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No jobs and abandonment due to commute time

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So I got a city that demands residential but tons of buildings with no work on them and the population is growing how is that even possible? 147,000 r, 73,000 c, and 5,000 I, if they needed jobs so bad tho(prolly industry) y would they even want r anyway ? 

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9 hours ago, LightSkinnedPisces said:

tons of buildings with no work on them and the population is growing how is that even possible?

Jobs available? Of course the pop is growing.


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It saying high demand for r but when the buildings grow the no jobs thing comes up,  just thought game would have high demand for industry more than r .

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How long does the no job zot stay in place? Do these Residential buildings become abandoned? I get a lot of no job zots on new Res development, but it goes away quickly, once the game has time to adjust to the growth and find suitable jobs for the new Sims, as well as actual paths to these jobs. 

I never have an issue getting Industry demand, so I'm not sure why you aren't seeing more of it. Check your education levels maybe?

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10 hours ago, LightSkinnedPisces said:

just thought game would have high demand for industry more than r

You know that's a pretty specific statement. The reality is far more complex, demand is created by existing buildings, so it totally depends on the city/region you've built. Put another way, one can't simply state that a given type of demand would normally be higher than another, since this is not a constant.

10 hours ago, LightSkinnedPisces said:

It saying high demand for r but when the buildings grow the no jobs thing comes up

Again, this isn't necessarily as odd as it may seem. For example, you have high Res demand for all wealths. So you zone Residential, if the land is suitable, R$$$ will grow first. Maybe the R$$$ sims can't find a job near enough to this location, so the lot abandons. Or the jobs (demand) is unstable due to an issue in your region, so whilst it was suitable when the lot grew, it was no longer the case when it abandoned.

The simulator is complex, but this information (no job zot), is very simplistic. As a player, you need to track through what's actually happening to connect the dots as to why this is occurring.

Note too, if you've failed to correctly install the I-HT fix (a 3rd party patch), then I-HT will create demand for R$$$ sims, but can never employ them. That's just one scenario which could lead to the described behaviour.

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Pictures can't really help make a diagnosis. Are you using a custom traffic simulator, as comes with NAM?


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No i haven't used it, but i checked on some of my HT buildings and they are employing some high wealth residents but they aren't full, its like 33/40 jobs on some buildings so idk if its that bug that people say...the one about HT not employing high wealth residents.....

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Check your traffic congestion in the areas surrounding the jobless lots as well. If there is congestion, then you can provide some mass transit to get less car traffic. 


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16 hours ago, LightSkinnedPisces said:

No i haven't used it, but i checked on some of my HT buildings and they are employing some high wealth residents but they aren't full, its like 33/40 jobs on some buildings so idk if its that bug that people say...the one about HT not employing high wealth residents.....

the 33/40 does not represent how many Sims are employed at that building...   those numbers mean that building will employ up to 33 out of a possible 40. It's more of gauge on the surrounding elements. With the perfect (ideal) conditions the building would employ 40 Sims. Now those 33 Sims are then broken down to wealth levels. For example: "Said Building" will employ like 10$ Sims / 15$$ Sims / 5$$$.  You have to keep a balance across your city/region to keep a job available for all wealth levels.

Until you learn how to DAT Pack the I-HT fix correctly, those I-HT buildings do NOT employ $$$ Sims, only create demand for them which you have to make up with CS/CO jobs. It's recommended that you learn how to fix the I-HT bug, along with installing at least the base NAM controller to fix the broken pathing in the default game.

 

16 hours ago, LightSkinnedPisces said:

no its happened with mid wealth sims too but mostly high rise high wealth sims, i ll look again

means you have too many $$/$$$ Sims in your city and probably not enough $ Sims..   The best way to keep $ around and from upgrading to $$ or $$$ buildings, deny the building water. Buildings are highly reluctant to upgrade to higher wealth without water supplied.

