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Raymond7cn

[SOLVED] No Boats During Building a Canal

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Dear All, 

Recently I noticed I was able to place a canal with NAM, Then I followed some tutorials from the forums and built one sample in a sandbox city. I think the canal's function is normal. But I didn't notice any of boat travelling along. I wasn't sure if it was possible as the canal water is a mod that is just covering a normal eyecandy tile, however I have seen boats from other's pictures. Then I try many ways and still saw no moving boats, I tried a range of canal set ups with different stations etc, There were numbers (usage) at the stops(pics below) with passenger and freight,  but no animated boats along the canal.

Would anyone know if I'm missing anything? Thank you very much.

By the way, I just installed SG' can-am from NAM 36 and ML's can-am(Japanese mod)

Sincerely,

-- Raymond

q7kuX04.jpgDgDEI1X.jpgCb9G78F.jpg2yjdmiM.jpg


  Edited by Raymond7cn  

has been solved, thank you simtropolisers.
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Hi Raymond,

While I'm not an expert with using the CAN-AM or canal themed content, it might be how there aren't any watercraft which travel along. As you say with it being an eye candy functional mod, and that might mean how boats can appear using a ploppable lot which generates them.

I've done some research and my findings seem to suggest this, and how it needs a canal terminal that makes boats travel along the routes.


Here's a couple I've found which might do the job:


Then a few boats designed to be used for canals:

 

Since they were created over 10 years ago, it's possible some of these are now included in the NAM as an option too.

I hope this might help until someone more knowledgeable than me arrives. *:)

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    Thanks again Cyclone Boom, I'll download and try them tonight.

    It's seems like we have the same question from the post you gave. From that post, I might think about that there are three points to creat a functional canal.

    1, A pathing lots such as NAM's Simgoober's canals. It's like a road that sims can go through with boat(like a bus)

    2, A generater such as bus stop which can change a bus to a boat and go through with the path created by 1(so maybe the ml can-am has the problem here, it can go through the path, but without boats)

    3, Some eye candy lots which I can plop beside the path created by 1 to make the canals more realistic.

    So I need to check out what exactly I installed from NAM first, then download your lots to see if they can generate the boats. Thank you very much, your reply helped, now I'm kind of understand the theory of can-am. I will give it a try and publish my result soon. Thanks!

    Best Regards,

    -- Raymond

     

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    4 hours ago, Raymond7cn said:

    1, A pathing lots such as NAM's Simgoober's canals. It's like a road that sims can go through with boat(like a bus)

    NAM's CAN-AM Addon handles the entire process of making Canals functional. The system is setup so any canal can in theory work with the NAM.

    The only difference between the SG/CAL options and ML's canals, is that the first two are included with the NAM. But Moonlight's canals were designed also to work with CAN-AM, so long as you ensure it loads after NAM, everything should update correctly.

    4 hours ago, Raymond7cn said:

    2, A generater such as bus stop which can change a bus to a boat and go through with the path created by 1(so maybe the ml can-am has the problem here, it can go through the path, but without boats)

    No, ML's CAN-AM works identically, because the CAN-AM functionality is part of NAM. All ML's bits do is re-skin the CAN-AM network.

    Note that ML included both Passenger and Freight stations with his mod. Those are necessary for the Canals to be used and may not be in the same menu as the rest of the canal pieces.

    4 hours ago, Raymond7cn said:

    3, Some eye candy lots which I can plop beside the path created by 1 to make the canals more realistic.

    Which would be the Canal set itself.

    6 hours ago, Cyclone Boom said:

    I've done some research and my findings seem to suggest this, and how it needs a canal terminal that makes boats travel along the routes.


    Here's a couple I've found which might do the job:

    That first link contains the necessary Automata for boats to appear using CAN-AM. So you will need that package.

    However if using ML's Canals, you wouldn't want to use any of the included lots, since they are designed for SG/CAL's canals. Therefore you don't need to download any of the dependencies for this package either.

    But indeed you do need "stations" to make CAN-AM functional. ML's mod includes them, or at least they are an additional optional download.

