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No jobs and abandonment due to commute time

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I've researched this a wee bit more and found this in lines 2952-2962 of Ingred.ini:

;Building/ring highlight mode for data views
[Uint32ValueMap_0xaa15d858]
0=None
1=Education
2=Health
3=Fire
4=Police
5=Crime
6=Garbage
7=Power
8=Water

And those do match up to the DataViews in SimCity_1.dat:

Actual Hex Codes in the game for DataView: Highlight mode property:
-------------------------------------------------------------------

0x00000001 in EQ Exemplar
0x00000002 in HQ Exemplar
0x00000003 in Fire Exemplar
0x00000004 in Police Exemplar
0x00000005 in Crime Exemplar
0x00000006 in Garbage Pollution Exemplar
0x00000007 in Power Exemplar
0x00000008 in Water Exemplar

It is just that one oddity I happened to be peeking at in Age which uses 0xAA551C49 for the Highlight mode property. What I suspect is the 0xaa15d858 and the special 0xAA551C49 of Age are links to functions in the .exe that we cannot get to as far as we know right now. This, along with what @xxdita said about distressed buildings not gaining a distinctive Occupant Group likely means there simply won't be a way we mere mortals could add this feature.

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Round 2  :ooh:

Advantages:

  • Now applies to all Residential, Commercial, and Industrial
  • Quantized to each specific Lot
  • No false positives

Unsolved (current) Problem:

  • False negatives (some abandoned are not being highlighted)

Unchangeable Issue:

  • Only highlights buildings which abandon after the mod has been installed

 

Work in progress pics. (I'm using a very light gray for non-abandoned atm so I can see for sure what's happening. I'll later change that to transparent.)

img5756.jpg

img5757.jpg

img5758.jpg

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2 hours ago, CorinaMarie said:

Round 2  :ooh:

Advantages:

  • Now applies to all Residential, Commercial, and Industrial
  • Quantized to each specific Lot
  • No false positives

Unsolved (current) Problem:

  • False negatives (some abandoned are not being highlighted)

Unchangeable Issue:

  • Only highlights buildings which abandon after the mod has been installed

Hey @CorinaMarie, do you want a beta tester?  (me! me!)  *:ohyes:

EDIT:  Light grey for non-abandoned looks good to me.  I'm amazed and impressed that you got this working across Residential, Commercial and Industrial!

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I've tweaked a wee bit more and then I went to the main power funding center and pulled the plug. After time, everyone moved out. I then re-started electrical production and paused the game when all the lightning bolt zots went away.

(Ofc, things which are not R, C, or I (civics, landmarks, rewards, etc) don't abandon and so don't get highlighted.)

img5759.jpg

img5760.jpg

^ Click one of the images, then use the right and left arrow keys to toggle between them. We are looking to see how many are abandoned which should be highlighted with red, but are not.

 

2 hours ago, Naomi57 said:

Light grey for non-abandoned looks good to me.

That color is really helpful while I'm working on this, so maybe that'd be the better way for the release version. *:???: I do find within the smaller popup map it really helps single, itty-bitty red dots stand out more and that makes them easier to find.

 

2 hours ago, Naomi57 said:

I'm amazed and impressed that you got this working across Residential, Commercial and Industrial!

Thanks. *:)

I used a secret trick: I set a huge box beside me. Then began thinking outside of it. *;)

 

2 hours ago, Naomi57 said:

Hey @CorinaMarie, do you want a beta tester?  (me! me!)  *:ohyes:

Yep. The more the merrier.

It's still in my own alpha stage right now, but once I feel I've done all I can with it, I'll write up how I did it and attach it in this thread. If it turns out to be as useful as I suspect it might, we'll prolly toss it on the STEX as a CoriBoom contribution.

(I'm currently using 4 exemplars, but I'm fairly certain a couple of them aren't needed as I fleshed out this new concept. I also need to be sure I have the color ramp breakpoints in the right spots so I can remove the redundant ones I no longer need.)

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This is very promising. 

I'm playing with the Aura Simulator, specifically the Aura, trip length and Aura, Network Plop values. 

