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CorinaMarie

See the attachment in this comment if you want a version where the white color for neutral park aura is transparent.

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CoriBoom™ Productions 
CoriBoom_Productions_Logo.png
Proudly Presents... 
Cori's Parks Aura

It's time to explore Park Effect in Data View form. 

In our 4th official CoriBoom™ release to the STEX, @CorinaMarie and I are delighted to present a mod which represents the effects of Parks Aura as a Data View.

SimCity 4 is an intricate and creative city building simulation, featuring extensive information for how interactions are connected with various wide-ranging gameplay variables.

Much of this happens under the hood, and so it's not always plainly evident exactly what's going on.

There are ways to observe and determine the desirable and more unsavory parts of town. In terms of a visual representation though of aura effects, this isn't directly defined as displayed data. As such it might not be apparent just how far the negative aura spreads from the local landfill, or the positiveness generated from plopped parks. By knowing this information, it's possible to make design decisions based on what it means.

As we've all become familiar with the standard offering of mayoral tools, Cori's Parks Aura is a mod you may not have realized might ever be useful. However, we believe it is very much so. *;)

What this allows is a completely new perspective into the diverse interactions of the simulation, and to determine more distinctly the reasons for residential development in different locations.

 

Background Info

Parks Aura is a primary YIMBY factor in SC4 which allows residential development to thrive. However in the game, this data is hidden away in the simulation and cannot visibly be seen.

The standard Desirability view can help to a limited extent. This represents several variables including "Transient Aura" effects, but it doesn't directly depict the Park Effect as many ploppable lots provide.

That's where you may find our mod useful, giving a new perspective to see how this important data is formed within a city. It can be used to make strategical city planning decisions for where zoning should take place, and also to identify the sources for where either the positive or negative Park Effect is emitted from.

Note that this mod is a visual representation of the Parks Aura within each city tile. It doesn't modify or alter the strength of aura effects, or any aspect of the gameplay whatsoever.

 

Main Design Features

Extreme cogitation has been devoted into all modding aspects:

  • Proven verified accuracy in the data representation.
  • Distinct breakpoints allow the data to be seen clearly and precisely.
  • Blending between the green and neutral allows for a gradual transition of the aura magnitude.
  • Updated legend scale with distinguishable colors (and value ranges represented).
  • Neutral aura is shown as an opaque and contrasting white shade.
  • Subtle transparency which lets the terrain show through.
  • Landfills and other trash processing facilities are highlighted yellow in the panel map so they're visible.
  • RCI zones appear when the view is active.
  • Overrides the standard Garbage view.

 

The Data Distribution

As mentioned, extensive testing has been conducted to identify the breakpoint thresholds forming the scale.

This was done through a methodical and progressional testing approach, incrementally narrowing down the possibilities until identifying where each range is distributed. This is important because it means the distributions of how colors are arranged is fully accurate to their true values.

For representing the data, a Color Ramp scale is used.

As follows:

Color Scale Thinger.png

 

This forms how the Data View panel appears with the 9 breakpoints:

Data View Panel.png

 

Sample Pics

In addition to the above previews, here's a few samples from how the Parks Aura view appears in game:
(Click to enlarge, and the arrow keys can be used to flick between them.)

Parks Aura v1.0 - Sample 01.jpg

Parks Aura v1.0 - Sample 02.jpg

Parks Aura v1.0 - Sample 03.jpg

Parks Aura v1.0 - Sample 04.jpg

Parks Aura v1.0 - Sample 05.jpg

Parks Aura v1.0 - Sample 06.jpg

Parks Aura v1.0 - Sample 07.jpg

Parks Aura v1.0 - Sample 08.jpg

 

Deuteranopia Version
(For color blindness)

To help in consideration for people with Deuteranopia color blindness, we've created a version specially with an optimized color scale. This allows the full extent of the ranges to be seen in shades from dark yellow to dark blue, meaning they contrast distinctly to equally represent the Parks Aura data accurately.


Here's the file to install in the same way (place in your Plugins folder instead of the main file):

zz_Deuteranopia DataView - Cori's Parks Aura v1.0.dat  *:read:


Open the spoiler below for a sample:

Spoiler

This is a simulated Deuteranopia preview using the Color Oracle tool:

A - Parks Aura Deuteranopia Actual Preview.jpg

 

And here's a preview for what it appears for those with trichromatic color vision:

B - Parks Aura Deuteranopia Simulated Preview.jpg


(For those with Deuteranopia color blindness, these two images above should appear very similar, if not identical.)


On a related note, we previously created a Data Views mod for Deuteranopia:

As follows:


Note: The included Garbage view there would conflict with this Parks Aura mod since it replaces that, and so it'd be a case of installing one or the other (not both of them).

 

Note on Maxis Parks

An observation from testing is how the Maxis Parks generate a high amount of aura. This is cumulative which means it builds up as more are located within a close vicinity. As such it means they're prone to producing the maximum extent of Park Effect that is shown as the top end Lovely side of the scale.

