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The former headquarters of NeXcoM Ltd, Steinlia 21 has fallen into disrepair, attracting a number of seedy businesses, including a kebab store which has repeatedly violated health laws. Plopping this building may result in the reduction of surrounding desirability.If you want neighbourhood ruining buildings,this is the one for you.
272 Wealth Low Wealth
I hope this makes sense, but say you have a bunch of cities in a huge region connected, do the sims ever travel between them? like if a sim in one city needs a job, and the city next to it has plenty of industrial and commercial zoning, will the sim be able to drive over there to work?
I always see cars in the cities going in and out of the city. does it really work that way?
and also, why else would sims travel out of the cities?
This mod stems from the discussion in my Pedriana Plants Killer Modd - Buggy Water Zots? topic. I discovered that while the Pedriana Plants Killer Modd does prevent new ones from growing it has two side effects not mentioned. Namely, because the 5 base lots it blocks are set to either stage 15 or stage 255 this prevents those lots being used by other farms as well. Also, as @twalsh102 discovered in the aforementioned thread this also causes them to be above the stage 3 cap for requiring water. So, existing Pedriana's Plants that were already grown and doing fine will then need a water connection with that mod installed.
I went a completely different route and simply extracted the single building exemplar and changed the OccupantGroups to 0x00001006 (Building:Park) such that it will no longer grow, but also there are no ill side effects to the existing ones in the game.
In this post by @RippleJet we find that HAVOC Baby Chicks Free Range Eggs has that empty lot syndrome as a growable.
Here's how it looks when grown:
Works fine as a ploppable landmark:
Using the more complete Growing Empty Lots and How to Correct them guide on Devotion's site (ours here on ST is missing section 3b) I've poked around in the related exemplar using iLive's Reader:
First thing I did was zero out the Parent Cohort:
Then deleted the Building/prop Family:
Added Exemplar Type as value 2 (Buildings):
Added Purpose as value 5 (Agriculture):
Refreshed it to see the affect of my changes:
Then I saved it, closed Reader, re-opened it in Reader to be sure the changes were there. (And they were.) Now the silly thing won't grow in my game at all. It's still ploppable as a landmark tho.
Here's what SC4DataNode has to say about it:
I suspect what DataNode is showing is for the missing Random Billboards props mentioned in the lot file's ReadMe. (I've tried every Billboard download on the STEX, but that's a separate issue I'm not concerned about if I can't get the building to grow.)
So, what steps have I missed? I felt like I followed the guide and made all the needed changes, but all I did was make it go away and not grow at all. I could've done that easier by just deleting the whole thing.
This is a 1:1 scale map of the greater area of Boston, Massachusetts. Since this is my first map, there might be a few kinks. Areas include: downtown Boston, Boston Logan Intl. Airport, Cambridge, Winthrop, Brookline, and more! This map is almost completely flat, so it's perfect for heavy development.
Instructions on installation in the readme file included in the download.
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