehow caused this issue. This has me thinking about another mod I am using, the CP Tree endless summer mod. I am wondering if this may have something to do with the giant redwoods appearing. Anyhow, I seemed to have knocked my plugins out of their delicate balance. I've also done a quick check against the best/most recent backup of my plugins and came up with these differences (the most notable change was the Light Replacement Mod being removed): FILES IN BACKUP NOT IN CURRENT FILES IN CURRENT NOT IN BACKUP If anyone has any ideas, I would be so appreciative. I've spent so long trying to get this plugin situation the way I like it and to have it go haywire is just extremely frustrating. Thanks.
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Hello Everyone, I am having a problem with Tree Models missing from the game. They are missing on several lots, to name a few, SNM PMQ, Buddybud Sunken Highway Walls. I have these dependences installed in my Plugins in the BSC folder, CPT # 7 Tree Controller, # 8 & 9 Tree Models, in SFBT folder, SFBT Street Tree Mod, Seasonal Birch Trees, in BSC props folder, Jeronij's Vol 2 Trees and Vol 3 Trees Seasonal plus both of the bldprop 1 & 2 , loosely installed in my Plugins folder. The game is saying I am missing the Plug-In # 1139490945. I still haven't figured out how to use the Data-Node so finding it in there would take a long time. I was trying to get the RRW rails to show up (it is in the NAM 36 folder, in the rail folder, in my Plugins) but my Rail shows up the Maxis version with a PEG underlay. I might have mistakenly deleted a Plugin I need. Enclosed is 3 pics. I guess I just need to leave my Plugins alone and just play the game. It is probably something so simple I just can't figure it out. My Plugins are DAT Packed so I have to go back to a backed up Plugins Folder (non-DAT Packed) to try and figure out what I did wrong. It works ok most of the time, but now I am stumped. Any help would be greatly appreciated.
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I want to experiment with seasonal trees but I don't know a good place to start. Does anyone have any opinions on what the highest quality seasonal tree mods is? And I've seen some seasonal trees that you have to plant on specific dates. Is this always the case? Because it seems like a chore. Also while I was looking up seasonal tree mods, I keep seeing people talking about "seasonal tree controllers." What are those exactly and how do I get one if I need it? Thank you very much
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Climate and/or Tree mods for Colder Climates
coolant1 posted a topic in SimCity 4 General Discussion
Hello, I'm new to this community, but I did play SC4 before. It's been quite some time, but this time I want to make a city in a colder climate, which the default settings just won't do. So I searched for some climate mods and tree mods, controllers but I'm a bit confused. BTW, I don't go for super realism or something like that, unlike some other people dedicated to the community..... honestly too tedious for me lol. so maybe tree controllers and the hassle might be over my head, but honestly I can't stand the oak trees when it's supposed to be -25C in winter and 20C in the summer. In a nutshell, I'm trying to find - A good enough climate mod that demonstrates the continental climate (I think -25 ~ 20 C is a bit colder than the average Europe), or one that I can easily change the settings (I only know a little from Ilives Reader, nothing else) (Preferrably with snow in the colder seasons) - And a tree mod or some tree addition, stuff like pines and other evergreens (I don't honestly think I could bother with the complexity of tree controllers, but maybe I could give it a try...?) Well, I tried a search but it's harder to find what I want than I thought...... help is much appreciated.

