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No jobs and abandonment due to commute time

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1 hour ago, RobertLM78 said:

I've been checking it out to see if it shows the issues with lots in front of RTMT stops, and it does not.  

Keep in mind the Abandonment mod tags a building when it abandons with 10 times more flammability and this is what my mod can then show in its Data View. Buildings which were already abandoned prior to installing my mod cannot be detected. Then there is also the part where if the building to land ratio is too low, or the flammability of the building itself is too low, then my mod also cannot detect those.

 

1 hour ago, RobertLM78 said:

Also, can the Abandoned Buildings dataview be installed safely alongside the Aura dataview?

Yes. The Abandonment replaces Radiation view and the Parks Aura replaces the Garbage view.

 

2 hours ago, xxdita said:

For Aura/Mayor Ratings, Park Effect's impact is measured at 0, 50, and 100. For RCI Developer Exemplars, -100, 0, and 100 are the key numbers for Residential and IHT. So for functionality purposes, I think you should probably darken/change the hues noticeably at these stages. Anything outside of this range is superfluous, even if nice to see. 

16 minutes ago, Naomi57 said:

Here's my suggestions:

  • Tighten the dark blue area to the bare minimum, for user story 4, similar in position to v0.05.
  • Introduce a distinct bright blue band, for user story 5, in approximately the same location as the green/cyan band in v0.05.
  • Introduce a pale cyan band for the mildest YIMBY, clearly distinct against the white, but intuitively indicating that the YIMBY aura is slight at that point, not quite neutral (white), but still not at much risk of R$ gentrification.
  • Tighten the cyan band, between the bright blue and pale cyan, for user story 6.

I believe I'm much closer on the attached v0.07 for these items. *;)

50 - Cori's Parks Arua v0.07 - Test Bed.jpg

51 - Cori's Parks Arua v0.07 - I6.jpg


And I intend to do a similar set of banding breakpoints for the NIMBY. That'll prolly need to be this evening.

 

16 minutes ago, Naomi57 said:

PS.  And here's a random request.  Do you have a way to make the clouds vanish in this DataView?  They just get in the way, given the whole colour set looks quite unnatural anyway.  Don't worry about that if it's difficult.  It's just an idle thought.

I'm certain I can. I'll just have to find the right code for that, but otherwise it's a very simple addition. This is one item I never realize needs doing cause I just flipped the Master Switch to say No Clouds. *;)

Latest version: z DataView - Park Aura as Garbage v0.07.dat

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25 minutes ago, Naomi57 said:

I have to say, I was dubious when I first saw the white for neutral/zero YIMBY, but upon trying it out, I like it!  *:yes:

Thank you, @CorinaMarie!!!

Adding the yellow to the NIMBY aura is really amazing in certain contexts, such as this one in my Brownsville city tile.  This is a totally new screenshot, I haven't shown this before because it wasn't such a helpful standout before.  This is an R$ district, which I am protecting from YIMBY gentrification influences using a Television Studio (Park NIMBY -25, Landmark YIMBY +50).  Notice it's an odd shape, because of the nearby 1x1 Small Plaza plops.

I envisaged something like this in my minds eye as I was planning this neighbourhood, so it's REALLY helpful to be able to see it so clearly in v0.06.  The noxious yellow is an extremely intuitive colour, too!  *:lol:

5e170580669d5_Brownsville-ParksAuraDataView(v006)5.jpg.d2c97fb6e12e77d1f5968a2f79469240.jpg

... by comparison in v0.05 below, not nearly as clear.  The demarcation of NIMBY and YIMBY in the above v0.06 screenshot is much more useful:

5e1705b9d2ca1_Brownsville-ParksAuraDataView(v005)5.jpg.d87482ca4f563daeadcc5886cbbdbde3.jpg

────────────────────────────────────────────────────────────────

Here's the full set of DataView Panel comparisons for my Breezy Point city tile, game on pause, no changes ...

