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I might create a thread, or rejuvenate one if one already exists, on the broader discussion of this question, but for a quick question here, do streets/roads/avenues have capacity limits when it comes to pedestrian traffic?

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2 hours ago, JeffSalisbury said:

I might create a thread, or rejuvenate one if one already exists, on the broader discussion of this question, but for a quick question here, do streets/roads/avenues have capacity limits when it comes to pedestrian traffic?

It theoretically depends on the specific traffic simulator you are using, but I've never seen one that does include pedestrians as traffic, with all certainty the Z simulator included with the NAM doesn't.

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17 hours ago, Jidan said:

Or try my mod, Cap Lifter. Sorry to interject my sponsor in my comment.

Hope it helps. Another culprit could be the tax on I-R tho if you experience it even in the start, it's indeed a bigger problem.

I'll give it a try! Thanks. 

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Hi everyone,

quick question : is there any setting to adjust the height of the snow when I have a snow mod.

Thank you


Albireo38

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3 minutes ago, albireo38 said:

is there any setting to adjust the height of the snow when I have a snow mod.

I presume you mean at what elevation it will appear rather than how tall the snow accumulation appears on the streets and against the buildings.

If so, yes, there is a setting in one of the exemplars where that can be adjusted.

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9 minutes ago, CorinaMarie said:

I presume you mean at what elevation it will appear rather than how tall the snow accumulation appears on the streets and against the buildings.

If so, yes, there is a setting in one of the exemplars where that can be adjusted.

Yes exactly.

what do you mean by "one of the examplars" ? Where can I find it ?


Albireo38

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1 minute ago, albireo38 said:

what do you mean by "one of the examplars" ?

In most files (under the hood) there are a collection of related settings stored in a container called an exemplar. The Snowline is controlled by two of them in the Terrain Properties Exemplar. To make adjustments to any of those properties requires an editor like iLive's Reader 0.9.3.

Here's an excellent tutorial which discusses the Snowline early in its narrative: Know Your Terrain: A simple guide to making the most of your terrain mod.

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23 hours ago, matias93 said:

It theoretically depends on the specific traffic simulator you are using, but I've never seen one that does include pedestrians as traffic, with all certainty the Z simulator included with the NAM doesn't.

The reason I ask, is I'm getting a weird situation with residential lots where, once moved from low density zoning to medium density, a number of the new lots, once grown, will show the "no roadway access" zot despite absolutely having roadway access.

All of my roadways at this point are streets as I've purposely built the city to not have any roadway connections from residential zones to comm or industrial ones except via subway, so 100% of the population HAS to use the subway to get to and from work.

Since all my roadways are streets, with barely any traffic due to the forced use of subways, I've been wondering if the "no roadway access" zots showing up when zones upgrade in density is due to too much foot traffic? 

Honestly at a loss here.

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3 minutes ago, JeffSalisbury said:

I've been wondering if the "no roadway access" zots showing up when zones upgrade in density is due to too much foot traffic? 

Keep in mind the "no roadway access" zot also doubles as a "can't find a route to a job" zot until the pathfinder routine runs and locates some place they can go.

I'm going to guess the new Sims who move in when the upgrade occurs are the trigger and simply running time will resolve it.

Or do the zots persists longer than 3 months?

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8 minutes ago, CorinaMarie said:

Keep in mind the "no roadway access" zot also doubles as a "can't find a route to a job" zot until the pathfinder routine runs and locates some place they can go.

I'm going to guess the new Sims who move in when the upgrade occurs are the trigger and simply running time will resolve it.

Or do the zots persists longer than 3 months?

The zots do persist longer than 3 months, and it has been happening right out of the gate. I've considered that forcing all sims to use the subway could be the underlying issue, but have ensured there are always jobs available and that the commute shouldn't be too long. I've checked other lots right next door, and their commutes all say short, so it is still a mystery to me. I'm running the latest NAM as well, so having this issue has really been puzzling.

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24 minutes ago, JeffSalisbury said:

The zots do persist longer than 3 months, and it has been happening right out of the gate.

Well, phooey.

However, since some adjacent homes do find jobs and are even a short commute, it makes me wonder if there are a sufficient number of jobs within reach which match both their wealth status and education level.

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1 hour ago, CorinaMarie said:

Well, phooey.

However, since some adjacent homes do find jobs and are even a short commute, it makes me wonder if there are a sufficient number of jobs within reach which match both their wealth status and education level.

It's possible it could simply come down to the pathfinder being unable to match the sims' wealth level with an appropriate job, but I've been very careful to ensure there are enough C and I zones a short subway ride away to circumvent lack of jobs once I start upping the density of the R zones.

I'll play with the density of the zones more when I'm able to hop back in to the city to see if any of the abandoned R's come back to life.