Far too often, I find myself behind the ball when setting up mass transit in my cities. That's easy to do when you play faster than the game should allow. But the growth isn't always sustainable, downgrading and abandonment become patchy. But by manipulating the Aura simulator, I think I've found a way to get a solid balance for my extreme playstyle. 

Aside from greatly increasing network capacities, which I have also done for myself, there's really not much I could play with in the traffic simulator that wouldn't have various unwanted side-effects. There's too many moving parts to balance. 

There's really not much to show as far as pictures yet, but the difference is night and day. Even with my Turbo mod kicked in and all Caps busted wide open, growth reaches a certain point and then it slows down in affected areas until I upgrade roads or provide MT to where the Sims actually need to go. 

I still need to figure out if this has any side effects. I find desirability is really never a good indicator as there isn't much nuance to the map. Aura is mostly evident in Mayor Rating though, so that's what I'm watching mostly. 

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On 12/3/2019 at 10:34 PM, LightSkinnedPisces said:

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 ? 

My city journal shows the solution to every single, solitary issue in game. The SECRET to utopian cities. My sims travel to neighboring cities for industrial work. No industry in my total residential cities. They travel miles to work, with no issues. Unemployment is nearly zero. If you installed ANY traffic mods, the solutions I have found, most likely will no longer work.

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5 hours ago, xxdita said:

I find desirability is really never a good indicator as there isn't much nuance to the map

There's a mod out there that greatly improves the resolution for those. It's @Thalassicus's Dataviews Increased Detail Mod. That's what I used as a template when @Cyclone Boom and I created our Color Blind Views for Deuteranopia mod.

Here's a sample of Desirability from ours:

03-Desirability.jpg

 

So, back to the Abandonment mod I've been working on:

ABLE by Cori v0.42 - Corillion I6.jpg

 

I believe it's ready for testing.

Remember it will not find any abandoned buildings in your city which are there before installing this mod. It'll only show those which totally dilapidate afterwards. How it works is by tweaking property 0x29b40134 in the Flammability Simulator to 10 and is a multiple for abandoned buildings only. (As long as you have fire coverage, this won't alter anything.) Then for the DataView, it's simply showing those with higher flammability than any Maxis lot.

The Color ramp does not work how I'd imagined it did so that took quite a bit of fiddling around with. There will be some industry that will show a faint hint of red. Also, it still has a very few false negatives where the lot which grew seems bugged and the flammability does not increase when abandoned. I did go with the transparent option since it seemed to slow my game down with the white overlay. I also hide the trees so it's easier to find those little bitty houses in the woods.

I believe there were a few other things I was going to mention, but I'm tired and ready to sleep. Maybe CB remembers them as we talked about a zillion (and 19) things while testing this.

One thing to keep in mind, the building has to be totally abandoned to show up. Plain ol' distressed doesn't count. Let me know how it works for you.

DataView - Abandoned Buildings by Cori - v0.42 beta.dat

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Logical Handling Of Traffic

If you want High density residential and commercial buildings to thrive and grow, they need specific conditions in place. Avenues are a must. In real world cities, large offices are not built on two lane roads or streets. Roads(grey) with no white divider lines are strictly for small single family homes and a corner store. Two lane streets(black) are for apartments, strip malls, fast food joints, etc. Four lane avenues(black) are for major outlets, such as Walmart, or downtowns with high rise bank buildings and condos.

Take into account: High density zones, do not mean richest sims will move in. High density can happen in the poorest neighborhoods(high rise apartments on welfare).

If you build a suburban neighborhood, using winding roads or country lanes(grey), then you should only zone lowest residential and commercial(Lightest green zones and lightest blue zones).

Highways help your sims travel between cities and should be direct routes to industrial parks, or large commercial districts.

Mass transit is another story in SC4. If your roads, streets and avenues are well planned and have average traffic, sims won't use your subways or commuter trains. however, they will adore a balanced busing system.  

@LightSkinnedPisces I notice you have one way streets in industrial areas? One-ways are for moving sims through heavy commercial zones, or directing traffic flow, where traffic is very high. One-ways in industry cause  long commute times, when your sims are in the biggest hurry to get straight to work. trucking needs all access in industrial parks, so one-ways and big rigs is a nightmare for truck drivers.