    6 hours ago, Cyclone Boom said:

    Then a few boats designed to be used for canals:

    These are both eye-candy lots (add-ons) and again won't be compatible with ML's canals.

    It's a function of the CAN-AM that you can see boats travelling around your canals, however the system implemented is trying to force the game to do something it doesn't really want to. This means that the appearance of boats is never quite like other automata. Issues with getting boats to appear either reliably or at all have come up, but there isn't really anything that can be done on that front.

    For the best chances of seeing these boats, you want to place a station in the adjacent tile from a busy T or + intersection. Even then, they fizzle out eventually and may not return without rebuilding the station or reloading the city.

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    Dear Robin,  Thanks, however I'm too embarrassed to say I'm not 100% understanding what you said especially the last part of your reply due to my poor English. But I try my best to read and conjecture those words. Are you telling me that the NAM had supplied enough function of canal to display boats ? Then I leave only Network Addon Mod & Z___NAM folders in my plugins for a test. But After built a test city, I still seeing no canal boats appear on the canal I've designed.

    Then I think there are maybe only these possible reasons left. ① The NAM I installed is update from 31 version, so maybe I missed some parts from installation, Tomorrow I will delete everything and install NAM36 again. ② The canal or CAN-AM's function is normal, maybe It's just because of low usage or not enough time. Anyway, I will try this way (below)first. and then after that try to put them near the intersection they tend to spawn more as you said.
    (you want to place a station in the adjacent tile from a busy T or + intersection).

    o%2520que%2520acontece%2520canal.gif

    I don't know if my understanding is right, anyhow I should do research myself and try my best first. I'm very sorry that there are too many various questions from a newbie as me. You and Cyclone must have been replied many similar questions before, but still reply to me with a good patient. I have learned so many from you people, I really appreciate and grateful for that, Thanks a million !

    Sincerely,

    -- Raymond

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    Dear All, Today I try many ways for test with two new cities. Test 1, I installed NAM36 with a fresh start. And no more other plugins. The result is failed eventually, Then I installed again with different settings(Automata Controller Type=Radical Automata Numbers 24h), Then still no boats. Test 2, I recovered the plugins folder and start a new city, build more complex canals with many T and intersections and make sure the sims can only use these transits go to work, After about 10 years, still no boats even though there are 5000+ buses with one canal.

    During the test, I happened to see some accidents on the canal, And I can see some buses went out there suddenly.

    Tomorrow I will give my new test thoughts a try again.*:read:

    -- Raymond

    tIMLL7M.jpg

    AnP8LeP.jpg

    qbhstPQ.jpg

    a3uB0Gv.jpg

    FaaGGpr.jpg

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    16 hours ago, Raymond7cn said:

    The NAM I installed is update from 31 version, so maybe I missed some parts from installation

    Bear in mind the NAM installer is designed to handle all this for you, I seriously doubt that's the issue here.

    16 hours ago, Raymond7cn said:

    however I'm too embarrassed to say I'm not 100% understanding what you said especially the last part of your reply due to my poor English

    Please there is no need for embarrassment. You are perfectly understandable, some technical stuff can be hard when written in a second tongue. It's always better if you don't understand something to ask for clarification. Either way it's really no trouble to go through this for you.

    In any case, let's get a few basics checked at this point:

    1. Does the NAM CAN-AM plugin appear and allow you to place all the pieces from the icon in the Misc. Transit Menu?
    2. Do all these pieces correctly show with ML's Canal Style?
    3. Have you placed at least 2 Canal "Stations"?
    4. Do these stations and the network between them have sims using them?

    If you have met all these conditions, then you have almost everything needed to add the boats (automata). The actual boats DO NOT come with NAM directly, because the NAM doesn't include any Stations for CAN-AM. This is partially because until recently, there was a policy not to include Stations in the NAM mod. Either way, this download contains two parts, after installing this file, you'll have two folders inside Plugins\BSC\CAN-AM\:

    • Automata
    • SG Canal Lots

    Delete the SG Canal Lots folder, this contains stations for SG's Canal network, you do not want these, instead use those from Moonlight, which were designed for his canals. Keep just the Automata folder, necessary for adding boats to your functional canals.

