Jump to content

36 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 
2 hours ago, CorinaMarie said:

Thanks ever so much, CB. *:)

My pleasure to put this together for you Cori, and how ACoCFPaLbN can be a reference for people to discover a sample of your wonderful SC4 farming related posts scattered around the site. There are many hidden gems in the forums, and having them all collated I think could lead to other similar topics too.

And of course, it's all about you is this. Such a thread would be a completely empty shell without the posts you've made to bring it to life. *;)

(Note to Naomi: You should do what you did more often!)

  • Like 9

Quick Links

“SimCity 4 is not just a game, but a tool driven by our own imagination and creativity.”

Buy me a coffee

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

So lovely to have a review of them all in one place, @CorinaMarie.

Halfway through my farmland review yesterday, I found myself wishing I'd saved some of the screenshots to my desktop, so it's really great that I can just copy this link instead!  :}

I've been inspired by your farmland stuff to do a wee little bit of agriculture myself, so my Brownsville, New York city tile, instead of just having rectangle fields bordered by roads and rail, now has some pieces snipped out and a God-mode trees windbreak between some of the fields.  Just very small improvements for now.  I'm thinking to do some residential zones snipped in with the agriculture sometime, too, ideas stolen from your pics.  *:ohyes:

BTW, you really are too humble.  Your No Maxis Dirt Farms.zip is my 9th mod installed, and I really think it deserves a spot on the STEX.  Like you, I enjoy seeing what I can achieve with Maxis vanilla elements, and hope to do little iLive tweaks like that myself one day.

Some other posts of yours on education helped me figure out how to educate a farm population, majoring on wide radius Library and city-wide Museum EQ effects, which also goes a long way to altering how I think about mixing agriculture and residential.

  • Like 8

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

BTW, thank you for that No Maxis Dirt Farms.zip mod, Cori, really.  The dirt farms were enough to put me off farming altogether, and I don't feel anywhere near ready for installing SPAM yet.

  • Like 4

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Here's the Brownsville farmlets, inside the Army Base exclusion zone (due to the Army Base police corruption effect), so no residential going there this time.  Agriculture lots re-shaped and expanded, wind breaks of God-mode trees introduced with Shift+1 (thank you, CB!), and some separation of farms from the busiest roads and highways, to reduce the impacts on air pollution and noise pollution from affecting productive agriculture.  Those crops and herds need their peace and quiet, I'm told!  *:lol:

These fields exist in my re-invented Brownsville, with the convenient fiction that they were part of the war effort, then leased to civilian use when the war ended.  Civilians are no longer required to present papers for entry into the exclusion zone, but there is a definite army presence felt, and the small stretch of bushland highway is still the primary entry and exit for military vehicles

"bushland highway" ... that's a phrase New Yorkers probably NEVER use.  Showing off my Aussie origins, there.  *;)

If you look closely, you can spot my paperclip interchange, complete with lowered road and a tunnel under the highway hidden among the trees.

5dd4b1c262c2a_Brownsville-FarmsatYear1.jpg.0d416b8a2d428e3712d210406895a9b4.jpg

  • Like 6
  • Thanks 1

Share this post


Link to post
Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     
    8 hours ago, Naomi57 said:

    Here's the Brownsville farmlets ... wind breaks of God-mode trees introduced with Shift+1 ...

    Looks good. *:yes:

    One thing I'll mention is that it appears you've created your wind break trees right on top of the zoning itself:

    7010-1662.jpg


    When the farm appears, those will get removed and replaced by the farm field that grows. *;)

    • Like 1
    • Thanks 2

    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

    Are you new here? Check out the Introduction and Guide to Simtropolis.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    8 minutes ago, CorinaMarie said:

    it appears you've created your wind break trees right on top of the zoning itself

    Thanks, Cori.  There actually is a 1-tile gap between those two zonings ... but it's almost impossible to see from that angle.  I was having too much fun with God-mode trees, and colouring outside the lines.  I also got a few too many trees under the L2 15 metre highway again – ooops!  *:ducky:

    When the farms grow, I'll replant some of the trees, a bit more selectively!

    • Like 4

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     
    7 minutes ago, Naomi57 said:

    There actually is a 1-tile gap between those two zonings ... but it's almost impossible to see from that angle.

    Ah! (I didn't see.)

    I've found two tiles to be the minimum to have a decent tree break without them wanting to spill over into the fields. With a one tile gap they just don't plant well to have them dense enough to be a continuous row of trees.