Also, I would recommend raising the taxes on the $$$ Sims to also slow down their take over of your city.

Besides denying water, don't educate all your Sims either. With just an Elementary & Library, you can achieve a high education level in your city. The higher the education, the faster the Sims will upgrade to a higher financial status. 

Thinking that you need to give your Sims all the services all the time is actually not the best idea to achieve balance in your cities.

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Another option is to push the R$$$ tax rate to about 12%, then demolish the R$$$ buildings you don't want.

Do you know about Cheetah mode?  You can do an experiment like change of tax rate, put it on Cheetah mode for 5 sim-years to see what happens, then exit without saving.

I've just answered a similar question on this other thread, where I go into some more detail, if you're interested to see.

https://community.simtropolis.com/forums/topic/37305-no-job-signs-over-high-wealth-residential/?tab=comments#comment-1722345

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14 hours ago, infamousjbe said:

The best way to keep $ around and from upgrading to $$ or $$$ buildings, deny the building water.

Won't that affect density too? I prefer to induce low-wealth res by zoning near industry with no parks. Between pollution and other NIMBY factors, the R$$$ stay away even if I provide water, schools, hospitals, fire protection, police etc.

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6 hours ago, jeffryfisher said:

Won't that affect density too?

indeed it will.  Suppose I should have embellished a bit more. My response was based on the assumption that the new "asker" is still in the infancy of their city/s. Water would be supplied gradually as the development starts to sprawl out, you slowly start giving certain areas those amenities where you want density/wealth to start increasing.

 

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I prefer to induce low-wealth res by zoning near industry with no parks. Between pollution and other NIMBY factors, the R$$$ stay away even if I provide water, schools, hospitals, fire protection, police etc.

 That's one way to do it, but even the R$ in reality get all those amenities supplied and it doesn't make them ALL go an get smart and rich all of a sudden. *;)  I suppose you can create a city with all your R$ next to industry as well but that does't represent reality which more along the lines of my play style. 

I tend to keep a lot of the R$ on the outskirts/farming areas, R$$ sort of like a ring around the CO/IM area, and R$$$ scattered around/within this ring.

Bare in mind, I only play on 4x4 medium region. If I was playing on a much larger region, which I've never really done, then things would be slightly different I suppose as far as development.

In my case, this is why I use the historical feature extensively. I grow the R$ Sims, lock them down, then grant amenities. That way they don't go upgrading willy nilly like. Only when/where I want. Has a positive effect on the Mayor rating when even the R$ Sims get all goodies. *:D

So when you add this development style along with adjusting the taxes, I've done pretty well in the 360+ yrs my region has been in development keeping those pesky NO JOB zots at bay. TBH,I've seen a few pop up just recently right after development was complete, but then soon disappeared. This might be because I keep the majority of the CO/IM/ID near the center of the region and it's becoming increasingly longer for the Sims to reach those jobs. Just started to really spread out the COs & IM/Ds to alleviate this situation.

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In RL, the presence of low-wealth lots (buildings + landscaping) creates a NIMBY effect (e.g. "There goes the neighborhood.") while high-wealth development attracts more high-wealth development (gentrification). Thus, neighborhood types become somewhat self-sustaining, and eventual tilt will snowball. Does SC4 assign +/- desirability effects to growable lots so they induce more of the same around them? Based on game behavior (wealthy mansions popping up so easily amid squalor), I suspect not.

One auto-correct feature that is rarely mentioned among R$$$ complaints is that abandoned R$$$ can be reoccupied by R$$ (and they even increase capacity when they do). Sure the mansions-turned-rentals look dingy, but that's just graphics. The model has replaced unusable R$$$ with R$$, and it can go further to replace those R$$ with R$, so be patient (and don't let your emotional response to graphics rule your mayoral policy).

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2 hours ago, jeffryfisher said:

One auto-correct feature that is rarely mentioned among R$$$ complaints is that abandoned R$$$ can be reoccupied by R$$ (and they even increase capacity when they do).

