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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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User Feedback

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Its been fun to watch this evolve and have installed already - and some of my old cities did look a bit yuk! 

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Used your Parks Aura data view just now, to double-check that the 40 vanilla landmarks that came with my GOG SimCity Rush Hour/Deluxe install are all Park Effect neutral ... making sure they won't gentrify my R$ sim neighbourhoods.

  • Alcatraz
  • Amalienborg
  • American Museum of Natural History
  • Bank of America
  • Bank of China Tower
  • Big Ben
  • California Plaza
  • Chrysler Building
  • CN Tower
  • Coit Tower
  • Columbia Seafirst Center
  • Fanuil Hall
  • Fernsehterm
  • Gateway Arch
  • Grand Central Railroad Station
  • Guggenheim Museum
  • Hagia Sofia
  • Hollywood Sign
  • Independence Hall
  • John Hancock Center
  • Lincoln Centre
  • Lincoln Memorial
  • Palace of Fine Arts
  • Palacio Real
  • Rotes Rathaus
  • Schloss Neuschwanstein
  • Smith Tower
  • St Basil's
  • Statue of Liberty
  • The Alamo
  • The Empire State Building
  • The Great Pyramid
  • The Living Mall (DLC)
  • The Sphinx
  • The Taj Mahal
  • The White House
  • Tokyo Tower
  • Tower of London
  • US Capitol Building
  • Washington Monument

Plopped all 40 of them :ooh:, and then ran on Cheetah mode for several months, all still neutral white.  A good chance to see what they all look like, too.

EDIT:  Ooops, and the Jefferson Memorial is Park Effect neutral, too, so that makes 41.  *:yes:

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On 07/02/2020 at 4:50 AM, Naomi57 said:

Used your Parks Aura data view just now, to double-check that the 40 vanilla landmarks that came with my GOG SimCity Rush Hour/Deluxe install are all Park Effect neutral ... making sure they won't gentrify my R$ sim neighbourhoods.

That's a great practical use of Cori's Parks Aura in checking that data. *:8)


----------

@Cities and Things

In response to your kind review and question:

Quote

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.

Thanks, and glad you like it. *:)

For the standard Maxis parks, we've added a list into the description inside a spoiler which might be useful. This shows the strength and radius of each of them, and how the larger ones are what have a stronger magnitude covering a wider range.

In terms of what the game sees, all parks are the same for Park Effect being seen as a general influence of aura. This means the game sees no difference between different types, since they share the same OccupantGroups properties.

So, therefore a playground or a ranger station (or anything) near another lot is seen identically, except for the magnitude and radius. Only these two factors are considered in the aura calculations. The difference is the concentration of the effect, and also the coverage area for how far it extends. Due to how the Maxis parks are, it doesn't need too many before the whole area will be declared as Lovely in the data view. That explains why a city can soon reach this threshold if building numerous parks in a close vicinity to each other.

So for instance, a Basketball Court with its 30 magnitude and 30 radius is half as strong as a "Medium Park Green" which has double the magnitude (at 60 aura units). The effects are cumulative, and so it doesn't take much for them to add up.

Hope this helps to clarify, and thanks again to you (and everyone) for your generous words.

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On 09/02/2020 at 7:04 AM, Cyclone Boom said:

In terms of what the game sees, all parks are the same for Park Effect being seen as a general influence of aura. This means the game sees no difference between different types, since they share the same OccupantGroups properties.

Does anyone know of a forum which explains this concept better. I am unfamiliar with the coding of files and don't know what OccupantGroups are. What I do know is that on surface level play, the game sends messages like 'commercials pine for plazas' or when telling you to build schools, it suggests putting playgrounds beside them to build healthy 'body and minds.' Clearly parks have an overall aura, but there couldn't be anything more subtle? like some buildings reading which types of parks are around them and comparing them to the other demographic data like their age and education levels? I don't really know. I'm just putting this stuff out here as someone who is new to this site and has burning questions about my city's beautification.

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1 hour ago, Cities and Things said:

I am unfamiliar with the coding of files and don't know what OccupantGroups are.