    • Like 2
    • Yes 1
    • Thanks 2

    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

    Are you new here? Check out the Introduction and Guide to Simtropolis.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    10 hours ago, Naomi57 said:

    Agriculture lots re-shaped and expanded, wind breaks of God-mode trees introduced with Shift+1 (thank you, CB!), and some separation of farms from the busiest roads and highways, to reduce the impacts on air pollution and noise pollution from affecting productive agriculture.

    Glad you found the precision planting techniques useful, and you can guess who I first learned that from. *;)

    I've found it handy for both terraforming and the fine placement of flora too, with the same trick working for using the Shift + [0-9] keys. Just in case it helps anyone else also, here's part of a reply I made in the "Realistic Transitions" thread.  (This is the same topic as Cori likewise did in her listed Post #05 and Post #06 above.)

    As follows:

    On 31/07/2018 at 8:35 AM, Cyclone Boom said:

    There are some cases where a finer accuracy is desired such as on farm field boundaries. For this I recommend holding Shift and pressing any of the number keys from 1-9. The smaller the number, the smaller the brush. Once setting the number it then gets locked onto that size until exiting the tool or changing to another size. This allows planting on the boundary edges of farms including to fill diagonal empty spaces, while maintaining defined edges.

     

    Here's a few of my own pics using the method:

    Spoiler


    I also like how it gives a natural appearance with blending the edges of fields:

    CB - Daffy Duckland - A2 061.jpg

     

    A closer view looking in the other direction:

    CB - Daffy Duckland - A2 062.jpg

    (Yes, I usually wait for the train. :ooh: )


    This I just used regular Mayor Mode flora planting for some blue spruce trees, but along the same idea as a barrier to shield farms from the industry:

    CB - Daffy Duckland - A1 024.jpg

     

    I personally don't recommend these though since they keep cycling with their growth. Starting off as small seedlings, and then growing to full size seems natural. But then all of a sudden they bizarrely shrink back down every game year or so, and that doesn't maintain the consistent visual appearance.

    This isn't an issue for the regular God Mode trees though, and using this little mod makes those accessible from the menu.

     

    • Like 6

    Quick Links

    “SimCity 4 is not just a game, but a tool driven by our own imagination and creativity.”

    Buy me a coffee

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    13 hours ago, CorinaMarie said:

    I've found two tiles to be the minimum to have a decent tree break without them wanting to spill over into the fields. With a one tile gap they just don't plant well to have them dense enough to be a continuous row of trees.

    Oh dear, I just tested that out, and yep, the single-tile windbreak of God-mode trees almost completely disappears when the farms grow.  >.<

    I was hoping the farmers would only clear the land directly on the field ... no such luck.  I'm experimenting now with some more precision God mode planting at Shift+1, and discovered there is a minimum of overlap with the farm if you click just once, twice (or occasionally five times) close to the tile border furthest from the farm ... after the farm has grown.  No holding down the mouse button!  Still very finicky and prone to error.

    I think I'll run with Mayor mode trees for any single-tile wind breaks between two crop fields.  One of my relatives used to own a crop farm (so I know how much trouble trees in the middle of the field can be), so I'll only use God-mode trees for single-tile wind breaks when at least one side is orchard or pasture.

    On a positive note, I've just installed my 10th and 11th mods, navy blue city background, and the perfect weed killer for those pesky Pedriana Plants.  Thank you, Cori and CB!

    https://community.simtropolis.com/files/file/29981-custom-region-view-backgrounds/

    https://community.simtropolis.com/files/file/31827-coris-friendly-pedrianas-plants-killer/

    11 hours ago, Cyclone Boom said:

    I just used regular Mayor Mode flora planting for some blue spruce trees, but along the same idea as a barrier to shield farms from the industry:

    I personally don't recommend these though since they keep cycling with their growth. Starting off as small seedlings, and then growing to full size seems natural. But then all of a sudden they bizarrely shrink back down every game year or so, and that doesn't maintain the consistent visual appearance.

    If you want to "spruce up" your windbreaks with Mayor mode trees, without the growth cycling issues, there's two approaches I use:

    1. Initially plant the trees in a moderately sparse fashion (I typically use circular mouse movements) across the windbreak tiles.  Then, when they grow, plant a second set of the same trees along the same tiles.  When the windbreak thickens up from the second set of trees, plant a third set with determination to fill in the gaps (I usually use long back and forth mouse movements across the tiles at that point, like a vacuum cleaner).
       
