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jcohen

Grid showing all lots abandoned

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I am experiencing a very odd issue where in some of my cities, the data grid shows all of my buildings as abandoned even though there are no actual abandoned buildings. It also shows the fire hazard across the entire city as red. Everything else is normal and the city is growing just fine. Any suggestions?

System: Windows 10

Game Version: Steam Deluxe Edition

Spoiler

 

Mods list:
{
  "explicit": [
    "11241036:textures",
    "ac:mega-props-vol01",
    "ac:mega-props-vol02",
    "ac:mega-props-vol03",
    "ac:mega-props-vol04",
    "ac:mega-props-vol05",
    "ac:mega-props-vol06",
    "ac:mega-props-vol07",
    "ac:mega-props-vol08",
    "ac:mega-props-vol09",
    "ac:mega-props-vol10",
    "ac:mega-props-vol11",
    "ac:mega-textures-vol01",
    "ac:vlt-cargo-planes-vol01",
    "ac-jenx:essentials",
    "bripizza:aircraft-prop-pack",
    "bripizza:japan-airport-prop-pack",
    "bripizza:runway-resources",
    "bsc:bat-props-d66-vol10",
    "bsc:bat-props-d66-vol11",
    "bsc:bat-props-jenx-vol02",
    "bsc:bat-props-kwk-vol03",
    "bsc:bat-props-kwk-vol04",
    "bsc:bat-props-lil-vol2",
    "bsc:bat-props-mattb325-cottages-ornee-vol01",
    "bsc:bat-props-mattb325-cottages-ornee-vol02",
    "bsc:bat-props-mattb325-london-w2w-vol01",
    "bsc:bat-props-mattb325-mcmansion-vol01",
    "bsc:bat-props-mattb325-shopping-mall-pack-vol01",
    "bsc:bat-props-mattb325-small-modern-house-pack",
    "bsc:bat-props-mattb325-vol01",
    "bsc:bat-props-mattb325-vol02",
    "bsc:bat-props-mattb325-vol03",
    "bsc:bat-props-mattb325-vol04",
    "bsc:bat-props-mattb325-w2w-prop-pack-vol01",
    "bsc:bat-props-newman-inc-wfk-vol01",
    "bsc:bat-props-vdk-vol01",
    "bsc:bat-props-vdk-vol02",
    "bsc:bsc-parks-texture-pack",
    "bsc:census-repository",
    "bsc:essentials",
    "bsc:mega-props-aln-vol01",
    "bsc:mega-props-aln-vol02",
    "bsc:mega-props-aln-vol03",
    "bsc:mega-props-bsc-parks",
    "bsc:mega-props-cal-vol01",
    "bsc:mega-props-caliban-vol01",
    "bsc:mega-props-canals-cal-remastered-simgoober-style",
    "bsc:mega-props-canals-cal-stone-style",
    "bsc:mega-props-canals-simgoober-brick-style",
    "bsc:mega-props-carch-vol01",
    "bsc:mega-props-carch-vol02",
    "bsc:mega-props-carch-vol03",
    "bsc:mega-props-carch-vol04",
    "bsc:mega-props-carch-vol05",
    "bsc:mega-props-carch-vol06",
    "bsc:mega-props-carch-vol07",
    "bsc:mega-props-carch-vol08",
    "bsc:mega-props-cp-civics",
    "bsc:mega-props-cp-houses",
    "bsc:mega-props-cp-industrials",
    "bsc:mega-props-cp-vol01",
    "bsc:mega-props-cp-vol02",
    "bsc:mega-props-d66-vol01",
    "bsc:mega-props-d66-vol02",
    "bsc:mega-props-d66-vol03",
    "bsc:mega-props-dae-vol01",
    "bsc:mega-props-dae-vol02",
    "bsc:mega-props-dbssymn-vol01",
    "bsc:mega-props-dbssymn-vol02",
    "bsc:mega-props-dedwd-bsc-raised-parks",
    "bsc:mega-props-diggis-canals-streams-and-ponds",
    "bsc:mega-props-gascooker-vol01",
    "bsc:mega-props-gascooker-vol02",
    "bsc:mega-props-gaz-vol01",
    "bsc:mega-props-jbsimio-vol01",
    "bsc:mega-props-jbsimio-vol02",
    "bsc:mega-props-jbsimio-vol03",
    "bsc:mega-props-jen-p-vol01",
    "bsc:mega-props-jenx-vol01",
    "bsc:mega-props-jenx-vol02-paris",
    "bsc:mega-props-jenx-vol03",
    "bsc:mega-props-jenx-vol04",
    "bsc:mega-props-jenx-vol05-medieval",
    "bsc:mega-props-jes-vol01",
    "bsc:mega-props-jes-vol02",
    "bsc:mega-props-jes-vol03",
    "bsc:mega-props-jes-vol04",
    "bsc:mega-props-jes-vol05",
    "bsc:mega-props-jes-vol06",