Original and v0.02:
    5e12dcef8be24_ParksAuraPanel(20200106)2.jpg.041e99fcd61d5519701d40e5dc0b55a2.jpg   5e12dcfbacf74_ParksAurapanel(v002)2.jpg.8b2971c50a923a1fb5f68b2931ed5f45.jpg    

v0.03 and v0.04:
    5e132071ebc8b_ParksAurapanel(v003)2.jpg.83dc4f55111a12126dedb1aebf2e116c.jpg    Parks Aura panel (v004) 2.jpg

v0.05 - With all YIMBY/NIMBY plops on left, and all YIMBY/NIMBY plops removed on right (except for sample lighthouse):
     Parks Aura panel (v004) 2.jpg    5e1545cbc9c75_ParksAurapanel(v004)ANOMALY.jpg.58a8a09e4634bd12003b8e5627226862.jpg

v0.06
    5e17072da2e41_ParksAurapanel(v006)2.jpg.d721cd8560180594cf337ad97e4be045.jpg

I like the fact that the water is clearly visible in v0.06.  I think the NIMBY aura is 100% perfect, too.

The YIMBY aura could do with some further tweaks, which can be understood in terms of these six informal user stories for this Parks Aura DataView:

  1. √  How far does my Landfill NIMBY go?  Particularly useful because Park & Landmark Landfill radius is identical, and Landmark NIMBY is poisonous.  >.<
  2. √  How can I tell my Landfill NIMBY apart from other kinds of NIMBY?  Helpful because there are many plops that have NIMBY park and YIMBY landmark.
  3. √  Where does my YIMBY radius end?  Not so useful for gameplay, but very nice feedback for testing modded plops.
  4. x  What areas are fully maxed out with YIMBY?  Seriously, that neighbourhood really doesn't need any more parks!  *:D
  5. x  What areas have enough YIMBY to encourage R$$ medium density?  Determining whether adding more parks will be useful, or overkill.
  6. x  What areas have too much YIMBY to retain R$ low density?  Determining what R$ zones are at particular risk of complete gentrification.

v0.06 fulfils above user stories 1, 2 and 3 really, really well.

The dark blue area of v0.03, v0.04 and v0.05 fulfils user story 4 really well.

The green band in v0.03, v0.04 and v0.05 fulfils user story 5 really well.

We never quite got as far as tweaking this for user story 6.

────────────────────────────────────────────────────────────────

Here's my suggestions:

  • Tighten the dark blue area to the bare minimum, for user story 4, similar in position to v0.05.
  • Introduce a distinct bright blue band, for user story 5, in approximately the same location as the green/cyan band in v0.05.
  • Introduce a pale cyan band for the mildest YIMBY, clearly distinct against the white, but intuitively indicating that the YIMBY aura is slight at that point, not quite neutral (white), but still not at much risk of R$ gentrification.
  • Tighten the cyan band, between the bright blue and pale cyan, for user story 6.

PS.  And here's a random request.  Do you have a way to make the clouds vanish in this DataView?  They just get in the way, given the whole colour set looks quite unnatural anyway.  Don't worry about that if it's difficult.  It's just an idle thought.

4. would be any cumulative Park Effect over 100. This is the maximum amount of Park Effect that can influence any RCI type. 

5. You'll need NIMBY park effects to keep R$$ away. There is no Park Stage Cap to prevent medium or high density from growing. That only applies to R$$$ in Vanilla SC4. CAM adds Park Caps for all Residential types, all Commercial types, and IHT, to prevent growth beyond a certain stage without parks being nearby. If you want, you can add a Park Cap for your personal use, to prevent growth of any specific RCI type beyond a certain stage by modding the Developer file. This would give you much more control over how your cities grow. 

5e1714c62d551_ScreenShotMonkehThuJan906-54-532020.JPG.685ac3a8c4bf20bf52614e8152a4c2da.JPG

Just make sure you're starting with a copy of the exemplars, and not on the actual SimCity_1.dat file. 

6. Ok, this one may be tricky and probably lead to another DataView altogether, though I think CorinaMarie mentioned that there already was one, I haven't checked it out to see if it's mapped appropriately. Anyway, on with the typing. So Desirability is what's at play here. And this is very specific, unlike what you see in the original Maxis Desirability DataView. Each RCI type has a Baseline Desirability, basically a block on growth until certain things to allow for growth in an area. R$ has a baseline desirability of 25, R$$'s baseline is -89, and R$$$ has a baseline desirability of -104. And anything you can plop will have a different value for each RCI type. Sometimes permanent, sometimes temporary (transient Aura). So R$ will always grow in a new city, but until R$$'s needs are met, they can't grow at all. 