    Note too the Readme that comes with this package, it pretty much explains the whole process of making functioning canals. Other than how the canal pieces look though (all examples in this readme show SG's Canal), all the information is identical for any CAN-AM compatible canal.

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    Dear Robin, As the pictures below, After installed the BSC CAN-AM Lots NAM (v1.0), The boats have shown on the canal! 

    14 hours ago, rsc204 said:

    Bear in mind the NAM installer is designed to handle all this for you, I seriously doubt that's the issue here.

    Yes, Like you said, Please forgive me to doubt that again,I think it's just one of common novice mistake. Frankly, I just doubt myself, not the NAM.*:D

    Thank you so much. I can't tell you how happy this makes me. I mean when the boat came out suddenly. On this occasion, In chinese, We always say that it's like a drowning man catching at a straw.*:D

    xPw1lvT.jpg1TuggHn.jpg

    At the very beginning, I followed your tips Installed the BSC mod and deleted the other accesories folder. But when I entered the city, There were still no boats came out, Then I try the u-drive-it and found that I can drive the bus on the canal and saw others freight trucks and vehicles. The vehicles shown here made me surprised since I think with the station which can only generate bus and truck.

    Then I read the readme carefully and use reader opened the lot I Installed, I can saw the boat model from them, So I entered the city again and rebuilt the bus stop. Just then the boat appeared on the canal.

    4aiB1Ze.jpg

    May I have a further question, Should I installed these dependences, I guess they are the SG Canal Lots's dependences. so I needn't them now. 

    SbSNpPY.jpg

    14 hours ago, rsc204 said:

    SG's Canal network, you do not want these, instead use those from Moonlight, which were designed for his canals.

    Can I installed both of them in my plugins folder. I think they are different canal's accesories, so they are maybe compatible with each other if they use different ID.

    Anyways, My trouble had been solved now, Thanks again to all of you help me with this issue. I really very very appreciate your patient helps.:thumb:

    Best Regards,

    -- Raymond

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    9 hours ago, Raymond7cn said:

    Yes, Like you said, Please forgive me to doubt that again,I think it's just one of common novice mistake. Frankly, I just doubt myself, not the NAM.*:D

    No worries, the NAM 36 installer has enough problems that we're re-making the installer for NAM 37. That said, CAN-AM really is one of the simpler mods, by and large if it's there in the menus, you would have everything for it to work.

    9 hours ago, Raymond7cn said:

    In Chinese, We always say that it's like a drowning man catching at a straw.*:D

    In English you can say someone is "Clutching at Straws" to mean hopelessly trying to achieve something. I do find it interesting how many similarities there is between cultures sometimes.

    9 hours ago, Raymond7cn said:

    The vehicles shown here made me surprised since I think with the station which can only generate bus and truck.

    Indeed that's what the actually generate, hence sometimes you see them below ground. But the included files for the Automata models and LUA script needed to show them is only installed with this addon.

    9 hours ago, Raymond7cn said:

    Should I installed these dependences, I guess they are the SG Canal Lots's dependences. so I needn't them now.

    Exactly, they are for the stations you aren't using, so you don't need them.

    9 hours ago, Raymond7cn said:

    Can I installed both of them in my plugins folder. I think they are different canal's accesories, so they are maybe compatible with each other if they use different ID.

    Yes and No.

    All the various Canal sets will work together, but you'll have very full menus! Personally I think CAL's SG Canal remake is the best looking canal, it even supports diagonals too. But I miss some of the lovely addons made for the original SG Canal, which is also a very good set. Moonlight's has the advantage of adaptable sidewalks, but some pieces don't support that function. I also very much like the look of the dark blue water. But there are also many other Canal/Water sets out there too.

    However, CAN-AM can only support one canal type at a time. So you may have many canals, but only one of them can be functional. Unless you are going to mod a set to be CAN-AM compatible, realistically that means using either SG's, CAL's SG Remake or Moonlight's canals.

