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Hey, long time lurker, first time post. Please be kind with me if I break any unspoken rule.

TL;DR I've got a bug where I'm making too much money in my R$$$. What's going on, but more importantly should I be worried?

I've been having this weird problem that I'm having problems tracking down the cause of. I did a search for it on here (and via a Google site search) and didn't find anything about it.

Sometimes in some of my cities the R$$$ tax goes crazy. It keeps my current tax %, but shows EXTREMELY high income, despite not having that many R$$$ buildings. Like, we're talking millions each month if I set it at 9.0% and even at 0.1% we're talking hundreds of thousands.

Sometimes it stays through reboots. Sometimes it goes away even while playing the file (and/or comes back).

At first I thought it was related to some (gshmails, I think?) minor league stadiums I had installed and had used (as that was the first time I saw the bug), but I've had it in other cities w/o them and even other regions w/o those files, so that can't be it. It didn't happen for a while and then started up again.

I've got a gazillion BATs so I can't be very helpful there. (If there's a way to auto generate a list of all  plugins, let me know and I'll supply the info if needed.) I didn't install anything new or different. I am running the SPAM (although it started before that), but I'm not running the NAM or any other thing like that.

I'm running the App Store version on a 2013 Retina display MacBook running High Sierra 10.13.3. (I used to play this on Macs back in the early 2010s both w/ and w/o BATs and never had this problem, and also used to play it on PC back when the game first came out w/o this problem, but I never used any BATs then.)

I've tried to narrow it down... it *MIGHT* only be in cities with Ag lots (first time I saw it was then), but it's certainly not in every city with Ag lots. I'm not sure if it's only in large lot cities. (2 of the ones I can think of are like that, but I can't guarantee they all are.)

While I'm not exactly complaining about too much money, it feels a little like cheating, plus I do have some concerns.

I guess my questions are:

1.) has anyone else seen it? Knows what causes it? How to make it stop? (Or start? it IS convenient when I need money!)

2.) Does anyone know if there's an upper limit to the amount of money a city can make? Or, even worse, some kind of buffer overflow problem if I let my cities accumulate too much money? (Like a rollover to 0 or, even worse, negative money?) I always set my taxes to 0.1% just in case, but it would be nice to know for sure.

And most importantly...

3.) Is this going to corrupt my files at some point and make them unplayable? Will I lose my cities?

Attached are pics of it happening in one of my cities. As you can see, there's only 14,000 ppl, so the numbers don't make any sense.

Thanks folks! Love you all! :)

Screenshot 2018-02-20 15.23.15.png

Screenshot 2018-02-20 15.22.58.png

Screenshot 2018-02-20 15.40.20.png

 

EDIT: Not 5 minutes later, I got one of my questions answered. Although I lowered the amount of taxes so it wouldn't make too much money, it went hardcore negative and ended my game. See attached below. (Note, that's the first time that has ever happened.)

 

Screenshot 2018-02-20 15.54.51.png


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Good that you have posted it - I think you've found something completely new. If you could apply it to the US deficit you'd be a hero (till it rolled over). An overflowed 64bit signed integer will go large + to large - in a blink.

The intermittent symptoms are what's puzzling - normally anything in SC4 is either on or off - but because you can affect the speed at which it grows by changing the tax rate, its a multiplier that's been affected - lets say SC4 normally grows money at 10 then yours is sometimes say 10,000,000.

Cause? could be incidental memory corruption but that ought to go away between reboots or restarts of the game. However it may be saved in the city file. If its a mod I'd look into mods affecting the  ordinances  but for now thats a shot in the dark. I can't say I understand it.

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I have to say that I too am a little stumped and have not heard of this before.

The first sanity check in these situations is to find out, is it a mod or plugin behind the problem. The easy way is to remove them all temporarily and play for a bit in a new region and see if this issue pops up. Hint: use the Berlin region shipped with the game or another which comes with some building already, it will save you time getting some R$$$ sims.