The values and types of boosts for desirability can be found in the Developer Exemplars for each RCI type. But basically, almost everything is at play here. School coverage, Hospital coverage, Land Value, Park Effect, Crime, Traffic & Trip length, pollution of all sorts, and even proximity to different wealth levels all impact the desirability of a tract for any given RCI type & wealth. But again, if you want more control over just how things grow, you can try modding these a bit to suit your tastes. Adjusting the Park Cap or tweaking the values of Park Effects may be the simplest way to do this, now that there is a way to actually see it all come to life with Cori's dataview. But beware, once you've relieved the Park Cap in an area, growth can continue all the way through the stages unhindered, unless and until other negative desirability factors come into play, like Pollution, Traffic, and Trip Length. 

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4 hours ago, Naomi57 said:

Do you have a way to make the clouds vanish in this DataView?

I was sure I could, but I did a setting to hide everything and it turns out everything does not include the clouds. *:blush:

However, you can turn them off in the Graphics Settings:

7010-2152.jpg

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Well, I've figured out v0.07 still needs work on both the interpretation of the amount (magnitude) of the Park Effect as well as the radius. I'm now testing with specially modded neutral lots where I then tweak each value so I know what color the Aura View should show. In the Aura, I'm completely certain the neutral, zero effect is at 0x80. And via testing the minimum Park Effect to trigger a color change at 0x81 is 3 decimal (which happens to be the same in hex for this low value). The minimum radius to show an effect is 1. That's not surprising, but I did test a radius of 0 just in case that would apply to the lot itself.

Here's the interesting thing with a 1 x 1 lot with the minimum value to show a positive park effect with a radius of 1 being that it will fill an entire 4 x 4 tract no matter where it is placed. This'll likely be something which might explain the radius shown in all versions of my Parks Aura not matching the data in the parks themselves. Ofc, I'll continue testing and see what it takes to make it more correct.

Here's an example pic of the 1 x 1 lot with a radius of 1 placed in each of the 16 locations within a tract:

7010-2153.jpg

^ And yes, I'm using a separate color for this test so it doesn't get confuzzled with any already in use by auras.

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Would the DataViewCoverageCircle property help at all? It's used for EQ and HQ DataViews. 


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10 minutes ago, xxdita said:

Would the DataViewCoverageCircle property help at all? It's used for EQ and HQ DataViews. 

Gonna have to say nope on that one. 


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14 minutes ago, xxdita said:

Would the DataViewCoverageCircle property help at all? It's used for EQ and HQ DataViews. 

I presume you are referring to the DataView: Coverage circle color property 0x.... <cancel reply>

 

3 minutes ago, xxdita said:

Gonna have to say nope on that one. 

Agreed. It lets one change the color of the ring in the popup map tho:

Original:

7010-2154.jpg

 

Cori colored:

7010-2155.jpg

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That property seems to only work for the coverage radius of Civic buildings. (Fire, Police, Medical, Schools)

But I'm wondering if the actual coverage for all of those isn't accounted for in tracts as well. It would be silly for a crook to be able to evade capture by just going to an uncovered tile of a larger lot, or for the kids to be free of school because their bedrooms aren't covered by the circular radius, when the rest of the house is. 


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14 minutes ago, xxdita said:

But I'm wondering if the actual coverage for all of those isn't accounted for in tracts as well.

As I'm learning more about tracts, it does seem they are handled as a unit.

Here're examples with health radius where the residential block is all perfectly within a 4 x 4 tract. Notice the change when adjusting the Ambulance funding such that the coverage ring just sneaks into that tract:

7010-2156.jpg

7010-2157.jpg


I am actually measuring something besides the Health Quotient in those Data Views, but it is a good indication how tracts rule the data from which the game makes its decisions.

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On 09/01/2020 at 10:59 PM, CorinaMarie said:
On 08/01/2020 at 2:13 PM, Naomi57 said:

Alrighty, there's two anomalies, or to be more precise, two SIDES of the same anomaly.  One side of each phantom Lighthouse, produces a NIMBY effect, and the other side of the same phantom Lighthouse, produces a YIMBY effect!  *:???:

Parks Aura panel (v004) 2.jpg    5e1545cbc9c75_ParksAurapanel(v004)ANOMALY.jpg.58a8a09e4634bd12003b8e5627226862.jpg

( With all YIMBY/NIMBY plops on left, and all YIMBY/NIMBY plops removed on right )

I've just re-tested bulldozing every single YIMBY and NIMBY plop in a copy of this same Breezy Point city tile, and saved it.  It's now a 2.5Mb test case for the phantom Lighthouse bug, if anyone wants to play with that.  I have to say, Cori, your "DataView - Show Non-RCI Only as Power.dat" makes much shorter work of bulldozing them all!  *:thumb:

Here's the phantom Lighthouse bug, reproduced just now in v0.07 of Cori's Parks Aura DataView.