For reference, here's a list of the data values:

Spoiler

M = 10   R = 10   Open Paved Area
M = 20   R = 80   Ranger Station
M = 25   R = 15   Small Plaza
M = 25   R = 25   Medium Plaza
M = 30   R = 15   Open Grass Area
M = 30   R = 30   Basketball Court
M = 30   R = 30   Tennis Court
M = 30   R = 50   Soccer Field
M = 30   R = 50   Softball Field
M = 30   R = 60   Skateboard Park
M = 35   R = 30   Large Plaza
M = 40   R = 35   Community Garden (All 4)
M = 40   R = 40   Gazebo
M = 50   R = 15   Small Park Green
M = 60   R = 15   Small Flower Garden
M = 60   R = 15   Small Playground
M = 60   R = 30   Medium Park Green
M = 70   R = 30   Medium Flower Garden
M = 75   R = 25   Medium Playground
M = 75   R = 45   Large Park Green
M = 80   R = 10   Beach
M = 85   R = 45   Large Flower Garden

(M = Magnitude   R = Radius)


With these strengths of effects and it's very easy to build a few Small, Medium, or Large classed parks and see how the coverage soon mounts up.

 

Additional Notes

Aura Thresholds

The highest aura the game tracks is 166 and above, which is represented by the Lovely shade.

Once the 100 threshold is attained, this is significant because it's the maximum usefulness for positive aura. As per what @xxdita posted here, it's the most that RCI see as an aura growth cap (YIMBY factor).

Quoting for reference:

On 09/01/2020 at 12:32 PM, xxdita said:

This is the maximum amount of Park Effect that can influence any RCI type.

 

Color Layering

Due to the color ramp having a light opacity which depicts the data in a more elegant fashion, occasionally the Yuck color at the negative end will appear somewhat purple shaded when over water. This happens because the shades mix up with the added blue hues.

Additionally the same applies for different terrain mods also. Any given terrain mod will alter the color on the playing area. The scale has been optimally designed for regular green and brownish terrain, however the layering may appear differently depending on each individual type of terrain.


Game Glitch Discovered: Phantom Aura

You may occasionally find how some Park Effect still persists from an unknown source. As per what @Naomi57 posted here, and @xxdita also did here, it can be seen how the data is still shown even with nothing plopped to generate the effect.

When bulldozing some lots which produce aura, we believe our mod is revealing how the game doesn't always fully tidy up the underlying data. In our own tests, it doesn't appear tied to any particular lot. Also any given lot may or may not produce the leftover incorrect Park Effect data.

As a potential remedy, we suggest to run at least a full month of game time prior to bulldozing any park, especially on ones larger than 1 x 1 in size. Then save the game, bulldoze the lot, and run a few more days while watching our Parks Aura data view. Should the glitch appear, now exit without saving and come back to try again. Or better still, avoid bulldozing any parks! *:P

This really is an area where it was never known about until having a tool to show it. Quite possibly this view might explain why sometimes there can be stalled development if the phantom aura is causing it to be. Making regular backups of one's cities is thoroughly recommended in any case.

Again, just to emphasize how our mod doesn't alter any data, and only displays what the game already has calculated. This is all internally stored and presented from within the internal saved file.


Location of Garbage

Since we expect most people already effectively manage their garbage well, only the location of the trash facilities is displayed (highlighted yellow). Additionally, the Garbage Graph is more useful if needing to know how close to capacity one is, over the trends of time.

 

Installation

  This mod uses the standard process of installing SC4 content.


Copy the z_DataView - Cori's Parks Aura v1.0.dat file into the root of your Plugins.

The file is prefixed with a "z_" to ensure it loads last. This is important because otherwise the replacement view wouldn't override others which alter the Garbage Data View.


So, just to be clear...

*** Replaces the default Garbage Data View ***
(And let's face it, that is pretty rubbish for usefulness! *:lol: )


Note: This v1.0 version is functionally the same as the final v0.15 beta release.
The exception is a small change that rearranges the legend scale text, making them sequentially ordered from the low to high range values (which seems more logical).

 

Special Thanks

To everyone who helped with testing and posting feedback from the inherited development thread, the scope and direction wouldn't have been achievable without your valuable input to assist.

In particular, the meticulous testing carefully conducted by @Naomi57 with each posted beta version inspired this release to be possible.

Thank you! *:)


// CoriBoom™ Productions Release \\
Cori's Parks Aura v1.0 — (26 Jan 2020)

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Naomi57

   9 of 9 members found this review helpful 9 / 9 members

Wow, wow, wow!  This data view shows exactly what I've imagined in my mind's eye for years, when planning Park YIMBY and NIMBY effects, except now I don't need to calculate them and count tiles!  Also, there's some new discoveries, being able to see it for real:

  1. R$ low wealth sims are happier, and R$ neighbourhoods are more stable, in the presence of mild NIMBY park effects.  That's the medium-to-light shades of red in this Data View.
  2. The intense red NIMBY effect of Landfill suddenly and completely disappears when the Waste to Energy Plant eats the last bit of garbage.  :O
  3. That the effects of multiple YIMBY parks, or multiple NIMBY plops, are more intense by surrounding the edges of a neighbourhood, rather than just having them all in the centre.  *:ohyes:
  4. That the auxiliary park effect of multiple Plaza plops, for their landmark commercial benefits, is often intense enough that additional residential parks are not even required.
  5. As @Cyclone Boom mentioned, bulldozing YIMBY/NIMBY plops can occasionally result in weird phantom park aura effects that seem to last forever.  This only happened for me with Lighthouse plops, but apparently it can happen with other YIMBY/NIMBY plops too.