If that doesn't bring up the issue, it's reasonably safe to assume that it is something caused by a mod. Harder to determine what, since you won't always see the effects reversed the moment you delete the content causing it.

Like Rivit suggests, I'd be looking at mods that specifically can affect things like tax rates. In addition to Ordinance Mods, that might include Demand mods or anything that similarly alters the basic parameters. It's really not likely to be a Lot/Building behind it, but it's not impossible either.


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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    Thanks for the quick reply, even if it wasn't the answer I was hoping for. Funny I'd find something new!

    All of my regions (other than Toronto) are ones that have been shipped with the game. (Toronto I only recently added and it was doing it before then, so that's not it.) My primary region is the default Timbuktu, this one was in Fairview.

    I'm pretty sure I don't have any mods that affect tax rates or any ordinance mods. (In part because I didn't know they existed! Where can I find some of these ordinance mods? That sounds like fun!) Other than the SPAM, I'm not running any mods that do things like affect demand. (I'm 99% sure. I DLed a bunch of plugins back in the early 2010s that I had saved and put back in after I started playing again last year. I don't remember everything I DLed then.) I have a few reward-trigger plugins (to go with my BATs), but all my other ones are BATs (and dependencies, of course.) The only basic parameters that get affected are BAT-specific ones (like school BATs that are both elementary and HS, or health clinic bats that have a greater radius/are cheaper). (That's what I meant by "i'm not running any other ones other than the SPAM.")

    Just for more info, a lot of my BATs I used JDatPacker to get around the file limitation issues (because I was having the crashes). (I created a non Packed folder in a separate place on my HD that copies the structure of my Plugins folder so I can easily see and remember what BATs I have and the directory structure (as well as holds all the original files like readmes and JPGs and such), and if I have to remove a BAT or recreate the DAT files, I can do that. So if I need to do that, I can.) And all of my BATs I got on here, and the dependencies are either from here or, primarily, the SC4D Lex (which I prefer because I can see if I had already installed it previously or not because it shows if you've ever DLed it if you're logged in.)

    RE: playing without mods for a while... the problem is, sometimes it won't do it for like WEEKS or even months. That's a LOT of playing on test files to see if it'll still do it.

    I guess my biggest concern is... does anyone have a guess whether this issue could cause permanent corruption? Even with the file that rolled over, I just closed the file and reopened it and it was fine. (BTW, about that roll-over... the amount of money I had did NOT max out before it rolled over, not by a long shot. It was, in fact, just a little more than the money shown in the initial images. I have had files that had more money in the treasury and didn't have that buffer overflow happen. So there's more info.)


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    Disclaimer first: I prolly don't know what I'm talking about. *:P

    We know that tax revenue is based on the Building Value ( 0xe91a0b5f ). So, my guess is there is one (or more) badly modded growable residential buildings in your city with crazy high value. While they are populated they generate an insanely large amount of income, but if they dilapidate or get replaced by an upgrade to some other building then the income goes back to normal. This could explain why it's not an all the time thing.

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    Certainly sounds plausible Cori - then the problem is how do we find the offending item - its R$$$ so that should narrow it down a bit. A listing of the Residential mods in the collection might help others recognize something by name

    Aside: Do any of the modding tools work on a MAC? 

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    3 minutes ago, rivit said:

    the problem is how do we find the offending item

    Do any of the cheats (or mods) for the Query Tool pop up the Building Value when clicking on buildings? If so, it'd be a matter of (tediously) checking each style of R$$$ building in a city where the bug is doing its bugginess.


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    Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

    Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

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    6 minutes ago, rivit said:

    how do we find the offending item - its R$$$ so that should narrow it down a bit

    Well, here's the thing. I organized my plugins by year I installed them. The old plugins I got back in 2010 & 2011 in one subfolder, the ones I got in 2017 in another, and the ones in 2018 in another. Within that, I have them separated by R, C, I, civic, parks & rec, etc.