    "bsc:mega-props-jes-vol07",
    "bsc:mega-props-jes-vol08",
    "bsc:mega-props-jes-vol09",
    "bsc:mega-props-jmyers-agriculture-vol01",
    "bsc:mega-props-jmyers-agriculture-vol02",
    "bsc:mega-props-jmyers-common-props",
    "bsc:mega-props-jrj-vol01",
    "bsc:mega-props-jrj-vol02",
    "bsc:mega-props-jrj-vol03",
    "bsc:mega-props-jrj-vol04",
    "bsc:mega-props-jrj-vol05",
    "bsc:mega-props-jrj-vol06",
    "bsc:mega-props-kevdan25-vol01",
    "bsc:mega-props-kwk-vol01",
    "bsc:mega-props-kwk-vol02",
    "bsc:mega-props-kwk-vol03",
    "bsc:mega-props-lil-vol01",
    "bsc:mega-props-mbear-vol01",
    "bsc:mega-props-mbear-vol02",
    "bsc:mega-props-mbear-vol03",
    "bsc:mega-props-mbear-vol04",
    "bsc:mega-props-mikeseith-vol01",
    "bsc:mega-props-mikeseith-vol03",
    "bsc:mega-props-misc-vol01",
    "bsc:mega-props-misc-vol02",
    "bsc:mega-props-misc-vol03",
    "bsc:mega-props-mjb-vol01",
    "bsc:mega-props-mjb-vol02",
    "bsc:mega-props-newmaninc-rivers-and-ponds",
    "bsc:mega-props-newmaninc-vol01",
    "bsc:mega-props-newmaninc-vol02",
    "bsc:mega-props-newmaninc-vol03",
    "bsc:mega-props-newmaninc-vol04",
    "bsc:mega-props-newmaninc-vol05",
    "bsc:mega-props-prepo-vol01",
    "bsc:mega-props-rt-vol01",
    "bsc:mega-props-rt-vol02",
    "bsc:mega-props-rt-vol03",
    "bsc:mega-props-rt-vol04",
    "bsc:mega-props-rt-wfk-n-vol01",
    "bsc:mega-props-rt-wfk-vol01",
    "bsc:mega-props-rt-wfk-vol01-cds",
    "bsc:mega-props-rt-wfk-vol02-wimps",
    "bsc:mega-props-rubik3-vol01-wtc-props",
    "bsc:mega-props-sg-heliport",
    "bsc:mega-props-sg-vol01",
    "bsc:mega-props-snm-vol01",
    "bsc:mega-props-snm-vol02-naval",
    "bsc:mega-props-swi21-vol01",
    "bsc:mega-props-swi21-vol02",
    "bsc:mega-props-t1-vol01",
    "bsc:mega-props-t1-vol02",
    "bsc:mega-props-t1-vol03",
    "bsc:mega-props-t1-vol04",
    "bsc:mega-props-w2w-vol01",
    "bsc:mega-props-ydr-vol01",
    "bsc:prop-pack-cal-ships-vol01",
    "bsc:prop-pack-cal-small-boats-vol01",
    "bsc:sg-mega-residentials-vol01-models",
    "bsc:sg-mega-residentials-vol02-models",
    "bsc:sg-mega-residentials-vol03-models",
    "bsc:sg-mega-residentials-vol04-models",
    "bsc:sg-models-adult",
    "bsc:sg-models-agriculture",
    "bsc:sg-models-civic-rewards",
    "bsc:sg-models-civic-services",
    "bsc:sg-models-department-stores",
    "bsc:sg-models-education",
    "bsc:sg-models-entertainment",
    "bsc:sg-models-grocery-stores",
    "bsc:sg-models-hotels1",
    "bsc:sg-models-hotels2",
    "bsc:sg-models-iht",
    "bsc:sg-models-im1",
    "bsc:sg-models-im2",
    "bsc:sg-models-large-stores",
    "bsc:sg-models-malls",
    "bsc:sg-models-medium-shops1",
    "bsc:sg-models-motels",
    "bsc:sg-models-offices-hirise1",
    "bsc:sg-models-offices-hirise2",
    "bsc:sg-models-offices-medium",
    "bsc:sg-models-restaurants",
    "bsc:sg-models-sainsbury",
    "bsc:sg-models-small-shops",
    "bsc:sg-models-transportation",
    "bsc:sg-models-utilities",
    "bsc:sg-models-w2w-commercials",
    "bsc:sg-urban-canal-props",
    "bsc:texturepack-cycledogg-vol01",
    "bsc:textures-vol01",
    "bsc:textures-vol02",
    "bsc:textures-vol03",
    "bsc:vdk-gevo-props",
    "bsc:vip-girafe-carpack-vol01-vol02",
    "bsc:vip-girafe-carpack-vol01-vol02-remastered",
    "bsc:vip-girafe-carpack-vol03",
    "bsc:vip-girafe-carpack-vol03-remastered",
    "bsc:vip-girafe-carpack-vol04",
    "bsc:vip-girafe-french-road-signs",
    "bsc:vip-girafe-urbanpack-vol01",
    "bsc:zero7-sunken-canal-props",
    "CAM:colossus-addon-mod",
    "csx:billboards-props",
    "csx:mega-props-vol01",
    "csx:mega-props-vol02",
