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8) This is a great club.. 

 :*  What?

 8) This is a great club..

  :* What?

 8) This is a great.. ohh forget it

.

  :* What?

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I thought about this, and am still thinking about it because though I've thought about this, I still have more thinking to do as to stop thinking about it would mean not to think.

 

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Check out the railways latest technological innovation - Invisible coaches!
Yeah, not sure sure that's a good thing... :no:
wFfsy19.jpg

 

@Compdude787 Its actually caused by the light replacement mod, can't seem to get it to work normally :(

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TPPoLmp.png

8sEg8eS.png
 

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10 minutes ago, takemethere said:

Check out the railways latest technological innovation - Invisible coaches!
Yeah, not sure sure that's a good thing... :no:
wFfsy19.jpg

 

@Compdude787 Its actually caused by the light replacement mod, can't seem to get it to work normally :(

It usually happens when the train coach hits another automata (generally a car in a level crossing). Instead of crashing the entire train, as when the locomotive crashes, it just erases the coach.

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matias93's Unexpected Mod Workshop (dev thread)             Ciudad del Lago in the making (dev City Journal)

"Let us be scientists and as such, remember always that the purpose of politics
is not freedom, nor authority, nor is any principle of abstract character,
but it is to meet the social needs of man and the development of the society"

— Valentín Letelier, 1895

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Recently when I was in UDI mode, I saw one of the railroad crossing signals were triggered by a subway train which was running under the crossing!

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6 hours ago, Edvarz said:

Someone decided to just ditch their cabin on the road (also, a self-driving runaway motorcycle) :lol:

fIMbmkE.jpg

"...I know, honey, but it will shorten my commute time to work if we buy it."

 

Edit: I was in the wrong thread with what else I was posting.

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Chance favors the prepared mind. ― Louis Pasteur  
Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

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2 hours ago, TrickyMario76543 said:

Yeah, That's totally a long commute...

 

Those are probably the poorer sims that are commuting, before they all move out

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Our deepest fear is not that we are inadequate. Our deepest fear is that we are powerful beyond measure. It is our light, not our darkness that most frightens us. Your playing small does not serve the world. There is nothing enlightened about shrinking so that other people won't feel insecure around you. We are all meant to shine, as children do. It's not just in some of us; it's in everyone. And as we let our own light shine, we unconsciously give other people permission to do the same. As we are liberated from our own fear, our presence automatically liberates others.

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Talk about long commuter time... My sims obviously like nothing more than taking a plethora of different sorts of traffic to get to the railway station...

zki9pjv3.jpg

then, after one station, they get off the train and walk all the way through the forest to get to work because of the rumors about the big human-eating monster lurking in the railway tunnel (which is, BTW, actually fully working AND in use).

d46aey7y.jpg

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11241036 Lotting/Modding Thread - Support for all of my uploaded plugins

Visit my CJ Maxiland, where I'm taking on an enlarged version of Timbuktu!

 

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On 4/10/2016 at 6:37 PM, 11241036 said:

... the big human-eating monster lurking in the railway tunnel (which is, BTW, actually fully working AND in use).

Yikes! I too would avoid monsters, rumored or not. The part which concerns me is the fully working part. Is that referring to the monster or the railway tunnel?

 

In my world I just sorta made this while learning my very first how-to make and import a grayscale image. (Well, just the import part. I did not make the grayscale image. It's an actual location in our solar system. Mars, methinks.)

So, here's what I loaded into my VistaPro landscape thinger:

08-02_Test01.png

After a brief discussion about its 257 x 257 pixel size and a stated preference for 1025 x 1025, I tweaked it and got this:

08-03_Test01 as SC4.jpg

And I went: OMG! (and other things in RL) when it appeared. Now, obviously, the things which look like roads were the section dividers and the rows and rows (and rows) of pine cone shaped mounds were the, uhm, something-or-other. Nevermind that, I've decided this is an alien, desolate planet in one of my universes. I just might play this. *;)

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Chance favors the prepared mind. ― Louis Pasteur  
Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

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This town either holds a bus race or they love their public transportation.

bgeFG0e.jpg

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I thought about this, and am still thinking about it because though I've thought about this, I still have more thinking to do as to stop thinking about it would mean not to think.

