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I thought your idea was interesting!  👏👏👏

I'm going to test her in some town of mine in the future. I want to try to break the GRID of the game and make my citizens more realistic. FAR roads often have difficulties with zoning, but gradually new constructionis emerging to fit this type of road. Oh, thanks for sharing your idea!

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Whoa! This workarond is great! Something tells me this could also be a neat way to build pedestrianized residential districts, I definitely need to try it.

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Check out my content on the STEX

Or pay a visit to my Lot thread to see the projects I'm working on!

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This is really clearly written, thank you!
In the area we live there is an ongoing controversy about bus stops, those which are functional but don't look it because they have no signage or timetable, those which have been completely removed, and are defunct but still apear on the web timetables, and those 'ghost bus stops' which are neither functional, nor appear on the timetable but are fully present, complete with a fictional timetable and non existent bus number.
So life follows art!

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On 08/11/2022 at 8:14 PM, TheMurderousCricket said:

It will be of most use to those who wish to build large residential buildings along non-orthogonal roads, while keeping the immediate area visually / artistically appealing.

Zoning with Fractionally Angled (FA) networks works just fine, if you follow the intended method, the following screenshot shows the correct zoning patterns for FAR2 (top) and FAR3 (bottom) road networks:

FAR Zoning 001.jpg

As you can see the above setup leads to fully functioning connections for residential (or other) zoning, whether you have single or larger width lots:

FAR Zoning 002.jpg

This is done using the draggable FA-Roads, but essentially so long as the network tile touching a zone has the correct pathing, they provide a suitable connection for sims to enter/exit lots. Whilst the method I'm showing does mean you are somewhat restricted, since depending on the FA type used, you can grow at most 2 or 3 tile wide buildings. However it's worth considering that these are very commonly used footprints, which allow for all but a select bunch of the very largest Maxis buildings to grow.

The problem in the examples you've chosen to use, parts of your zones literally fail to touch any Network directly, you will always need some sort of work-around if your zones don't physically touch a network. Pedmalls are usually the simplest work-around for almost every scenario, but with a few caveats:

  • For a pedmall to provide a valid route, the network tile that meets them must have had special path modifications, to enable the sims to walk between the two.
    In practise this means your pedmall network must connect with a standard ortho or diagonal section of a network. Although in theory any connection could be made to work by simply modifying the path of the relevant network piece, to include these pedmall connections.
  • Where the above is not true, simply add a functioning transit stop, for example a Bus Stop or Subway Station, somewhere that touches the Pedmalls.
    Note this works with Roadtop stations like RTMT too, which often looks nicer/works better.

Of course with custom content, even more flexibility exists, for example I made a huge Residential FA complex which works by growing three lots together, it's pretty easy to grow as it doesn't use common zone sizes:

NBY_001.jpg

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Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

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

p.s. - I'm MGB over on SC4D and a member of the NAM team.

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    Good morning Robin and thank you for your contribution. Of course, the zoning you present is absolutely valid as well. However, my workaround is intended for many other situations where, for some reason, one cannot or simply does not want to build their cities this way. If you don't mind, I would like to address some of the points you brought up.

    1 hour ago, rsc204 said:

    Whilst the method I'm showing does mean you are somewhat restricted, since depending on the FA type used, you can grow at most 2 or 3 tile wide buildings.

    This is precisely the problem my method is addressing. It is impossible to, for example, build one of Matt's 4x4 luxury houses, 4x4 Brown Hi-Rises or some exotic residentials like these prefabs along either of the FAR types. That's because, as I mentioned already, some of the "slips" required for such buildings to grow will not have any road access. As a result, part of the area required for such buildings to develop will be unavailable to the game.

    Likewise, one will not be able to construct the 3-tile wide buildings along FAR-2, let alone diagonal roads which can connect a mere corner of a building.

    One of the reasons I started to work on this project was the fact that I couldn't get some of the larger buildings to work with non-orthogonal networks due to the limitations you describe. Of course, it is possible to build some other types of building near them but it's always some sort of an "either-or".

    So while what you are saying is true of many Maxis buildings, one is indeed still significantly limited to just certain building or footprint types when zoning near such networks. As far as I can see (I don't know, I could be wrong but it doesn't seem otherwise) it is not doable to have fully developed, larger than 3x3 housing without resorting to my proposal.

    1 hour ago, rsc204 said:

    The problem in the examples you've chosen to use, parts of your zones literally fail to touch any Network directly, you will always need some sort of work-around if your zones don't physically touch a network.

    This is actually fully intentional as a way of illustrating that one does not have to necessarily zone right along the "front-end" road tiles in order to be able to build up. The zoning you mention has been made on purpose and I personally believe that areas like these can have a tremendous positive impact on how a city looks like and be another way of "effing the grid". *:ducky:

    1 hour ago, rsc204 said:

    Where the above is not true, simply add a functioning transit stop, for example a Bus Stop or Subway Station, somewhere that touches the Pedmalls.

    Yes, but then you have an actual bus stop building every now and then, while the MBS serves as en empty tile which blends in with the surrounding pedmalls. Essentially, becoming a transit station which is indistinguishable to the outside viewer. Like @Edvarz says, creating (at least visually) "roadless" residential zones is a very tempting idea so it helps to have some extra tools and instructions to make it happen.

    I believe that both solutions are valid and there really is no one right way to obtain the fractionally angled residentials! It really depends on what one intends to do and what they feel more comfortable with. In some cases, careful zoning will do. But in other cases where one wishes to push their imagination or designs beyond the game's limitations, the MBS and the instructions provided here can be a welcomed change. *;) 

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    The "SimCity 4" vanilla Opera House is the most evil thing in existence. Avoid.

     

    My city journals! *:read:
    - SimCity: Tribalism - seven urbanization concepts clashed together
    Saving Magnasanti... - the most depressing city in history being revitalized

    Also worth checking...
    - "TMC's Drawing Board" - my city designs and plans.
     

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    Important notice!

    It looks like, as per my initial post, the grass-textured straight underground route under pedmall does not seem to "talk" to any of the MBS lots in any of the zoning settings discussed in my tutorial.

    Upon further investigating this issue, I determined that, for some reason, the grass-textured underground routes under pedmall will simply not work like all other underground routes do and ignore any traffic that would otherwise end on the MBS lot.

    I completely don't know why an exception like this exists. As you can see in the example below, all other underground routes and MBSs work just fine and in different combinations too. *:yes: However, the grass-textured routes simply refuse to work the same way and cannot be connected with any of the MBS pieces. Any residential lots along these grass-based underground roads will display either "no job" or "no road" zots and will fail.

     

    update.jpg.6cd5e2ed0b00f4d43bac06f03d90d08f.jpg

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    The "SimCity 4" vanilla Opera House is the most evil thing in existence. Avoid.

     

    My city journals! *:read:
    - SimCity: Tribalism - seven urbanization concepts clashed together
    Saving Magnasanti... - the most depressing city in history being revitalized

    Also worth checking...
    - "TMC's Drawing Board" - my city designs and plans.
     

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