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LordTarren

Conflicting theories about ploppable residential?

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Over time, I have read conflicting theories about residential.  The majority of people seem to claim that getting sims to occupy ploppables is impossible, and it will become abandoned.  Yet once in a while I'll still see the occasional person saying that no, it's *not* impossible, there are ways to trick the game by zoning, letting it grow, then bulldozing it and immediately plopping, etc...

Yes no?

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Its possible yes, i have this download of a building that gives me residental population, no, i do not have the link to this building, just, make search RCI plopables...

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Last Online: A long, long time ago... 
 

the RCI plopable don't work period...the sims don't start their comutes from such building cuzing all sort of weird things to happen in the game....some claim that if you plop abuilding over a zoned and grown residential building...it will work...nope..the game may continue using the old buildings stats...not all the time but most times it will.

this in no way makes the lots "function correctly" as this is just tricking the game so the building won't delapilate...the building won't functiopn as per the stats of the building you RES ploped

plus having any plopable REs buildings in your game will cause the infomas flat building and only underlay texture to grow on zoned areas...if the game selects the plop[able building to grow

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Last Online: A long, long time ago... 
 

It actually does work! First you zone an area the size of the ploppable, and then you let it develop, (with short or med. commute time) (make sure there is enough jobs for the ploppable people) and you plop over it! I have made massive slums with ploppable R, and it looks pretty good!

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It works to an extent, but, not completely. As Tolo said, they don't commute. Essentially, you have many plopped prisons on your hands.


SC4, Forevermore!

Currently preoccupied with architecture school...lurking with caution.

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Last Online: A long, long time ago... 
 

Even if they are plopped prisons, they dont abandon, and make an area look great! It is eye candy, and DOES increase city population! It works great in CJ's and adds percision to the designs!

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Hardly any of them work, but i used one and it did work.

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It's been my (sad) experience that plopped res buildings do not generate Sim commutes over the long term. They may appear to initially, but checking back later in game time seems to always produce the same result. I don't follow many rules in my game play, but one is that, if its a plop, it must (there are a few necessary exceptions) present RH functions (i.e., trips from residences or to jobs).

I've always wondered, though, if monkeying around in the Reader or DatGen by folks who know what they are doing with the "make historic" setting in the ploppable might be a way to trick the game... This is just a wild guess, and not informed speculation. I mean, so many other things thought "impossible" have been done.

I hope this limitation can be overcome, too.


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To my knowledge there is no way to make ploppable residentials work correctly. The way to test is to place a My Sim in the building. You will find that they complain about living in the Bermuda Triangle or show a long commute when they are not going anywhere. Usually they move out very quickly.

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The key to plopping res buildings is to have all of the following in the zoned space: crime: low, hospitol grade: high, commute: low, school grade: high and pollution low to medium. You must zone the land first and query it. If you don't have all these things satisfyed the building will most likely abandon. I have plopped many res buildings this way and they stay unabandoned for centuries but the peeps inside will not commute.

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as a long time player I myself have found that once they abandon they will not reoccupy the building. They do not start commute from there either so how do they get to work. also the game dynamics does not see them as residential buildings I found this out with farms as a friend discovered early in my farm making that plop farms do not work and is not counted toward the farm stuff either and all the other plop RCI react in the same way. I tried that once when I was trying to learn to make RCI stuff that plops and it failed big time. My suggestion is not to use to many of them...

Lynks


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Last Online: A long, long time ago... 
 

there probably is a way, but that doesnt mean anyone will find it.

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They don't really work, but logically, by increasing the population, they could be used to increase the stage. I could also imagine that they'd create artificial demand for jobs, and afterwards, and artificial demand for residents (once the plopped R abandons).

I don't know about the last things I said since I don't bother with ploppable R, but I do know that ploppable R doesn't work right. 15.gif


02Sxlbs.png    PATREON    •    MIPRO    •    MY BAT & TUTORIAL THREAD

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sometimes, you can get them to work for a long time. But usually its only one out of many that you've plopped that work properly and then they abandon later.

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Yeah, it seems like they sound promising at first until like a few years later when they start abandoning the town/city later on.


