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Is there a modd out that that allows you to plop EVERY build (as in: allows you to plop growable lots such as homes and stores etc.)?

If so, what is it?

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I could have sworn I saw a thread here about a mod thingy where you type in a cheat and it allows all growable buildings to be plopped, I just don't remember what it was called. Sorry. 15.gif

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Originally posted by: panthersimcity4 I could have sworn I saw a thread here about a mod thingy where you type in a cheat and it allows all growable buildings to be plopped, I just don't remember what it was called. Sorry. 15.gifquote>

I'm not sure, but I think I read somewhere that that cheat actually plops all the buildings at the exact same time.  I could be wrong, though.

Anyways, there's a simpler way: the [Rush Hour Plop Modd].  It puts all 560 growable buildings into your Landmarks menu.

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You can use this modd, read the readme. You can plop every building, but you have to know the name of the lot file. You can even plop downloaded buildings, that are only growable.

https://www.simtropolis.com/stex/index.cfm?p=results

Edit: I didn't get the link work exactly, just copy and paste in your adress line

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enter buildingplop into the cheatbox, you'll get a list with all the buildings available, growables as well as ploppables.

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Hi everyone!

So, I started building my city but it's really hard to get the right residential (actually the same for industrial and commercial) building by growing it. The houses I want are downloaded from this site but are only available as growables. is there a way to make them ploppable? Or make them a landmark?

Can anyone help me find this mod? I also want to be able to plop downloaded residential buildings

Thank you and have a nice day :)

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that sounds like an interesting mod,could somone link it?

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You can place them using the cheats, I'm not sure if you need Buggi's Extra Cheats mod for this (link below), but in either case you need to press CTRL + X to open the cheat entry dialogue. Then right click and you'll see all the available cheats listed to select between.

However, there is a big BUT, whilst you can plop them, Residential will never work, ignore anyone who says otherwise. It's some sort of holy grail, but the mechanics of the game simply mean it can never work properly. Plopped res will always abandon eventually, plus the sims there will never get jobs, hence why they abandon.

You can plop Com and Ind lots, but you need to exercise caution there, because if you don't have demand for them, again you can run into big problems. More on that here.

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Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

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1 minute ago, rsc204 said:

You can place them using the cheats, I'm not sure if you need Buggi's Extra Cheats mod for this (link below), but in either case you need to press CTRL + X to open the cheat entry dialogue. Then right click and you'll see all the available cheats listed to select between.

However, there is a big BUT, whilst you can plop them, Residential will never work, ignore anyone who says otherwise. It's some sort of holy grail, but the mechanics of the game simply mean it can never work properly. Plopped res will always abandon eventually, plus the sims there will never get jobs, hence why they abandon.

You can plop Com and Ind lots, but you need to exercise caution there, because if you don't have demand for them, again you can run into big problems. More on that here.

Thanks! I read about some workarounds, but I don't need them to work. I only want to build an aesthetically pleasing city. Always using the pause button. That will disable the buildings decaying right?

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For using the Pause button, it'll work, provided you don't unpause the game for long enough for them to abandon. Hardly ideal if you ask me. You could try to make some eye-candy lots which simply have the buildings upon them without actually having sims living in them. But for the simulation to work and people/cars etc to be shown, the city needs to be functioning. That may not matter to you, in which case it's not that hard to turn the game into a city-painter. But if you want it to look like it functions, that's a lot harder to realise.


Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

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Also, it works! Thanks!! The only thing is that it's a bit hard to find the right building. Can I edit file names? Will they still work?

Thanks for your reply! :)

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The file names are only there for organising and knowing what they are. They don't reflect anything you see in game such as when querying lots or listings in menus. It's safe to change them if you prefer, but maybe less helpful later if you need to know if you have a specific file installed or not.


Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

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4 minutes ago, rsc204 said:

The file names are only there for organising and knowing what they are. They don't reflect anything you see in game such as when querying lots or listings in menus. It's safe to change them if you prefer, but maybe less helpful later if you need to know if you have a specific file installed or not.

That makes sense! I always keep the pictures in the folders, so that would be a way to know which files they originally were. And I do not need to change all file names I think, just the .lot files right? There are also .sc4model and sc4desc files included.

