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Koenieboy997

Buildingplop doesn't work?

10 posts in this topic Last Reply

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Hello everyone,

I've got a question (actually two);

I recently found out how to plop buildings instead of growing them, so that you can put houses on the right places. So as an experiment, I plopped a high-wealth residential skyscraper, a high-wealth commercial skyscraper and some schools in an empty city and linked them with a road and several mass transit options. After I did that, the residential and the commercial skyscrapers were almost full with people living/working there. But immediately the residential skyscraper showed a "no-work" sign and a "no road connection" sign. There also wasn't any traffic, even not to the schools. And what's even more strange: there were people working while all the people living in the city were workless (and the city did't have neighbour connections)! Is this normal with the buildingplop cheat (because I don't think so)?

What I also was experiencing building another city is another job thing. At a moment, there were more jobs in the commercial and the industrial city, than people in the residential city! And when I saw the stats of the RCI Query Upgrade Mod that I'm using, it became even more strange because according to that mod, there were two times more people living in the region than the actual number.

Can anyone please help me?

p.s. sorry for my bad english (I'm Dutch)


  Edited by Koenieboy997  

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Welcome to simtropolis!

Well as far as i know the building plop does this because for some reason no one can commute to or from the building causing it to abandon

Hope thats answered your question


  Edited by ee99  

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This is an unfortunate problem with that cheat. Ploppable Residential buildings will always abandon.

UNLESS you zone for residential before you plop. You must wait for something to grow then plop the R building over it.

Commercial and industrial buildings are usually fine, provided you have enough demand and desirability.

Good Luck!


  Edited by bluemoose  

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Yes, just wait for something to grow and then plop over it, as Bluemoose said. The R building won't dilapidate, but the residents living in it won't commute! They will have the jobs, but won't really work... So all you'll get is a nice building and some dead workforce living in it.

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There is apparently an unfixable problem with the pathing for a plopped residential building. The path finder can't see them for some reason (bug?), with the result that your buildings never do anything. You can check this out with the draw paths command. To turn this off use hide paths. You need the extra cheats .dll to use these.

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  • Original Poster
  • Thanks for all your posts! It really helped me out.Ok, so if I first zone residential and then plop the buildings over it, they will have work but there isn't any traffic. That's a pity, because I was planning an old city with plopped buildings in a Dutch, French and English style (so they fit to each other). Is it worthwhile to wait for buildings in the same style (and demolish buildings in a different one), or is it also good to have a dead city?

    Will the people of an "Buldingplop" city also go to hospitals and schools?

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  • Original Poster
  • Thanks for all your posts! It really helped me out.

    So if I plop all R buildings, there won't be any traffic, but they will have jobs. I was planning to build an old city with area's in different styles (Paris/Amsterdam/London...). Is it then worthwhile to wait for the right buildings to grow and demolish the wrong ones, or is buildingplop also good?

    And will "R buildingplop people" also go to schools and hospitals?

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    Buildingplop works and it is obvious. Residential building plop is simple. Zone the size of the residential lot and wait for something to grow, then plop over it. It will be good. Now that's all it is simple. :thumb:

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