  Edited by TheCrybKeeper  

Addressing another commentor
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5 minutes ago, CorinaMarie said:

I believe it's ready for testing.

I haven't checked it out yet, and I know it is still in development, but I like to recommend using one of the other slots besides traffic volume - maybe something that's pretty useless like land value would be a better place to take over.  :)


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1 minute ago, RobertLM78 said:

I haven't checked it out yet, and I know it is still in development, but I like to recommend using one of the other slots besides traffic volume - maybe something that's pretty useless like land value would be a better place to take over.  :)

I put it where Radiation used to be. (See the screenshot above.) *:P

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3 minutes ago, CorinaMarie said:

I put it where Radiation used to be

So you did....!  Not sure how I thought that was the traffic volume slot....  :P

Edit: Still land value is more useless in my honest opinion *;)

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1 minute ago, RobertLM78 said:

Edit: Still land value is more useless in my honest opinion *;)

With a properly tweaked Color ramp in a mod, the Land Value is much more useful than Radiation IMO. :whatevs:

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10 hours ago, CorinaMarie said:

I believe it's ready for testing.

My own additional tests with v0.42 beta show that my own custom content Farm House lot never gets highlighted red when it abandons. The advanced query tool shows the flammability never increases. At first I figured I must've set it so low that even multiplied it wasn't sufficient for my mod to notice it. Turns out I did use a default setting of 0x2D which is 45 decimal for the flammability and that is right in line with other Maxis content. Since I don't have much other growable custom BATs, it seems I've gotten a false sense of security with this version of my abandonment mod working properly.

Let me know how it goes in your cities. I've got a feeling now it's going to turn out to be essentially worthless in everyone else's game.

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@CorinaMarie I would help you test this, if I had a good reason. However, I don't have any abandoned buildings in my cities, so it probably wouldn't show me much.

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4 minutes ago, TheCrybKeeper said:

@CorinaMarie I would help you test this, if I had a good reason.

No worries. I'm sure the other peeps who have expressed interest in the concept will be motivated to give it a full workout.

 

8 minutes ago, TheCrybKeeper said:

However, I don't have any abandoned buildings in my cities, so it probably wouldn't show me much.

Same goes for my play cities with no inherent abandoned buildings therein.

For my own testing, I figured out how to make some abandon. By cutting off road access or shutting down the power that seems to really upset the little Sims. I could also cut off water to any which are stage 4 or higher. Any of those things then lets me see how the mod works.

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Great work here!

I tried doing some few things some (long) time ago, and here are some thoughts:
- Tried adding more dataview radio-buttons (changing the UI file) but didn't succeed. It seems that, unlike the Graphs UI, the number of buttons is fixed, so a new dataview can only replace another one, it can't be added.
- Interesting, there are two different datasource IDs for police and crime. Btw the ingame "Crime" dataview is kinda useless, as it only highlights the crime-affected zones and displays the police coverage, but not the zones they cover (or do not cover).
- Same for fire and flammability, only the dataview does show some zone overlays here.
- The datasource IDs are not consecutive, some are not used, and it might be interesting to check if they actually do deliver any data.

I think a useful dataview would be highlight historical lots, or alternatively change the cursor (highlights) color when hovering a historical lot, but it's unknown whether such a datasource actually exists.

I made a land-value dataview mod. The problem is the quality of the data delivered by the datasource: too much land getting the max value (255) and the ones close, with the rest being quite sparse. So the max three values (253-255) each needed a different color. Still, much of the land takes the max value, but this is what is given by the datasource, so there is nothing we can do with modding. Below is a pic:

Land-Value-Data-View1.jpg

You can see the effect of the industry (red area at the top-right corner) and a landfill (yellow circle, again at the top-right corner), a major road artery (yellow line along the coast), health facilities (green circles at the middle/top-middle) and developed zones (much of this is maxed-out blue). Generally the city has a fairly high land-value because of education buildings providing coverage to the whole city tile (college and museum) - if I zone Residential anywhere in the city I will get "School Grade: High", although there is no "school" coverage actually.

