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monkeywater

IRM mod and buildingplop

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I have had the IRM installed for a while and love it.  However in seeking greater control, I have been trying to plop some buildings and am unable to find them in the building plop menu.

For example, the IRM makes the maxis lots have much nicer areas.  For example, eyler refining went from a 2x2 to a 3x3 lot with vehicles and other eye candy around it.

The weird thing is, I get the 2x2 eyler refining growing, but cannot find it with the buildingplop command, there I can only find the 3x3. Both the 2x2 and the 3x3 grow in my cities.

Another example is the simple  1x1 chemical tank. I can find the 1x2 and the 2x1 in the buildingplop list, but the 1x1 still grows in my city occasionally and I wish to plop that one.

Is there something I can do to get access to the full list of lots that are growing via buildingplop?

 

thanks,

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I suspect they are all there, just that the names of some may not be immediately obvious. BuildingPlop lists entries via the Exemplar Name property of the Buildings Exemplar. LotPlop lists them based on the same property in the LotConfiguration Exemplar.

The bulk of the IRM content is simple re-lots and TWrecks only included updated LotConfiguration files for them. So all the names for those are based on the Maxis ones. Whereas for those new lots which extend the mod, they all are prefixed IRM_, which I suspect would contain the items you are looking for. Additionally, if the re-lot modified the size of the lot, but only a LotConfiguration was updated, that may not be reflected in it's name. One more thing too, when you select a Building using BuildingProp, there can be many Lots associated with it, often these remain hidden until using the scroll bar, when they are revealed. So perhaps they are just hiding from view.

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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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  • Original Poster
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    Found it in lotplop, but notbuildingplop!  perfect!  I did not know about the lotplop command.

    obviously plopped lots fail at generating freight.  Does this harm anything long term?

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    It does, because freight shipped, that which leaves the region at neighbour connections and ports, contributes to cap relief. Plus, not being able to ship freight lowers desirability for the lot in question. Used discriminatingly though, you shouldn't feel the effects too much.

    • Like 1

    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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  • Original Poster
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    I carried out an experiment.

     

    the 1x1 maxis ID lots each produce 1 freight.

    A grown 1x1 maxis lot produces 1 freight.

    A plopped 1x1 maxis produces 0 freight.

    A plopped 1x1 maxis next to a grown maxis produces a total of 2 freight. Both freights come out of the grown lot.

    A grown 1x1 maxis next to a plopped 1x1 custom (LM) still provides one freight.

     

    At least while plopping maxis, a work around can be found for the issue of not producing freight.

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