This works to provide a safegaurd, since usually if the game is abandoning R$$$, then R$$ or R$ will be needed. But the number of sims grows quite a lot when this occurs, which can make it hard for such a lot to restore the higher wealth sims. The general idea being, at least your city won't start to irreversibly unravel in front of your eyes, even if you've messed up badly.

2 hours ago, jeffryfisher said:

Does SC4 assign +/- desirability effects to growable lots so they induce more of the same around them? Based on game behavior (wealthy mansions popping up so easily amid squalor), I suspect not.

Properties exist that control how much development for each wealth is affected by each of the three sim wealths in addition to CS / CO buildings. Check out the Developer Exemplars if you want to see this. I suspect by default they are probably set such that it's a minor effect. But with some tweaking, no doubt you probably could control wealths in given areas.

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5 hours ago, jeffryfisher said:

One auto-correct feature that is rarely mentioned among R$$$ complaints is that abandoned R$$$ can be reoccupied by R$$ (and they even increase capacity when they do). Sure the mansions-turned-rentals look dingy

Just to show this pictorially, for those who are not yet familiar, here's a snapshot of a dingy medium density high wealth building, Vernon Manor, abandoned by the R$$$ occupants, so some swanky upwardly mobile R$$ yuppies have moved in instead ... and they all voted in the body corporate meetings to boot out the building managers and decrease the strata fees.  *:P  Hence, dingy.  *:read:

5ded5c87c2ce7_Brownsville-VernonManorMar14.jpg.ced71fcd20502eedc6cd0ea0f0e6a95d.jpg

Click on the image to expand.  There's two Vernon Manor buildings in the picture, the one in the top-left corner, near the high school, is still high wealth.  The Vernon Manor in the middle of the screenshot is the dingy one, reported as high wealth, but if you look at that snippet of /-Query dialog, you'll see that it's high wealth no longer!

  • The top-left Vernon Manor has a Current Occupancy of 198 (out of maximum 214), high wealth R$$$ sims.
  • The centre (dingy) Vernon Manor has a Current Occupancy of 412 (out of maximum 425), medium wealth R$$ sims.

These two are the exact same building.  I actually kinda like the dingy look ... it adds a little variation and neighbourhood character.

The thing I REALLY DON'T like to see is mansions with dilapidated brown lawns, so I don't let my sims do that.  There's three low density R$$$ mansions in that picture, and they're all on a 2x3 lot, not 4x3.  I only allow my R$$$ sims a rare few 4x3 low density lots for their large family estates ... in only the most swanky YIMBY neighbourhoods.

2 hours ago, rsc204 said:

This works to provide a safegaurd, since usually if the game is abandoning R$$$, then R$$ or R$ will be needed. But the number of sims grows quite a lot when this occurs, which can make it hard for such a lot to restore the higher wealth sims.

The higher wealth sims being "hard to restore" is a feature as far as I'm concerned, for a medium density building like Vernon Manor.  For a 4x3 mansion with a brown lawn, yea, I'll either dezone, or wait until R$$$ demand goes up and bulldoze!  *:D

IRCAP2.jpg

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This dilapidation talk reminds me of a mod request I have: I sometimes wish I could cause all vacant buildings to glow bright green (or whatever, like when schools glow), because some buildings do not stand out when they abandon, and I'd like a view that really highlights them for the bulldozer.

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15 minutes ago, jeffryfisher said:

This dilapidation talk reminds me of a mod request I have: I sometimes wish I could cause all vacant buildings to glow bright green (or whatever, like when schools glow), because some buildings do not stand out when they abandon, and I'd like a view that really highlights them for the bulldozer.

I really don't think there's any way to do this. There isn't a distinctive Occupant Group added to a building's exemplar when it gets abandoned or filled with lower wealth Sims, so there is literally nothing to track. 

