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Hi, I would like to get some advice on how to get my mayor rating up. It's been resting at -60 (+/- 2) since I removed the JS Seawalls linked below, about 5 saves and 20k people ago. These walls makes my mayor rating go up to 137, I've had this happen in at least two cities. And when I remove them it drops almost instantly.

My sims call me all sorts of names (stinker, etc), but I really think I'm a decent mayor. I'm never in the red in other cities. Everyone has good health and education coverage. They have jobs, 95 years life expectancy, 0-1 crime, no garbage, moderate pollution, 15 min commute time and only a couple of congested intersections.

If there's some building other than the seawalls causing this I don't know how to spot it. I can't use the mayor ratings data since all sims hate me equally. What should I do?

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Probably the seawalls have a positive park or landmark effect, which means when you place lots of them it's like having parks everywhere. The sims got used to the nicer areas and higher land values this would cause and so when they were removed, it made them unhappy.

If you've residents/businesses that rely on high land values (probably R$$$, CS$$$, CO$$, CO$$$ & I-HT), then removing them may make the areas undesirable causing abandonment. Otherwise, leave things as they are and the sims will calm down eventually.

The other solution is to put other things in their place that contribute to higher land values like parks and plazas.

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    I do have parks everywhere. About 1100 of them. I guess I have place at least a couple of hundred since I removed the seawalls. I also thought the sims would stop hating eventually but they don't. I've played for about 15 ingame years with basically no change (it went up 1% when i turned on some policy and down like 5% when I turned on all policies). There doesn't seem to be any abandonment, the R§§§ nearly doubled while the seawalls were gone and population over all has gone from 50k to 70k. And a lot of things have been changed, built and torn down in that time only not the mayor rating. I haven't really noticed any other issues than sims calling me a "stinker" and that I don't get rewards. It's just so weird that it won't even start to stabilize a little in 15 years. Because it's not normal to have -60 mayor rating, right?

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    On 6/19/2017 at 4:53 PM, vedervardigt said:

    Because it's not normal to have -60 mayor rating, right?

    Or less?

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    595afb47dba33_01MayorRating.jpg.ac68ddc843ae1e04101e180043c88aab.jpg

     

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    29 minutes ago, CorinaMarie said:

    Or less?

      Hide contents

    01%20Mayor%20Rating_zpsgjmuo89x.jpg

     

    Oops... :) I meant normal for cities with more homes and offices than coal plants, and that aren't called Nasty Challange.=)  I can't recall ever being in the red like that. I don't know if I've been below 0 at all, unless I have done some evil experiments.

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    The problem stems from how JayStimson categorized his seawall lots.  I looked at many of the other seawall sets available, and they seem to be categorized as Transportation (Water) lots.  JayStimson categorized his as Landmark lots.  So while each lot has a mild Landmark effect, it has a large Mayor Rating effect (10 over 256 tiles, for each lot).  So when you removed those lots, your mayor rating dropped 10 points for each lot removed.

    So while adding parks may help some getting back to where you were, each park lot (at least those that I checked - primarily out of the BSC Parks collection) exerts its Mayor Rating effect over only 20 tiles.  So you would need to ADD a LOT of parks (over and above what you already have) to make up for losing the Mayor Rating effect of the seawall lots. 

    The only other Maxis Landmark that has a +10 Mayor Rating effect over 256 tiles is the Great Pyramid.  All other Maxis Landmarks have a lesser Mayor Rating effect.  You would have to add 1 Great Pyramid for each seawall lot you removed.

    If you plan on using this seawall set, especially if there's a chance you will later remove some or all of them, some modding might be in order.

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    2 hours ago, vedervardigt said:

    (it went up 1% when i turned on some policy and down like 5% when I turned on all policies

    If by policies you are referring to 'ordinances' check the list linked below as many of them have negative effects as well as positive effects which impact mayor rating.   Turning 'all' of them on will more likely result in lowered mayor rating.  Be selective and strategic.

     

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    45 minutes ago, twalsh102 said:

    The problem stems from how JayStimson categorized his seawall lots.  I looked at many of the other seawall sets available, and they seem to be categorized as Transportation (Water) lots.  JayStimson categorized his as Landmark lots.  So while each lot has a mild Landmark effect, it has a large Mayor Rating effect (10 over 256 tiles, for each lot).  So when you removed those lots, your mayor rating dropped 10 points for each lot removed.