    Actually, that's not the full story either... This mod changes the CAN-AM so that it can theoretically support 4 different canal styles at once. It's a tricky mod to both install and use, relying as it does on T21s and wealthing to match up canal pieces to their CAN-AM equivalents. But unless you use such, you only ever need stations for the one canal set being used with CAN-AM. Stations for other canal sets can be installed/placed, but will not be actually functional or otherwise match the canal style.

    One last thing, I notice in your screenshots that you're not quite using the Road over CAN-AM pieces correctly:

    CANAM-Edge.jpg.f863ab6d4120034646686bd3dfb7e044.jpg

    See in the above image how using the "XX over Canal edge" piece, looks much better. Each network has one piece for the main water and another for the edge as shown here.

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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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    3 hours ago, rsc204 said:

    we're re-making the installer for NAM 37

    Bravo !:bunny:

    3 hours ago, rsc204 said:

    Clutching at Straws

    I never ever thinking about that I would learn English because of a game(Simcity4) and a forum(Simtropolis.) when I'm nearly 40. It's just so called many cities, one community. And I have to say I'm very happy to learn English as there are so many interesting things and information and people with English.

    3 hours ago, rsc204 said:

    the included files for the Automata models and LUA script needed to show them is only installed with this addon.

    LUA script language is so powerful!*:thumb:

    3 hours ago, rsc204 said:

    Personally I think CAL's SG Canal remake is the best looking canal, it even supports diagonals too.

    I must give CAL a try.*:D

    3 hours ago, rsc204 said:

    relying as it does on T21s and wealthing to match up canal pieces to their CAN-AM equivalents.

    Even though I can imaging that I still wondered at the creator's power.

    3 hours ago, rsc204 said:

    One last thing, I notice in your screenshots that you're not quite using the Road over CAN-AM pieces correctly:

    Please Robin, I have tears in my eyes now, You are soooo thoughtful

    ↕↕↕↕↕↕↕↕

    Those words above are not questions, I just write them into my notebook of SimCity. When I trying to deal with the boat problem of canal(can-am). I saw someone had the same trouble as me, I really hope this post can help you. and We are thankful to the people @rsc204 @Cyclone Boom for their help. They are experts, But They are also modest and patient, and offer to help in a crisis. Thank you very much, Simtropolisers!:thumb:

    Sincerely,

    -- Raymond

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    Dear All, I'd like to post with recently developments on this issue. I found that when I quit the city and re-entered it. The boat still can not generated by the ferry or freight stations automatically, I need to rebuilt them. Then the boat came out. I will check out and study the LUA script of the bsc generator tonight. and then report the result soon, Thank you.

    Sincerely,

    -- Raymond

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    7 hours ago, Raymond7cn said:

    I will check out and study the LUA script of the bsc generator tonight

    If you are getting started examining Lua script of the game as it relates to Automata, you might want to check out the information in FFE6C952, FF1D4800, and FF85FBC9 found in SimCity_1.dat.

    @Cyclone Boom and I have been working on a new Lua project for the past couple of months in which we have extracted every single one of them and re-coded them to each be loaded directly from an external file rather than called internally.  This lets us tweak to our heart's content using the N++ editor rather than inside Reader. *:)

    We've tidied up the formatting in some and I'll attach the relevant files which are the most important for study:

    In those second two files, ignore the IF statements which test for (cmFlagPresent == 1). Those are code we added which allows us to track the start and end of each separate Lua module. *;)

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    17 minutes ago, CorinaMarie said:

    allows us to track the start and end of each separate Lua module. *;)

    wow! That maybe exactly what I need now, Thank you very much Cori! I will try to use them, honestly, even though I work for TOYOTA about 9 years as a IT stuff, but I'm not very good at programming. I just try my best to understanding them with the theory of computer. Tonight, I attempt to read the bsc can-am's LUA with reader, I can only understood small parts of them. And I tried to modify some parameters to see what does them influence the game. By now I think most of them are not the real reason of my issue. Later I will report some personal understanding with some screen-shot, Thank you again !