                                                                                                                               5e1870419cda1_ParksAurapanel(v007)ANOMALY.jpg.fe983cf70c16d78cb8d705c6ec89b893.jpg

Msg me if anyone wants to play with this 2.5Mb "City - Breezy Point.SC4" file.

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10 minutes ago, Naomi57 said:

Here's the phantom Lighthouse bug, reproduced just now in v0.07 of Cori's Parks Aura DataView.

That part is real and I believe the Data View is simply revealing how the game does not always update the Auras per tile when bulldozing.

In a test tile I plopped a bunch of 3x3 Plazas and then bulldozed them while running high speed. I get a similar phantom aura left over:

7010-2163.jpg

^ Ignore the purple color as that's part of v0.08 test at exactly 0x81.

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Time for me to participate here with my own way. Dropping ideas like bombs! *:D

lancer-from-the-u-s-air-force-28th-air-e

When we check the Traffic view we find 2 different mini buttons, Congestion and Volume. 2 different views for the same subject. There are even more mini buttons for the kind of transportation and the time of commute.

5e1901dde6bd6_Spandau-Jul.191031578695669.jpg.3d5f7f18d219be47877c51b18345f7f7.jpg

5e1901db17c08_Spandau-Aug.11031578695701.jpg.4cba081a42ade0f4007ea454f7d78429.jpg

So here is my question. Since we can't create new data views, is it possible to use the above trick to fuse some of the default data views in order to make some room for new views? Here are some examples. We have Fire Hazard and Crime. Let's fuse them into a single view and name it Public Safety. From there you can use mini buttons to change from fore to crime and vice versa. Then one of the two original views can be replaced by something else. Let's replace, say, the Fire Hazard with the Public Safety and the Crime with Abandoned Buildings.

More examples? No problem. Let's fuse Water and Power to make Utilities. Same as the above example. Replace the Water with the Utilities to check for both power and water by using the mini buttons, and then replace the Power with the Parks Aura. Air Pollution and Water Pollution? Just mix them into Pollution and include Garbage and Radiation as well. The result will be something like this. Different kinds of pollution in one data map.

sc3000_3.jpg

I'm sure you get the idea. If we can't add new data views, fuse some of the default ones to make room for new ones. The above examples are just examples. I'll come back for a better representation and a better list of views.

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6 hours ago, Terring said:

Since we can't create new data views, is it possible to use the above trick to fuse some of the default data views in order to make some room for new views?

Tis a grand idea, but it won't work because each data view will only accept one Data Source. So, for example, the Fire Hazard / Protection uses the source of 0x00000005 and that's separate from Crime / Police Protection which uses 0x00000003.

There are 16 usable buttons on the main panel and 2 of those (Desirability and Traffic) do each call a separate UI file which has the additional radio buttons on the left side. The functions under the Desirability are 0x00005005 and 0x00005015 depending on if you click the button itself or the text. Under Traffic they are 0x00005008 and 0x00005018. These functions (which we cannot alter) know which UI to use which in turn have the extra buttons.

We can change the text of those two on the main panel. And, if we want to change what the extra buttons of those two specific UIs say and what data view they call, we could. Those would then replace the sub choices of either Desirability or Traffic Volume, but we don't gain any extra slots for other things by doing so. And we do lose whatever ones we replaced.

Should we decide, for instance, that none of the Traffic Volume views are needed, it could be we could move Fire Hazard, Water Pollution Air Pollution, and any others with the possible exception of Crime to those sub buttons. Crime itself might be problematic to move since it doesn't use the standard Legends GUIDS and Legends Colors properties, but has its own settings to place the bitmap images of the type of crimes on the right side panel.

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I'm certain now the data is based on a 100 (decimal) scale so I've changed the setting of Property 0x4A0B47EC (DataView: Maximum scale) to 0x00000064 (instead of 0x00000100 (256 decimal) of the prior versions). Then by modding a test lot to have various strengths of Park Effect (all with a radius of one to limit the variables) I've now set the positive color breakpoints so they should fall in the real range of  1 to 49, 50 to 99, 100 to 129, and the full Blue at 130+ with this latter value being at 0xFF of the data.