    So while adding parks may help some getting back to where you were, each park lot (at least those that I checked - primarily out of the BSC Parks collection) exerts its Mayor Rating effect over only 20 tiles.  So you would need to ADD a LOT of parks (over and above what you already have) to make up for losing the Mayor Rating effect of the seawall lots. 

    The only other Maxis Landmark that has a +10 Mayor Rating effect over 256 tiles is the Great Pyramid.  All other Maxis Landmarks have a lesser Mayor Rating effect.  You would have to add 1 Great Pyramid for each seawall lot you removed.

    If you plan on using this seawall set, especially if there's a chance you will later remove some or all of them, some modding might be in order.

    Thanks, that explains a lot. The wierd thing now is why the rating won't go up. Okay if it drops when I remove stuff with positive effects, but one would think it would start to rise at some point, maybe when I place new neighborhoods or services. Or when I open the city the next time and the game re-calculates. But apparantly it doesn't. Is it going to be like this forever unless I start placing pyramids?

    The other thing is that it's exactly the same all over the map, no matter if they live across the road from a 30x20 industrial area or surrounded by parks and forest. I built a new residential neighborhood yesterday, while paused, and when the first couple of houses was built I checked the mayor data and they were bright green. Then I looked again a few minutes later it was the same color as the rest of the city.

    28 minutes ago, RandyE said:

    If by policies you are referring to 'ordinances' check the list linked below as many of them have negative effects as well as positive effects which impact mayor rating.   Turning 'all' of them on will more likely result in lowered mayor rating.  Be selective and strategic.

    Yes I mean ordinances. It was just a desperate thing I did to get the ratings curve to move. I turned everything off right away and the curve went back =P

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    Just realized I focused on the effect of the seawalls, rather than the actual question of how to raise Mayor Rating.  FWIW, you would have to plop every single one of the Maxis Reward / Business Deal buildings with negative Mayor Rating effects to drop you to anything close to -60.  It's very possible that there is some other custom building you are using that has a large negative Mayor Rating effect.

    The factors that affect Mayor Rating the most are Crime (+10 to -50), pollution of all kinds (+10 to -35), Radiation (0 or -50), and Tax changes (+25 to -25).  You would have to be doing mostly everything wrong in these areas to drop you that far in negative territory.  From what you describe though, that's not likely the case.  

    A possibility here:  Do you by chance have a Toxic Waste Dump any place in your City square.  The Toxic Waste dump by itself has a -10 Mayor Rating effect over 440 tiles.  But because it emits Radiation, it automatically drops the global Mayor Rating by 50 points.  Another possibility along these lines:  the unmodified Maxis Advanced Research Center emits Radiation.  Check the Radiation Data View to see if there is any Radiation anywhere in your city.  There is a mod that fixes the Advanced Research Center:

     

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    I'm just theorising, but if the seawalls with positive mayor rating could cause it to drop when demolished, the same could be done on the opposite direction. You could try to create a lot with negative mayor rating effect, to plop several of them on the affected city tile, to save it and to demolish them afterwards. 

    Of course, as this is totally experimental, you must do this on a copy of your city, not on the original file, in case something goes wrong. 

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    12 hours ago, twalsh102 said:

    Just realized I focused on the effect of the seawalls, rather than the actual question of how to raise Mayor Rating.  FWIW, you would have to plop every single one of the Maxis Reward / Business Deal buildings with negative Mayor Rating effects to drop you to anything close to -60.  It's very possible that there is some other custom building you are using that has a large negative Mayor Rating effect.

    The factors that affect Mayor Rating the most are Crime (+10 to -50), pollution of all kinds (+10 to -35), Radiation (0 or -50), and Tax changes (+25 to -25).  You would have to be doing mostly everything wrong in these areas to drop you that far in negative territory.  From what you describe though, that's not likely the case.  

    A possibility here:  Do you by chance have a Toxic Waste Dump any place in your City square.  The Toxic Waste dump by itself has a -10 Mayor Rating effect over 440 tiles.  But because it emits Radiation, it automatically drops the global Mayor Rating by 50 points.  Another possibility along these lines:  the unmodified Maxis Advanced Research Center emits Radiation.  Check the Radiation Data View to see if there is any Radiation anywhere in your city.  There is a mod that fixes the Advanced Research Center:

    No it's a pretty well balanced city. There are heavily polluted areas but they are separated from R and C by trees and parks so there's only a couple of streets in the whole city where only low-wealth will grow because of pollution. I would say it's a very clean city for it's size and that the mayor rating "should" be above +50.