    "csx:mega-props-vol03",
    "csx:mega-props-vol04",
    "csx:mega-props-vol05",
    "csx:mega-props-vol06",
    "csx:mega-props-vol07",
    "csx:mega-props-vol08",
    "csx:mega-props-vol09",
    "deezedgod:diego-del-llano-growables-2017-pack",
    "deezedgod:diego-del-llano-growables-2018-pack",
    "deezedgod:diego-del-llano-growables-2019-pack",
    "diego-del-llano:carlton-center",
    "diego-del-llano:carlton-hotel-johannesburg",
    "diego-del-llano:complete-collection",
    "fantozzi:colossus-farming",
    "ferox:euro-w2w-pack-bsc",
    "ill-tonkso:camden-heights-tower",
    "jaystimson:seawalls-v3",
    "jaystimson:seawalls-v3-props",
    "jenx:airport-mega-pack",
    "kingofsimcity:community-park-textures-1",
    "kingofsimcity:community-regional-park-pack-vol1",
    "kingofsimcity:community-regional-park-pack-vol2",
    "kingofsimcity:community-regional-park-pack-vol2-baseball-fields",
    "kingofsimcity:community-regional-park-pack-vol2-community-parks",
    "kingofsimcity:community-regional-park-pack-vol2-desolate-parks",
    "kingofsimcity:community-regional-park-pack-vol2-resources",
    "kingofsimcity:community-regional-park-pack-vol2-royal-trails",
    "kingofsimcity:community-regional-park-pack-vol2-soccer-fields",
    "kingofsimcity:community-regional-park-pack-vol2-softball-fields",
    "kingofsimcity:community-regional-park-pack-vol2-sports-complexes",
    "kingofsimcity:community-regional-park-pack-vol2-tennis-parks",
    "kingofsimcity:daggerstra-pack",
    "kingofsimcity:devlin-square",
    "kingofsimcity:diego-del-llano-growables-2017-pack-one",
    "kingofsimcity:diegos-puerto-vallarta-growables-icon-vallarta",
    "kingofsimcity:its-office-parks-280-executive-square",
    "kingofsimcity:its-office-parks-camden-heights-offices",
    "kingofsimcity:its-office-parks-cis-center",
    "kingofsimcity:its-office-parks-east-point-offices",
    "kingofsimcity:its-office-parks-folegate-leasings",
    "kingofsimcity:its-office-parks-holbourne-offices",
    "kingofsimcity:its-office-parks-ill-tonkso-plaza",
    "kingofsimcity:its-office-parks-lakeside-place",
    "kingofsimcity:its-office-parks-tonkso-corporate-park-trowbridge-offices",
    "kingofsimcity:its-office-parks-zurich-house-portsmouth",
    "kingofsimcity:medium-wealth-residential-and-commercial-combo-pack",
    "kingofsimcity:office-parks-mattb325-zurich-insurance",
    "kingofsimcity:office-parks-medium-wealth-pack",
    "kingofsimcity:office-parks-starter-edition",
    "kingofsimcity:sp-modular-parking-add-on-pack-1",
    "lowkee33:appalachian-terrain-mod-complete",
    "madhatter106:midrise-office-pack-collection",
    "mattb325:100-king-st-manchester",
    "mattb325:1329-carroll-ave",
    "mattb325:17th-st-washington-dc",
    "mattb325:17th-st-washington-dc-cs",
    "mattb325:1960s-diag-office",
    "mattb325:1970s-w2w-offices",
    "mattb325:324-clarence-st",
    "mattb325:45-east-avenue-rochester-ny",
    "mattb325:5657-wilshire-blvd",
    "mattb325:592-fifth-ave-nyc",
    "mattb325:85-elizabeth-st-sydney",
    "mattb325:8730-wilshire-blvd-los-angeles",
    "mattb325:890-park-ave-manhattan-ny",
    "mattb325:90a-miller-street",
    "mattb325:abercrombie-st-terraces",
    "mattb325:aero-department-store",
    "mattb325:ainslee-condos",
    "mattb325:alhambra-duplex",
    "mattb325:aliana-estate-growable-houses-pack",
    "mattb325:aliana-estate-prop-pack",
    "mattb325:alighieri-apts",
    "mattb325:almeda-townhomes",
    "mattb325:altair-apartments",
    "mattb325:american-cement-building",
    "mattb325:american-city-bank",
    "mattb325:american-stick",
    "mattb325:amestoy-building",
    "mattb325:amethyst-suites-and-inn",