I'll toss the new beta file out if'n y'all want to play with it whilst I now work on the exact breakpoints for the negative side of the range. (CB'll be along shortly with v0.07 vs v0.08 pics.)

z DataView - Park Aura as Garbage v0.08.dat

Edit: With some additional testing, I believe the breakpoints still need more tweaking. For instance two Ranger Towers should add up to 40, yet I see the Cyan color when I plop 2 of them.

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1 hour ago, CorinaMarie said:

CB'll be along shortly with v0.07 vs v0.08 pics.

Here I am, and here is said comparison... *:)


Before  (v0.07)

Park Aura Data View - v0.07 - Preview 01.jpg

 

After  (v0.08)

Park Aura Data View - v0.08 - Preview 01.jpg

 

As can be seen here from flicking between both, noticeably the blue shaded areas are much more prevalent. This means there can be more clusters of the smaller areas too which were previously unclear. It's good how the data is shown to be concentric around each source, with an epicentre where the Lovely areas are known to be shown.

With realising the scale is 100 and that makes sure how it's correctly being displayed here for how data is still exhibited as accumulative.


Here's a preview showing the 4 distinct YIMBY layers in action:

Park Aura Data View - v0.08 - Preview 02.jpg

 

This displays which areas are the more desirable from noticing where the boundaries are set.

I can see how it'll apply for the NIMBY side too once you re-work that side of the scale in this same distribution.

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2 hours ago, CorinaMarie said:

I'm certain now the data is based on a 100 (decimal) scale so I've changed the setting of Property 0x4A0B47EC (DataView: Maximum scale) to 0x00000064 (instead of 0x00000100 (256 decimal) of the prior versions). Then by modding a test lot to have various strengths of Park Effect (all with a radius of one to limit the variables) I've now set the positive color breakpoints so they should fall in the real range of  1 to 49, 50 to 99, 100 to 129, and the full Blue at 130+ with this latter value being at 0xFF of the data.

I'll toss the new beta file out if'n y'all want to play with it whilst I now work on the exact breakpoints for the negative side of the range. (CB'll be along shortly with v0.07 vs v0.08 pics.)

z DataView - Park Aura as Garbage v0.08.dat

Edit: With some additional testing, I believe the breakpoints still need more tweaking. For instance two Ranger Towers should add up to 40, yet I see the Cyan color when I plop 2 of them.

Maxis Ranger Stations have an inherited Park Effect of 30 over 4, as well as their own Park Effect of 20 over 80. 5e19b88fd4870_ScreenShotMonkehSatJan1106-59-002020.JPG.6d26388d37aff594b517182cd28ba43b.JPG

5e19b8609ec04_ScreenShotMonkehSatJan1106-55-472020.JPG.f002a9fe909bea9b3a73d73cf8eeb512.JPG

But it would be interesting to see just how those inherited properties play out. 

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3 minutes ago, xxdita said:

Maxis Ranger Stations have an inherited Park Effect of 30 over 4, as well as their own Park Effect of 20 over 80. 

If I understand Cohorts correctly, that's the default they would inherit if no Park Effect is set separately. However, with a separate setting in the building exemplar, that overrides the Cohort value rather than adding to it.

A bit more testing and I'm seeing that as the radius increases so does the magnitude over what is set which means v0.08 above might actually have the breakpoints set correctly.

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@Cyclone Boom and I have been creating the tools we need to really find out what's going on in that Park Aura data. He's made some nice number tiles so we can easily measure distances and I've created multiple park tiles with specific park effect magnitudes and radii.

7010-2185.jpg

7010-2186.jpg

 

It does seem like when a 2 x 2 lot is plopped in the center of a tract we gain an extra tile in the radius. I also found yesterday that when plopping 1 x 1 parks the radius could be as little as 9 on one side and as high as 12 on another depending on where within the tract I plopped it.

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Alrighty! v0.09 is ready for testing. *:D

Using the tools @Cyclone Boom and I created, here's my test city layout:

60 - Cori's Parks Aura v0.09.jpg

^ The zoning is simply to show the exact tract boundaries.