    -- Raymond

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    5es2iNo.jpg

    aE7A7e2.jpg

    In this picture above, I guess this part means

     count = 1,  

     rate = 1,

     rate_scale = RateScale.PER_WEEK,

     max_count = 1,

    everyweek(maybe the game time) generate 1 time with 1 ferry at most is 1

     ground_only = true,

    ground only lot

     use_lot_facing = true, lot facing the route direction

     radius = { 1, 5 },

    maybe when the lot turn the direction use that

     follow_rail = true,

     follow_road = true,

    }

    And also I checked the group_id, they are no problem I think.

    Then I change some of them as the picture shows right. then,

    KlDKhFs.jpg

    I found that it worked, the Numbers of the boat changed, but when I quit the game and reentered still no boat spawned by the stations, I need to rebuilt them to generated. Then I used reader opened the simdata1 copy the behavior part from a LUA, still the same.

    Then I think maybe the follow_road = true, means I need to built a road first and cover them with the can-am pieces. Because as you see from the picture above, even though the usage=0, the boats still came out, so maybe it means the movement of automata that run along the path, They travel routes. Road or Rail.

    Then I try this thougt with a whole new city and a Straight road covered by canal, This time is odd, The boat didn't came out even though I rebuilt the station, then I remembered Robin had said before, so I put the generating stations near corners or curves of the channels that they maybe appear easier. iADMwMA.jpg

    Then as the pic above, This time boats came out without rebuilt the station, they just came out when I built the corner can-am puzzle pieces.

    By now, I suppose that maybe the problem is not the LUA script I saw in this dat file, and I can also assume that It's also not a plugins compatible issue since there are only NAM and bsc generator left in my plugins when I was testing, I think maybe there is some where block the script generate automatically. or there are some triggers haven't be satisfied yet.

    Anyways, I will try your tools again. Thank you Cori, You are so thoughtful. I will report my attempts soon.

    Sincerely,

    -- Raymond

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    Please forgive me maybe many English mistakes above, It's just sometimes when you say or do something too soon then you making mistakes more easier. Frankly, I'm a little bit exciting now, Maybe It's because I found there are so many things unknown about this game. In-short, I just try my best as a newbie and I'd love to.*:D

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    I don't have everything installed to test this, but here's my idea for some things to tweak just to see the results:

    7010-1840b.jpg

     

    I've agree the rate_scale should be changed to per minute as you've done.

    Testing max_count = 20 is to create so many boats they would be hard to not see them. This might make a difference when re-loading a city tile. Ofc, if it does work with oodles of boats, then tweak it back down to maybe 2 or 5 or such.

    And the persist_offscreen is just something to try and see what it does.


    Edit: I checked with Google Translate and it doesn't do well with the word "oodles". That means a lot, or a bunch, or very many. *;)

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    1 hour ago, Raymond7cn said:

    I found that it worked, the Numbers of the boat changed, but when I quit the game and reentered still no boat spawned by the stations, I need to rebuilt them to generated.

    Nice deductive testing there you've done to explore the Lua code. *:)


    In addition to what @CorinaMarie recommended above...

    For the parts you've been experimenting with being:

    Canal Ferry Generator Lua.png


    I wonder if changing the rate there would allow more to be generated at once.

    The max_count as you'd edited would represent the maximum number of canal ferries which can be shown at any time. If editing the rate and it'd also be worth increasing this too. Otherwise the additional ones won't appear until those already shown disappear.

    Then the radius is the coverage area for where they'll be seen.

    It might be how this is a little too small so they only show nearby on the canal. Increasing this I suspect would cause more boats to appear in a wider area from the central point of generation (the source lot). For changing the "RateScale" to be PER_MINUTE and it was a smart idea also there as Cori said. Counting the duration it takes for a game hour to elapse and it seems to be 30 seconds in real time, which means proportionally every game minute occurs once every 0.5 seconds. That should be the regularity for how often the canal ferries are generated to appear, and then depending on the total which are already visible for whether additional automata (ferries) appear.


    Of course, this type of testing is is about finding a suitable balance. You've got a good process for editing to see how each value influences the results of what can be seen, and that's really at the heart of the programming process too. Great job with looking into this! *:8)

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    Dear @CorinaMarie and @Cyclone Boom ,

     I really appreciate your concern. I have read your replies and can understand most of them, those make me have some new ideas for the testing.