    2. If you want to plant the entire windbreak in one go, use a mixture of trees, each tree species having a different growth cycle.  Circular mouse movements for the first tree species, then long hoovering back and forth mouse movements for the second species.  The two Maxis tree combinations I use, being aesthetically compatible to my eyes, are either Nobel Fir + Blue Spruce, or Maple + Oak.

    WARNING:  Some Mayor mode trees have ZERO air pollution effects.  I noticed that the downloaded trees I got with "BSC MEGA Props - CP Vol01.dat", don't seem to affect air pollution at all!  Weirdly, the Maxis Vanilla Palm trees are similarly decorative, with zero (or negligible) air pollution reduction effects.

    Given air pollution is one reason for dilapidation of farms, choice of tree is important!

    11 hours ago, Cyclone Boom said:

    Glad you found the precision planting techniques useful, and you can guess who I first learned that from. *;)

    Yes, it's super funny, I've been using God-mode Shift+1 for years and years, for exquisitely delicate terraforming by hand, and never, ever thought to do the same for trees!  *:lol:

    • Like 3
    • Thanks 1

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Most gorgeous farms I ever made, thank you for all your tips!  Here it is at sim-year 13.

    I managed to get all but one of the farms using the rail.  They didn't want to at first, and then I discovered the buildings have to be located adjacent to the rail for them to use it, so I bulldozed the roads and used a 1x1 street plop to make the farm buildings grow alongside the rail.  Feeling pretty happy with this now.

    5dd7efda7318a_Brownsville-FarmsatYear13.jpg.d918dfe35f09bc26892674bffebd7ddd.jpg

    Notice the navy blue background, @Cyclone Boom, and I can't thank you enough @CorinaMarie, for your No Maxis Dirt Farms.zip and Cori's Friendly Pedriana's Plants Killer. Makes such a huge difference!

    You can see that some of the vegetation is different, that's the windbreaks of Oak and Maple, which have still got some ways to grow.

    When I've got some residential zoned in the vicinity, then I'll put in the 3x2 rail stations and bus stops to encourage sims to come work here.  At the moment the work is all being done by the oompa-loompas.

    • Like 5

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     
    6 hours ago, Naomi57 said:

    Most gorgeous farms I ever made, ...

    Very nice. Those look proper for central Indiana. If you don't watch out I might make you an honorary Hoosier. *;)

    • Like 4
    • Haha 1

    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

    Are you new here? Check out the Introduction and Guide to Simtropolis.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Wow, wow, wow, @CorinaMarie.  I've just used your hidden zoning technique to fix the sidewalks/verges in my Brownsville agriculture area.

    You're a real gem!  How on earth did you discover that technique?

    • Like 4

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     
    1 minute ago, Naomi57 said:

    How on earth did you discover that technique?

    Oh, my! It's certainly not a Cori Original Discovery. I believe it was Granpa Moose who first told me about it. (And yes, he allowed me to adopt him. *;) )

    • Like 4
    • Haha 1
    • Thanks 1

    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

    Are you new here? Check out the Introduction and Guide to Simtropolis.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

     

    Okay, well here's post #19 ... I think.  *:D

    Post #19  ID: 1724411
    Show us your farm land!
    Originally posted here on: January 22, 2020
     

    On 22/01/2020 at 10:05 PM, CorinaMarie said:

    Just another Cori style farm scene:

    img5937.jpg

    January 22nd in your time zone, Cori.  I was reviewing job leads on LinkedIN, and drinking my morning coffee, on the 23rd January, when I saw my favourite notification popup onscreen.   "Oh goody," I thought, "what distraction can I spot on Simtropolis today!"

    Now, I was raised a city kid, but I had cousins who lived on a farm, and some fun holidays out there.  I also spent my final year of high school on an isolated farmlet, with only cows and sheep to talk to ... and my parents, of course.  *;)

    I just had to post your image up here in this thread, because this pic brought back that peaceful feeling, among the cows, sheep, horses, alpacas, fields, orchards and wineries.  It's partly the match of SAM colour to the dusty farmstead tracks, but even more the gentle sweeping curves, trees and bushland, with contrasting sharp bends and corners, which is so evocative.   Also the combination of village, hamlet, one-pub town and random little houses springing up alongside roads ... just because the road is there.  I even downloaded the image so that I could zoom in a little bit.