    "mattb325:amora-hotel-sydney",
    "mattb325:amp-tower-sydney-cove",
    "mattb325:anzac-memorial-hyde-park-sydney",
    "mattb325:civic-offices",
    "mattb325:commercial-collection",
    "mattb325:commercial-collection-shared-resources",
    "mattb325:commercial-w2w-collection",
    "mattb325:commercial-w2w-collection-shared-resources",
    "mattb325:cruise-ship-terminal",
    "mattb325:modern-fire-station",
    "mattb325:residential-houses-collection",
    "mattb325:residential-multi-unit-collection",
    "mattb325:sac-commercial",
    "mattb325:terminus-pack",
    "memo:industrial-revolution-mod",
    "memo:submenus-dll",
    "mz:city-hall-fixes",
    "mz:opera-house-fix",
    "NAM:additional-transit-stations",
    "NAM:network-addon-mod",
    "NAM-team:tunnel-and-slope-mod",
    "ndex:dt-trees-pack-vol01",
    "ndex:its-mega-pack-vol01",
    "ndex:its-mega-pack-vol02",
    "ndex:its-mega-pack-vol03",
    "ndex:its-mega-pack-vol04",
    "ndex:its-mega-pack-vol05",
    "ndex:its-mega-pack-vol06",
    "ndex:its-mega-pack-vol07",
    "ndex:its-mega-pack-vol08",
    "ndex:its-mega-pack-vol09",
    "ndex:its-mega-pack-vol10",
    "ndex:its-mega-pack-vol11",
    "ndex:its-mega-pack-vol12",
    "ndex:its-mega-pack-vol13",
    "ndex:its-mega-pack-vol14",
    "ndex:its-mega-pack-vol15",
    "ndex:superstar-mega-pack-vol01",
    "ndex:superstar-mega-pack-vol02",
    "ndex:superstar-mega-pack-vol03",
    "ndex:superstar-mega-pack-vol04",
    "ndex:superstar-mega-pack-vol05",
    "null-45:advanced-water-management-dll",
    "nycc06:nycc06-commercial-collection",
    "peg:cdk-fire-dock",
    "peg:cdk-leveler",
    "peg:cdk-oww-commercial-style",
    "peg:cdk-oww-development-pack-vol1",
    "peg:cdk-oww-pond-and-stream-transitions",
    "peg:cdk-oww-seaport-village",
    "peg:cdk-oww-sv-ferry-landing",
    "peg:cdk-oww-sv-food-court-plazas",
    "peg:cdk-oww-sv-plaza-pack-1",
    "peg:cdk-oww-sv-plus-pack-1",
    "peg:cdk-oww-sv-random-shops",
    "peg:cdk-rec-fishermans-wharf",
    "peg:cdk-rec-prop-pack-1",
    "peg:cdk-rec-recreational-style",
    "peg:cdk-rec-seawall-kit-vol1",
    "peg:cdk3-algae-farm",
    "peg:cdk3-base-pack",
    "peg:cdk3-basics",
    "peg:cdk3-basics-cement-patch",
    "peg:cdk3-blackies-boatyard",
    "peg:cdk3-boatyard-resource",
    "peg:cdk3-capt-jacks-landing",
    "peg:cdk3-coast-guard-station",
    "peg:cdk3-coast-guard-station-resource",
    "peg:cdk3-collection",
    "peg:cdk3-fred-ginger-fishery",
    "peg:cdk3-fuerta-de-pego-coastal-battery",
    "peg:cdk3-functional-seaports",
    "peg:cdk3-garbage-docks",
    "peg:cdk3-garbage-docks-resources",
    "peg:cdk3-marinas",
    "peg:cdk3-master-seaport-controller",
    "peg:cdk3-old-wooden-waterfront-2",
    "peg:cdk3-puerta-de-pego-coastal-fort",
    "peg:cdk3-seaports-addons",
    "peg:cdk3-small-ferry-landing",
    "peg:cdk3-sp-1x-lots",
    "peg:cdk3-sp-barge-docks",
    "peg:cdk3-sp-break-bulk-dock",
    "peg:cdk3-sp-break-bulk-seaport",
    "peg:cdk3-sp-bubbas-bulk-and-barge",
    "peg:cdk3-sp-container-dock",
    "peg:cdk3-sp-container-seaport",
    "peg:cdk3-sp-container-ship-fleet",
    "peg:cdk3-sp-corner-docks",
    "peg:cdk3-sp-dock-bus-stop",
    "peg:cdk3-sp-pier-one",
    "peg:cdk3-sp-pier-seaport",
    "peg:cdk3-sp-ploppable-ships",
    "peg:cdk3-sp-rail-fleet",
    "peg:cdk3-sp-rci-lot",
    "peg:cdk3-sp-row-warehouses",
    "peg:cdk3-sp-seaport-super-pak",
    "peg:cdk3-sp-vandy-shipping",
    "peg:cdk3-super-pak",
    "peg:cdk3-vandy-shipping-company",
    "peg:cdk3-vehicle-pack-1",
    "peg:cdkm-1x-boat-storage",
    "peg:cdkm-boat-ramp",
    "peg:cdkm-chandlery-ic-corner",
    "peg:cdkm-dock-end",