    5 hours ago, CorinaMarie said:

    I checked with Google Translate and it doesn't do well with the word "oodles". That means a lot, or a bunch, or very many.

    You are so thoughtful.

    5 hours ago, CorinaMarie said:

    persist_offscreen

    It's a good idea, I can't wait to test it.

    5 hours ago, Cyclone Boom said:

    Then the radius is the coverage area for where they'll be seen

    Thank you Cyclone, You remind me of this variable's misunderstanding before, Now I'm kind of understanding that, Thank you!

    I'd like to report a further progress of my attempt, I'm aware that sometimes After the generator spawned the boats by rebuilt, for example, 5 ferries+5 freights, then I quit the city or quit the game, I found that there is 1 Ferry or 1 freight boat generated when I enter the city. Then I quit and enter again, the generator stop generating them. This situation happened many times during my test.

    And I also began to study the NAM's CanAM_Plugin.dat file, There are some Effect Dir and SC4Path file, I guess maybe they have the relevant with the generator.

    All by my guess, I think the game load the exemplar, the exemplar point to the LUA, the LUA quote a exemplar by the group id, so I think maybe the problem happened before or after that progress, since the NAM and SG'CANAL, They are Reliable and most of users used them perfectly normal, Anyway, I'm still learning.

    Thank you Cori and Cyclone.

    -- Raymond

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    1 hour ago, Raymond7cn said:

    All by my guess, I think the game load the exemplar, the exemplar point to the LUA, the LUA quote a exemplar by the group id,

    Yep. I believe you are on the right track, but just a bit missing in the chain of pointing. *;)

    Here it is illustrated:

    7010-1844.jpg

     

    In any given Building Exemplar, a value in the OccupantGroups can point to the group_id of an automata.group. in Lua code. The source_building in said automata.group is poorly named because it does not really point to a building, but to the group_id of an occupant.group. in Lua code.

    And then the controllers of the occupant.group in Lua code is by name and that points to the block of code where you have tweaked the max_count and other variables.

    So it's like: The OccupantGroups points to the automata.group that points to a building called occupant.group that is not the same as OccupantGroups and is not a building.

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    1 hour ago, Raymond7cn said:

    There are some Effect Dir and SC4Path file, I guess maybe they have the relevant with the generator.

    Good guess there, and I like the way you're thinking this all through. *:)

    As it happens, I believe these aren't directly related to the automata modding with generators and attractors.

    With the Effect Dir and I'm aware how this is a very technical aspect of modding which hasn't been explored by too many people before. It's to do with the visual effects in the game, with how they're formulated to be displayed. It might include the sparkles on the water or the fireworks when starting a tile at the beginning. I believe the weather mods for AURORA and JUPITER were developed in this way, so that's something quite different than with the automata itself.


    For the SC4Path files, according to the Wiki page these are what control the routes for where automata can travel.

    This means they're associated with controlling their paths, but not the creation of said automata itself. As such the canal boats can follow along the paths which are defined separately in their own right. The actual generators are what provide the instruction for where the automata can go, and how long they're visible for.

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    5 hours ago, CorinaMarie said:

    The OccupantGroups points to the automata.group that points to a building called occupant.group that is not the same as OccupantGroups and is not a building

    I know that I made a horrible mistake with ' A ' and ' 0 '. I overlooked it. According your tips I made a pic below to understand more clearly.

    4 hours ago, Cyclone Boom said:

    The actual generators are what provide the instruction for where the automata can go, and how long they're visible for.

    Thank you my friends for guiding me, I mean it. I think you are my attractors.*:D

    fQtKOQ3.jpg

    -- Raymond

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    3 hours ago, Raymond7cn said:

    According your tips I made a pic below to understand more clearly.

    You've got it all correct. *:yes:

     

    1. Those Resource Key Type 0 = 0x5AD0E817, 0xBADB57F1, 0x0E110000 are a special case. :ooh:  The 0x0E110000 is referencing the Maxis Invisible Model. This is a way to convince a lot that it has a building, but said building does not show in the game. It's used when the lotter (the person making the lot) will be using props only.