Now look what happens if I bulldoze the college and the museum:

Land-Value-Data-View2.jpg

The effect of schools and libraries is visible, esp where it's combined with health, and the undeveloped land being much lower, with the effects of water (the coast) and elevation (top-left corner) now much more apparent. It's obvious that education increases land value much more.

@CorinaMarie, since the thread has gone totally off-topic, pls consider splitting it.

 

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1 hour ago, CorinaMarie said:

My own additional tests with v0.42 beta show that my own custom content Farm House lot never gets highlighted red when it abandons. The advanced query tool shows the flammability never increases. At first I figured I must've set it so low that even multiplied it wasn't sufficient for my mod to notice it. Turns out I did use a default setting of 0x2D which is 45 decimal for the flammability and that is right in line with other Maxis content. Since I don't have much other growable custom BATs, it seems I've gotten a false sense of security with this version of my abandonment mod working properly.

Let me know how it goes in your cities. I've got a feeling now it's going to turn out to be essentially worthless in everyone else's game.

Relying on flammability like that, I'm guessing it might not work with a few fire mods, either.

I've only just installed your Abandoned Buildings DataView mod, Cori, but I'm feeling rather positive it will be extremely helpful in my case, because of my slow mod uptake.  I don't have any custom growables yet.  When I do start to install them, it will be in special categories, such as IRM, SPAM, large corner commercial offices, 1x1 and 1x2 small shops, etc.

Even among people who install heaps and heaps of custom content, I expect that many of those are landmarks, ploppables, or distinctive growables in just certain classes.

For me, one the biggest ways it will help is with zoning on NAM curves.  Those lots need to be positioned carefully to ensure RCI access, and if they subdivide, one of the subdivided lots will abandon.  My techniques for diagonal play have a similar issue, so I'm thinking this latest mod of yours will be perfect for my play style!  *:yes:

I wonder if it might work with certain classes of custom growables, and not others?

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34 minutes ago, cogeo said:

@CorinaMarie, since the thread has gone totally off-topic, pls consider splitting it.

At this point it'd be a lot of work since various posts touch on more that one sub-topic. However, if any of our staff feels froggy and would like to do such a chore, I won't object. *;)

 

23 minutes ago, Naomi57 said:

I wonder if it might work with certain classes of custom growables, and not others?

That's a good question and I'll have to rely on beta testers to report back. I've tried tweaking my own Cori's Farm House and have not gotten it to work right with the abandonment highlight so I confess to being thoroughly confuzzled.

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

Personally, I've always wanted an easier way to see parks and transit stations.

For the latter one, just add DataView: Hightlight mode = 0x00000009 and add a color entry for it. *:)

^ That's undocumented in Ingred.ini. @Cyclone Boom found a mod on the STEX and I peeked inside. Check out the DataView Modd-RH by @Tropod. Ofc, you'll want to modify your NAM data views rather than installing the mod itself. (It's pre-NAM.)

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13 hours ago, CorinaMarie said:

How it works is by tweaking property 0x29b40134 in the Flammability Simulator to 10 and is a multiple for abandoned buildings only. (As long as you have fire coverage, this won't alter anything.) Then for the DataView, it's simply showing those with higher flammability than any Maxis lot.

 

1 hour ago, Naomi57 said:

Relying on flammability like that, I'm guessing it might not work with a few fire mods, either.

 

Was thinking the same thing? As the creator of The Real Fire Mod, not so sure if that'd benefit anyone currently using it. The TRFM already increases flammablity, as well as the spread factor, while also removing  how the Fire Station coverage stifles fires.

At some point I might have the time to throw it into the plugins to see what happens. Just never know when that'll be, sorry.

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1 hour ago, CorinaMarie said:
On 10/12/2019 at 2:32 PM, xxdita said:

Personally, I've always wanted an easier way to see parks and transit stations.

For the latter one, just add DataView: Hightlight mode = 0x00000009 and add a color entry for it. *:)

^ That's undocumented in Ingred.ini. @Cyclone Boom found a mod on the STEX and I peeked inside. Check out the DataView Modd-RH by @Tropod. Ofc, you'll want to modify your NAM data views rather than installing the mod itself. (It's pre-NAM.)