    I remember having this bug in one of the first cities I started back last year when I started playing again, so it would have to be an old plugin or one of the first ones I DLed in 2017. So this info, plus my folder structure, plus the fact that a lot of R$$$ are labeled such (and the fact I have some of them, but not a TON of R$$$) means we can narrow this down pretty well. I hope.


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    5 hours ago, rivit said:

    Aside: Do any of the modding tools work on a MAC? 

    With Wine they should. But natively I don't know of any except a few Java-based utilities, none of which really help here.

    7 hours ago, c4bl3fl4m3 said:

    RE: playing without mods for a while... the problem is, sometimes it won't do it for like WEEKS or even months. That's a LOT of playing on test files to see if it'll still do it.

    Ah, a testers worst enemy, the randomly appearing bug. If it is a R$$$ lot behind it, probably it isn't always in your city, hence you don't notice it.

    Basically there are two approaches to such problems:

    • Find the faulty lot by removing/bulldozing content until it goes away, this will narrow down or pinpoint the suspect file/lot.
    • Look through all the properties of the mods for something that's incorrect.

    The second one is much harder, even with tools, because you can't simply search the data for one insane value. If you've a lot of content, that's going to take a bloody long time to sift through, assuming you know what you are looking at.

    Logically then, the ideal way is to start with the first option. Hopefully if it is a lot behind the problem, there will be a way to pin-point the problem without too much work. Open an affected city, identify the R$$$ lots, check the name of one before bulldozing all instances of that lot/building. It's probably best to use medium speed during this process, things don't update immediately. When you see the budget return to normal, you've a potential suspect you can look into. Whilst this method is not flawless, I think it's the best balance between time consumption and probability of success finding it.

    5 hours ago, CorinaMarie said:

    Do any of the cheats (or mods) for the Query Tool pop up the Building Value when clicking on buildings? If so, it'd be a matter of (tediously) checking each style of R$$$ building in a city where the bug is doing its bugginess.

    38584325970_3d6ffd362e.jpgI think you'd need to see the tax revenues somehow. Perhaps a custom query override would do this. The problem being, you couldn't be certain the problem lot was using the original Maxis query. If an altered one was in use, you'd never find the affected lot.

    What I'm thinking is, could we make a quick and dirty edit to the window shown on the right here. This appears when you select the query tool and hold down SHIFT+CTRL+ALT, then query a lot. (Sorry I forget the Mac equivalent keys).

    If we can find the UI file that this window uses, it shouldn't be too hard to add in the necessary ID to include an extra line of data that adds the Tax Revenue created. Such a tool would make it swifter to locate any problem content, not to mention it'd be more reliable to boot.

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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).

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    10 hours ago, CorinaMarie said:

    Disclaimer first: I prolly don't know what I'm talking about. *:P

    We know that tax revenue is based on the Building Value ( 0xe91a0b5f ). So, my guess is there is one (or more) badly modded growable residential buildings in your city with crazy high value. While they are populated they generate an insanely large amount of income, but if they dilapidate or get replaced by an upgrade to some other building then the income goes back to normal. This could explain why it's not an all the time thing.

    A very good guess. :thumb: This indeed can be a reason for excessive tax income.

    If original poster have PIMX it is relatively "easy"  to go through R$$$ buildings and to see which has high value. PIMX can in many cases fix it, if you use it to recalculate values. Doing so can help many other balance issues, such as residence number.

    I have had opposite problem. That user made Bats do not create tax revenue. This is issue with many Japanese made Bats, as it has been a habit to use invisible boxes for buildings. That invisible box is often small, so it lead to undervalued buildings. I noticed this when I wondered why my sprawling Asian city was on red and nowadays I check user made Bats in PIMX unless I know that the content creator is careful about balance issues.

     

     

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    I'm not familiar with using PIMX, but I'm guessing each building would need to be loaded one by one.

    How about using DataNode?