    A question for you, Cori ... is the humongous round pool a dam, or a brackish lake?  That perfect round shape reminds me of oh so many little agricultural dams I've seen.  After some 10 minutes taking in the scene, my next thought was what that round pool would look like with some underwater pedmall plopping.  *:P *:ducky:

    I am also curious, does the farm suffer economically (in SimCity terms) for being split down the middle by a Street?  A careful vegetation analysis yielded up the information that these two plots of land are a single farm, with an easement granted to a neighbour on the other side of the rail line ... who are probably relatives.  *:yes:

    5e2905204e190_CorinaMarieFarmPiece2020-01-22.jpg.0f8f7974d38714451b870fda134369ef.jpg

    For that matter, the neighbours immediately to the south look like they might be cousins, too, very similar farming style!  *:D *:read:

    ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

    There's probably a special word for that peaceful, wistful feeling.  I get it more with my own SimCity 4 creations, than I do with the creations of others, so this is a pretty special scene to inspire me that way.  Inspire is the right word.  There's a small tile neighbour city to Brownsville, called Highland Park, right nearby the Brownsville farmlets I posted on this thread above, and you've got me thinking to do some more semi-rural there, see if I can do some of the idyllic and bucolic feel you've captured here.

    Of course, "idyllic and bucolic" surely betrays my city-kid origins.  I was (temporarily) close enough to the life to know it's not really idyllic, but it has some lovely idyllic moments.

    It's hard to believe there's so much greenspace on the northern border of Brownsville, New York!  Needless to say, farms are much more fun than cemeteries.  You've done what SPAM couldn't do, Cori, make me keen to do a farming city.

    https://www.google.com/maps/place/Brownsville,+Brooklyn,+NY,+USA/@40.6796868,-73.9029881,1690a,35y,37.13h,40.54t/data=...!4d-73.9125304
    5e29149dc38b9_HighlandPark-GoogleMaps.jpg.1a5f9ba6e0599abcd7c73d31f3b57dbe.jpg

    • Like 4
    • Thanks 1

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

     

    21 hours ago, Naomi57 said:

    Okay, well here's post #19 ... I think.  *:D

    Yep. Based on the original numbers in the first post it is. *:yes:  (It's likely @Cyclone Boom will add in the linky and anchor return thinger.)

     

    21 hours ago, Naomi57 said:

    I just had to post your image up here in this thread, because this pic brought back that peaceful feeling,

    Yay! Your heartfelt post was lovely to wake up to this morning and I am honored you like my picture so much. *:D

     

    21 hours ago, Naomi57 said:

    A question for you, Cori ... is the humongous round pool a dam, or a brackish lake?

    Err... well.... uhm, it's just a (computer generated) natural formation, but it can be a dam brackish lake if you like. *;)

    Back in late 2017 I was tweaking the C code of a fractal landscape / map generator program and I converted it to output a true grayscale image in the range that SC4 can import.   Along the way CB and I came up with other ideas for me to code into it which included stepped, flat terraces and Gaussian Blur to smooth out the choppiness both above and below the water level. It's likely this is what causes some of the lakes and ponds to turn out perfectly round. I pretend they were caused by large meteorites way back in time and over the years the wind erosion has smoothed out the caldera-looking part.

     

    21 hours ago, Naomi57 said:

    I am also curious, does the farm suffer economically (in SimCity terms) for being split down the middle by a Street? 

    Nope. There is no adverse effect at all. The way that farm was created was with a road stub crossing the railroad and prior to the long road running beside it being created. In this pic, the pink shows the only part which was road and the purple is the outline of the farm that grew. I then added the lazy S-Curve to match the farm field and extended that road on past. Then I drew the other road right thru the apple orchard along side the anchor lot of the farm so my little Sim workers could get there during harvest season.

    01a - I5 - Barthelet Stables Marked.jpg

    And the original without any marking in case you might want it:

    Spoiler

    01b - I5 - Barthelet Stables Original.jpg

     

    21 hours ago, Naomi57 said:

    A careful vegetation analysis yielded up the information that these two plots of land are a single farm, with an easement granted to a neighbour on the other side of the rail line ... who are probably relatives.  *:yes:

    Here I've turned the world upside down (so south is at the top) showing the owners are actually not related at all. While Barthelet Stables does own an Apple Orchard they tend to specialize in cows. Farhan's Farms with their greenhouse also have an Apple Orchard and the two families are good friends. The Jez Knight family has an Orange Grove and they do trade fruits with both the other families. The nearby Alvin clan grows soy beans and also raises some cattle.