What tool(s) or tutorial(s) covers modification of data views, @CorinaMarie?

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1 hour ago, Naomi57 said:

What tool(s) or tutorial(s) covers modification of data views, @CorinaMarie?

It can all be done in Reader 0.9.3. For its general usage, see The Reader, Beginners Guide.

Afaik, there aren't any tutorials for DataViews specifically, but once you get it open, many of us can prolly answer any questions you'd have. If you do it soon, I'm more familiar atm with what each of the dozen-ish variables do and how they inter-relate cause of having just messed with most of them.

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Just for you, @Naomi57 :

An easy way for this one is to open the mod I posted for @xxdita in Reader. Find the exemplar which has the two properties needed and Control+Click each to highlight them both:

01 Reader for Naomi.jpg

 

Then right click in the white space in the right hand pane to get a popup menu. Select Copy properties:

02 Reader for Naomi.jpg

 

Next open the mod you want to put those in. I'm using my Abandoned Buildings one for an example. Find the right exemplar (notice it has similar DataView properties), right click in the right hand pane, and select Paste properties:

03 Reader for Naomi.jpg

 

Now you will see those listed. They automatically sort themselves by their Name value hex ID:

04 Reader for Naomi.jpg

 

Save the file and you are good to go. (Should you want to start from scratch with a DataView, we can walk you thru how to extract the Maxis base vanilla version.)

 

Here's what it looks like now in the game:

05 Reader for Naomi.jpg

06 Reader for Naomi.jpg

 

And tho it's prolly not something which should be added to the Abandoned View, I'll attach it in case you just want to take a quick peek: DataView - Abandoned Buildings by Cori - v0.43 beta.dat

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On 12/29/2019 at 7:19 AM, TheCrybKeeper said:

Logical Handling Of Traffic

If you want High density residential and commercial buildings to thrive and grow, they need specific conditions in place. Avenues are a must. In real world cities, large offices are not built on two lane roads or streets. Roads(grey) with no white divider lines are strictly for small single family homes and a corner store. Two lane streets(black) are for apartments, strip malls, fast food joints, etc. Four lane avenues(black) are for major outlets, such as Walmart, or downtowns with high rise bank buildings and condos.

Take into account: High density zones, do not mean richest sims will move in. High density can happen in the poorest neighborhoods(high rise apartments on welfare).

If you build a suburban neighborhood, using winding roads or country lanes(grey), then you should only zone lowest residential and commercial(Lightest green zones and lightest blue zones).

Highways help your sims travel between cities and should be direct routes to industrial parks, or large commercial districts.

Mass transit is another story in SC4. If your roads, streets and avenues are well planned and have average traffic, sims won't use your subways or commuter trains. however, they will adore a balanced busing system.  

@LightSkinnedPisces I notice you have one way streets in industrial areas? One-ways are for moving sims through heavy commercial zones, or directing traffic flow, where traffic is very high. One-ways in industry cause  long commute times, when your sims are in the biggest hurry to get straight to work. trucking needs all access in industrial parks, so one-ways and big rigs is a nightmare for truck drivers.

I've begun using the NAM NWM and it is helping quite a bit. But that generally requires the road network be laid out before the city really gets going. 

But I generally play with city tiles filled with skyscrapers. These can have 20k to 60k capacity each, so even one would overwhelm the road network without adjusting capacities in the traffic simulator itself, even if I had avenues for every block of a CBD

 

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18 hours ago, CorinaMarie said:

And tho it's prolly not something which should be added to the Abandoned View, I'll attach it in case you just want to take a quick peek: DataView - Abandoned Buildings by Cori - v0.43 beta.dat

I think it's a great fit for the Abandonment View, at least for my purposes. 

When you consider the reasons buildings become abandoned in the first place, commute times is probably the #1 culprit, after water/power outages or extreme levels of pollution. So being able to see the closest MT station around in a single data view is a huge advantage. 

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Pollution can cause abandonment or downgrading, but it doesn't have to exist at all. 