That said, in theory, the Education, Health, Garbage, or Radiation views could be modified to show a different type of building/lot that does have distinctive Occupant Groups, but I've never seen it done. Personally, I've always wanted an easier way to see parks and transit stations. 

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when I click on ht it says $$$ wealth and they are almost full, but I started to zone more low density res since I completely took that out cuz I thought I had to do that. some high wealth is ok with no no job zot thing , and also some med wealth zones have no job zot things so is that even possible to be the ht bug thing or no?  just curious if those are the things that happen when u get the bug 

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If you have R$$ that can't find jobs, then I'd say your problems are bigger than a possible IHT bug. Check your traffic congestion. Zone more Industrial and Commercial areas, so that you have more jobs available. 

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If you are worried about the I-HT bug, the simple question here is did you apply the patch? I'm sorry if I've missed something, but I don't recall that being explicitly answered. Likewise, did you DAT-Pack it as per the instructions and replace the original SimCity_1.DAT file?

If you've correctly followed the outlined procedure and can see R$$$ sims working in I-HT, then there really isn't anything to worry about. If you're super in need of an absolute proof, open SimCity_1.dat in Reader and look for the item with the ID highlighted in the image below:

I-HTCensus.jpg.8c40b1d432f43899b1c8d7cf602297ba.jpg

See the Property "Drives" in the right window. It's in Hex here, but actually it's reasonably easy to understand. The first, third and 5th Reps (Green), specify the three wealth levels. Then the second, fourth and sixth (Red) as the percentages for each expressed as a Hex number. I've converted the Hex and added the decimal equivalent below. If yours matches, then the I-HT fix is correctly applied.

If you see 0x0000000A, 0x00000050, 0x0000000A (10, 80, 10) instead, the I-HT fix is not correctly applied.

As as been discussed recently in various threads, there are many reasons for abandonment. The slow and steady player will see problems as they appear and can react to them swiftly. But if you are rushing and building large areas at a time, not only will you not see problems before they cause chaos. But, you may not be able to track through the recent changes, to see where the problem might be. Ultimately, your sims aren't finding employment, so if you can, zone for suitable jobs within commuting distance to try and rectify things. Assuming nothing is really broken in your game/region, this should ultimately resolve the problem.

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On 12/7/2019 at 6:27 AM, LightSkinnedPisces said:

I have a lot of no work things on buildings yet still demand for residential , 6or7k industrial jobs, 70k commercial, 150 or 160k res

Umm, let me post a different opinion here. Not that what the other members posted was wrong, but I think there is another factor that causes your problem. After all, you do have positive demand, which means that there are more jobs than workers, either in this city or in another. Every worker should be able to find a job then.

My guess is that you may have inaccessible jobs. You have many unidirectional networks, ie one-way roads and avenues, which provide access only to the one side and can be regarded as two opposite one-way roads put together. Can't see many details in the pic, but some of these industrial lots may just not be properly connected. Sims must be able to both reach their workplaces (morning commute) and return home (evening commute), otherwise they won't take the job. And if not, the simulator will stop examining alternatives, it will just display zots - I consider this a "bug". A tiny inaccessible building offering any kind of jobs (civic, commercial or industrial) can cause no-job zots over a huge area. The power plant you may have put at a far corner of your map should be connected at least with a street, even if finally the simulator won't send any sims to work there (of course, windmills don't need to be connected, as they offer no jobs). Take a look at the pic below, it's an interesting case:

DISPCAVS.jpg

You can see two medium-sized commercial buildings along the avenue. But sims (originating from the same city) won't work there because they are both inaccessible, the left one for the evening commute, the right one for the morning commute. There are no alternative possible routes either (eg side roads or streets). These would have caused no-jobs zots over much of my city, with the residential buildings closest most seriously affected (the simulator searches for the "most desirable job", and this is usually the closest one). My solution is to provide some way for the sims to reach their job and return, and this is the street section you can see in the pic (I even placed it between the streetlights, so its visual effect is minimized).