    "peg:cdkm-dock-extension",
    "peg:cdkm-guest-services",
    "peg:cdkm-marina",
    "peg:cdkm-marina-docks",
    "peg:cdkm-parking-lot",
    "peg:cdkm-sport-fishing",
    "peg:cdkm-yacht-club",
    "peg:csk-add-on-3",
    "peg:csk-barges-prop-pack",
    "peg:csk-channel-stream-kit",
    "peg:csk2-3x-avenue-draw-bridge",
    "peg:csk2-3x-road-swing-bridge",
    "peg:csk2-addon-1",
    "peg:csk2-annabellelin-restaurant",
    "peg:csk2-annabellelin-restaurant-resource",
    "peg:csk2-fountains",
    "peg:csk2-locks",
    "peg:csk2-random-traffic",
    "peg:csk2-small-port",
    "peg:csk2-varible-width-canals",
    "peg:csk2-whats-up-dock",
    "peg:fort-pegasus",
    "peg:fountain-pack-1",
    "peg:hydroelectric-dam",
    "peg:lakeside-resort",
    "peg:lakeside-resort-props",
    "peg:lighthouse-island",
    "peg:mtp-forest-pack-1",
    "peg:mtp-high-wealth-growable-res-lodges",
    "peg:mtp-logging-resource",
    "peg:mtp-logging-roads",
    "peg:mtp-low-wealth-growable-res-cabins",
    "peg:mtp-ltusa-container-generator",
    "peg:mtp-ltusa-cross-roads",
    "peg:mtp-mayor-menu-logging-scenes",
    "peg:mtp-mountain-trail-fire-circle",
    "peg:mtp-mountain-trail-rail-crossing",
    "peg:mtp-mountain-trails",
    "peg:mtp-mountain-trails-rec-pack-1",
    "peg:mtp-old-school-house",
    "peg:mtp-parking-lots",
    "peg:mtp-random-pine-forest",
    "peg:mtp-random-woods",
    "peg:mtp-rural-roadways-mod",
    "peg:mtp-scenic-views",
    "peg:mtp-scenic-views-props",
    "peg:mtp-seasonal-woods",
    "peg:mtp-super-pack",
    "peg:mtp-tlc-rail-transfer-yard",
    "peg:mtp-urgent-care-clinic",
    "peg:oasis-park",
    "peg:observation-tower",
    "peg:oceanographic-institute",
    "peg:old-west-prop-pack",
    "peg:oww2-1x-plaza",
    "peg:oww2-1x-ramp",
    "peg:oww2-annabellelin-restaurant",
    "peg:oww2-bdk-beach-development-kit",
    "peg:oww2-bdk-beach-restrooms",
    "peg:oww2-bdk-rebalynns-beach-hut",
    "peg:oww2-captain-nemos-wild-ride",
    "peg:oww2-cop-dock",
    "peg:oww2-ferry-landing",
    "peg:oww2-fire-station",
    "peg:oww2-fishermans-wharf",
    "peg:oww2-fishing-pier",
    "peg:oww2-food-court",
    "peg:oww2-fountain-plaza",
    "peg:oww2-inner-corner",
    "peg:oww2-left-end",
    "peg:oww2-lighthouse-museum",
    "peg:oww2-observation-deck",
    "peg:oww2-outer-corner",
    "peg:oww2-outer-corner-type",
    "peg:oww2-parking-lot",
    "peg:oww2-pier-set",
    "peg:oww2-pier-set-1x-boat-dock",
    "peg:oww2-pier-set-1x-wing",
    "peg:oww2-pier-set-arcade",
    "peg:oww2-pier-set-base",
    "peg:oww2-pier-set-boat-pass",
    "peg:oww2-pier-set-head",
    "peg:oww2-pier-set-house",
    "peg:oww2-pier-set-lifeguard-tower",
    "peg:oww2-rci-boardwalk-base",
    "peg:oww2-rci-boardwalk-corners",
    "peg:oww2-rci-boardwalk-pier-fillers",
    "peg:oww2-rci-boardwalks",
    "peg:oww2-resource-pack-vol01",
    "peg:oww2-resource-pack-vol02",
    "peg:oww2-right-end",
    "peg:oww2-seaport-village-set",
    "peg:oww2-sv-2x-shops",
    "peg:oww2-sv-carousel",
    "peg:oww2-sv-corner-shops",
    "peg:oww2-sv-seaport-sammys",
    "peg:oww2-sv-seaport-village",
    "peg:oww2-to-oww-transitions",
    "peg:pier-set-volume-one",
    "peg:pine-trail-head",
    "peg:pond-kit-base-set-props",
    "peg:pond-kit-ii-deluxe-edition",
    "peg:pond-kit-transparent-patch",
    "peg:power-tower-pylons",
    "peg:ppond-avenue-draw-bridge",
    "peg:ppond-avenue-draw-bridge-resource",
    "peg:ppond-canal-kit",
    "peg:ppond-kit",
    "peg:ppond-kit-resources",
    "peg:ppond-scows",
    "peg:ppond-terrain-props-pack-1",
    "peg:ppond-water-mill",
    "peg:ppond-water-mill-resource",
