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BuildPlop Residential Abondoning Cycle

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https://www.simtropolis.com/stex/details.cfm?id=3023

I've been having a problem with these buildings. I've been using BuildingPlop to plop these into Matinenda for me CJ. But they seem to have the same cycle. They are fine for a month or so then they all get brief case zots on them, then abandon due to long commute time. Even though all of my other buildings work fine. I have a Windows XP HP Probook Laptop. Can anyone help?

EDIT: I found out it does it for any building that is plopped.

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Did you try zoning a residental zone before you placed the building? It works perfectly with me, I don't see what's the problem.

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Originally posted by: His Divine Hand

Plopped residential doesn't work. There's your problem with them.

quote>

Yea it does,  my most recent city is filled with plopped residentials. 10.gif

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This has never, never, never, never, never worked for me. As soon as you let the game run for a while, they get abandoned - plopped on a zone or not. Try as I might, I could never get them to stay. Occasionally you hear people say that it works, but I have never been able to confirm this.

Evillions, is there much custom content in your city? I'd like to import an example city with plopped residentials into a test region and see what happens on my PC...


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    I just reinstalled the update but I don't think it updated anything. I checked and none of my plug ins are causing the problem. I even tried to run vanilla with a Maxis made house and it did the same thing as the others did. Evillions can you show me the link of what Extra Cheats you use? https://www.simtropolis.com/stex/details.cfm?id=21118 I've used this one.

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    <div class="FTQUOTE"><begin quote><i>Originally posted by: <b>His Divine Hand</b></i>

    Plopped residential doesn't work. There's your problem with them.

    </end quote></div>

    Yea it does,  my most recent city is filled with plopped residentials. <img src="https://www.simtropolis.com/fckEditor/editor/../../forum/i/expressions/10.gif" alt="" />

    Do you know how to make them commute? (the plopped residentials)

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    Do you know how to make them commute? (the plopped residentials)

    They can't be made to commute. That's the problem with ploppables. They will "survive" in very specific situations, but residents can't leave them. This is controlled by game files.


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    Make sure you have bus stops nearby...or other means of mass transit...and they won't abandone anymore. I guarantee you! :P

    Oh and makes sure you plop them over existing residential development.


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    You know what this is so simple, just READ my post. You zone then let something grow, make sure you have all of NAM, then when you click on the growing res. make sure it says short and then plop anything on it. For commuting, I'm sorry it won't ever happen. There is no way for it to work so it will never happen. And if you have the best NAM installments, there will be no commute problems at all, it works not on commute, but the amount of jobs you have. :thumb:


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    Ploppable residential works fine for me, and the sims commute to work as well, when I plop it on top of naturally-grown res :P



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    Do you know how to make them commute? (the plopped residentials)

    They can't be made to commute. That's the problem with ploppables. They will "survive" in very specific situations, but residents can't leave them. This is controlled by game files.

    This is correct. Personally if I want a certain building to grow, I zone the specific size and make sure all other building styles but its own are disabled. Then I patiently grow and destroy until I get what I want; sometimes I do this for multiple blocks at a time. I do this in cheetah mode, but be warned, it'll make your city hundreds of years old.


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    Ploppable residential works fine for me, and the sims commute to work as well, when I plop it on top of naturally-grown res :P

    Would you make a video tutorial showing exactly how do you do it?

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    Do you know how to make them commute? (the plopped residentials)

    They can't be made to commute. That's the problem with ploppables. They will "survive" in very specific situations, but residents can't leave them. This is controlled by game files.

    This is correct. Personally if I want a certain building to grow, I zone the specific size and make sure all other building styles but its own are disabled. Then I patiently grow and destroy until I get what I want; sometimes I do this for multiple blocks at a time. I do this in cheetah mode, but be warned, it'll make your city hundreds of years old.

    I started doing this too, but then there were buildings that didn't appear no matter what! =( I reached 2900 game years and I still can't get some of the buildings, specially the commercial ones. My demand is naturally sky high, desirability data is perfect, and i've checked all the caps. But no luck

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    Ploppable residential works fine for me, and the sims commute to work as well, when I plop it on top of naturally-grown res :P

    Would you make a video tutorial showing exactly how do you do it?

    I'm terrible at making videos... :(

    Would just a description work?



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    Ploppable residential works fine for me, and the sims commute to work as well, when I plop it on top of naturally-grown res :P

    Would you make a video tutorial showing exactly how do you do it?

    I'm terrible at making videos... :(

    Would just a description work?

    I wouldn't mind a description, I've always wanted to know about the specifics of this tattic anyway :)


    Winter is Coming..

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    So, basically what I do is I use the Ctrl key to zone a specific size (ex: 3x3 tiles), and then I wait for the game to grow something on it. I then either select a ploppable residential building from my landmarks menu, or I press Ctrl+X to open the cheat code panel; if I choose the latter I then find a suitable residential building using the Buildingplop cheat code, choose the correct lot size (if applicable), and plop the building on top of the already-zoned-and-built house. I now have a functional, commuting, plopped residential structure. :)

    I hope no one got confused by that :P


      Edited by emperordaniel  


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    The only way to get plopped residential buildings to survive is to first zone the area for residential. Then wait for a comparable stage building to grow. Finally replace it with the building you want there. Preferably you will use BuildingPlop from the extra cheats add-on to plop an actual residential building as well and not a residential landmark.

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    Do you know how to make them commute? (the plopped residentials)

    They can't be made to commute. That's the problem with ploppables. They will "survive" in very specific situations, but residents can't leave them. This is controlled by game files.

    This is correct. Personally if I want a certain building to grow, I zone the specific size and make sure all other building styles but its own are disabled. Then I patiently grow and destroy until I get what I want; sometimes I do this for multiple blocks at a time. I do this in cheetah mode, but be warned, it'll make your city hundreds of years old.

    I started doing this too, but then there were buildings that didn't appear no matter what! =( I reached 2900 game years and I still can't get some of the buildings, specially the commercial ones. My demand is naturally sky high, desirability data is perfect, and i've checked all the caps. But no luck

    Commercial and industrial structures can be plopped without a problem. They are merely job containers, and I assume that their rather simple modding makes them versatile enough to sit anywhere with power, water, and demand. It's the residential plops that are tricky.


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    The only time my commercial plops abandoned in my 6 months of using the Paris buildings is when I launched a missile that cut off their water supply, and then I forgot to re-connect it :P



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    Sorry about the small bump, but I have a quick question, if I plop a residential building properly, is the route query meant to work? Or is it just a limitation of this method?


    Winter is Coming..

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    Sorry about the small bump, but I have a quick question, if I plop a residential building properly, is the route query meant to work? Or is it just a limitation of this method?

    It's never worked for me. It will fill your population count, though, if done right.


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