    But I did have the Advanced research center. I didn't know about the radiation problem, don't think I have used that building in a long time. So I deleted it and let the game run for 5 years but the curve still didn't move. Also I don't think I had built the research center when i deleted the seawalls because it's pop. requirement is 56k and there were less people then.

    11 hours ago, matias93 said:

    I'm just theorising, but if the seawalls with positive mayor rating could cause it to drop when demolished, the same could be done on the opposite direction. You could try to create a lot with negative mayor rating effect, to plop several of them on the affected city tile, to save it and to demolish them afterwards. 

    Of course, as this is totally experimental, you must do this on a copy of your city, not on the original file, in case something goes wrong. 

    That's an interesting idea. Do you have a suggestion on what lot to use if I don't know how to make one myself? I guess it would have to be something that make it drop below -100. Maybe -137, because the highest mayor rating I have seen is +137, and that seems to be some kind of peak but I'm really not sure. I got that number from a reward lot which shows the current mayor rating. This one to be exact

     

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    Sounds like seawalls were an extreme mod. Adding or deleting such a mod can to an existing city can destabilize it. Maybe it's time to nuke (figuratively) this city and start over on a fresh patch of dirt. If you have well-developed neighbors, it should develop rapidly.

    In other words, have you considered pressing the reset button on this sector?

    PS: I sure hope you don't have this problem in all of the cities in your region  :O


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    17 minutes ago, jeffryfisher said:

    Sounds like seawalls were an extreme mod. Adding or deleting such a mod can to an existing city can destabilize it. Maybe it's time to nuke (figuratively) this city and start over on a fresh patch of dirt. If you have well-developed neighbors, it should develop rapidly.

    In other words, have you considered pressing the reset button on this sector?

    PS: I sure hope you don't have this problem in all of the cities in your region  :O

    That's the other option. I had to do that once for my CBD tile, but it was a much more corrupted file: something was producing thousands of tonnes of garbage by month, and no amount of black-hole incinerators were capable of fixing it. I still mourn that tile and it's hand made historic centre :'(

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    24 minutes ago, jeffryfisher said:

    Sounds like seawalls were an extreme mod. Adding or deleting such a mod can to an existing city can destabilize it. Maybe it's time to nuke (figuratively) this city and start over on a fresh patch of dirt. If you have well-developed neighbors, it should develop rapidly.

    In other words, have you considered pressing the reset button on this sector?

    PS: I sure hope you don't have this problem in all of the cities in your region  :O

    Well that's a solution of course. That would be nice is some ways, but this is the region's central city and there are parts of it that I'm very happy with and have spent a lot of time on. I'm a little tempted though.

    But I haven't noticed any real negatives from this, no riots or abandonment, only the name-calling and that I don't get rewards so it's not like the city is broken. I could just keep on playing and place a row of seawalls if I feel like building some reward. =) On the other hand, the reason I got rid of the seawalls in the first place was that I wanted the game to react to what I was doing, and it still doesn't do that.

    And no, the problem is only in this city.

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    Your Mayor Rating should be well into positive territory someplace unless you are doing lots of thing wrong.  From what you've described you're not.

    What is reported on Mayor Rating if you query individual Residential structures?  If the majority of Residential structures are reporting positive Mayor Rating, either something is broken, or there is something in your city that is artificially affecting Mayor Rating.

    If your entire city is suffering from a uniform negative Mayor Rating of such a magnitude, you should be seeing riots all over the place.  According to the Aura Simulator exemplar, if you have a -50 Mayor Rating in 3 cells within a 4-cell radius of any Residential structure, you have a Riot Hotspot.  If you have 20 cells with the same rating in that 4-cell radius, you are guaranteed a riot. 

    So, I think we're down to three possibilities here:

    1.  Something is just broken/corrupted.
    2.  You have some mod installed that overwrites the Simulator exemplar that governs Mayor Rating effects (the Aura Simulator exemplar).
    3.  You have some lot installed that, while maybe providing some other positive benefit, socks your Mayor Rating with a huge negative hit.
    (NOTE:  if it's possible that one of the latter two cases apply, you need to find this so that the same situation doesn't recur in the future.)

    It would be interesting to see the results of the following experiment:

    1.  Save of copy of your city.
    2.  Open the saved city.
    3.  Plop a few iterations of the Great Pyramid or Arc de Triomphe anyplace in your city.  The Great Pyramid should contribute 10 points per iteration to Mayor Rating.  The Arc de Triomphe would contribute 15 points per iteration.  You should see an immediate positive effect on your Mayor Rating.