 

Here we have a 2 x 2 Park with 99 Magnitude:

61 - Cori's Parks Aura v0.09.jpg

 

And bulldozing it while paused to check the underlying color is correct:

62 - Cori's Parks Aura v0.09.jpg

 

Then a 2 x 2 Park with 100 magnitude:

63 - Cori's Parks Aura v0.09.jpg

 

Bulldozed to show the underlying color is right:

64 - Cori's Parks Aura v0.09.jpg

 

And then a 2 x 2 Lot with magnitude 166. This is the breakpoint for the Color ramp at 0x000000FF:

65 - Cori's Parks Aura v0.09.jpg

 

And a couple samples from my cities:

66 - Cori's Parks Aura v0.09.jpg

67 - Cori's Parks Aura v0.09.jpg

 

Having now specifically tested by playing high/low with the settings of the Color ramp with each of 5 different lots, I feel certain the positive values are now displaying the correct colors. I still plan to do the banding thing for the negative values.

Here's the file: z DataView - Park Aura as Garbage v0.09.dat

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v0.10 is in alpha testing. *:)

I've figured out the breakpoints so the negative values can now have solid bands of colors just like the positive ones. I've used shades of red only which eliminates the yellow on the outer perimeter. Let me know how y'all feel about these colors before we release this version:

70 - Cori's Parks Aura v0.10.jpg


Here's the same Lighthouse from above zoomiered. It has been plopped within a single tract's boundaries:

71 - Cori's Parks Aura v0.10.jpg

 

Here's one in a live play city which straddles tracts:

72 - Cori's Parks Aura v0.10.jpg

 

Here's a Landfill in a real game:

73 - Cori's Parks Aura v0.10.jpg

 

And a close up of the boundaries between Auras:

74 - Cori's Parks Aura v0.10.jpg

 

Looking for your opinions on the colors. *;)

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12 minutes ago, CorinaMarie said:

Looking for your opinions on the colors. *;)

I like the color scheme.  The Red to Blue sort of scale makes sense and white is perfect as the neutral/0 sum. 

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6 hours ago, CorinaMarie said:

Looking for your opinions on the colors. *;)

I like the Maxis color scheme.

Thanks.

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2 hours ago, chfzdn said:

I like the Maxis color scheme.

Err, well, uhm... Maxis never created this particular Data View so there is nothing from them to compare it to. *;)

The question with regard to the colors refers to comparing to my earlier versions of this mod in which the most negatively affected Park Effect of the Landfill was set at a deep red with the Lighthouse negative effect somewhat orange and then the outer perimeter where the effect dwindled to -1 value was yellowish. It was also done such that the colors blended from one to the next so they were spread out over the range.

My proposed v0.10 sets those colors to be in solid bands representing the amount of the negative park effect like so:

  • -1 to -49: Lightest Red
  • -50 to -99: A bit Darker Red
  • -100 to -180: Full Red
  • -181 and worse: Darkest Red
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I think maybe stick with the yellow for -1 to -49, orange for -50 to -99. Red should be reserved for areas that need the most attention. 

Plus, I'm a dude. So it's red, red, and red, not maroon, crimson, or rose. Just red. *:P

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Or maybe an entirely different color scheme, so I'm not tempted to try to do this:

Screen_Shot_2017_09_05_at_10.01.16_AM.0.

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24 minutes ago, xxdita said:

Or maybe an entirely different color scheme,

As you might guess (since I created the new colors), I'm personally quite happy with them because it then isolates all the bad auras to transitions of the same base color. *:P

Ofc, with @Naomi57 being someone with great interest in this mod, I'm awaiting her opinion too before finalizing anything. Once settled, I'll be re-doing the Legends colors to match up.

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Here's a few more samples...

Firstly from Cori's I6 city tile:

Park Aura Data View - v0.10 - Preview - 01.jpg

 

And another depicting the Lighthouse effect as the outer radius (appearing because the positive effect doesn't reach that far):

Park Aura Data View - v0.10 - Preview - 02.jpg

 

Here in another tile is a good example of the 4-part layering at both ends of the scale:

Park Aura Data View - v0.10 - Preview - 03.jpg

 

Here we can see how the green serves as a transitional breakpoint between the NIMBY and YIMBY aura:

Park Aura Data View - v0.10 - Preview - 04.jpg

 

Here's one of my own city tiles with more evidence of this with the layering, along with the lesser magnitude from the Lighthouse:

Park Aura Data View - v0.10 - Preview - 05.jpg

 

And from our test tile which was used for experimenting with the Abandonment view, showing the large area of NIMBY surrounding the landfill:

Park Aura Data View - v0.10 - Preview - 06.jpg

 

Cori has said how I can post the latest beta release for you all to test:

z DataView - Park Aura as Garbage v0.10.dat


This way it gives an opportunity to see how the new color ramp appears with the new palette in your own cities too. *;)

My personal view is how it looks good without the yellow shade now, and otherwise it might appear a little too contrasting for what's represented as the outer negative aura layer. How red is visually seen as the bad shade, which residential development would find undesirable in any case. I think it helps to see this represented at a glance. The green complements with being the filler which is closest to the often widespread neutral zone. Contrary to this, the paler shade of red though is generally only a thinner radii, with the exception of how it appears from lower NIMBY sources like the Lighthouse (of which I'm unsure why Maxis even made it negative).


