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1dera3

found a cure for the plop mod bug!

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This bug only happens to Residential plopped buildings. When you do zone R first, it actually fixes the bug, providing the Sims with jobs. I don't know why, but here's my proof:

I plopped some R buildings on an area zoned for R. I then did the same but without a zone under it. I waited 1 year, and by the end of the year, the one with no zones under it had a no job zot. The bug will only effect residential. The commercial and industrial are fine without zones (dont ask my why though). Do that and your residential buildings work just like they grew instaed of plopped.

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Cool.... was annoyed by it, will certaintly try that one out....44.gif

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Great.  Now I don't have to dump all my residential buildings.  Thanks for the tip. 10.gif

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

Wonder how this got by the Squad for years...including Ralpphie himself!

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

-

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I've known this for a while, but, it does NOT always work. Certain conditions have to exist, and sometimes, the pathfinder won't find a way to work, and the plops will abandon, anyway.


SC4, Forevermore!

Currently preoccupied with architecture school...lurking with caution.

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actually this is nothing new, its been known for a while, the problem is its not well known, and also does not work all the time.

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lol, this is old knowledge. Rapheals final plop modd and forum on it says you must have a res grown in the space before one is plopped over it.11.gif

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

This is really OLD news .. the problem you have is that those residents are all retired ... they never go to work ... check with the Route Query Tool 1.gif

 

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I heard a gazillion times that it works if you zone residential first, wait for something to develop and then plop a residential building over it, but it never ever worked for me. Unzoned -> abandonment. Zoned, but not developed -> abandonment. Zoned & developed -> abandonment.

I don't want to plop, either. Instead, I would really appreciate having more decent R$$ high-rise BATs to grow, but everybody does either little cottages, R$$$ or CO$$$ towers. 34.gif


-=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
-=| You can choose from phantom fears and kindness that can kill ||| I will choose a path that's clear - I will choose free will |=-

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So it's old news.... well anyway I don't really plop residentials, I don't even have the mod anymore.3.gif

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T Wrecks: Well, you have loads of sitizens, asking for more R$ and low densities and the same goes for Skyscrapers. You also have BATters who go through different cycles of inspiration, so if I know the community(creativily speaking), then they will eventually make them.

However, I do agree that more Buildings should be growable and maintain a balance with the games data. Too many MODs to NIMBY/YIMBY effects floating around also. If you are not careful and you DL too many Mods, it just wreaks havoc on the game play.
 
 
EDIT: HEY! I just noticed, I'm an Urbanite! Is that anything like a Samsonite? I could just be excess baggage?18.gif

Watch me make custom maps: Mapper Community

Just one beer and I can't be beat. Just a whole case and I can't remember, who beat me up.

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