So I would recommend that you check all buildings with jobs with the traffic query tool, and examine the routes your sims have chosen. If you see something strange, eg circuitous or convoluted routes, but especially buildings with no sims getting there, you should revise your layout, eg have these roads or one-way roads intersecting the avenue, so that they connect to its both directions. Check ALL your buildings, even the tiniest, starting from the ones closest to the residential areas.

Note: Similar considerations apply to the residential buildings as well: sims must be able to commute both from and to their residences.

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On 12/10/2019 at 12:45 PM, cogeo said:

My guess is that you may have inaccessible jobs. You have many unidirectional networks, ie one-way roads and avenues, which provide access only to the one side and can be regarded as two opposite one-way roads put together. Can't see many details in the pic, but some of these industrial lots may just not be properly connected. Sims must be able to both reach their workplaces (morning commute) and return home (evening commute), otherwise they won't take the job. And if not, the simulator will stop examining alternatives, it will just display zots - I consider this a "bug". A tiny inaccessible building offering any kind of jobs (civic, commercial or industrial) can cause no-job zots over a huge area. The power plant you may have put at a far corner of your map should be connected at least with a street, even if finally the simulator won't send any sims to work there (of course, windmills don't need to be connected, as they offer no jobs). Take a look at the pic below, it's an interesting case:

You can see two medium-sized commercial buildings along the avenue. But sims (originating from the same city) won't work there because they are both inaccessible, the left one for the evening commute, the right one for the morning commute. There are no alternative possible routes either (eg side roads or streets). These would have caused no-jobs zots over much of my city, with the residential buildings closest most seriously affected (the simulator searches for the "most desirable job", and this is usually the closest one). My solution is to provide some way for the sims to reach their job and return, and this is the street section you can see in the pic (I even placed it between the streetlights, so its visual effect is minimized).

This is a fascinating theory.   Another case where an inaccessible lot can happen is where a Road Top  Mass Transit (RTMT)  lot is in front of the building, which makes me wonder if a mod could me made that would show a no connection zot for all such commercial buildings, because as a user of RTMT and I zone a lot of commercial along avenues, so there a lots of opportunities for the described to occur.   (It's actually quite irritating as was mentioned in another thread about how lots will sometimes break up)

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1 hour ago, RobertLM78 said:

where a Road Top  Mass Transit (RTMT)  lot is in front of the building,

as also a heavy user of RTMT and understand this issue, as long as the lot is a 2xwhatever, it'll still work. just not the 1x? 

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1 minute ago, infamousjbe said:

as also a heavy user of RTMT and understand this issue, as long as the lot is a 2xwhatever, it'll still work. just not the 1x? 

The catch with it is there needs to be an adjacent road access, or have the lot extend at least 1x past the edge of the RTMT lot. 

 

 

Screenshot at 2019-12-24 17:07:44.png

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On 12/9/2019 at 10:02 PM, jeffryfisher said:

This dilapidation talk reminds me of a mod request I have: I sometimes wish I could cause all vacant buildings to glow bright green (or whatever, like when schools glow), because some buildings do not stand out when they abandon, and I'd like a view that really highlights them for the bulldozer.

On 12/9/2019 at 10:32 PM, xxdita said:

I really don't think there's any way to do this. There isn't a distinctive Occupant Group added to a building's exemplar when it gets abandoned or filled with lower wealth Sims, so there is literally nothing to track.

I've spent several hours attempting to create something to easily highlight abandoned buildings. For a while I was sure I'd solved this by tweaking the data view for R$ desirability (as a handy place to have residential data). I changed the Demand type from desirability to Occupancy then tweaked the Color ramp and had it working fairly well in my little test city. However, when using it in a mostly developed city tile (60 some thousand pop) and it was giving goofy highlighting to R$$ and R$$$. That's prolly cause there were no R$ Sims living in the higher two wealths.