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    All houses say mayor rating: low. I'm not 100% sure I haven't had any riots but if it is like you say the whole city would probably lay in ashes by now. I don't have any mods that would alter anything like that. All other cities I have played lately have normal, varied, positive mayor ratings afaik. I don't know about lots but I don't have time and patience to knock down every structure.

    I did your experiment and it raised the rating. First I placed 10-12 pyramids all in the same area and that made the rating go up from -60 to +2, I think. The houses on the other side of the map, ~150 tiles away still had low rating while the others had medium. Then I deleted the pyramids and everything went back to "normal".

    After that I placed 20 pyramids in a ring around the city and got it up to over +50 and got a map that looked like this:

    pyramid.png.cfa8e0136f2616f9dbed3223eeb1928d.png

    Then I didn't know what to do so I placed an overload of the infamous seawalls, deleted them and the rating went down to -60 again(!?!?!) I deleted the pyramids while running at full speed and nothing happened until I deleted the last one it went down 2-3 percent.

    Very wierd. I'm going to try maxing out the mayor rating with 60 pyramids next time see if it reacts the same way.

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    The problem with the seawalls. As they are incorrectly modded, they distort the mayor ratings on the entire city on the same magnitude and opposite direction as they benefit it while plopped.

    To add more landmarks will patch the problem, but not to resolve it. You'll need to find a way to cause the opposite effect (hence my previous experimental proposal) or to ditch the city entirely. 

    I'm currently very short of time, but maybe some other skilled forumer could create the required lot, to try to resolve this. 

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    On 20/06/2017 at 6:53 AM, vedervardigt said:

    It's just so weird that it won't even start to stabilize a little in 15 years.

    Just wondering if you've tried Cheetah mode for a longer period, such as 50 years?

    I've noticed generational effects in SimCity 4 before, and I'm not sure if that's tracking demographic populations, or if it's some other side effect of the simulation.  Could it be that your Mayor Rating will improve when those sims who remember the "good old days", and those intoxicatingly beautiful JS Seawalls, have all passed on to the bitbucket in the sky?

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    Quite a few of the lots have a double whammy of both Park and Landmark effects at Magnitude 10, Radius 12, so I can see why your Sims hate you when you demolish any of them.  

    I've deleted the landmark and park effect properties from each of the lots, but I forget which had them and which didn't, so they're all in the zip. I play on flat ground, so I can't test them. So don't delete the old files until you know these work. 

    edit - didn't realize the date of the thread... better late than never? *:lol:

    SeaWalls v3 redone.zip

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    31 minutes ago, xxdita said:

    edit - didn't realize the date of the thread... better late than never? *:lol:

    Yes, absolutely. *:yes:

    Although this was originally posted back in mid-2017, the OP happens to have recently visited earlier in September this year. It's possible they'll check back sometime and would then see your answer and attached zip, along with the tip Naomi posted too for running the simulation longer.


    And just to say...

    Ever since becoming solely in charge as admins, it's something @CorinaMarie and I have collectively worked towards with advocating a much more friendly approach to moderation. For acting as guides and not a police force, this means the strict topic bumping rules have since been eradicated for the better. In years gone by the staff policy dictated how such topics would best be locked and thus ending all discussion forever more. We now feel that'd be an immense shame, and how these days every pertinent post is an opportunity to spark new discussion and interest into a particular subject matter. This benefits everyone.

    Should topics be worth consolidating in some form and that can be done. As staff we all have tools for that when needed. However, it's giving an opportunity for a relevant discussion to eventuate and develop, all which can benefit more people who notice to revisit both existing and newfound knowledge.

    So, thanks for posting too. *:)

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    33 minutes ago, xxdita said:

    edit - didn't realize the date of the thread... better late than never? *:lol:

    I didn't notice your edit until CB's post beeped me. *:blush:

    In addition to what he's said about our revised policy, there's also a zillion (and 37) guests who arrive on ST from Google searches. Your reply and the file attached will help them as well as any members who wind up here. *:yes:

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    46 minutes ago, Cyclone Boom said:

    It's possible they'll check back sometime and would then see your answer and attached zip, along with the tip Naomi posted too for running the simulation longer.

    Ooops, I hadn't noticed this was an old conversation.  That's weird, I'm usually careful not to do that.