    02 - I5 - Farm Owners and Crops.jpg

     

    21 hours ago, Naomi57 said:

    I get it more with my own SimCity 4 creations, than I do with the creations of others, so this is a pretty special scene to inspire me that way.

    Here're a few more pics for you then. *:)

    This is the same general scene showing more of the area:

    03 - I5 - More Lake View.jpg

     

    This is the full tile (which is still a work in progress).

    04 - I5 - Full Tile.jpg

     

    Same position with the zoning view which reveals the hillsides where the farms aren't.

    06 - I5 - Full Tile Zone View.jpg

     

    Random pic of the little Trestle Town:

    07 - I5 - Train Trestle.jpg

     

    Then there's the Garbage Town you may have noticed way off in the corner:

    08a - I5 - Garbage Town.jpg

    08b - I5 - Garbage Town.jpg

    ^ And those show a nice view of @Raymond7cn's Cutaway Texture Mod 1.0 for the sides of the world. *:thumb:

     

    21 hours ago, Naomi57 said:

    You've done what SPAM couldn't do, Cori, make me keen to do a farming city.

    Do it. DO IT! *:ohyes:

    • Like 5
    • Yes 1

    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

    Are you new here? Check out the Introduction and Guide to Simtropolis.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    On 24/01/2020 at 11:21 AM, CorinaMarie said:

    The Jez Knight family has an Orange Grove and they do trade fruits with both the other families.

    02 - I5 - Farm Owners and Crops.jpg

    Ahhhh, silly me, I couldn't see the difference between the orange orchard and the apple orchard!  *:lol:

    On 24/01/2020 at 11:21 AM, CorinaMarie said:

    Err... well.... uhm, it's just a (computer generated) natural formation, but it can be a dam brackish lake if you like. *;)

    Back in late 2017 I was tweaking the C code of a fractal landscape / map generator program and I converted it to output a true grayscale image in the range that SC4 can import.   Along the way CB and I came up with other ideas for me to code into it which included stepped, flat terraces and Gaussian Blur to smooth out the choppiness both above and below the water level. It's likely this is what causes some of the lakes and ponds to turn out perfectly round. I pretend they were caused by large meteorites way back in time and over the years the wind erosion has smoothed out the caldera-looking part.

    Yes, I remember reading about that map generator somewhere else in your posts.   That would explain the perfect look of the bay just to the south of the "brackish lake".  If you modify the program to have a little less erosion, it just might be a perfect partner for the Sim Mars project.  *;)

    On 24/01/2020 at 11:21 AM, CorinaMarie said:

    Yay! Your heartfelt post was lovely to wake up to this morning and I am honored you like my picture so much. 

    I even put my downloaded copy of your picture in my ST folder, Cori, along with the closeup pictures of your trestle bridge and landfill.  So glad your Garbage Town inhabitants have got medical care and lots of fruit to eat, and I really like that cutting and earth ramp down.  Even the automata are a perfect fit.  We really should have a Show us your Landfills thread, Cori, just for you.  *:ohyes:

    On 24/01/2020 at 11:21 AM, CorinaMarie said:

    Nope. There is no adverse effect at all. The way that farm was created was with a road stub crossing the railroad and prior to the long road running beside it being created. In this pic, the pink shows the only part which was road and the purple is the outline of the farm that grew. I then added the lazy S-Curve to match the farm field and extended that road on past. Then I drew the other road right thru the apple orchard along side the anchor lot of the farm so my little Sim workers could get there during harvest season.

    Good to know!

    On 24/01/2020 at 11:21 AM, CorinaMarie said:

    ^ And those show a nice view of @Raymond7cn's Cutaway Texture Mod 1.0 for the sides of the world. 

    I was wondering whether to ask, and thought, "Nahhh, I don't really want more mods" ... but now you've mentioned it, I'm stuffing that linky away somewhere, just in case.  It does look so much cooler than the regular sedimentary layers; is that a view of the mantle I see before me?  :ooh:

    • Like 3
    • Yes 1

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     
    On 1/22/2020 at 11:14 PM, Naomi57 said:

    I am also curious, does the farm suffer economically (in SimCity terms) for being split down the middle by a Street?

    While playing in a new tile, this floated up in my memory because I was doing it deliberately.