    • Scan Directory (Plugins)
    • Change to TGI View
    • Select Building List

    Then on the left side click each building, check the right side for E91A0B5F (Building Value) and since that's shown in decimal Simoleans it'd be easy to find the culprit if the problem is in fact caused by super high values for one or more buildings.


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    Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

    Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

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    @Bombardiere & @CorinaMarie I'm not familiar with PIMX or DataNode. When I said above "I'm only using BATs and the SPAM, nothing else." I really meant NOTHING. I'm apparently still pretty new at all of this, as I know some external programs exist but I've never used them or looked into them. I'm at the level of "sticking things into my game, but not making any other changes or using any external programs."

    I'm feeling a bit overwhelmed here. Would you all be willing to explain at a "101 level" what these programs are in simple terms, how I can find them/use them, etc.? Esp. how I can use them w/ a Mac install? (Yes, Wine, etc. (I know how to use Winebottler and Wineskin) but will they still interact happily with the program on my Mac considering it's not also being run in Wine?) (Also, totally different issue but I heard tell that there's a program that lets you see what order your plugins load? And possibly change that? If changing when my plugins load makes BATs load in menus in different orders, I would LOVE to know how to customize that. It sucks having to scroll through a ton of parks just to get to your favorites, and then scroll the whole way back up for other favorites. I would love to control the order that my BATs show up in my menus.)


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    7 hours ago, rsc204 said:

    hold down SHIFT+CTRL+ALT, then query a lot. (Sorry I forget the Mac equivalent keys).

    I believe it would be SHIFT+Command+Option. The Mac has a ctrl key but often uses Command instead. Option has the word "Alt" written at the top in small letters, so it's the obv. replacement.


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    Using PIM-X or Datanode with Wine, it would be sufficient to load the necessary libraries as part of the process. The game itself doesn't need to be running since these apps simply read/write to the files in your plugins folder. You'd also need to map the location of your installation and plugins folders to the Windows defaults, since both rely on reading the registry to find said folders. The specifics of making this all work in Wine I can't really help with, since as a Windows user I've never had to set it up. This guide should help though:

    PIM-X would provide a quicker method, since you can specify to only view R$$$ Buildings, where the data you are looking for resides, Building Value (0xe91a0b5f).

    When you start the application, you can specify which folders to load. If you place all your lots (best to use the non-datpacked versions), into various folders, you can go through more manageable chunks of data.

    25530033337_916644e972_b.jpg

    This image shows the loaded data, on the left (Red) you can filter R$$$ lots. Then on the right, the top box lists all the Buildings of this type, you must go through them one at a time. The lower box then lists all the values, the Building Value (Purple) is the one you are looking for. Note the example is a Maxis building, ignore that it has multiple Building Value properties, Maxis content is made uniquely, but you are unlikely to come across this with custom content. If you filter out the Maxis content when loading PIM-X, these Buildings won't appear, I just don't have any custom content loaded right now.

    Bear in mind also, PIM-X has memory limits, as such, it's best not to load any dependencies during this process. Depending on how many R$$$ Buildings you have, it could take a while to go through all the data. Likely though any faulty values would be stupidly high, given the taxes they are generating.

    6 hours ago, c4bl3fl4m3 said:

    Also, totally different issue but I heard tell that there's a program that lets you see what order your plugins load? And possibly change that?

    You can do this, but you need to use a tool called iLives Reader to change them. However it requires you to adjust the "Item Order" property of each Building file. I think it's probably best to deal with one thing at a time for now. But I (or someone else) can happily provide you with instructions.

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

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    just to avoid confusion here: 

    Load order is the order in which the game loads your plugins into memory.  This can best be seen using SC4DataNode mentioned above.  The initial screen (after scanning your Plugins folder) will show the exact order that all your Plugins will be loaded into the game.  Load order can be modified by renaming any sufolders inside your Plugins folder, or moving content to different folders than where they currently exist.