Water outages are part of a city's growing pains, but those are obvious as well, effecting whole areas. And when you click on the effected buildings, the query will tell you explicitly "Abandoned due to lack of water". Power is generally the same, though there's more of a rolling blackout scenario. 

High amounts of uncollected garbage can certainly cause abandonment/dilapidation, but there's already a data view for uncollected garbage. And again, the solution is simply to add more capacity to garbage collection. 

But there really is no way to avoid confrontation with the traffic simulator. There is no cheat lot that can just instantly teleport your Sims where they need to go. Sure, there's a Work from home mod as part of the RCI Multi mods, but that's a bit too extreme for my tastes. 

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6 hours ago, xxdita said:

I think it's a great fit for the Abandonment View, at least for my purposes. 

Cool. I hadn't really expected anyone to want the mass transit included in the Abandon Buildings mod. I just figured that was a quick and easy place to demonstrate copying properties from one mod to another.

So, if using it for real I'd suggest a different color for the mass transit on the popup map because the orange will blend in a wee bit too much with the red if there are abandoned buildings. Here's my suggestion:

7010-1957.jpg

^ Ofc, there are 4 pairs of Hex numbers. The initial FF of 0xFF01C0FF is the opacity so that's the equivalent of 100% in this case. The next three converted to decimal represent the RGB color codes of 1 (red), 192 (green), and 255 (blue) which gives cyan blocks in the little map.

To create a sample I went to this part of my city and bulldozed the water towers:

img5770.jpg

 

Let time run so those buildings which require water abandoned:

img5771.jpg

^ As you can see this color works much better for the mass transit because it contrasts well with the red. Here's the same mod, but with the cyan color: DataView - Abandoned Buildings by Cori - v0.44 beta.dat.

If'n the primary purpose is ok (based on tests when peeps reply for how well the abandonment red highlights work), I would add a Legend Label for the mass transit to include in a final version.

 

In related news with regard to flammability, I created a graph so I could peek at the citywide average flammability. With a single 2 cell size industrial building and a wind power plant the average was 50. The wind mill has zero flammability and the Farley's has 94. It should've showed 47. Then I bulldozed the wind plant and before the building abandoned, overall flammability went to 94 as expected. When it did abandon the average shot up to 255. This pic shows then zoning a single cell for residential and that brought the citywide average down to 170:

7010-1956.jpg

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I wouldn't have thought to link abandonment to flammability, but I think you nailed it. I'm not seeing fires yet, so that's a plus. 

Health is another way to track abandonment and dilapidation, but I'm not sure how that helps here. 

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2 minutes ago, xxdita said:

I wouldn't have thought to link abandonment to flammability, but I think you nailed it. I'm not seeing fires yet, so that's a plus. 

If the abandoned buildings are within fire coverage radius you won't see them bursting into flames. Even outside the coverage and it's like a 5% chance.

 

3 minutes ago, xxdita said:

Health is another way to track abandonment and dilapidation, but I'm not sure how that helps here. 

Now that you mention it, that would be on par with the average age of my first attempt. I suspect health will also be tract based rather than per lot like flammability so it'd have the same quirks as my age version.

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8 hours ago, xxdita said:
On 30/12/2019 at 2:10 PM, CorinaMarie said:

And tho it's prolly not something which should be added to the Abandoned View, I'll attach it in case you just want to take a quick peek: DataView - Abandoned Buildings by Cori - v0.43 beta.dat

I think it's a great fit for the Abandonment View, at least for my purposes. 

When you consider the reasons buildings become abandoned in the first place, commute times is probably the #1 culprit

I'm really enjoying your Abandoned Buildings DataView, @CorinaMarie, thank you!  I agree with @xxdita, that having the mass transit highlighted is a good fit and a big plus.  I was trying it out last night on Jamaica Bay, which has lots of those sub-dividing problems with 2x3 and 2x2 lots on NAM curves, sending me back to rezone those spots periodically.

I also appreciate how your DataView hides all the trees.  I love my trees, but they have a nasty habit of getting in the way of what I need to see.

I've bookmarked your iLive Reader 0.9.3 explanation post, thank you, and am determined to start digging and understanding how it works!  The Reader, Beginners Guide here I come.  

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