    In this case I want the same farm field on either side of a diagonal dirt road. I've broken the road in the middle so the field will flow to both sides when it grows. I've also placed 3 (yes, three) bus stops where I want the anchor lot to grow. This isn't a guarantee it will grow there, but the bus stops's transient aura is a significant influence.

    img6089.jpg

     

    Here the farm has grown as expected:

    img6090.jpg

     

    And now turning the world around right side up and zoomed out to show the perspective:

    img6092.jpg

    ^ The new field is there at the bottom. (I've connected the SAM 3 back together, bulldozed the 3 bus stations, and filled in along the perimeter with trees.)

    • Like 5

    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

    Are you new here? Check out the Introduction and Guide to Simtropolis.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    5 hours ago, CorinaMarie said:

    I've also placed 3 (yes, three) bus stops where I want the anchor lot to grow

    I'm sorry Cori, since I couldn't quite follow you by the three buses's function or influence here. There were must something I didn't know, Can you teach me that? Thank you very much!:}

     

    On 2020/1/25 at 10:47 AM, Naomi57 said:

    It does look so much cooler than the regular sedimentary layers; is that a view of the mantle I see before me?  

    Dear Naomi, I'm so glad that you like this mod,*:D Frankly, I thought it's far from perfect by now, I plan to make various versions of it, especially following CB's kind suggestion, however I'm busy with some statue's modeling works now, Anyway, I will do that and send the new version to you as soon as possible. Thank you!:}

    Yours Sincerely,

    -- Raymond

    • Like 1
    • Yes 1

    What is impossible with men is possible with God…!

    5d9ffb6b62888_-1.jpg.d47b771d09c95f9e7590c44cf6711098.jpg

    I've contributed some to Simtropolis

    My Emotion

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     
    9 hours ago, Raymond7cn said:

    I couldn't quite follow you by the three buses's function or influence here. There were must something I didn't know, Can you teach me that?

    Sure thing. *:yes:


    It's all about the Transient Aura of a Bus Stop (which I also sometimes call a Bus Station) that, for a short time, increases the desirability in close proximity to it. To best illustrate this, I'll be showing the Agricultural Desirability Data View overlay. (Click an image and use the right and left arrow keys to see them in sequence.)

    I've created a short stretch of SAM 3 Dirt Road in the middle of a forest and added a hidden power source to its area. The date is 01 January, year 141. Current Ag desirability is about 206 (in decimal) and that's already very good. (The scale for desirability is 0 to 255 btw.)

    01 Jan, 141:

    img6093.jpg

     

    Then I Plopped 3 Bus Stations along that dirt road:

    img6094.jpg

     

    Turn on time while watching the Ag desirability. 02 February, 141:

    img6095.jpg

    ^ This is when the most significant change occurs. We now have one cell that reached 255 Ag desirability then fading out from that central location they go: 250, 239, 231, 220, and then 206 beyond the transient aura effect.


    As more time runs, the transient effect diminishes. 02 March, 141:

    img6096.jpg

     

    02 April, 141:

    img6097.jpg

     

    02 May, 141:

    img6098.jpg

     

    02 June, 141:

    img6099.jpg

     

    And by 02 July, 141 the transient aura is almost completely gone:

    img6100.jpg

     

    Had I zoned agriculture adjacent to that dirt road there is a high probability that the Anchor Lot of the farm would appear in the highest desirability location.

    *:)

    • Like 4
    • Thanks 1

    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

    Are you new here? Check out the Introduction and Guide to Simtropolis.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    1 hour ago, CorinaMarie said:

    Had I zoned agriculture adjacent to that dirt road there is a high probability that the Anchor Lot of the farm would appear in the highest desirability location

    Dear Cori, Many thanks again for your time and patience. Now I got it, And also I have readed Naomi's post about how useful the vanilla bus station is, I have to admit I never thought that the station has such a good influence of Ag desirability, since the farmer just lives in the farm in china (Maybe the farmers want to live in somewhere could go downtown more conveniently*:D), Thank you very much, I got to make a note of that.*:thumb:

    Yours Sincerely,

    -- Raymond

    • Like 3

    What is impossible with men is possible with God…!

    5d9ffb6b62888_-1.jpg.d47b771d09c95f9e7590c44cf6711098.jpg

    I've contributed some to Simtropolis

    My Emotion

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     
    16 minutes ago, Raymond7cn said:

    I never thought that the station has such a good influence of Ag desirability, since the farmer just lives in the farm in china (Maybe the farmers want to live in somewhere could go downtown more conveniently*:D)

    I believe in the game the increased desirability is the added possibility for low wealth workers to get to their job on the farms. Ofc, the farmers might also like not having to ride horseback into town to buy specialty items. *;)

    Btw, it's not just Ag which is positively influenced by the bus station's close proximity. Other industrial and commercial as well as R$ Sims like them. I'd have to check for the higher wealth levels to be sure how they react. It's quite likely that R$$$ would see the bus stop as a NIMBY.