    Item Order determines the order in which any ploppable lots are viewed in whatever in-game menu they have been assigned to.  This can be adjusted using iReader to adjust the Item Order property of each building exemplar as mentioned by @rsc204.  Note that only ploppables (i.e. any lot/building that appears in one of your in-game menus) have this property.  Growables do not have this property for obvious reasons.

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    9 hours ago, rsc204 said:

    PIM-X would provide a quicker method ...

    I'm going to have to get that installed some day. That looks nice and appears very useful. *:)

     

    @c4bl3fl4m3

    How big is your plugins? What about zipped up? If they'd fit on WeTransfer.com (free temporary hosting site with no sign up required) I could take a look using the method I know how to do.

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    1 minute ago, CorinaMarie said:

    How big is your plugins?

    You don't need all of them, right? Just the Residental ones that I had from the first time this issue showed up, minus the ones that I know for a fact aren't R$$$, right?


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    2 minutes ago, c4bl3fl4m3 said:

    You don't need all of them, right? Just the Residental ones that I had from the first time this issue showed up, minus the ones that I know for a fact aren't R$$$, right?

    Correct.


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    3 minutes ago, CorinaMarie said:

    I'm going to have to get that installed some day. That looks nice and appears very useful. *:)

    Bear in mind it's basically a more advanced Lot Editor and Plugin Manager too. It replaces the two with one application. But the real benefit is that it was made based on an understanding of how the community would use it, which the Maxis tools fail miserably with.

    That said, if you're not into lotting, PIM-X doesn't replace iLives Reader, there isn't a lot of properties you can edit for example. For that I'd use SC4 Tool, which is like iLives with a GUI and a host of useful features to boot. That said, if you know what you're doing in iLives, you'll probably find it quicker to work with. Although you can never have enough tools, I'm at around 30 just for SC4 currently!

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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).

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    Just now, CorinaMarie said:

    Correct.

    I don't have the number off the top of my head, but I've got Dropbox and Google's cloud file sharing service, so I've got plenty of space for that. Thing is, I have to leave town Friday for a funeral, and I've got a lot to do before I leave, so I might not get around to doing this until like Monday. Sorry!


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    1 minute ago, c4bl3fl4m3 said:

    I don't have the number off the top of my head, but I've got Dropbox and Google's cloud file sharing service, so I've got plenty of space for that. Thing is, I have to leave town Friday for a funeral, and I've got a lot to do before I leave, so I might not get around to doing this until like Monday. Sorry!

    Sure, any host you like is fine. And no need to apologize for the delay. (My condolences on the funeral part.)

    I'm offering my help here cause I know how to use the tools I mentioned. I fully remember how confuzzling it was for me before I learned them. In time you'll likely want to acquaint yourself with them too, but while fighting a game breaking situation seems like bad timing to have to jump in all at once. *;)


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    50 minutes ago, CorinaMarie said:

    Sure, any host you like is fine. And no need to apologize for the delay. (My condolences on the funeral part.)

    I'm offering my help here cause I know how to use the tools I mentioned. I fully remember how confuzzling it was for me before I learned them. In time you'll likely want to acquaint yourself with them too, but while fighting a game breaking situation seems like bad timing to have to jump in all at once. *;)

    I really appreciate it. While it's not a huge priority for me to figure it out (I actually have some (SimGoober/BSC) ag file issues I'm more stumped about... what subforum would I ask about that in?), if we CAN figure it out, maybe we can make a note on the official entry part of that particular BAT's page that there's this issue (can mods/admins do that?)... or if the creator is still around, have them fix the file for good? (Or can the mods/admins re-upload the fixed file even w/o the permission of the original creator?)


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    26 minutes ago, c4bl3fl4m3 said:

    (I actually have some (SimGoober/BSC) ag file issues I'm more stumped about... what subforum would I ask about that in?)