Software developer. University of Houston. CBRE.

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    Thanks for the replies.  It then begs the question, WHY do people create and upload ploppable residential lots to the STEX, and then also WHY do people download them and say how wonderful they are, if they do, in fact, not work?  I don't DL res, so I don't remember if it's common knowledge that they are uploaded only as eye-candy?

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    The short answer is sometimes they appear to work, but it is random and not reliable. If someone makes a plop residential, and happens to do things "just right" then it will work for a short period of time, or at least appear to. Then that person says "By George I think I've Done it!" and posts it as a working res plop.

    A while ago I took a whack at it, from many angles. I am convinced that they do NOT work, even if they appear to on occasion. If you really want the eye candy appearance of them, make it a landmark.

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    Sorry guyz, I play SC since years, but only now I'm starting with this online stuff and addons, and I'm not understanding this thread 100%. Ploppables buildings are those which you install and you need insert it in the game by yourself, right? Grownable are those which you install and it will appear in the game automatically as soon as you get the needs for it, right? So, what I understand here is that ploppables and grownable buildings can have some functionalities like host industrial and commercial jobs and not serve only like a decorative stuff, but the residential ploppables stuff doesn't work, ok until now?

    So, the commercial and the industry ploppables do work? And all the grownables, even the residential ones, do work?

    Hugs!

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    from what i understand ploppable industry will not create freight trips.......but i could be wrong....anyway even if plopables dont always work they are great for eyecandy...infact there are many of us out there that dont PLAY the game so to speak but just construct kick ass looking cities....its up to you....

    ps...interesting avatar alaorneto..lol

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    LOL, thank you.

    I'm the kind of people that enjoy playing the game more than just building cities, so I shouldn't use this stuff?

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    it doest have to be all or nothing.....you can utilize this stuff in just to add details...a bit here a bit there....afterall plenty of lots provide nothing but a cool look and a few interesting stats...just dont go and create a whole city with it and expect it to function properly...i specialize in useless eyecandy...lol

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    I think the main point is that people are trying to make is that if you want ploppable buildings, that look good and stay looking good without the hassles, then stick to landmark lots.

    Once you start trying to make ploppable RCI lots the RCI component doesn't work, since RCI's were never designed to be ploppable. Its also probably why Maxis ploppables don't have RCI characteristics. They had to use a different method to give the ploppable civic buildings jobs, and the game handles those jobs very differently to the growable RCI lots.

    Personally I don't even use them for eye candy since they are not eye candy once they dilapidate. They also take up a lot of space in the menus.

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    alorneato,

    The plopable Commercials and the plopable industreals do create jobs, the commercials work fine as comercials only use the job componant, while its possible that the industrials go wonky due to the freight trips, I haven't noticed this but it is possible.

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    =)

    Hum, so I think I'll need some grownables lots to get started with this stuffs. I'm bored of those cities always looking the same.

    Hugs for all.

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    Posted:
    Last Online: A long, long time ago... 
     

    Plopable : is a building that you place fully funtional for a price tag, never changes

    Growable : is a zoned area in which the game make grow what the city demands of the zone type (the variables here are many)

    well to sum it all up RES and I guess Agriculture lots too, sorry never used a plopable Agriculture lot before to tell the truth) don't function correctly. The RES lots will not allow comuter to start their trip, their like in prison or the ppl in the movie Saw, and theres no take out. 

    So sooner or later they will abandoned and die, never to recover.(mods can slow this down)

    All the while their trapped in the buildings, these sims aren't workers or customers or comuters in the city or region, so they directly affect COM and IND growth and fare income, sooner or later no workers no comuter no fares etc...something gotta give

    no way saying that anyone should stop trying to make plopable RES work...I say if you actually do it, you win a trixxe (or several), but for now while "playing " the game best not to use them.

    Why ppl still make and use them?

    Some are under the impressionthe do work 15.gif

    Other might be trying to recreate a scene...aka Redo a city and a a particular building has to go righ there, the shot is all that matters.  maybe ?

    COM and IND plops do seems to funtion correctly and allow comtues to end...once again i rarely if ever use the plop versions

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