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starrdarcy

Zoning for Industrial

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

Hi. It's the same for me. No arrow.

For me, arrows are visible only after a building is present. 26.gif

Wich verison of Simcity have you got. I have the V1.1.638 (Deluxe edition) Maybe different version changes something... Wich version have people who can see the arrows?

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This should already be in the Omnibus. 29.gif Those look awesome - they make my industry (what little I have because of mods 11.gif) look like they wese zoned by a hobo.

EDIT: Wow, a whole other page of complments for this tutorial! Cool! 5.gif

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

I can't believe I missed this. Totally incredible. THANKS!

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I finally got it. The trick is to drag a small zone while holding CTRL. You have to let go of the mouse button first, then the CTRL button.

You have to drag a yellow square over the tiles you wish to become that zoned lot. You have to do that quite a few times if you like developing large industrial areas like I do. But I think it will be worth it. I am already seeing improvements in my industrial sectors.

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Here's something I've noticed about industrial, and why his idea works.

Try this. Start a new region an make a new city. Plop some C and R, but do not plop dense I.

DO NOT provide public water. DO NOT zone dense industry, only medium.

Put down 1x2 areas of Industry.

As long as they are not contiguous, they will develop into foundries.

Place extra lots next to them, making them 2x2.

soon, extra 1x1's will develop (provided you have the demand). These will be 1 of 3 things: burners, sheds or yards (yards are the best. YARDS ROCK! ... sorry.)

Wait a lil' bit, and check the transit query on these buildings.

Something cool has happened. If you check the burner or shed or yard, it has the same 'freight' and 'workers' count of the foundry. In fact, it seems that they are not actually independent industries. When you query them, the arrows go in and out of the foundry!

I call these 'piggyback lots'. By zoning more area near the foundry, you have given them room to build facilities, which provide more jobs and increase output.

This same exercise works with M and HT too, but you need to start with a 2x2 since the smallest non-water business for M is 2x2, and (HT requires water) the smallest HT business is also 2x2 (at least when densities are low.)

I have a series where I have zoned 6x4's using the gridding layout from the grid experiment. I've taxed Dirty and HT out of existance. M moves in, first I see 'Bella Barium' and 'Goth Mechanics'. Then attached to them will form 'Crunching Facility', 'Heating Unit', 'Mixing Tanks', 'Storage Unit' and maybe even a 'Villet Textiles' factory.

When things work right, all of the 6x4 zone is neatly filled by two (yes, two) industries. I will have 2 Bella Barium or Goth Mechanics with 2 facilities (sometimes one has 3 and the other 1...) Checking the 'transit query' confirms the factuality of this- workers and freight only go out of the 'Bella Barium' or 'Goth Mechanics' Buildings.

If demand gets high enough, they will begin to build 2x3's like 'Flyte Motor Works' or 'Villet Textiles' as main buildings. Sometimes they will appear as piggybacks (or facilities) but it is unusual.

The process in HT is identical, but I always use Dense Industry for HT, so after the main 2x2 facility I usually get 1x1 'Grounds' followed soon by 1x2 'Testing Bays', 'Grinding Units', 'Receiver Units', 'Accelerators', and then 2x2 'Cryo Testing', the venr'able 'Quantum Dish', and sometimes 'Barth Compression Services' Will get treated as a facility. The 2x3's are usually 'Andrews Semiconductor' and 'Lee Avionics'.

Industrial is the coolest of all zones, IMHO.... =D

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  • Original Poster
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    maybe i'll submit these to ST omnibus section.

    Think i should?

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

    This is an absolute requirement for the Omnibus. I don't think I'm alone when I end up smaking my head at the simple stuff that we forget because we are too wrapped up in trying to keep track of all the added content and the endless domino chain of dependancies.

    Make sure to update the post for the now defunct picture links.

    Sample Ind Lot Sizes

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

    1) Select Industrial zone tool, medium or high-density.

    2) Hold down CTRL key.

    3) Click and hold left mouse button down, drag to zone (as normal)

    4) Release mouse button, then release CTRL key.

    This should cause the arrows to appear on the new zone. If it doesn't, you're running an unpatched SC4 Vanilla. IIRC, the arrow behavior was added at the same time they added the ability to prevent automatic street grids by holding down the SHIFT key. This happened in an official patch (first or second? I forget, it's been a while) before Rush Hour came out.

    I don't see the arrows until after I've zoned, at least not on Zoom level 3. Maybe on a closer zoom they'd show, or if I was in "Zones View" at the time? I don't know; I'd have to check.