    2. The SB_Canal_3x2_FreightTransfer_96e22fe0.SC4Lot is indeed missing the Exemplar Type. I've not seen one missing before. :O Perhaps it is a user informative item without being a game engine requirement. I'm confuzzled  (a play on combining the word "confused" and "puzzled").

    You can add the missing property using Reader. With that exemplar selected in the left side pane, right click in the right side pane somewhere in the white space to pop up a menu and select Add property:

    7010-1849.jpg

     

    In the Name field, select Exemplar Type:

    7010-1850.jpg

     

    Add the magic code of 0x00000002 which means "Buildings".

    7010-1851.jpg

     

    After applying (top Apply button first then lower left Apply button next) it will now be added:

    7010-1852.jpg

     

    Then, ofc, save the file.

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    This is unrelated to the current topic of discussion, but do you recall where you got this water tower?

    7010-1853.jpg

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    3 hours ago, CorinaMarie said:

    After applying (top Apply button first then lower left Apply button next) it will now be added:

    Dear Cori,  Yes I plan to do that, May I ask after applying and before saving should I reindex the exemplar, since I remembered Robin had taught me when I modified a T21 exemplar. Frankly I'm not very clear when to do it that is essential. I just do reindex everywhere. 

    3 hours ago, CorinaMarie said:

    This is unrelated to the current topic of discussion, but do you recall where you got this water tower?

    Yes I do remembered every moment in Simtropolis those months. It's about 2 mouths ago, I downloaded it from Simtropolis. it's a WZ's work, I will send the links soon, I downloaded every lots with the offline webpages.

    ======================

    There it is, Cori, I'm sorry may I ask why you ask this, Have no idea if this one is abnormal.

    wt1.jpg.2d72a51b0bef4a9711a4a43c77df15b6

    WZ-Old-Watertower

    -- Raymond

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    1 hour ago, Raymond7cn said:

    May I ask after applying and before saving should I reindex the exemplar,

    As I understand it, the reindexing is needed when making modifications to the LotConfigurations exemplar which is the type 0x00000010. For this question, if @rsc204 has said to always use it then I would take his word for it. He's been poking around inside the game much longer than I have. (In case you are wondering, my being an administrator of Simtropolis does not mean I know more about the game, but merely means the site owner trusts me to have access to all the underlying tools CB and I use to manage the site as well as direct access to the configuration and other files on the server. Sometimes we have to fix little glitches at the server OS (operating system) level. With regard to SC4 and the various tools like Reader, I'm just another member playing and tweaking (and learning) like everyone else.)

     

    1 hour ago, Raymond7cn said:

    There it is, Cori, I'm sorry may I ask why you ask this, Have no idea if this one is abnormal.

    Sure, you can always ask me questions. *;) 

    And the reason is I like the look of it very much and I feel it would go very well with my Cori's Castle region in much the same way as @justforfun's Horses! (and Carriages) became a welcome new addition when I posted this picture in a Showcase thread:

    img5711.jpg

     

    So, thank you for posting the linky to the water tower. I will download it and add it to my collection. *:)

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    1 hour ago, CorinaMarie said:

    And the reason is I like the look of it very much

    Oh, so that's why you want it, It's my pleasure, Cori, Glad to be helpful.*:D And I will visit your castle soon.*:thumb:

    1 hour ago, CorinaMarie said:

    the reindexing is needed when making modifications to the LotConfigurations exemplar which is the type 0x00000010.

    I think you are right, and maybe I miss that part from the Robin's instruction, Because as you know, I'm still a super newbie at that time with poor English. It's just recently I have made a little bit of progress by your helps. So I understand that point now and will try it someday. Thank you.

    =======

    And … I think I'm kind of closer to the truth.

    pls forgive me that I'll get into that later. since really messed with my head now. I'd like to show you some picture first.

    GDTmGF4.jpg

    5fyhsim.jpg

    PN9AwFr.jpg

    R4R5rvR.jpg

    IwGcFky.jpg

    hyAcGIM.jpg8QGE9rs.jpg

    Thank you my friends, It's really too late in china., I will think about all my test's process and explain the details tomorrow, see you soon.