    "peg:pponds-canal-kit-resource",
    "peg:pppond-lot-props",
    "peg:red-brick-mod",
    "peg:refuse-relocation-kit",
    "peg:rock-mod-ii-dark-basalt",
    "peg:rock-mod-ii-eroded-sandstone",
    "peg:rock-mod-ii-golden-sandstone",
    "peg:rock-mod-ii-mossy-granite",
    "peg:rock-mod-ii-weathered-granite",
    "peg:rr-rural-freight-station",
    "peg:rr-rural-rail-station",
    "peg:rr-service-yard",
    "peg:rr-whistle-stop",
    "peg:rtk3-rec-addon1",
    "peg:rtk3-recreational-style",
    "peg:rtk3-watertreatment-plant",
    "scag:aircraft-mega-pack",
    "scag:airport-auxiliary-mega-pack",
    "scag:dependency-alt-texture",
    "scag:mega-dependency-vol01",
    "scag:mega-dependency-vol02",
    "scag:road-dependency-pack",
    "scag:tmip-resources",
    "simmaster07:upgradeable-city-halls-dll",
    "skyscraper:888-7th-avenue",
    "skyscraper:broad-financial-center",
    "skyscraper:business-trade-center",
    "skyscraper:commerce-bank-complex",
    "skyscraper:concord-tower",
    "skyscraper:first-union-center",
    "skyscraper:global-office-center",
    "skyscraper:jing-guang-center",
    "skyscraper:jp-stevens-company",
    "skyscraper:lake-shore-views",
    "skyscraper:marble-tower-set",
    "skyscraper:models-pack-vol01",
    "skyscraper:models-pack-vol02",
    "skyscraper:models-pack-vol03",
    "skyscraper:models-pack-vol04",
    "skyscraper:models-pack-vol05",
    "skyscraper:models-pack-vol06",
    "skyscraper:new-world-trade-center-7",
    "skyscraper:park-avenue-plaza",
    "skyscraper:skyscraper-commercial-collection",
    "skyscraper:the-bay-gate",
    "skyscraper:the-exchange",
    "skyscraper:the-palm-building",
    "skyscraper:tower-49",
    "skyscraper:ubora-tower",
    "skyscraper:west-nitron-center",
    "tabi:mega-props-vol01",
    "tabi:mega-props-vol02",
    "tabi:mega-props-vol03",
    "ulisse-wolf:andisart-CAM-building-pack",
    "ulisse-wolf:building-style-art-deco",
    "ulisse-wolf:building-style-neo-futurism",
    "voltaire:rmip-resources",
    "zero7:industrial-pack-shared-resources"
  ],
  "variants": {
    "CAM": "yes",
    "driveside": "right",
    "nightmode": "standard",
    "roadstyle": "US",
    "bsc:bsc-parks-texture-pack:texture": "default",
    "CAM:colossus-addon-mod:version": "current",
    "CAM:universal-commercial-cap-fix:cap": "standard",
    "config:sc4-edition:edition": "Windows-digital",
    "kingofsimcity:its-office-parks-holbourne-offices:style": "standard",
    "kingofsimcity-its-office-parks-folegate-leasings:style": "standard",
    "mattb325:casa-de-manana:climate": "temperate",
    "memo:industrial-revolution-mod:enabled": "yes",
    "NAM:automata-controller:animation-style": "standard-persistent",
    "NAM:canals:style": "CAL",
    "NAM:controller:nam50-beta": "enabled",
    "NAM:maxis-highway:style": "default",
    "NAM:maxis-transit-lots:airport-capacity": "medium",
    "NAM:one-way-arrows:style": "single",
    "NAM:real-highway:enabled": "yes",
    "NAM:traffic-simulator:capacity": "low",
    "NAM-team:tunnel-and-slope-mod:difficulty": "very-easy",
    "peg:cdk-oww-development-pack-vol1:facade": "stone",
    "peg:cdk3-coast-guard-station:tree-appearance": "default",
    "peg:cdk3-sp-pier-one:lot-style": "water",
    "peg:one-flag-many-nations:flag": "Canada",
    "peg:outer-corner-type:shape": "square",
    "peg:refuse-relocation-kit:garbage-truck-skin": "orange",
    "scag:dependency-alt-texture:style": "us",
    "sfbt:essentials:tree-family": "Maxis-deciduous-trees"
  },
  "channels": [
    "https://memo33.github.io/sc4pac/channel/",
    "https://sc4pac.simtropolis.com/",
    "https://sc4evermore.github.io/sc4pac-channel/channel/"
  ]
}


