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TheOtherRick

Unexplained "No Road" Zots

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I don't know if this belongs here or "Bugs & Technical", so move it if need be Mr. Moderator.

Can anyone explain why I have the situation in the picture below?

WhyNoRoadZots.jpg

The road is vanilla (which is to say its not RHW). The streets are SAM Cobblestone. The buildings are vanilla Maxis Med. Density Residential.

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Its happened to me before too.. I think if you wait long enough that it might just go away... and something else... sometimes if any of the other roads that are connected and are not connected to a main avenue or highway... you might get this problem... hope that helps

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It's quite simple: The sims in those buildings either can't find any work, or can't find a way to get to work.  The games pathfinder can sometimes take a long time to connect sims to their jobs.Usually running the game at full speed for a few seconds fixes this. If lots of buildings display this icon then you need to create more jobs.


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Originally posted by: jim 546

It's quite simple: The sims in those buildings either can't find any work, or can't find a way to get to work.  The games pathfinder can sometimes take a long time to connect sims to their jobs.Usually running the game at full speed for a few seconds fixes this. If lots of buildings display this icon then you need to create more jobs.quote>

Isn't that the no job zot?

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Like chocolate_city said ... that's my observation also: those "no road access" signs will vanish after some time without any "damage" to that respective building. I often observe this when re-constructing roads - then some buildings in the vicinity of that construction area will show that sign. It looks like the simulator just needs his time to re-calculate the route for those poor sims living over there ...

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I've had a city though with a bug which made all new buildings get the no road zotand then abandon after a few months. To avoid that, I had to let them build, exit the city and go back, and then repeat the process when I got new buildings. Usually that no road zot is just temporary though, althouh it's not to be confused with the no job zot. It only happens when you reconstruct the road or the buildings are new, unlike the no job zot which means you have a real problum in your city.

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    Chocolate City and Rady had the right call. I should have been more patient before the post. The No Road zots have vanished. I think it was a combination of timing between the new buildings going up and the new road resurfacing that I did prior to their construction. Thanks for the replies.

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    As a long time player, I have an observation.  The allocator that decides when lots may be built or rebuilt seems to drop a no-road zot on properties it is considering.  The zot is removed on the next pass.  If you have a large, developed city, it may take quite a while to get back to that lot or building.  The only thing that is significant if the lot is properly connceted to the network is that the program is considering the property for development.

    If you are frustrated with these zots, you can get rid of all zots with the tastyzots command using buggi's interface.  This is a toggle, so repeating it turns the little devils back on.


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    I have this problem with $$$ buildings. Eventually they abandon or poorer Sims move in. Pretty irritating. If the $$$ Sims can't find jobs, then it makes me wonder why I don't get $$$ job demand.

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    GeneralEtirus, I thinks that can also be caused by long commute times. Richer sims won't accept long commute times like poorer sims will, I suppose. So just check the reason why the building has been abandoned. In the first line it possibly says somsting like "abandoned due to commute times" (I'm running the german version, so I don't have the exact translation at hand).

    So if you don't have enough R$$$-jos in the vicinity of your rich sims, they will move and exchange fo poorer ones ..

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    Yes, you have to ride herd on the game to keep it from overbuilding with wealthy sims.  They will upgrade before conditions are such that a wealthy sim would really want to stay, so they abandon.  You can control this with a combination of taxes, making lower wealth lots historial and using smaller lot sizes.  There is also a modd on the STEX that keeps them from building until conditions are more desirable so that they don't quickly abandon.  I haven't tried it myself, but it appears to work OK in looking at the comments.

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    Originally posted by: GeneralEtrius

    I have this problem with $$$ buildings. Eventually they abandon or poorer Sims move in. Pretty irritating. If the $$$ Sims can't find jobs, then it makes me wonder why I don't get $$$ job demand.quote>

    I think you have run afoul of one of the misleading features of the game.  There is no $$$ job demand visible unless you have the census repository from BSC.  There is only demand for single occupancy, medium rise, and high rise zoning.  High rise residential buildings are often full of R$.  A good example is Project Feelgood, which is an urban ghetto, but vertical.

    Demand on the third bar of the housing demand is not a weath indicator, but a population demand.  So, if you've been thinking otherwise, shake your head.


    Beware: Emancipated user.  No Windoze for me.
    The teacher opens the door but the student must enter himself. - Ancient Chinese Saying

    Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
    Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
    If you always do what you've always done, you'll mostly get what you've always got.
    JohnNewSig.gif
    "We have met the enemy, and he is us" - Walt Kelly

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