I believe reinventing the scheme again might be counterproductive.

The breakpoints through the placeholder measuring lots we've confirmed to be accurate, and this involved a trial and error approach to determine where they align. So it seems like minor adjustments to the shades are potentially worth considering, but nothing too drastic from the above. Either way, the legend scale (on the Data View panel) is something Cori will update once the scale has been fully finalised. That way it'll match up accordingly.

Continued feedback is greatly appreciated. We want this the best it can possibly be before releasing officially to the STEX.

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That mod looks promising because I always wanted to have a visual presentation of the effect of my parks in my cities. But why the lighthouse has a NIMBY effect? Does is simulates its light intruding at the nearest homes? Is this a reference to the Rendlesham Forest incident, where a lighthouse probably caused one of the most infamous UFO reports in recent history? By the way, I really like this color palette. Can we expand it from purple to red and use it in all data view maps?

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Sneak peek at v0.11:

7010-2232.jpg

^ It's the exact same as v0.10 @Cyclone Boom posted above with the addition of the new Legends. *;)

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14 hours ago, Cyclone Boom said:

Cori has said how I can post the latest beta release for you all to test:

z DataView - Park Aura as Garbage v0.10.dat

18 hours ago, CorinaMarie said:

Ofc, with @Naomi57 being someone with great interest in this mod, I'm awaiting her opinion too before finalizing anything. Once settled, I'll be re-doing the Legends colors to match up.

Sorry, I'm late to the party, again!

This time, my only excuse is that I was distracted by actually playing with the Parks Aura DataView, improving my Breezy Point neighbourhoods, rather than testing it.  I'll have to post the resulting changes to my gameplay, soon.  There's an achievement for you, @CorinaMarie, you actually managed to alter my gameplay style with this mod.  *:party:

One advantage of the new colour scheme, is that the yellow landfill tiles show up better.

I like the colours.  The pastel red, if you can call it that, is very slightly brown-ish which makes it distinct from the medium red shade (at least to my eyes).  All the reds look quite distinct to me.   One issue, is that the pastel red and the green might not look so distinct for someone with Deuteranopia colour blindness, but that's an area that you probably know better than I do!

800px-Ishihara_9.png

My Breezy Point has become a poor test case, sadly, because it's littered with phantom Lighthouse bugs.  I never would have guessed that bulldozing a Lighthouse could have such permanent effects.  :nyah:

I really like the fact that the colour banding accurately pinpoints those key numbers 0, 50 and 100, and I'll be observing game behaviour in relation to those thresholds from now on.

On 09/01/2020 at 10:34 PM, Naomi57 said:

The YIMBY aura could do with some further tweaks, which can be understood in terms of these six informal user stories for this Parks Aura DataView:

  1. √  How far does my Landfill NIMBY go?  Particularly useful because Park & Landmark Landfill radius is identical, and Landmark NIMBY is poisonous.  >.<
  2. √  How can I tell my Landfill NIMBY apart from other kinds of NIMBY?  Helpful because there are many plops that have NIMBY park and YIMBY landmark.
  3. √  Where does my YIMBY radius end?  Not so useful for gameplay, but very nice feedback for testing modded plops.
  4. x  What areas are fully maxed out with YIMBY?  Seriously, that neighbourhood really doesn't need any more parks!  *:D
  5. What areas have enough YIMBY to encourage R$$ medium density?  Determining whether adding more parks will be useful, or overkill.
  6. What areas have too much YIMBY to retain R$ low density?  Determining what R$ zones are at particular risk of complete gentrification.

Your colour bandings answer user stories 5 and 6 above ... well it supplies the data to answer them, even if the answers might turn out to be ineffable!  Your "No Kickout" mod is starting to appeal to me more and more, @CorinaMarie, as this Parks Aura DataView is giving me new insights into just how random and unpredictable the game can be around all this.

User story 4 is satisfied across medium blue and lovely dark blue, assuming that all numbers above 100 are functionally identical.