 

abandoned.jpg


  Edited by CorinaMarie  

I put the Mods List in a spoiler box.
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8 hours ago, jcohen said:

I am experiencing a very odd issue where in some of my cities, the data grid shows all of my buildings as abandoned even though there are no actual abandoned buildings. It also shows the fire hazard across the entire city as red.

Both of these absolutely indicate I'm the culprit. :O 

In a thread somewhere there are alpha test files (not even beta yet!) where I was trying to come up with a way to show actual abandoned buildings. One of the attempts was to to vastly increase the flammability of an abandoned building and then use that in a modified data view to show them. This looks like an early version simply showing how everything could be given greater flammability. (Or, possibly, only RCI?)

I copied your mod list to N++ and went thru line by line deleting everything I knew for certain was not my mod and then nothing was left. This might indicate you installed it manually? Or somehow sc4pac has a linky to it, but doesn't mention it?

If you are good with Windoze Explorer and can do text searches within your Plugins, try to find:

  • cori
  • abandon
  • fire
  • flame
  • flammability
  • data
  • view

It's been way too many years ago for me to remember the exact file names of test ideas, but for certain it'll have a .dat extension.

Edit: While searching for an answer for something else, I've found the thread where the mod likely came from. It'll either be from the bottom on this post or another one later in that thread.

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    17 hours ago, CorinaMarie said:

    Both of these absolutely indicate I'm the culprit. :O 

    In a thread somewhere there are alpha test files (not even beta yet!) where I was trying to come up with a way to show actual abandoned buildings. One of the attempts was to to vastly increase the flammability of an abandoned building and then use that in a modified data view to show them. This looks like an early version simply showing how everything could be given greater flammability. (Or, possibly, only RCI?)

    I copied your mod list to N++ and went thru line by line deleting everything I knew for certain was not my mod and then nothing was left. This might indicate you installed it manually? Or somehow sc4pac has a linky to it, but doesn't mention it?

    If you are good with Windoze Explorer and can do text searches within your Plugins, try to find:

    • cori
    • abandon
    • fire
    • flame
    • flammability
    • data
    • view

    It's been way too many years ago for me to remember the exact file names of test ideas, but for certain it'll have a .dat extension.

    Edit: While searching for an answer for something else, I've found the thread where the mod likely came from. It'll either be from the bottom on this post or another one later in that thread.

    Thank you Cori! Let me go through and see what I can find and I will use the process of elimination and report back. I am pretty sure that I have only installed things via sc4pac, but I will also check on that, and I'll go through the thread you provided. I'll keep you posted.

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    Ok. So I found

    "CoriBoom's 36 Slot Building Styles UI - v0.46 Beta HA250411.dat" located in "Plugins\150-mods\null-45.allow-more-building-styles-dll.3.6.0-1.sc4pac"

    and

    "NetworkAddonMod_Abandoned_Buildings_Data_View.dat" located in "Plugins\770-network-addon-mod\6-misc\NAM.data-views.49.sc4pac\Abandoned Buildings Data View"

    I removed both but it did not change the existing cities. Removing the data views mod removed the Abandoned view, but the fire hazard is still red for all buildings.