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50 minutes ago, rsc204 said:

You can place them using the cheats, I'm not sure if you need Buggi's Extra Cheats mod for this (link below), but in either case you need to press CTRL + X to open the cheat entry dialogue. Then right click and you'll see all the available cheats listed to select between.

However, there is a big BUT, whilst you can plop them, Residential will never work, ignore anyone who says otherwise. It's some sort of holy grail, but the mechanics of the game simply mean it can never work properly. Plopped res will always abandon eventually, plus the sims there will never get jobs, hence why they abandon.

You can plop Com and Ind lots, but you need to exercise caution there, because if you don't have demand for them, again you can run into big problems. More on that here.

thanks,ive installed it anyway. ill try it out later today.

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so, I tried renaming files so they are easier to find when plopping them with the mod, but their name stays the same in the list when I open the cheat. Any workaround for this?

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If you want to re-name the listings, you need to alter the Exemplar Name property using a tool such as iLives Reader:

If using BuildingPlop (which displays the Buildings Exemplars), you need to edit that property for the Buildings Exemplar.
If using LotPlop (which displays all the LotConfig Exemplars or Lots), you need to edit the property for the LotConfiguration.

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Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

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On a related note, you might want to check out: How to use building blockers to control building growth exactly by @11241036 to grow those residential so they stay around. Additionally, the Abandonment Dilapidation Modd 1.2 by @RalphaelNinja might possibly work with those plopped homes as it sets the Lot Developer Stay New Time property in the Building Development Simulator exemplar to periods from 1 year to 180 years as explained by @twalsh102 here. Note: If the dilapidation mod works for those, it'll still mean they are eye candy rather than functional homes, but it might also mean they don't go all dark and dingy to mess up your screenshots.

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Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

Are you new here? Check out the Introduction and Guide to Simtropolis.

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3 hours ago, CorinaMarie said:

On a related note, you might want to check out: How to use building blockers to control building growth exactly by @11241036 to grow those residential so they stay around. Additionally, the Abandonment Dilapidation Modd 1.2 by @RalphaelNinja might possibly work with those plopped homes as it sets the Lot Developer Stay New Time property in the Building Development Simulator exemplar to periods from 1 year to 180 years as explained by @twalsh102 here. Note: If the dilapidation mod works for those, it'll still mean they are eye candy rather than functional homes, but it might also mean they don't go all dark and dingy to mess up your screenshots.

Thank you! This is very useful!

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On 8/8/2008 at 4:35 AM, masochist said:

The link is bad. Anyway, I don't understand why you want to plop Res lots, since after a while of running the game, they start showing brown briefcases and to me that's far from eye candy. Plus

On 9/1/2017 at 3:05 AM, Odile1991 said:

but it might also mean they don't go all dark and dingy to mess up your screenshots.

See?


« Try to learn something about everything and everything about something. »
« Essayez d’apprendre quelque chose sur tout et tout sur quelque chose. »

— Thomas Henry Huxley

Paris Skyline
From left to right : the Business Center with the "Arche" in the middle, then the Eiffel tower,
followed by Napoleon's tomb in the "Invalides", next is the cathedral of "Notre Dame"
and the church of "Sacré Coeur", after it is the "Arc de Triomphe" and last is the Bastille column.

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Plop growable resiential´s indeed doesn´t work verywell. Social status may abandone some buildings in the lower class. So matching the right enveriment is the key to or they are accepted or not, ussualy the social prefab post war are quickly abandonded so setting taxes low for low wealthy people and extremely hight for the rest will keep them filled. Something like the agricultural  and the taking over by business and industrie, urbanisation early on is like  a status upgrade non reversable. Both educationaly, people need to be kept at low basic education levels or people won´t like those buildings and want to upgrade to medium or high residential !

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This is not the topic for the next, but i have a question, exists there is some plugin to make all the buildings grow as in the defined areas even some like the statues. Well I have that plugin but I do not know what it's called and my SC4 plugin folder is a swarm of files and I do not know where to look

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Maxis for internal use released a cheat .dll called SimCity 4 Extra+s plugin. Use is at own risk !  Plop growable by buildinplop is little resticted as you say. Furthur enhancement being made. File is installed under programfile 86 maxis SimCity 4 plugins, not under documents SimCity 4 plugins as this gives global us of it in aswell main instalation as in UserDir locations.  UserDir is a location seperate given by the startup parameters of the shortcut link,  Read this how https://www.sc4devotion.com/forums/index.php?topic=11031.0  ro do !

