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bbfan02

Something's Wrong here

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Hey everyone, everytime I download and plop STEX residential skyscrapers, after a while, they all have the "no job" sign over them. I always have a few commerical skyscrapers right by them and still nothing else happens. Is there any way of not having that sign? Is there something wrong with it?

-bbfan02-

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Ploppable Residentials do not work. This is due to long commute times bug with ploppable residentials.

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According to my understanding, you can't plop residential buildings and expect them to survive. Some people suggest zoning residential first then plopping but, in my experience, that doesn't work. In short, plopped residential buildings won't survive. I believe that the reason is b/c they cannot connect themselves to any form of roadway, i.e., something at the code-level prevents this and, as a result, they get abandoned b/c residents eventually cannot leave and move about to jobs. If I'm wrong about the foregoing, I stand corrected but that's my understanding.


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  • Original Poster
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    So why do people make plopable residential Buildings?

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    They were all made before it was realized that they don't work.

    No ploppable residential buildings have been made for ages.

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    As far as I know the ploppable versions of Skyscraper's latest residential towers are static landmarks, but not functional residential landmarks. Some of them may be functional commercial landmarks when plopped.

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    I have a plopable residential tower that I have kept alive for a good amount of time. I'll post a pic later.

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    Well I don't know why but I've plopped residential buildings before and it works about 95% of the time. I've noticed a few guidelines however:

    1.)You can only plop them on residential zones. Even if you plop a residential high-rise in the midst of downtown surrounded by literally thousands of jobs, the "No Work Zot" appears.

    2.)The zone you plop them on must match the building you're plopping with, period. Don't try to save money by plopping a stage 8 high-rise on a low-density zone, it will NOT work.

    3.)You must have the population to support the lot, again, period. Don't try to build huge condos on the beach front in the city you established 3 1/2 seconds ago. You must work from the ground up and reach 30,000 Sims at the most.

    4.)Water--well this is reallly a give me, since it truely applies to all ploppable RCI.

    5.)And last but not least, you MUST have jobs. Contrary to popular opinion, when it says "abandoned due to commute time" it may actually mean it.

    I know I may seem like I'm trying to sound like a hot shot know it all, but I'm not. However, I've tested these methods extensively and they do work. Who knows? They may work for you all!

    -Yoshiisland


    Keep calm and take photographs.

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    I do know very well that you can be able to plop a residential building on top of a previously developed lot, and might get it to work, it may seem.

    However, that plopped building is not properly taken into account by the simulation. Have you ever tried bulldozing the place the route query says they are working in? Do that and see if the plopped sims find another place to work at.

    Whenever the office or industry that those plopped sims might be working in is upgraded, the residential building gets "abandoned due to commute time".

    The problem with plopped buildings is that they don't generate outgoing traffic, and that is a glitch within the EXE. People living in residential buildings don't find their way out of it and plopped industrials don't generate any freight.

    It is also a glitch in the EXE that you sometimes can have the commuters going from a previously developed residential lot to remain after plopping a residential building in the same spot. You can sometimes notice that same glitch when a building is being upgraded. When the new building is being built, the route query might still report workers going to work from that lot.

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