    1 hour ago, xxdita said:

    I've deleted the landmark and park effect properties from each of the lots, but I forget which had them and which didn't, so they're all in the zip. I play on flat ground, so I can't test them. So don't delete the old files until you know these work. 

    edit - didn't realize the date of the thread... better late than never? *:lol:

    SeaWalls v3 redone.zip

    I've shortlisted the modified lots for download, too, @xxdita.  The combination of aesthetics, neutral park/landmark, and no dependencies, is an attractive one to me.  Thank you!

    It's an interesting thread too, so if I had to go and bump an old thread, I'm glad it's this one.  *;)

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    1 hour ago, Cyclone Boom said:

    Yes, absolutely. *:yes:

    Although this was originally posted back in mid-2017, the OP happens to have recently visited earlier in September this year. It's possible they'll check back sometime and would then see your answer and attached zip, along with the tip Naomi posted too for running the simulation longer.


    And just to say...

    Ever since becoming solely in charge as admins, it's something @CorinaMarie and I have collectively worked towards with advocating a much more friendly approach to moderation. For acting as guides and not a police force, this means the strict topic bumping rules have since been eradicated for the better. In years gone by the staff policy dictated how such topics would best be locked and thus ending all discussion forever more. We now feel that'd be an immense shame, and how these days every pertinent post is an opportunity to spark new discussion and interest into a particular subject matter. This benefits everyone.

    Should topics be worth consolidating in some form and that can be done. As staff we all have tools for that when needed. However, it's giving an opportunity for a relevant discussion to eventuate and develop, all which can benefit more people who notice to revisit both existing and newfound knowledge.

    So, thanks for posting too. *:)

    I agree with this. It's hard to encourage people to use the search function if you get mad at them when they show they do use it. *:lol:

    I have questions from a decade ago that I still don't have satisfying answers for, no matter how many times I read the related threads. These days, we have better tools, people coming at the questions from different angles than we did before, or the answers in these older threads now lead us to new questions, which may just lead to the next evolution of the game. Things that tripped us up then can seem obvious to fresh eyes now.

    I've made more posts here in the last month than I have in the 16 years I've been a member. Whatever that may say. 

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    @xxdita I am going to check out that link. thanks for posting it! I have always turned on all ordinances and never had any issues. Mayor rating is always +100%. i am very curious about this subject now. =D

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    On 12/29/2019 at 5:44 PM, TheCrybKeeper said:

    @xxdita I am going to check out that link. thanks for posting it! I have always turned on all ordinances and never had any issues. Mayor rating is always +100%. i am very curious about this subject now. =D

    Just saw this now. If you use the files I posted earlier in this thread, you'll need to also get the original from the STEX, for the models & prop desc files. Just don't install the actual lots and everything will be ok. If you already have the original lots installed, you should find & remove them before installing the new ones. 

    If these were on the LEX, I would just quietly sneak in an update to the original download myself, but as they're on the STEX, I can't do that. It's not a new creation of any sort, or anything that required much effort, so I don't feel like I should upload it to either exchange as a separate download, as that can be confusing and ultimately doesn't help people wanting to use the original. 

    I'd be fine if an admin here wanted to update the files on the STEX though, if that's a possibility. 

    There is a lot of older custom content that just isn't quite right, but I believe the creators did the best they could with the knowledge available to them (that they could actually understand) at the time. I honestly don't believe that anyone ever set out to ruin somebody's game, or even a single city with their creations. 

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    On 03/01/2020 at 4:19 AM, xxdita said:

    If these were on the LEX, I would just quietly sneak in an update to the original download myself, but as they're on the STEX, I can't do that.

    @CorinaMarie and I have discussed this. *:)

    Given you've extensive experience from your LEX Admin duties, we've granted you special editing access to the STEX so you can perform any such edits here at ST too. We believe such tasks are best done by those who are both capable and motivated, and so we know you'll be the ideal person for the job. *;)


    Now under STEX files you should see a "File Actions" menu. This contains an option to upload a new version.

    The editing process then involves:

    Spoiler
    1. Leave the Save Previous Version? checkbox so the old file will be preserved.
    2. Enter a short line of text in the What's New editor to say what's been updated. Also this is a good place to add your username or initials which then explains the reason for the file being edited, along with who's made the modification. Such as:  -Staff Edit by xxdita
    3. The previous file will still be visible as attached:
      JS_Seawalls-V3 - 5.94 MB - File Preview.png
       
    4. Click the File Delete Button.png and then the previous file won't be transferred to the new version (it'll still remain available under the changelog).
    5. Add a new screenshot if worthwhile, but otherwise the current one is fine to keep.
    6. Click the Save Button.png to confirm and the file will be updated.