This was, ofc, using the R$ as the Data source. There are separate sources for each RCI type and Wealth. For the data view maps those are not sufficient to make one which would apply properly to all Residential, all Commercial, or all Industrial.  Now, the display can be quantized to R or C or I exclusively and that can even be filtered to show only specific zoning densities of each.  The same trouble comes up because the source information is for a particular type and wealth and those can appear on any of the densities.

Btw, if anyone is modding a data view and needs to quantize to a specific type and density it turns out the simple examples provided by Maxis are bit flags in hex format. So the 0x0000000E for all residential lots is for all three wealth levels. That's 1110 in binary. From the low order bits the first is not used, but then they represent Low Density Res, Medium Density Res, and High Density Res reading from right to left. So, if you are writing something where you want the data quantized to only, say, Medium Density Residential lots you'd, use the 0100 bit mask flag and thus enter 0x00000004 for the DataView: Quantize lots type property.

 

On 12/9/2019 at 10:32 PM, xxdita said:

That said, in theory, the Education, Health, Garbage, or Radiation views could be modified to show a different type of building/lot that does have distinctive Occupant Groups, but I've never seen it done. Personally, I've always wanted an easier way to see parks and transit stations. 

I know this is set in the DataView: Highlight mode as the hex ID of the class of building to turn green (or whatever highlight color one sets elsewhere), but I've not found where a list of valid codes are. For instance in the Age overlay, the highlight mode is 0xAA551C49 which doesn't correspond to any of the normal OccupantGroups.

But, this did get me to wondering about a possible workaround for Residential Abandoned buildings by using the age (0x0000001E) as the source and then tweaking the color ramp such that age zero would be Red and above would be green (which I later decided should be transparent). Setting zero to red also caused all undeveloped land to be red so I then tried transparent for zero and red starting at 1. That was better, but there were some false positives. After a bunch of trial and error, I finally decided age 1 to 5 would be red and 6 and up would be green (now transparent).

To test this I had to cause some residential to be abandoned. I bulldozed the street for three separate buildings:

01 - Abandoned Residential.jpg

 

Here I toggled on my mod:

02 - Abandoned Residential.jpg

 

Then rebuilt both streets and one of the dilapidated buildings was bought by a developer who demolished the old building and constructed something new. I waited till it was built and the game had time to recognize its inhabitants:

03 - Abandoned Residential.jpg

 

Next the rich dude's mansion was taken over by some R$$. This is sufficient to pass the age test so the red highlight went away:

04 - Abandoned Residential.jpg

 

And eventually the apartment building refilled too:

05 - Abandoned Residential.jpg

 

However, this was a fortuitous location for this test. Elsewhere it doesn't work as well and I suspect its because the data sources for the views are stored in Tracts and those can have more than one building within. We could reduce the demand tract size and that might help. However, one prolly wouldn't want to mix tract sizes in an existing game so it'd only be viable for starting a region from scratch. And it'd prolly quadruple the processing tasks so also not worth it for a possible minor bug fix. (And that's even if it would do what I tentatively suspect.)

Anyhow, here's a different area of my city where I bulldozed streets to cause abandonment. You can see some get the red highlight, others are abandoned and don't get it at all, and one other is happily populated, but gets flagged as dilapidated.

06 - Abandoned Residential.jpg

 

So, my conclusion is the mod I made to test this is prolly the closest we'll ever get to what we'd really like to have. The downside is there can be false positives and it only works for residential. On the other hand, it might be good for a heads-up view if some homes have abandoned so long ago they no longer have the no job zots.

I'll attach it in case anyone wants to try it or can improve it. It will show up where the Radiation DataView used to be:

DataView - Abandoned Residential.dat

  • Like 7

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9 hours ago, CorinaMarie said:

I've spent several hours attempting to create something to easily highlight abandoned buildings. For a while I was sure I'd solved this by tweaking the data view for R$ desirability (as a handy place to have residential data). I changed the Demand type from desirability to Occupancy then tweaked the Color ramp and had it working fairly well in my little test city. However, when using it in a mostly developed city tile (60 some thousand pop) and it was giving goofy highlighting to R$$ and R$$$. That's prolly cause there were no R$ Sims living in the higher two wealths.