    • Like 3
    • Thanks 2

    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

    Are you new here? Check out the Introduction and Guide to Simtropolis.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    It really presents well how the Transient Aura is present as a temporary desirability boost, before dissipating until it goes away completely. This explains why sometimes if struggling to develop farms or houses in a specified location, how placing a Bus Stop or few allows the Aura to do the rest. *:)

    I did a little test and can confirm how there is also an effect for CO$$ and CO$$$ and also R$$ and R$$$ too (along with all forms of industrial).


    Here's a preview using the CS$$$ filter view and plopping 3 Bus Stops beside a farm track:

    Bus Stop Transient Aura Example 01.jpg

    (I knew I had to have some farm pictured since this is the ACoCFPaLbN thread after all!  *:ohyes: )


    As Cori showed, it doesn't last much longer than 6 game months before dissipating completely. For the R$$ and R$$$ it appears they see the network connection as having a constant Transient Aura effect, while here it's only concentrated from each Bus Stop and is cumulative when plopping multiple. This is interesting, and I'd have thought that commercial would see traffic as a positive thing because it equals more customers (whereas residents don't like cars and noise pollution).


    By the way @Raymond7cn (and anyone else reading), the color scheme pictured for the Desirability view is from a mod we made.

    On the STEX as follows:

     

    This is designed primarily for those with Deuteranopia color blindness, but also the views included expand the detail to 9 levels which provides a deeper insight into the various Data Views the game has. Then there's also Cori's Parks Aura which shows the Park Effect that can also help spur on development.

    Plopping a few parks also increase desirability too. It appears this persists for residential, whereas it wears off for industrial and commercial (mostly).

    So, just thought I'd mention this from my own complementary findings. *:)

    • Like 4
    • Thanks 1

    Quick Links

    “SimCity 4 is not just a game, but a tool driven by our own imagination and creativity.”

    Buy me a coffee

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    6 hours ago, Cyclone Boom said:

    expand the detail to 9 levels which provides a deeper insight into the various Data Views the game has

    Dear Dr. CB*:D, I downloaded this splendid Color View mod months ago, but I haven't got enough time to use it, and Frankly, I thought it's slight not very suitable for me due to a little feminine for me, I'm very sorry, but today, I just noticed that there is a very vital role of it is that can provide more details. Many years ago, I've seen some classical theories, So I realized if there were this tools at that time, the analysis could be more precise and convenience, Thank you CB and Cori.:}

    Yours Sincerely,

    -- Raymond

    • Like 2

    What is impossible with men is possible with God…!

    5d9ffb6b62888_-1.jpg.d47b771d09c95f9e7590c44cf6711098.jpg

    I've contributed some to Simtropolis

    My Emotion

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    7 hours ago, Raymond7cn said:

    Dear Dr. CB

    :}
    (Thanks!)

     

    7 hours ago, Raymond7cn said:

    I downloaded this splendid Color View mod months ago, but I haven't got enough time to use it, and Frankly, I thought it's slight not very suitable for me due to a little feminine for me, I'm very sorry, but today, I just noticed that there is a very vital role of it is that can provide more details.

    That's fine Raymond, and no worries at all.

    The mod which Cori made there is primarily intended for those who have Deuteranopia color blindness, and so it was only created for that specific situation to help people see the data more clearly. The expanded detail is only a side benefit to see how the data values are on the increased scale. Cori and I both agree how it's not ideal for those of us without color blindness to get used to the yellow and pink sided scale, and it is very contrasting to the standard way the data views are presented.


    Perhaps (instead of Cori's mod) you might like the one from which she based many of the breakpoint values. I've not used the other mod yet myself, but I believe this contains individual .dat files so it's possible to pick and choose which ones to be replaced.
     

    Quoting from our file description:

    Quote

    Note: Some breakpoints are as discovered by @Thalassicus from their Dataviews Increased Detail Mod. Colour Ramp and Legend Colours are new revised additions.


    Maybe this could be useful as an alternative? *:)


    ----------

    And I'd better post some farm pics now...

    The following are a few scenes from Cori's recently developed J6 tile...
     

    Cori J6 Farm - Preview 01.jpg

     

    Looking with the crater lake as the centrepiece, featuring a ring of houses...