The OccupantGroups are a long list of categories for various types of lots, automata, and tilesets. That latter being what allows certain wealth levels and densities for which Residential and Commercial can grow. It's a complex variable the game uses in a multitude of ways. For the purpose of your question, there is a particular value in that OccupantGroups property which is the same group number for every single park in the game. That's how the game knows it is a park. If the underlying code is changed, say for a tennis court, we could make that tennis court believe its a hospital (or anything else.)

 

1 hour ago, Cities and Things said:

What I do know is that on surface level play, the game sends messages like 'commercials pine for plazas' or when telling you to build schools, it suggests putting playgrounds beside them to build healthy 'body and minds.'

Yep. That's all handled by the Lua code to provide scripted messages and they are written to seem more like the real world. However, there is no difference for any park other than the strength (magnitude) and the radius of influence. CB has stated that all completely accurately.

 

1 hour ago, Cities and Things said:

Clearly parks have an overall aura, but there couldn't be anything more subtle? like some buildings reading which types of parks are around them and comparing them to the other demographic data like their age and education levels? I don't really know.

Nope. No buildings in the game have any preference for any particular park. (And we really do know.)

 

1 hour ago, Cities and Things said:

I'm just putting this stuff out here as someone who is new to this site and has burning questions about my city's beautification.

That's a good plan cause then someone else can reply and even if covering the same things, they might say it in a different way which helps elucidate the concept to help you understand it better.

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I was just thinking yesterday how sick I am of the data chart not showing my garbage capacity vs. use, and so I am downloading this mod JUST for that. Feature that feature more prominently, I been wishing for it for ever!

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Hi, not sure if I'll get a reply. Hope you're all well. I had another question about parks. The OccupantGroup thing makes sense to me now. I am wondering if placing a park near the front of the zone or to space out crowded areas would improve the quality of the building that ends up in that zone or help a crowded neighbourhood grow taller?

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49 minutes ago, Cities and Things said:

I am wondering if placing a park near the front of the zone or to space out crowded areas would improve the quality of the building that ends up in that zone or help a crowded neighbourhood grow taller?

If by quality and you're thinking wealth or higher stages, then that is certainly possible. Plopping parks can indeed be an effective method of stimulating RCI growth. The transient aura effects are what give the local desirability a boost, and it can lead to a higher wealth building being more likely to develop for example. It still needs to be sustainable from the source of jobs though, because aura alone is only the encouragement they receive to build in the first place.

The post Cori made here has an example about this, and the similar idea applies to regular parks too from the Parks Aura view.

(Also scroll down a bit also for more info in her follow-up reply there.)

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I see why "Oh, wow. Lovely" was used to describe the highest you can get for the park aura. I had no idea I maxed out a full large city tile until I check and was like "Oh wow, lovely". Might not be the best plan but, the Sims seem to be happy. Without this mod I would never know how lovely it is.5ffe1b073aff6_OwowLovely.jpg.7788cd65414326f7082423179bd9e2a4.jpg

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Please tell me that is not an april fools joke released too early
My heart cant hold good mods being a joke any more

 

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8 minutes ago, FlySimMaker said:

Please tell me that is not an april fools joke released too early

Indeed not! This mod and all of our CoriBoom uploads are completely genuine and not fooling at all.

So our Parks Aura mod is very much real and functional. *:ohyes:

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Great handy tool.  I found out the CSX Woodland set 1x1 though 6x6 is the most powerful Aura booster in the game.  Only a few 6x6 plops will completely make a massive area Purple.

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2 hours ago, Iodyne said:

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

Yep.

Stealing a phrase from Ryan George: It's super easy, barely an inconvenience. Just a simple matter of changing the opaqueness of the white color to 00.

So here is before:

7010b-5927.jpg

 

And after:

7010b-5928.jpg

^ Ofc the RGB colors (in hex) after that no longer matter, but I left them at white (FFFFFF).

Here's the file already updated for you:

z_DataView - Cori's Parks Aura v1.0b (Neutral Transparent).dat

It should load after the original, but for good measure simply remove the first version.

 

Original Version:

7010b-5929.jpg

 

Special Version for you:

7010b-5930.jpg

 

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31 minutes ago, CorinaMarie said:

Special Version for you

Oh, wow. Lovely. Thank you!

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42 minutes ago, chickapachimecho said:

Is there a source code repository for this plugin?

You can simply open the .dat file in Reader 0.9.3 and it's all there to see. *:)

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