    My guess would be a new topic in SC4 - Custom Content, but I could also see it going in SC4 Bugs & Technical Issues. How's that for a non-definitive answer? If the experts (and I'm not one when it comes to the custom stuff) decide it's better off someplace other than where you post they can move it with a couple of mouse clicks.

    For what we can and cannot do about uploading a fixed file really depends on what it needs. If it is really broken then we would likely do so. If it's a preference type of thing then we wouldn't. Prolly best that part gets discussed in the context of your new thread about it.

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    1 hour ago, CorinaMarie said:

    For what we can and cannot do about uploading a fixed file really depends on what it needs. If it is really broken then we would likely do so. If it's a preference type of thing then we wouldn't. Prolly best that part gets discussed in the context of your new thread about it.

    Just to clarify:

    A determining factor is fixing to a functional state as the author intended.

    This obviously includes a missing file itself (due to circumstances beyond the author's control), or it could be extended to include shortcomings such as incorrect info in the description (e.g. dependencies). In terms of fixing irregularities in the content item, it depends on the extent of the brokenness. It's possible to add a notice on STEX entries to inform users of major issues, or redirect them to a fix. Another option is we can use the versioning system to upload a new version, while keeping the original file intact as originally uploaded. There are multiple options which can be considered on a case-by-case basis.

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    6 hours ago, chfzdn said:

    Growable empty lots might causing problems you experienced.

    I used some of Gshmails's farms and when the empty lots did grow they were pulled from the Maxis contents of SimCity_1.dat. I can't say for certain that is how all of them work, but I suspect it's the nature of the way those kind were modded. Even then, I didn't experience any tax revenue oddities when said empty lots appeared.


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    22 hours ago, twalsh102 said:

    Load order can be modified by renaming any subfolders inside your Plugins folder, or moving content to different folders than where they currently exist.

    In addition, load order is affected by packing, both your packing and mod authors' packing. I read recently that all DAT files are loaded after all other file types. It sounds as if SC4 makes two passes through each plugins folder, one for lots etc followed by one for DAT files. I don't know if that would ever affect the kinds of elements that produce overrides, but keep it in mind if you ever have a load-order puzzle involving non-DAT files -- Packing them into a dat file would allow you to move them after other dat files.

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    For those who are not exactly sure what the load order looks like for SC4, the following is an extract from the documentation for SC4DataNode by @rivit:

    "The order of loading looks like this
    SimCity 4\*.dat*                                  thus EP1.dat, LotEditor.dat, Intro.dat, SimCity_n.dat,Sound.dat
    SimCity 4\Language\*.dat
    SimCity 4\SKU_Data\..\*.dat

    then SimCity 4\Plugins and
    then User Documents\Simcity4\Plugins (or in fact any arbitrary Directory)

    For the plugins the loading order is two passes – this is in operating system collation sequence
    \plugins\*.*                                          where *.* is not *.dat AND *.* contains the DBPF Tag in bytes 1-4
    \plugins\asubfolder\*.*
    \plugins\asubfolder\asubsub\*.*
    \plugins\asubfolder\bsubsub\*.*
    \plugins\bsubfolder\*.*

    And then again
    \plugins\*.dat
    \plugins\asubfolder\*.dat
    \plugins\asubfolder\asubsub\*.dat
    \plugins\asubfolder\bsubsub\*.dat
    \plugins\bsubfolder\*.dat"

    Remember that overrides occur whenever two or more exemplars share the same IID.  So obviously where these exemplars exist in the Plugins folder will affect which exemplar is used in-game (whichever one loads last). 

    Tim

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    UPDATE!

    So I had this problem happen again in a city (really a small ag town) with an extremely low residential population (under 3,500) that has very little R zoned. So when it was happening, I went and moused over every single R zone and wrote down the names of all the R$$$ buildings. So if this is, indeed, the problem, it MUST be one of these, assuming it's as straightforward as "when the building grows it happens" and not more complicated like "whenever there's a certain number of these buildings it happens" or "whenever it's in a certain place on a certain map, it happens".