Here's a couple of my screenshots from the v0.14 beta, during beta testing ... click on the images to expand.

The dark red corner of the little map panel shows the dark red NIMBY radius of my Army Base and other really nasty NIMBY plops.

Notice the pale red patch inside the green, that's deliberately done as an R$ tenement neighbourhood, near my green and white industrial areas.  The purple "lovely" areas is the overflow YIMBY from my swishest R$$ and R$$$ residential zones ... probably way too many parks in there!  The medium cyan shows the auxiliary park effect of Small Plaza plops in my commercial districts.

5e1fa42c441e3_Brownsville-ParksAuraDataView(v014)7.jpg.07927732840876a4f7146f22593bd8b4.jpg

... and here's a closeup of that R$ tenement neighbourhood.

5e1e62895dc17_Brownsville-ParksAuraDataView(v013)5.jpg.0d01b59b1b93bc12e8304242ca158e31.jpg

Thank you, Cori and CB!  *:party:

NOTE: Managing Park YIMBY/NIMBY effects is just one part of establishing and maintaining stable low wealth neighbourhoods, but it's really great to be able to see it now!

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Kloudkicker

   4 of 4 members found this review helpful 4 / 4 members

This mod is brilliant. Having a park effects data view is so much, much, muuuuch more useful than having no garbage data displayed (my roads are always clean). Why "waste" this data view slot, when the park affects data is already being generated? NO more.  And it can help find problems you never knew of, because you couldn't see it. Ill say it again, but louder, BRILLIANT. Thank you @Cyclone Boom, @CorinaMarie@Naomi57 and everyone else involved.

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Simmer2

   4 of 4 members found this review helpful 4 / 4 members

When you think this old game is finally ready to kick the proverbial bucket, out comes something new and exciting that revitalizes it all over again.

You guys give the phrase "Peek under the hood" a whole new meaning!

Simmer2

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sejr99999

   4 of 4 members found this review helpful 4 / 4 members

thank you Cori   I recently loaded an old region created without custom content and with an empty plugins folder and was amazed how totally different the game looks now    and with upgrades like this you continue to evolve this game into what I call SC4 Plus

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Terring

   4 of 4 members found this review helpful 4 / 4 members

Awesome work, this mod really comes very handy :bunny:

5e2f4043422a0_Spandau-Jun.41041580153696.jpg.b0a06cc4f7e124f9eb9261127884c7e9.jpg

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rsc204

   3 of 3 members found this review helpful 3 / 3 members

Initially I downloaded this and left it to mingle with all the other forgotten things I never got around to installing. Recently I finally dug it out and tried it properly and who'dathunkit, it's only blooming indispensable, I could not live without it now. As mentioned in the description, being able to visualise the positive and negative areas, gives you a whole new dimension of data with which to plan and control things. It's another of those things that opens up what's really happening in-game and just becomes incredibly helpful instantly.

Thanks again for another small addition that adds so much when playing.

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Edvarz

   3 of 3 members found this review helpful 3 / 3 members

Nice!!! Even after all this time there's still new and useful things to add to the game

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tariely

   3 of 3 members found this review helpful 3 / 3 members

What a wonderful idea and welcome addition ! (I am inspired to redo all the parks that, as a beginning lotter, I didn't think of making with park effects...) 

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Iodyne

   2 of 2 members found this review helpful 2 / 2 members

Wonderful! Is there any way to have the neutral be transparent rather than a white?

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Hammurabi

   2 of 2 members found this review helpful 2 / 2 members

This mod is incredible. Makes placing parks and mediating RCI desire 100 times easier

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SorryImLate

   2 of 2 members found this review helpful 2 / 2 members

This is beautiful work! Absolutely no problems and brings an amazing insight to gameplay. It's one of my favorite mods! GREAT WORK CORI!! Thanks!!

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Denim Destroyer

   2 of 2 members found this review helpful 2 / 2 members

Never realized before how helpful something like this can be, good work! Also I may not be colorblind but the fact you went out your way to make a version for those who are is something to be praised.

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Cities and Things

   2 of 2 members found this review helpful 2 / 2 members

This was really awesome. I installed it and was thrilled to see that my largest city was nearly all purple. As far as park effects, does this give any insight, or does anyone know of the effects of certain types of parks over others? For example, playgrounds by elementary schools or skate parks in areas where more teens might be.

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Rott

   2 of 2 members found this review helpful 2 / 2 members

Very handy mod that can help spot stubborn lots that do not want to develop as well as illustrate exactly how and where the park effect will take affect.

 

slick *:8)

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