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

    Wow man this is news to me! heh, Thank you very, very much for this little tip. Gosh can't beleive I never thought of this, kudos to you man!

    P.S. frnofyaweh watsup man been a long time!

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

    Yeah, thanks from me too.

    All industrial looking much nicer. Thanks.

    Cheers.

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    also note, while you can zone regularly zoning over an invalid area (for instance, dragging over a road) but if you try ctrl-zoning while dragging over a road you will pay for the zone but it will not appear. Rezone a valid zone overtop (you will not have to pay for it) to get it to appear.

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    Posted:
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    XpirAment and joeynymets, do you bath have RH installed?

    CTRL normaly should do the job. 

    vab423 and Compromise. I vote for an Omnibus article too.

    It is very helpfull and too many people do not use it yet (even advanced city builders!)

    Nik-Nik

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    Posted:
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    This is amazing. It works so well, I now can line almost EVERY industrial building up next to a railroad. Looks better too!!!

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    Posted:
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    oh my god, its the realization that you can use the alt key to change the orientation that made me feel like a dork

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    Had to look in on SD's wonderful experiment in industry one more time. I enjoy finding others who discover these special features in our little game(world).

    Low and behold, I come across RiverCocytus' fantastic discovery above:

    "Here's something I've noticed about industrial, and why his idea works." 

    DO NOT provide public water. DO NOT zone dense industry, only medium.

    Put down 1x2 areas of Industry.

    As long as they are not contiguous, they will develop into foundries.

    Place extra lots next to them, making them 2x2.

    soon, extra 1x1's will develop (provided you have the demand). These will be 1 of 3 things: burners, sheds or yards (yards are the best. YARDS ROCK! ... sorry.)

    Wait a lil' bit, and check the transit query on these buildings.

    Something cool has happened. If you check the burner or shed or yard, it has the same 'freight' and 'workers' count of the foundry. In fact, it seems that they are not actually independent industries. When you query them, the arrows go in and out of the foundry!

    I call these 'piggyback lots'. By zoning more area near the foundry, you have given them room to build facilities, which provide more jobs and increase output. 

    Gotta love this discovery of yours RC, I really should pay better attention to industrial cities. As you know from my experiments in gridding; I put little regard into industrial cities and in that process have missed out on some really fantastic rewards.

    Thanks for the great inspiration RC! I got to try these things out.

    EDIT: also that part about pulling the zones over roads or aves:

    also note, while you can zone regularly zoning over an invalid area (for instance, dragging over a road) but if you try ctrl-zoning while dragging over a road you will pay for the zone but it will not appear. Rezone a valid zone overtop (you will not have to pay for it) to get it to appear. 

    Thanks to experimenting from You StarrDarcy; I found that out also RC

    Also Where are the arrows? ; When dragging these designated zones out, if the arrows do not appear, it is okay. They will appear automatically, facing the road/ave you drag them towards, after you release the mouse. Some zones may want to face the best transit access for themselves, but it may not be the road you want the arrows pointing to. In this case you can build only your frontal property roads first and drag the zone to the edge of that road. at release the arrows should appear, facing your main road. Now you can build in any remaining ajoining roads you wish.

    Thanks again for this great Industrial lesson SD!


    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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    Posted:
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    Wow. I'd known you could do it, but never bothered before. But after seeing this, I'm doing it for all my industry!

    I wonder if this works for the main farm buildings, too...

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  • Original Poster
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    thanks for the responses guys and thanks to the mod who sticked it 1.gif

    Anyways... i don't post often.. but i think i will create another tutorial.. anyone else want another one????

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

    Industry for me has always been a means to an end. Now I can actually plan my industry instead of just allowing it to happen....and yes please do more.

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    I knew how to do this for commercial and residental but i never though of industry. Thats brillant!

    I did notice that the other day when i minimized the game and when i brough it back up it showed those lines for my farms. I never put two and two together. 

    Thanks a Million!

    *evil grin*

    *Now i can build many large factories and take over my neighbor countries*

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

    Also in shock over the simplicity of this, yet three years later I've only just found out how to do it... Of course! Fantastic Star! I will be redesigning Heavana's industrial sectors (which I kept small to avoid the clutter that forms) and ensuring we have a strong tidy Industrial World to commute to. Cheers!

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    I stay inactive for way too long, I come back and find this little gem waiting for me to read in the Game Experiments forum! This is game changing stuff! This could change the face of industrial areas through numerous CJs! This is like one o the most beneficial tutorials to hit Simtropolis in a very long time!