Some cheats are quit usefull like moolah for unlimited money, drawpath - hidepath to show direction arrows on roads and  buildingplop (residential excluded as they seem to be abandoned within some time) There a whole series of enhancement to cheat the game make it more enjoyable, bring in money or other game ellements, bare in mind some be incompatible or overlap in area´s. Below Lots of riots mod creates riot if some kind of level of unsatsfiedness is reached works automaticly and gives something to do for the policeforce costing some simoleans at the occasion. ; This maybe something similair like Simaster UncivilDisobedience cheat so be aware ! Use the extraplugin file for some time haven´t seen great mayhem, lot´s of riot´s mod aswell as a Legalize gambling mod above. Sim Master extra extra plugin I haven´t yet any experience as mentioned might work well with the Lots of riot´s mod probable as it´s a supposed to be on occasion used cheat work without problems on that subject !

These extensions can behave unexpecticly, crash a game or even corrupt it !

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On 8/9/2008 at 3:01 AM, GMT said:

enter buildingplop into the cheatbox, you'll get a list with all the buildings available, growables as well as ploppables.

What's the difference between growables n ploppables? How u know if they grow or not? 

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In general, growables are those that can grow on a zoned area. And ploppables will be found in a menu where you can select it and then click on your terrain to plop it. If you peek at the Building Exemplar with Reader and see a Lot Plop Cost property, then it's a ploppable and if not then it should be a growable.

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Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

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What's the building exemplar? I got extra cheats plugin,  and have that ploppable building thing in the list just not sure how to use it or how it works,  so I should only plop building if it's in demand?  

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The building exemplar is a collection of properties within the data file that sets the various stats and whether it's residential, commercial, industrial, or any of the civic or transportation classes. The extra cheats plugin does allow you to plop buildings that were created to be growable only. You can throw your economy out of whack by plopping too many buildings. One thing to know is that plopped residential will abandon sooner or later. Usually sooner.

I personally don't plop any RCI buildings so I won't even pretend to know what is good or bad about doing so other than I know you can cause havoc in an otherwise balanced economy.

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Chance favors the prepared mind. ― Louis Pasteur  
Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

Are you new here? Check out the Introduction and Guide to Simtropolis.

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Zone all your residential low density-low wealth, let it grow, then plop whatever residential lots you want on them. I do it all the time, and they never abandon. If you plop skyrises right away, they always abandon. Plopping one or two big residentials is all you need, as it stimulates growth in the surrounding area.

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6 hours ago, LightSkinnedPisces said:

Ok thanks ,  so if I plop them , they will grow into them right? As long as I got the demand right? 

Plopped Res simply doesn't work, due to the mechanics of the game. Sims can enter Plopped Lots, but they can't leave them. That's why Plopped Res abandons and Plopped Ind will not ever export freight. But Com and Ind can both accept workers.

7 hours ago, SIM-ple Jack said:

Zone all your residential low density-low wealth, let it grow, then plop whatever residential lots you want on them. I do it all the time, and they never abandon.

I'm sorry, but every single scrap of information and my own testing on this matter, tells me it doesn't. Even if you can prevent lots from abandoning, any sims that reside there are at best like eternal commuters. They exist in the system, as does the created demand from the lot's existence, but these sims can never find a job.

Unless a lot grows, there simply doesn't exist the necessary information in the the save data for them to leave the lot. See the developments here on modifying save files, one of the purposes of this is literally to overcome this very problem.

Even for Com/Ind, you need to take care if plopping lots with jobs, see here for further information. Otherwise they too can become only jobs in theory. Once more, the effects of a handful of such lots in a region may be unnoticeable, but used frequently, you can simply destroy your game.

Many people want to be able to Plop their city rather than let it grow more randomly, I do understand why. But personally, I only Plop a scarce amount of Com buildings, just to help bring an area together coherently. The game just wasn't built to allow this kind of play style.

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Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

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