 

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On 4/10/2016 at 7:25 PM, CorinaMarie said:

08-03_Test01 as SC4.jpg

That's a great accident, you know *:thumb:

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"If you try to please everybody, you often times end up pleasing nobody, especially yourself. When somebody offers to do a favor for free, like making a mod for SimCity 4, you shouldn't be overly critical of something generously given to you. In other words, you shouldn't look a gift horse in the mouth." - Twilight Sparkle after playing SimCity

"Being a mayor or a content creator for SimCity 4 is a heavy responsibility, Patrick. Each city and each custom content is like a child, and must be treated as such." - SpongeBob Squarepants after playing SimCity

"Without deviation from the norm, progress is not possible." - Frank Zappa

"The wisest men follow their own direction." - Euripides

Welcome to Fairview, my new city journal *:D

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1 hour ago, T Wrecks said:

The city probably became too heavy, causing the square tectonic plate on which it sat to tear off at the edges and fall into the void over which SimNation floats. This is a common problem with heavily developed tiles.

I love it when something online makes me giggle IRL. :)


Chance favors the prepared mind. ― Louis Pasteur  
Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

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I saw a police car repeatedly switching lanes on the two most outer lanes on a RHW 8S. Couldn't get any picture proof of it sadly.

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Apparently the game thinks none of these zones have a road connection.

Goulais%20River-Jun.%2013%20371461374708

This only happens on large city tiles for me when I'm playing the same city for more than 30 years. It only happens to residential zones too. 

This first pops up after running the simulation for 6 months than these zots go away after six months but that means these zones won't develop for a full year. 

If a 2x2 residential building is built on these the no road connection zot will come up again and the building will abandon. Only buildings that are the same size as the zones created will not abandon after the no road connection zot shows up. I think this might be a bug in the game because this happens on every large city tile that I play on for more than 30 years.

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On 3.5.2016 at 7:40 PM, 9gruntsand1hammer said:

Apparently the game thinks none of these zones have a road connection.

This only happens on large city tiles for me when I'm playing the same city for more than 30 years. It only happens to residential zones too. 

This first pops up after running the simulation for 6 months than these zots go away after six months but that means these zones won't develop for a full year. 

If a 2x2 residential building is built on these the no road connection zot will come up again and the building will abandon. Only buildings that are the same size as the zones created will not abandon after the no road connection zot shows up. I think this might be a bug in the game because this happens on every large city tile that I play on for more than 30 years.

All of the following is speculation, but:

  • It kinda makes sense that the problem affects residentials only because these need a route calculation to determine whether the occupants will find employment - and if so, where their jobs will be and how they'll get there. Pretty much all traffic originates from residential buildings. Industry also generates traffic (freight trucks), but this only affects desirability. Even industrial buildings without any way to the map edge (the destination of all freight traffic) will persist, with their desirability (and hence, capacity) slightly lowered due to "long" freight trips. Residential buildings, however, will abandon if nobody finds a route to a sutable job. Industrials won't abandon even if nobody actually works there.
    tl;dr: The game probably needs to run more route calculations on residential zones than on anything else.
  • Only on large tiles makes sense, too - larger tiles tend to have the most development, which leads to the highest number of buildings for which traffic routes need to be calculated. To make matters worse, large tiles also occupy the largest surface, complicating the pathfinding calculation.
    tl;dr: Larger tiles hold more zones and have longer distances
  • The fact that the problem only appears after about 30 years may be due to some kind of calculation buffer filling up until capacity is maxed out and false no-road zots appear because the calculation no longer finishes within the allowed time window
    tl;dr: Some kind of buffer may be full after ~30 game years on your particular PC (threshold may vary depending on PC specs)
  • 2x2 buildings abandoning may be explained by the fact that the game needs to repeat the route calculation for the freshly combined zone => the cycle restarts. For buildings that grow on an unchanged existing zone, the calculation has already taken place and won't have to be restarted.
    tl;dr: A combined zone is treated like a new zone, resetting the calculation process.

 

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-=| 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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Yeah, I get this same issue that @9gruntsand1hammer gets on my large city tiles all the time. It's just that it takes the traffic simulator a long time to update when you add new roads and zones. 


Check out my roadgeek CJ, United States of Simerica! Last updated: March 5th, 2017

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Cofounder of the United SimNations

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Appraiser replying to AMC ordering department rep: Wait. You say the duplex has a 3 story tall basement? There ain't going to be any comps for that! Maybe if you double the fee, I'll consider taking the assignment...

5962ae3099456_02_15DplxOdd.jpg.baf55b5bce5319b5219b128b6e5de667.jpg

 

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Chance favors the prepared mind. ― Louis Pasteur  
Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

Are you new here? Check out the Introduction and Guide to Simtropolis.

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I don't think I've ever seen that before, there are buildings that will create windows in the retaining walls?  This is why I'm glad some people still play around with the vanilla SC4, you get to see some of the things Maxis snuck in.

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I thought about this, and am still thinking about it because though I've thought about this, I still have more thinking to do as to stop thinking about it would mean not to think.

 

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