On 09/01/2020 at 8:20 PM, xxdita said:

For Aura/Mayor Ratings, Park Effect's impact is measured at 0, 50, and 100. For RCI Developer Exemplars, -100, 0, and 100 are the key numbers for Residential and IHT. So for functionality purposes, I think you should probably darken/change the hues noticeably at these stages. Anything outside of this range is superfluous, even if nice to see. 

Commercial & other Industrial types are set at 0, 0, 255, 0. So no amount of Park Effect impacts them at all. But I think this being set at 255 for the other types reinforces that 100 is the key number that needs to be charted. 

REQUEST 1:  There's just one issue I have with the latest version ... it's that the maxxed out and the highest part of the 2nd tier (>165) are both the same shade of Lovely blue.  I know, @xxdita said somewhere that everything over 100 is exactly the same for residential data properties ... but I don't quite trust that it has no effect, based on my observations since you started us on this exciting journey.  SimCity has shown time and again that the public exemplars do not necessarily tell the whole story.  I would really appreciate being able to see that difference between 100+ as medium blue (as it is in v0.10) and maxxed out as lovely blue (as it was in v0.07), so I can keep my eyes peeled for behaviour which differs depending on extreme YIMBY intensity.

My Jamaica Bay city tile, v0.07 on left, v0.10 on right.  Notice how the lovely blue, is covering more area in v0.10, than it did in v0.07.

5e1d6dca1ef35_ParksAurapanel(v007)6.jpg.f93f4171e1b436810182fdf6301b495f.jpg    5e1d6defd5149_ParksAurapanel(v010)6.jpg.4af2edca42b2fea3b0198ff9aa24a990.jpg

@xxdita's point that green and white are functionally identical (according to the RCI Developer Exemplars), is perhaps worth noting for users, when you release the mod.

I'm guessing the lightest NIMBY pastel red is also functionally identical to the green and white?  Is that correct?  If that's correct, maybe the Deuteranopia issue (if there even is a colour blindness issue) is not really an issue?

────────────────

There's two new user stories I've spotted in the last 5 days:

7. x  Has the Parks Aura DataView updated to show my latest plop yet?  Does this plop even have any YIMBY/NIMBY effect?  :boggle:

One side effect of the banding (rather than gradual shading), is that very occasionally you plop something and wait, and wait, and the effect is too small to actually alter the banding at all, even though there is a YIMBY/NIMBY effect, just not big enough to alter the functional bands in that spot.  This is a rare event, so while disconcerting (and potentially confusing for a newbie), this user story 7 is not a big deal.  It happened just a couple times to me, using v0.07, and I haven't been able to reproduce those two cases using v0.09 or v0.10.

8. x  What is my Landmark Aura likely to be?  Trying to guess Landmark Aura based on Park Aura + visible plops.

This is a special user story to me, and probably much less interesting  to the vast majority of SimCity players.  I am very familiar with picturing Park Auras and Landmark Auras in my head, and so I can approximate likely Landmark Aura from observation of Park Aura plus plops ... but this is harder to do with flat colour bands ... I miss the graduated shading.

REQUEST 2:  Is it possible to show a little shading inside some of the bands, while still within the selected band colours, for user stories 7 and 8?  I'd envisage something like the following:

  • Dark red NIMBY flat colour unchanged.
  • Bright red NIMBY flat colour unchanged.
  • Medium red NIMBY flat colour unchanged.
  • Pastel red NIMBY graduated shading from pastel red to pale pastel red.
  • White unchanged.
  • Green NIMBY graduated from pale green to green.
  • Cyan NIMBY graduated from cyan to dark cyan.
  • Medium blue NIMBY graduated from medium blue to bright blue.
  • Dark blue (lovely) flat colour unchanged, through shrunk in size if REQUEST 1 is good to do.

I really do get it if you don't want to do REQUEST 1 and REQUEST 2.  It remains my favourite mod even without these.  *:D

Shading inside the 3 heavy NIMBY bands doesn't seem relevant or useful at all to me.

On 09/01/2020 at 8:20 PM, xxdita said:

There is a Park Developer exemplar, but the only real property in it is the Zoo Escape Chance Curve, and an Unknown set at 0x0000. If it means letting wild monkeys go free all over, then I may mod this and add it to everything I ever release from now on. *:lol:

@xxdita yay, wandering monkeys, let's do it!  *:ohyes:

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