    Best Regards,

    -- Raymond

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    29 minutes ago, Raymond7cn said:

    ps: have no idea why the ground's grass changed suddenly

    I know this one. *:)

    The terrain mod you are using is seasonal. This means that it will display different colors ranging from brownish to greenish depending on the game's time of the year. However, it only updates the terrain view when zooming in or out or when plopping, zoning, or laying out roads or rail lines. (Or when saving, exiting, and re-entering the city tile.) Also, the range of colors are selected based on the moisture content of the ground for each cell of the city tile which itself is based on the elevation and slope and wind direction. (If you are curious to see the underlying moisture content there's a mod and some pics in a thread about it I could prolly find the linky to.)

     

    29 minutes ago, Raymond7cn said:

    I will think about all my test's process and explain the details tomorrow, see you soon.

    Sounds good. I'll look forward to the details once you've rested and are ready to post again. Sleep well.

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    4 hours ago, CorinaMarie said:

    As I understand it, the reindexing is needed when making modifications to the LotConfigurations exemplar which is the type 0x00000010. For this question, if @rsc204 has said to always use it then I would take his word for it. He's been poking around inside the game much longer than I have.

    Generally speaking only necessary when changing the Indexed content itself. Each object on a lot has a unique ID, it is that which is indexed for whatever reason. If you change props/objects order here, for sure that will mean the index no longer matches, i.e. a corrupted index. This generally causes problems when trying to place the lot or will simply lead to no item in the relevant menu appearing. I've definitely run into problems, so I figure the two clicks it takes is both quicker and safer than finding out if you needed to do it later, then having to track the source of the error.

    Outside of that, certainly when not editing LotConfig Exemplars, this is unnecessary. You can if you can decipher enough of the Hex create lots without ever opening the Lot Editor (in PIM-X ideally). I often take a single Lot I've made in such an editor, then modify copies to make modular sets. I find it quicker at this level, but it's only really useful for specific types of items.

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    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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    Dear All, 

    I 'd like to continue my story. Yesterday There were so many boats automatically ran to me decently in a dream.*:D

    I will try my best to describe the test simply. Before that, I want to use [normal] and [abnormal] to represent the result, eg. [normal] for [everytime enter the game the boat running automatically],[abnormal] for [built a city with normal functional canal, quit, enter, the boat disappeared, rebuilt the terminal, boat came out, quit, again].

    Yesterday ①I followed Cori and Cyclone's tips modified some parameters of LUA, running the city, the boat came out, this [normal] result made me excited, I entered the city many times, the results were always [normal]. by the way, The city built with NAM30&BSC, I run it with NAM36&ALL plugins.

    ②I restored tweaks of the LUA one by one to see which one worked. then After I restored all of them, the result still is [normal].

    ③ Then I built a new city with NAM36&ALL plugins and ran it with the same, the result was [abnormal].

    ④ Today I reinstalled the NAM30, ran the city built with NAM30&ALL. the result was [normal].

    ⑤ I ran the city built with NAM36&ALL plugins, ran the city with NAM 30&ALL, the result was [abnormal].

    ⑥ I built a new city with NAM30&ALL, run it with NAM30&ALL, the result was [abnormal].

    ⑦ I restored the NAM36, I ran the new city built with NAM30&ALL, so ran it with NAM36&ALL , the result was [abnormal].

    ⑧ I ran the first city built with NAM30&BSC, ran it with NAM36&ALL, the result was [normal].

    ⑨ the step⑧ above, This time I saved and quit, the plugins folder was NAM36&ALL, re-entered, the result was [abnormal], fortunately, I bakup the Region before that, I restored the city map, entered, the result was [normal].*:???:

    By now, Frankly, It's a little bit odd. I've gone through more than I could ever imagine and out of my ability. It's too complex to me. I really need someone's help now. And I could send the always [normal] city to someone. This city built only with NAM30&BSC can-am. Thank you very much.

    Sincerely,

    -- Raymond

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    Dear All,

    I think maybe I'm getting closer to the truth again. *:idea: so Please ignore the post above, I will comfirm the reason by more tests. And report the result soon.

    -- Raymond

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