This was, ofc, using the R$ as the Data source. There are separate sources for each RCI type and Wealth. For the data view maps those are not sufficient to make one which would apply properly to all Residential, all Commercial, or all Industrial.  Now, the display can be quantized to R or C or I exclusively and that can even be filtered to show only specific zoning densities of each.  The same trouble comes up because the source information is for a particular type and wealth and those can appear on any of the densities.

Btw, if anyone is modding a data view and needs to quantize to a specific type and density it turns out the simple examples provided by Maxis are bit flags in hex format. So the 0x0000000E for all residential lots is for all three wealth levels. That's 1110 in binary. From the low order bits the first is not used, but then they represent Low Density Res, Medium Density Res, and High Density Res reading from right to left. So, if you are writing something where you want the data quantized to only, say, Medium Density Residential lots you'd, use the 0100 bit mask flag and thus enter 0x00000004 for the DataView: Quantize lots type property.

 

I know this is set in the DataView: Highlight mode as the hex ID of the class of building to turn green (or whatever highlight color one sets elsewhere), but I've not found where a list of valid codes are. For instance in the Age overlay, the highlight mode is 0xAA551C49 which doesn't correspond to any of the normal OccupantGroups.

But, this did get me to wondering about a possible workaround for Residential Abandoned buildings by using the age (0x0000001E) as the source and then tweaking the color ramp such that age zero would be Red and above would be green (which I later decided should be transparent). Setting zero to red also caused all undeveloped land to be red so I then tried transparent for zero and red starting at 1. That was better, but there were some false positives. After a bunch of trial and error, I finally decided age 1 to 5 would be red and 6 and up would be green (now transparent).

To test this I had to cause some residential to be abandoned. I bulldozed the street for three separate buildings:

01 - Abandoned Residential.jpg

 

Here I toggled on my mod:

02 - Abandoned Residential.jpg

 

Then rebuilt both streets and one of the dilapidated buildings was bought by a developer who demolished the old building and constructed something new. I waited till it was built and the game had time to recognize its inhabitants:

03 - Abandoned Residential.jpg

 

Next the rich dude's mansion was taken over by some R$$. This is sufficient to pass the age test so the red highlight went away:

04 - Abandoned Residential.jpg

 

And eventually the apartment building refilled too:

05 - Abandoned Residential.jpg

 

However, this was a fortuitous location for this test. Elsewhere it doesn't work as well and I suspect its because the data sources for the views are stored in Tracts and those can have more than one building within. We could reduce the demand tract size and that might help. However, one prolly wouldn't want to mix tract sizes in an existing game so it'd only be viable for starting a region from scratch. And it'd prolly quadruple the processing tasks so also not worth it for a possible minor bug fix. (And that's even if it would do what I tentatively suspect.)

Anyhow, here's a different area of my city where I bulldozed streets to cause abandonment. You can see some get the red highlight, others are abandoned and don't get it at all, and one other is happily populated, but gets flagged as dilapidated.

06 - Abandoned Residential.jpg

 

So, my conclusion is the mod I made to test this is prolly the closest we'll ever get to what we'd really like to have. The downside is there can be false positives and it only works for residential. On the other hand, it might be good for a heads-up view if some homes have abandoned so long ago they no longer have the no job zots.

I'll attach it in case anyone wants to try it or can improve it. It will show up where the Radiation DataView used to be:

DataView - Abandoned Residential.dat

And here I've been playing with the Aura Simulator for the last few days. 

Very nice work, @CorinaMarie. It's a definite proof of concept. Let me play with it and see if I can offer anything. 

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