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Deeper zones? Well, why not?

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OMG awesome awesome awesome !!!!!!!!!! 

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I would suggest another mod addition to that, something inspired from SC3K. SC3k used small "fillers" when growing medium-sized buildings on larger zones. it would add mini parks, tennis courts, etc... so that no ridiculously small footprint buildings had to be used for the smallest lot sizes.
1 square wide high density buildings are ridiculous, getting rid of them this way could be nice.

 

Edit : I'm re-reading form the start and this has been discussed a bit. of course it would not be nice if such things prevented bigger buildings from growing, but could be used as they were in sc3, as fillers only. If there are tiny lots appearing on curves, or in the back of lots too long to be filled with buildings of the exact good size.

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That's something I've had on my mind too. The algorithm will detect up to a 16x16 area, and can fill that area with any combination of lots. Different zone types, densities, and wealth levels can spawn different combinations of buildings, and it all needs to be deterministic.

So for example, if we detect a 16x16 area zoned medium commercial, we can spawn a 14x11 box store on the back of the area shifted to the corner, a 5x16 parking lot in front, and perhaps a 5x2 concrete alley filler lot off to the side of the store. Maybe there is a chance we fill the area with 4 8x8 lots, or a single 8x16 box store and another 16x8 parking lot. Or if we use the planned tillable lot feature, we could spawn a strip mall of 4 4x6 strip mall store assets, and fill the rest of the area with parking lots or perhaps another row of small random single shops.

If we detect that same 16x16 area only now zoned residential low, there's a chance we fill the area with 4 4x8 lots on each road, or perhaps we can do 2 6x8 lots and a 4x8 on each road.

I think spawning entire blocks of buildings at once opens up a lot of options. Not only will individual buildings be randomized, but entire layout configurations can be as well. There is still lots of work to be done to get all the positions and lots calculated, but the foundations are there.

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Looks very promising AJ3d! It's everything what I thought C:S currently needs. If you manage this mod I hope it becomes as popular as RICO is currently. Probably one of the most important ones for sure. I understand most of it still it's infancy stage, but also hope you eventually can make the demand algorithm more robust than the current one. Keeping city size in mind for higher density levels, for example. One thing from your post I still miss is how you will deal with increase in density and spawning new buildings on currently occupied spots. Or is that out of your scope for the moment?

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That part isn't too bad. You can just use the current lot size and position, and call CreateBuilding with all of the new building stats. There is some additional math with lot dividing and merging that will take a lot more time to work out.

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16 hours ago, AJ3D said:

-New Zone types and densities added. I've bypassed referances to the Itemclass enum, and directed them to a new enum. You can see the new zone types and wealth levels that I've added. With this, we've essentially separated wealth and density. Asset wealth is determined by building level, and density by either height or a player set value.

Low, Medium, and High density zoning, based on mesh height. We're capped at 6 colors for now until CO helps us.

-RICO mod compatibility. The current version gets its large assets from a modified version of the RICO mod. I've added some new settings to the RICO mod (like density) that are read by the growables overhaul mod. The modified version of the RICO mod applies the RICO Ai's to all growables, and tracks what buildings were plopped and which grew. Plopped RICO assets maintain their RICO invincibility, while grown versions behave just like growables with auto demolish and abandonment. When combined with Find It!, from the players perspective, there is no difference between large RICO assets and small growables. Everything will grow, and everything can be plopped via the Find It! panel. So with these three mods in a test environment, we've achieved singularity between RICO and growables.

Some core mechanics features that are possible and need to be completed are:

-New Demand Manager. We need new demand calculations for the new zone densities and wealth levels. Something like a float value between 0 and 1 for each density (high, med, low), and each wealth level ($, $$, $$) for industrial, office, and commercial, and ($,$$,$$$,$$$$,$$$$$) for residential. The spawning algorithm and new building manager will read the new float values to determine what to do. For testing, I'm going to make a simple UI panel with sliders so the algorithm and manager can be manually fed demand values.

This is a concept mod, and no where near anything playable. We still have lots of technical hurdles to work through. Between the new zone densities, wealth levels, and lot sizes, there are so many ways things can grow, and its going to be a lot of work.