It's just weird as I've never experienced R lots abandoning with the "no road connection" zot before. Definitely have with the "no jobs" zot (that zot gives me nightmares).

Also, major props for using the word phooey.

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7 minutes ago, JeffSalisbury said:

It's just weird as I've never experienced R lots abandoning with the "no road connection" zot before.

I've found the more complex the city the more likely this can happen both with new zoning showing the car zots or (for me to a lesser degree) with redevelopment. Mine have worked out in time tho so it does seem like yours is manifesting more as a route pathing issue. (My best guess.)

Hopefully our experts might have better ideas than mine.

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22 minutes ago, CorinaMarie said:

I've found the more complex the city the more likely this can happen both with new zoning showing the car zots or (for me to a lesser degree) with redevelopment. Mine have worked out in time tho so it does seem like yours is manifesting more as a route pathing issue. (My best guess.)

Hopefully our experts might have better ideas than mine.

Because I'm only allowing subway connections between R and C/I zones, I've considered it might be causing complications for the route pathing engine. Still, I'd expect any abandonment that comes from it to be very temporary (maybe a few months after the lot develops). So far, this hasn't been the case.

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Hi guys! *:) How we can't eliminate totaly the bug of crime in large lots, is there a mod to eliminate (or reduce) police helicopter sound? :meh:


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19 minutes ago, carlosmarcelo said:

crime in large lots

3rd Beta - Crime and Police Station Fixes for ModPacc Zero

 

20 minutes ago, carlosmarcelo said:

... eliminate (or reduce) police helicopter sound? :meh:

Helicopter sound silencer and I'm sure CB made one too which had some other features?

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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)

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2 hours ago, CorinaMarie said:

3rd Beta - Crime and Police Station Fixes for ModPacc Zero

Is there any reason why this is still a beta and buried in the forums?  You have so many good mods in the forums that are hard to find and it'd be worthwhile to make as formal uploads.

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1 hour ago, Kel9509 said:

Is there any reason why this is still a beta and buried in the forums?  You have so many good mods in the forums that are hard to find and it'd be worthwhile to make as formal uploads.

Yeah. I kind of disappeared for two years and all CoriBoom production ground to a halt. (Then, too, there was minimal feedback in the thread so we sort of figured no one was really interested in it.)

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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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14 minutes ago, CorinaMarie said:

no one was really interested in it.

I know that sometimes, we have few answers, opinions, comments, .. on the presentation of a project. Let this not be a hindrance! Because I am sure that the community has dozens of players - shy and discreet ;-) - really interested in the CoriBoom Projects .. and I am part of them! ... Well ok, less shy and less discreet boy! héhé !

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5 hours ago, CorinaMarie said:

Helicopter sound silencer and I'm sure CB made one too which had some other features?

Checking my files (Everything search is so useful), it looks like this one from 2021:

Helicopter Sound Silencer v1.0.dat

It appears the key difference between the STEX mod is that modifies exemplar properties, whereas mine alters the TRK files directly to prevent the helicopter sounds being played. I seem to recall that helps prevent the helicopter sound persisting in specific cases.

 

1 hour ago, hugues aroux said:

I know that sometimes, we have few answers, opinions, comments, .. on the presentation of a project. Let this not be a hindrance! Because I am sure that the community has dozens of players - shy and discreet ;-) - really interested in the CoriBoom Projects .. and I am part of them! ... Well ok, less shy and less discreet boy! héhé !

Thanks for the support (and also to @Kel9509 for expressing interest).

Just to add on that note...
The good news is now both Cori and I are back active at ST, it does open the door for us revisiting such projects (along with exploring new ideas too). *:)

Of course, we have no timescale, so we'll have to just say someday in the future as Cori's schedule IRL is often chaotic nowadays.

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2 hours ago, CorinaMarie said:

Yeah. I kind of disappeared for two years and all CoriBoom production ground to a halt. (Then, too, there was minimal feedback in the thread so we sort of figured no one was really interested in it.)

Yeah @CorinaMarie and @Cyclone Boom you could say I'm pretty interested....

66ff1bb54d2fa_CoriDATs10_3_20246_28_43PM.jpg.a3dafb43619833a6ac501af5b54aa8b3.jpg

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2 hours ago, CorinaMarie said:

Yeah. I kind of disappeared for two years and all CoriBoom production ground to a halt. (Then, too, there was minimal feedback in the thread so we sort of figured no one was really interested in it.)

Your work of the mods is very important that I am incorporating them into CAM 2.5. So there is always a high interest in the mods you develop especially the mods that go to fix bugs

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5 hours ago, CorinaMarie said:

Helicopter sound silencer and I'm sure CB made one too which had some other features?