    Cori J6 Farm - Preview 02.jpg

     

    And up top there's a circular roundabout which might have something built in the middle someday...

    Cori J6 Farm - Preview 03.jpg

    (Notice the wind-breaks also with the dividing trees too.)


    All the precision planted trees and how the farm tracks weave their way around the contours of the terrain. I think it's really beautiful, and I particularly admire about how her farms are designed in various shapes and sizes. It has a natural and realistic flow to the layout, and how there's diversity in each location. There's also a mixture of zoning as well, and small clusters of houses of different wealth levels (which is where NKO is so useful to sustain R$ development).

    So, just a sample from my tour around sightseeing (and trainspotting). *;)

    • Like 4
    • Thanks 1

    Quick Links

    “SimCity 4 is not just a game, but a tool driven by our own imagination and creativity.”

    Buy me a coffee

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Dear CB, Thank you very much! I must be a pretty careless guy, since I had downloaded Thalassicus's mod from one post which Cori suggested to someone of useful mods. But I overlooked this important mod just by its ordinary shot, Thank you, however, I still want to give Cori's Color theme a try, actually, it's not so harsh when I got used to it.*:thumb: And please tell Cori I have got many inspirations from her farm CJ, I will give myself a break after recently modeling to play that unfinished crater village with her style.*:D

    Yours Sincerely,

    -- Raymond

     

    • Like 2

    What is impossible with men is possible with God…!

    5d9ffb6b62888_-1.jpg.d47b771d09c95f9e7590c44cf6711098.jpg

    I've contributed some to Simtropolis

    My Emotion

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    On 3/6/2020 at 11:11 AM, CorinaMarie said:

    Had I zoned agriculture adjacent to that dirt road there is a high probability that the Anchor Lot of the farm would appear in the highest desirability location.

    Actually, Agriculture doesn't have Anchors at all. There are lots that must be modded as Out buildings in order to work, and there are fields. And that's it. 

    Like all Industrial Out buildings, the main farm lots would really only require road access to grow. Farms have the same desirability requirements of R$, in that they aren't that picky about where they grow, though they are much more adverse to traffic congestion and air pollution than any other RCI type. This is to allow farms to grow freely in the early game. 

    None of my testing over the years has shown that transient aura in any way dictates which way a farm lot will grow. 

    • Like 1

    BSC Custodian, SC4D staff, & LEX Admin

    BSC LEX Superior Collections: high quality content, one click away

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     
    6 minutes ago, xxdita said:

    Actually, Agriculture doesn't have Anchors at all. There are lots that must be modded as Out buildings in order to work, and there are fields. And that's it.

    Ah, yes. Checking in Reader and you are correct. For the sake of the discussion Anchor Lot is used to mean the Farm Building and its Lot.

     

    7 minutes ago, xxdita said:

    None of my testing over the years has shown that transient aura in any way dictates which way a farm lot will grow. 

    If you mean the direction of the fields (or even the types of fields) then I agree that does seem to be randomly generated. Where the farm building and lot grows can be influenced by a transient aura.

    • Like 3

    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

    Are you new here? Check out the Introduction and Guide to Simtropolis.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I understand what you meant by Anchor, but I wouldn't want @Raymond7cn to get mixed up, if he should ever want to make farms, which I hope he will someday.

    The types of field depends wholly on the lot that grows. Maxis farms can be pretty random, but custom farms can control which fields grow with which lots with total accuracy. This is determined by the Fields Lot Property in the building desc (0x29b55f73). 

    I would be interested in seeing what specific conditions have to be in place for transient aura to have any impact on which way a farm lot grows. Because it would be great to have the ability to control that. 

    • Thanks 1

    BSC Custodian, SC4D staff, & LEX Admin

    BSC LEX Superior Collections: high quality content, one click away

    Share this post


    Link to post
    Share on other sites

    Sign In or register to comment...

    To comment in reply, you must be a community member

    Sign In  

    Already have an account? Sign in here.

    Sign In Now

    Create an Account  

    Sign up to join our friendly community. It's easy!  

    Register a New Account


    ×

    Thank You for the Continued Support!

    Simtropolis depends on donations to fund site maintenance costs.
    Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

    But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

    Make a Donation, Get a Gift!

    Expand your city with the best from the Simtropolis Exchange.
    Make a Donation and get one or all three discs today!

    STEX Collections

    By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

    Each donation helps keep Simtropolis online, open and free!

    Thank you for reading and enjoy the site!

    More About STEX Collections