I hope Colossal Order allows for 6 more zone colors.

I love the Ploppable RICO mod functionality!

Demand should only be seperated by wealth. Density should depend on total population (or jobs) of that category in city (if it depends on anything at all).

Starting in 2 weeks, I will start looking into changing wealth (hooking it up to job instead of house) and will share my findings. I'm a slow learner when it comes to programming so I don't want to give you false hope.

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Ocram's Razor: Though "more things shouldn't be used than are necessary," they're just too fun to pass up! Expect many verbose arguments from me. I will try to write abstracts before or short summaries after from now on.

Words to live by:
"Now there are varieties of gifts, but the same Spirit. But to each one is given the manifestation of the Spirit for the common good. For to one is given the word of wisdom through the Spirit, and to another the word of knowledge according to the same Spirit; to another faith by the same Spirit, and to another gifts of healing by the one Spirit... But one and the same Spirit works all these things, distributing to each one individually..." 1 Corinthians 4-11

"Do not worry about tomorrow; for tomorrow will care for itself. Each day has enough trouble of its own." Matthew 6:34
"Do not judge so that you will not be judged. For in the way you judge, you will be judged; and by your standard of measure, it will be measured to you." Matthew 7:1-3

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AJ3D, I'd be happy to help out with videos. I can record and do editing.

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This project looks promising already. Great work so far! I had already given up on waiting for something like this to be made. Thanks for picking this up again! ;)

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wow, this is ... just epic!! everything i have wished for and more!!!

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well, I am not involved so I can't say anything at all really.

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    It can be found on Github, but I'm unable to finish it.

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    Just a little update on this:

    With the "Make Historical" option released by CO, we now have the option to set the wealth level of a building independent from the actual asset.

    With a mod, it would be possible to use any kind of growable building for any wealth level.

    This opens up a lot of interesting possibilities. For example, we can define a range of wealth levels a growable building can have (e.g. 1 - 4).

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    How did this mod go? Was anyone able to complete it?


    Ocram's Razor: Though "more things shouldn't be used than are necessary," they're just too fun to pass up! Expect many verbose arguments from me. I will try to write abstracts before or short summaries after from now on.

    Words to live by:
    "Now there are varieties of gifts, but the same Spirit. But to each one is given the manifestation of the Spirit for the common good. For to one is given the word of wisdom through the Spirit, and to another the word of knowledge according to the same Spirit; to another faith by the same Spirit, and to another gifts of healing by the one Spirit... But one and the same Spirit works all these things, distributing to each one individually..." 1 Corinthians 4-11

    "Do not worry about tomorrow; for tomorrow will care for itself. Each day has enough trouble of its own." Matthew 6:34
    "Do not judge so that you will not be judged. For in the way you judge, you will be judged; and by your standard of measure, it will be measured to you." Matthew 7:1-3

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    Digging using the golden shovel here...

    Well, the non-beta version of Custom Zone Mixer was released yesterday: https://steamcommunity.com/sharedfiles/filedetails/?id=2055972178&tscn=1586625297

    Tutorial video:

    Well, it's not exactly what AJ3D was planning for RICO, but this mod can be a start point to change the overall zoning behavior. This mod initially allow to create 7 new zones with mixed types - various different zone type buildings can grow in a block based on the highest demand between them.

    But this also can evolve. An ideed mixed zone building can be created (as example: commerce + residential buildings) if the zone allows both at same time. It would require some asset configuration and a little of change on CZM mod. The medium zoning also is an interesting concept that can be added too (maybe consuming 2 of the custom zones if it get applied) using the AJ3D declared concept of getting the mesh size to reclassificate them.

    The demand management also can be improved inside the CZM. Don't know if it makes sense in current game stage.

    The only thing that I don't have idea if it's feasible to do in the game is to change the zone size. MAYBE it can be done considering that a zone block actually manages 32 tiles, not only 16 (that's the biggest lot size nowadays). But the layout only would grow along the roads, not to away from the sidewalk (at least I guess).

    Also, the AJ3D code could be used in this mod, most of it may be still applying to the current game version.

    I hope you'll like it =V

    PS: I still being notified from comments from here, even being away that long. So feel free to tag me =V

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