Thanks! Thanks! And thanks a lot! *:yes:

5 hours ago, CorinaMarie said:

3rd Beta - Crime and Police Station Fixes for ModPacc Zero

I'm sorry, I forgot this work that you and Cyclone did. But, I have some "problems" to solve before use this:

  • my polices stations are totally modified by me and I have others modified too; :whatevs: I will need see your modifications to reproduce in my police stations; 
  • now I'm doind a lot of tests with hospitals (soon I will publish) 
2 hours ago, CorinaMarie said:

Then, too, there was minimal feedback in the thread so we sort of figured no one was really interested in it.

I'm so sorry, I like to do tests, but I don't know what hapeen in this ocasiation. *:( When I'm going to do tests and I will return that topic.

12 minutes ago, Cyclone Boom said:

t appears the key difference between the STEX mod is that modifies exemplar properties, whereas mine alters the TRK files directly to prevent the helicopter sounds being played. I seem to recall that helps prevent the helicopter sound persisting in specific cases.

Thanks too a lot!! *:yes:

13 minutes ago, Cyclone Boom said:

he good news is now both Cori and I are back active at ST, it does open the door for us revisiting such projects

Yes, all people are happy with this. *:ohyes: But, how complement of @Kel9509 suggestion: in STEX could have a "beta session" to we find this gold files.

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13 minutes ago, Kel9509 said:

Yeah you could say I'm pretty interested....

9 minutes ago, Ulisse Wolf said:

So there is always a high interest in the mods you develop especially the mods that go to fix bugs

6 minutes ago, carlosmarcelo said:

STEX could have a "beta session" to we find this gold files.

Sounds like the start of a Cori Fan Club. *:P

 

As far as a separate STEX category for beta items, I'm guessing that'd be just as much work as making the official finished versions and giving them a proper CoriBoom™ presentation.

Maybe a compromise would work to start with? I might could gather a list of every file attachment I've made and post a list which shows the file name and which forum post it's attached to. That latter part would likely be important as almost none of the attached files would have any ReadMe or explanation.

Ofc, such a list might be quite time consuming to gather and then it might also be a burden to ask anyone to look over it so see if some files should be rushed to final production and given a proper STEX home.

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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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Short dumb question, one I've wondered for literally decades, and sorry if it's already been asked before (esp. by me!)

The game itself seems to encourage using Plazas (from the Parks menu) in Commercial zones (as opposed to parks). Does it actually matter? Or are parks equally viable in Commercial zones? (And are plazas equally viable in Residential?)

Thanks. :)


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38 minutes ago, c4bl3fl4m3 said:

Short dumb question, one I've wondered for literally decades, and sorry if it's already been asked before (esp. by me!)

The game itself seems to encourage using Plazas (from the Parks menu) in Commercial zones (as opposed to parks). Does it actually matter? Or are parks equally viable in Commercial zones? (And are plazas equally viable in Residential?)

Thanks. :)

Correct! See the tables in the Prima Guide (page 277). The large plaza gives +80 desirability to commercial and +35 to residential, while the large park green gives +30 to commercial and +75 to residential. They both have benefits for both zone types, but either one has higher benefits for a specific type.

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3 minutes ago, nos.17 said:

Correct! See the tables in the Prima Guide (page 277). The large plaza gives +80 desirability to commercial and +35 to residential, while the large park green gives +30 to commercial and +75 to residential. They both have benefits for both zone types, but either one has higher benefits for a specific type.

Good to know! Do most BATters stick with that? I have a TON of DLed parks and plazas from this site.

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20 minutes ago, c4bl3fl4m3 said:

Good to know! Do most BATters stick with that? I have a TON of DLed parks and plazas from this site.

If he created the lot with PIM-X then the values may vary since he uses algorithms to calculate bonuses and maluses

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19 minutes ago, c4bl3fl4m3 said:

Good to know! Do most BATters stick with that? I have a TON of DLed parks and plazas from this site.

There's really no way to tell without looking at a specific lot. I would venture that if it was created more recently with PIMX, probably yes. If it's a much older lot or created with the Lot Editor, it could be a toss up. With PIMX you are creating a totally new park from scratch so you choose park or plaza. With LE you must start from an existing one and inherit the properties of what you start from - if you started with a plaza and create a park, you're inheriting the properties of the original plaza, unless you manually tweak the values later.

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19 hours ago, c4bl3fl4m3 said:

Good to know! Do most BATters stick with that? I have a TON of DLed parks and plazas from this site.

If they’ve been downloaded the modding is a total free for all. Many didn’t know about how this worked or used exaggerated values or simply used a ‘template’ that doesn’t add effects. If you can’t peek at the modding, hopefully it’s clear in the documentation/description of the download. 

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