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4 hours ago, matias93 said:

As I don't want a copy of my region to be created each time I open the game, ...

Indeed. I use mine as a separate item and only run it when I feel it's time. Also, as I noted later in that thread, it could be coded for a specific region rather than doing them all. (I mistakenly hoped to get feedback to build upon the initial idea and fine tune it.) Another option for your code is have 2 or 3 backups. Like New, Old, Oldest. Each time Oldest would be deleted, Old renamed to Oldest, New renamed to Old, and then make a fresh New. This would be be for those times you wanted to restore to further back than the most recent save while not creating an infinite number of backups like mine does. (I manually move specific ones to a portable drive and delete them from the hard drive when I feel I have no need for them.)

 

4 hours ago, matias93 said:

I'll keep your code close, in case something else can use it ;)

That was my reason for posting here. Just in case there's something you can use since it's along the same lines of what you've created.

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    *Swipes away dust and spider webs*

    I'm back! (Sorta)

    Thinking in how to use a park as a division between wealth levels, I got an idea that seems simple enough for me to be able to mod it outright. I'll write it here beforehand, mostly to not forget it, but also in case some of you can offer suggestions on it.

    In the most simple form, it's just a pair of 1x1 lots with a small but wide park and landmark effect, of the same radius and equal but opposite magnitude, each of one mostly empty, save for a wall or fence orop in one side. Plop parallel lines of them back to back and what you get is a segregation wall for your cities, something awfully common in developing countries in real life: in one side, the yimby effects allow for rich mansions or condos and fancy stores, in the other, slums, social housing and shady business, all of this with no chance of gentrifying, even if you demolish lots on the poorer side.

    Even more curious: move both sides of the wall apart, and you get a neutral strip on which both effects null each other, perfect for a big box store area, or some general purpose industrial corridor.

    This can be further extended changing the simple lots for something less obvious. For example, a strip of sports fields with nimby effect, that visually and conceptually blend just right in a park, but that act as a stopgap for the gentrifying effect of the conventional yimby effect of most park lots.

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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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    Excuse the rather basic mock-up, but I think this expresses the concept well:

    blobs.jpg.f90ae10162a0b55a0f5463ee3f605708.jpg

    So here the Green part represents YIMBY effect, the Red part is NIMBY and the crossover is your neutral zone.

    Obviously you have some ability to tweak the properties, but it strikes me you might need to have a decent gap between the two sets of lots for this to work well. In the top you can see how with a decent size gap, a large proportion of the YIMBY/NIMBY zone is kept, with the middle ground maybe about 1/6th of the total area. The bottom example, what I'm trying to express here, shows how this quickly falls apart if the lots were too close together. Now the bulk of the whole is neutral, whereas the YIMBY/NIMBY areas would be quite small.

    But I do like the idea, you could use a crummy fence for the NIMBY versions, with perhaps some high "keep out poor people" walls for the YIMBY ones. I agree, however depressing, this is very much a reality of many areas in the world. I'm sure Cori's park aura effect dataview thingy would help you to find the balance between the examples above that gave good results. Further away from the "barrier", you could safely plop more YIMBY/NIMBY lots to expand these areas into a wider system. It's only on the border where they need overlap like this. It certainly seems like this would give an extra layer of control that is much simpler to realise.

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    Head over to my Lot and Mod Shack to keep abreast of my latest developments.

    Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

    New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

    p.s. - I'm MGB over on SC4D and a member of the NAM team.

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    Yeah, I guess it's up to experimenting now. I'll give it a try this night


    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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