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BWJM

Growable? Preventing certain built-in buildings

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Last Online: A long, long time ago... 
 

Two questions today... a real easy one, and perhaps a more tricky one.

a) Can someone explain to me what "growable" means in the context of a lot?

b) How can I prevent certain buildings (ie: Farley's Foundry, or Mixing Tanks, or pretty much any I-D lot) from being built?

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I'll answer both for you. A; Growable means you just plan for residential and some building will grow, but (depending on many factors) can change shapes/wealth etc over time as the zone gets wealthier/poorer etc. It's opposed to 'ploppable', where you just place a landmark and it will stay like that throughout the entire game.

B; As far as I know, you can't. The only thing you can do is choose building styles (one of the four Maxis styles)...

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Through taxation, you can prevent a certain "class" of building from growing.  If you don't want any ID to develop, just raise taxes on ID to 20%.  The same goes for R and C.  In some cities I don't want lower-income citizens (I have "separate but unequal" cities for them sometimes)  so I set taxes on R$ to about 12%.  Works like a charm!

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  • Original Poster
  • Posted:
    Last Online: A long, long time ago... 
     

    I use (I think) the Super Demand Mod and I've got I-D taxes and I-M taxes cranked up to 20% and they STILL build in my city. I think I need to take off the Super Demand Mod.

    Is there a mod available to control demand for specific classes as opposed to everything? Eg: I want to have huge demand for R-$$$, CO-$$$, CS-$$$ and I-HT, but nothing whatsoever for R-$, CO-$, CS-$, I-A, I-D and I-M.

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    Posted:
    Last Online: A long, long time ago... 
     

    I've been trying to prevent McCormick building from being built in my cities since it can't be upgraded and holds very few people for a maximum stage residential building (not to mention it's very ugly.)

    Anyone know if the mechanics of the game do not allow the functionality of "banning" a certain building or that it's possible but no mods for it has been made yet?

    For right now, all u can do is just bulldoze a building on your "no-no" list when it pops up.

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    Posted:
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    A building cannot be prevented without making a "change" to the building properties.. this requires use of certain tools.. if you're willing to do that, its pretty simple. The easiest and quickest way is to locate the lot you don't want to grow and raise its "stage" above the game limits... anything above 16 is fine, but its easy to stick in 255 and to see what you've done easily and without confusion. That lot will never grow.

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  • Original Poster
  • Posted:
    Last Online: A long, long time ago... 
     

    Is there a place where we can request mods like this? I can make a list of lots I want to ban, lol!

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    Posted:
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    There is a mod where you can choose what you want to grow. I forgot what it's called, but you can search for it.

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    Posted:
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    There's a number of tools and utilities in the STEX that may let you edit the Maxis growable lots' profiles. Go to the STEX Files page, then to the frame on the left for searching by file types, pull down the tab, and click on "Programs" or "Tools" and you will find utilities or programs for editing such files.

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  • Original Poster
  • Posted:
    Last Online: A long, long time ago... 
     

    I found an app by ilive and it lets me edit some properties, but it's not very intuitive and the documentation is seriously lacking. I cannot figure out how to modify anything other than the internal name, bulldoze cost and number of jobs for any RCI building.

    I also found SC4Tool in the STEX, but get a "Directory Listing Denied" error when attempting to download it.

    Nothing else seemed to be what I was looking for (at least according to the provided descriptions).

    Any further assistance would be appreciated!

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    Posted:
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    If I may ask, how do you prevent a Maxis building from appearing with the use of SC4Tool?

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