    (Yes, some of these are probably default Maxis files, but I don't know which ones are and aren't off the top of my head so I thought I'd list them all.)

    1. Victorian Spire House
    2. Villa
    3. Posh Villa
    4. Modern Villa
    5. Luxury Mansion https://community.simtropolis.com/files/file/2664-luxury-mansion/ ( it may be the updated Luxury Mansion II BAThttps://community.simtropolis.com/files/file/3850-luxury-mansion-ii/ I don't think this is it because it grows more often than I have this problem)
    6. Victorian Mansion
    7. Stone Chateau
    8. Baritone Palazzo
    9. Butts Condos
    10. Luxury Ranch House
    11. Red Brick Contemporary
    12. guijok3
    13. guijok1

    (I suspect it’s one of the last 2? They don’t grow very often, while the other stuff does. OTOH, I didn't have these installed when I first saw the problem, so perhaps not. But I guess it's a place to start. https://community.simtropolis.com/files/file/29659-traditional-korean-residence-building-set/?tab=reviews is the DL for that.

    EDIT: I bulldozed those last 2 and nothing changed, so I don't think that's it. I'm starting to suspect this isn't as simple as we once thought.)

     


      Edited by c4bl3fl4m3  

    More info added.

    Level 3 is a city, Level 4 is a community.

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    6 hours ago, c4bl3fl4m3 said:

    1. Victorian Spire House

    I believe this one is the Havoc Victorian Spire House which has a Building Value of 0x170 = §368.

     

    6 hours ago, c4bl3fl4m3 said:

    2. Villa

    Maxis: http://www.wiki.sc4devotion.com/index.php?title=Villa

     

    6 hours ago, c4bl3fl4m3 said:

    3. Posh Villa

    Maxis: http://www.wiki.sc4devotion.com/index.php?title=Posh_Villa

     

    6 hours ago, c4bl3fl4m3 said:

    4. Modern Villa

    Maxis: http://www.wiki.sc4devotion.com/index.php?title=Modern_Villa

     

    6 hours ago, c4bl3fl4m3 said:

    5a. Luxury Mansion

    From your linky. Building Value 0x697 = §1,687

     

    6 hours ago, c4bl3fl4m3 said:

    5b. Luxury Mansion II

    From your linky. Building Value 0x7EF = §2,031

     

    6 hours ago, c4bl3fl4m3 said:

    6. Victorian Mansion

    Maxis: http://www.wiki.sc4devotion.com/index.php?title=Victorian_Mansion

     

    6 hours ago, c4bl3fl4m3 said:

    7. Stone Chateau

    Maxis: http://www.wiki.sc4devotion.com/index.php?title=Stone_Chateau

     

    6 hours ago, c4bl3fl4m3 said:

    8. Baritone Palazzo

    Maxis: http://www.wiki.sc4devotion.com/index.php?title=Baritone_Palazzo

     

    6 hours ago, c4bl3fl4m3 said:

    9. Butts Condos

    Maxis: http://www.wiki.sc4devotion.com/index.php?title=Butts_Condos

     

    6 hours ago, c4bl3fl4m3 said:

    10. Luxury Ranch House

    6 hours ago, c4bl3fl4m3 said:

    11. Red Brick Contemporary

    Both of these are prolly from the Contemporary Houses V2. Building Value for each is 0x5A5 = §1,445

     

    6 hours ago, c4bl3fl4m3 said:

    12. guijok3

    6 hours ago, c4bl3fl4m3 said:

    13. guijok1

    From your linky. (There's also a quijok2 in there.) Building Values are:

    guijok1 0x677A = §26,490
    guijok2 0x7DB3 = §32,179
    guijok3 0x18BF = §6,335

     

    So, all in all it doesn't look to me like any of them are astronomically high enough to create that amount of tax revenue you are seeing.


    Chance favors the prepared mind. ― Louis Pasteur  
    Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

    Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

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