    For editing the file description itself, this is done separately from choosing the "Edit Details" option instead from the initial menu.

    If doing this, there are tags and descriptor fields which are required. The JS Seawalls V3 file has these already and I added a descriptor, but many files (especially older ones) won't do, and so this is worth keeping in mind. For quickly adding tags, this can be done using the little Add Tag Button.png icon at the top.

    We hope this might all come in useful. And do let us know if you've any questions about your new gizmos.


     

    On 03/01/2020 at 4:19 AM, xxdita said:

    There is a lot of older custom content that just isn't quite right, but I believe the creators did the best they could with the knowledge available to them (that they could actually understand) at the time. I honestly don't believe that anyone ever set out to ruin somebody's game, or even a single city with their creations.

    Indeed, and this is a big thing particularly with older content items.

    As I'm sure you're familiar with, for many years the LEX uploads could only be approved and become Certified once passing thorough testing which ensured they met a certain standard. Here on the STEX though, there are likely many BATs, lots and mods that have significant shortcomings which adversely impact their usability, and is certainly not what the authors intended. Of course, since many creators have become inactive, it's hard to obtain permission for updating. The same for restoring lost content too, and this has been an effort spearheaded by @Tyberius06 with the @STEX Custodian account which Cori and I have endorsed.

    Ultimately all this revolves around the principle of good faith, doing what's of undoubted benefit to the community as a whole. That's the most important aspect, and so we're very much supportive of preserving and maintaining content from the past, for the present and future.

    So there's no pressure for your new access here with STEX editing rights, but just see them as tools to use whenever you feel there's a need. *:)

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    I still wholeheartedly believe in the original exclusivity of uploading rights on the LEX, as well as the candidacy process for new uploaders. Not to prevent or deter anyone from creating content, but to guide them as needed, so that they are aware of the steps necessary to test each and every creation before releasing it into the wild. The benefit of having even one person that has knowledge of proper modding basics too double check your work can make a world of difference, and that feedback early on can be vital. 

    I believe that we have lost our private LEX, used for the scrutineering process and private files though. So allowing people to upload with the designation of Uncertified is a good compromise. I have certified a few uploads as I've been able to check them out, and I will continue doing so. (If anyone has an upload that needs to be checked and certified, just PM me at SC4D with a link, and I'll see what I can do.) I can also update any file on the LEX, as well as its description, or upload lost files to the BSC Custodian account as they're recovered, or to the original creator's account (or create an account in their name, if need be). 

    Of course, before PIMX was released, things could be much more complicated, as even Maxis' own tools often gave screwy stats. And then some people simply decided to get creative with the stats aside from that, which is fine, as long as it's 1) justified and 2) works properly in the game without causing other issues. Using these sea walls as an example, the issue isn't necessarily that any single lot has a boosted Landmark or Park effect; that would be perfectly fine if people were likely to only use a single lot at a time, as they would something like the Eiffel Tower. But since it is a set that will require multiple lots to be used, the impact can be exponential, so the stats have to be as neutral as possible. 

    I have no problem helping people as they come across problematic files or testing new stuff, when I'm able, but I have to be able to balance that with working on my own projects, plus actually playing the game, otherwise I will get burned out all over again. 

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    On 1/5/2020 at 3:33 PM, Cyclone Boom said:

    for many years the LEX uploads could only be approved and become Certified once passing thorough testing which ensured they met a certain standard. Here on the STEX though

    Wish there was a way to auto-magically attach a poll (or polls) to every STEX mod so that user feedback could check the boxes (or raise the flags) on those common QA issues. Then STEX could continue to accept everything, but users could support each other's QA filters.


    -- Jeff Fisher ><> Vancouver WA
    "I may be pissing into the wind, but if I keep my enemies behind me and aim carefully, I can still rain on their parade."

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    1 hour ago, jeffryfisher said:

    Wish there was a way to auto-magically attach a poll (or polls) to every STEX mod so that user feedback could check the boxes (or raise the flags) on those common QA issues. Then STEX could continue to accept everything, but users could support each other's QA filters.

    As long as people report problematic files here on the forum, then I'm sure someone will try to look and see what the issue is. Regardless of what file exchange it originated from, because really, who can keep up when you go on massive download sprees? And I think we've all been there a few times. *:lol:

    You really wanna have fun? Go to the Maxis files section and see what you make of the Air Force Base. I'm less concerned about why it doesn't work at all than I am about why there's a freaking Steamboat. 

     

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