    Truly remarkable discovery Starrdarcy! Thanks for sharing the knowledge 44.gif

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

    same with me, but i still never knew it worked with Res/Com! THANKS A TON DUDE! I used to take hours zoning places, now only minutes ( I like to take time and make it really architectual )

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    Posted:
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    Thanks starrdarcy. I could use this for a realistic Industrial are in my CJ.

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

    Ive tried and tried and tried...............and tried and tried to get this to work. I've tried Control, its just not working. I have the very original copy of SC4, I just got the game from a friend, I did install the patch thats on the official website, but no dice. Is there any way I can get this to work? Any thoughts?

    ~Ben~

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

    I don't know if anyones done the "add on" industrial zoning before - I sussed it last week but I'm having hella problems with traffic so I was searching for that. 

    I'm currently recreating my home town to exact scale (as best I can) using the google map facility and paint shop pro - I figured the add on industrial work layout trick last week while off work making my city (about 100hours solid gamplay trying to get it to fit tsks lol) though I never clicked about the individual zoning. 

    What I'm currently doing in my city (which I can provide a picture if needs be) is on the far side I have 1 massive 32 x 3 industrial zone (one building 3000+ jobs etc) thats my dirty indurstry , no other buildings just that - 

    There is no road there just one simple subway connecting to the bottom of the commerce district. No one drives just commuters via subway. So anyways I grew the dirty industry - people came commerce was needed. 

    Now I had 6 main feed roads to the bottom of the area marked for commerce so I queried the roads and built commerce on the two most used - 1700 cars one, 1200 the other or figures roughly like that - it was late and I wasn't documenting, more speculative gameplay than anything. So here I had flourishing industry, and all my commerce (2 roads worth) had high customers. 

    Around the commerce I have larger empty zone boxes (irregular shapes) set asside for mfg as filler and commerce as road huggers.

    Like suggested before... once mfg demand is enough zone a 2x2 and a business grows - now the trick here is on the back zone another 2x2 than onto this one.... etc 

    As manufacturing pollution is controllable with a few well placed trees I will scatter small irregular zone blocks (never touch a road with the rest of the block as it may turn into dirty industry etc if needs be if you keep the zone off the roads it stays manufacturing or dirty or high tech to a degree , once high tech demand comes, manufacturing may turn to it and the block will cease until you destroy the old mfg add on blocks that grew - this I have to admit is annoying) 

    At present i'm controlling taxes very tightly to stem growth to a minimum to avoid the mass onslaught of high wealth house abandoning sims so its a slow steady pace - i zone a few blocks of dirty industry as needed  - there is no dirty industry as such in the town I live technically it should be in a neighbouring region though this is the first one so I need some hence why its stuck away out of sight optimized and not very realistic

    However the way i zone commercial and manufacturing is quite life like and reflects my towns downtown in spirit and actually due to the zonal development matches the goodle image map closer than a standard sim city with hundreds of different businesses. All my commerce is maxed at high customers except small 1x1 odd blocks near residential acting as corner shops.

    Recap-ish

    I have 1 massive dirty industry block not connected by road with a superb transit time (transit graph is 5 mins with nam radical mod (most real to my town settings, sim city b4 showed 90 mins from my house to town and I can walk it in 5-7 pfft)) and thats from one end to another practically and freight time is great.

    I have 2 small manufacturing blocks (irregular) with the surrounding space upto the road filled with commerce (only where beneficial - ie no road use no build).

    Ok sorry I waffled - bigly, i'm at work - it sucks - I'm skiving.

    Maybe I shud do a CJ to a degree sorry all ignore me ish lol

    Excellent tip btw - had no idea , I need this also - sometimes the irregular growth of manufacturing sucks as about on the 4th 2x2 block you add it will split into 2 1x2's blocks usually looking like an oxidiser type machine. Ok i just realised I been zoning irregular blocks to much if I know the build characteristics.

    btw I once had a 12 x24 island shaped manufacturing block - was uber cool, they get huge car parks n stuff eventually

    ok i'll stop sorry lol *waffles shot*

    EXCELLENT TIP :-) FANX

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

    You have the pic which one you wanna do, then ctrl+right mose button. You can make it as big/small as you want.

    I was messing around on a map I have to restart now thanx to this tip... You can do the same thing with the Res and Com also.

    I did a quick mess around and added a 6x6 res and com and and it started out as a highrise sorta building.. Not super big but a pretty big one.. Not like the ones they start you out with wit tipical med high density res.

    Anyway nice tip..

    ::EDIT::

    Sorry thought this was only 1 page long..

    I will leave the above up just incase someone didnt catch the other posts.

    Sorry about that...

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