    To make sure, I created a new region and started a new city. I made a zone for res and com, added schools, police, and then added 4 fire stations at full funding, and also enabled the smoke detector ordinance. The fire hazard started at dark orange and after 100 years, it was still dark orange.

    Oddly, even in the region that has some cities as all red, some cities are just dark orange. They all have excessive fire coverage and even with the above mods removed, nothing seems to effect the fire hazard. I can place 100 fire stations and it makes no difference.

    I will keep looking for possible culprits. 

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    @CorinaMarie - in reading through the discussion on that thread, and looking at the exemplars that are included with the NAM Abandoned Buildings data view, it seems like this may be part of the issue, though I cannot seem to figure out how to fix it. I removed the mod but for some cities, I still have all red flammability. In all others, I get dark orange, regardless of my fire coverage. I thought that I could set the flammability simulator exemplars back to default in the NAM dat and add it back, but that did not seem to help.

    This one 

    0x29b40134 Float32 Flammability multiplier, abandonment Flammability multiplier if building if abandoned

    was the only one that was different from the default (1.5) and it was 255, so I changed it to 1, saved, and added it back to the original location. I loaded one of the affected cities and plopped a few more fire stations and let it run. I saved, exited, then reloaded, but no change.

    It seems like the simulator exemplars are global so it would seem that changing the value should have immediate effect.

    Do you have any suggestions for fixing the issue? While it doesn't seem to impact gameplay, it does make it quite difficult to find actual gaps in my fire coverage.

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    7 hours ago, jcohen said:

    "NetworkAddonMod_Abandoned_Buildings_Data_View.dat" located in "Plugins\770-network-addon-mod\6-misc\NAM.data-views.49.sc4pac\Abandoned Buildings Data View"

    5 hours ago, jcohen said:

    I thought that I could set the flammability simulator exemplars back to default in the NAM dat and add it back, but that did not seem to help.

    A long while back, NAM did ask permission to include my Abandoned Building Dataview so that's where it came from and as such it should prolly be identical to DataView - Abandoned Buildings by Cori - v0.46 beta.dat as attached to the bottom of this post. If you would temporarily attach the NAM version, I'll download and compare them. (Once I get it, I'll edit your post to remove the file.)

    I've used my own copy of it for years and haven't had anything go goofy like you are experiencing. There is a Fire Realism Mod (FRM) which might do what you are seeing, but I'm certain you would know if you have it. Just in case tho, search for:

    • Real Fires Mod.dat
    • hot_summer.dat

    I did also work on my own version of such a mod and I was able to achieve something similar to theirs without having to modify fire stations. I'm 99% certain I never posted it anywhere as I wanted to discuss a potential collaboration rather than make something competing.

    I'm curious what would happen in your borked cities if you add my Fire Suppression mod? It's in post #7 after about the 5th picture. (This would only be for testing and not a suggested fix.) Then, too, what about a test with only the NAM Abandoned View in your plugins and start a new city?

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    1 hour ago, CorinaMarie said:
    • Real Fires Mod.dat
    • hot_summer.dat

    I've tested with these and they cannot be the cause of the trouble. *:no:


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    Thank you Cori! I have attached my version of the NAM data view, keeping in mind that I did change the value for  0x29b4013. It was 255 and I set it to 1 for testing. I will test the fire suppression mod as well.

    A couple of things I can add that might help narrow down the issue:

    - I had started with a fresh installation of SC4 and installed all plugins fresh using sc4pac

    - I created a new region where I went in to each city and did a flora blast to add trees, so the cities had dense tree coverage to start

    - While all the cities seem to be affected, most seem to be stuck at orange all over, but a couple are stuck at red all over

    - For those stuck at red, as soon as I started the city and started laying roads, I got the crime den and fire hotspot advisor message and had almost constant forest fires in the middle of nothing. I had not zoned anything and had no services yet. I thought it was just some weird randomness, but in all my years of playing sc4, this was the first time I encountered fires of any sort. This happened in all of the red cities, but there was nothing different about how I started these cities versus the ones that are just orange.

    Thanks again for your help!

    Cori Edit: I downloaded the file, then deleted it. *;) 

     

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    7 minutes ago, jcohen said:

    I have attached my version of the NAM data view, keeping in mind that I did change the value for  0x29b4013. It was 255 and I set it to 1 for testing.

    I got the file and then removed it from your post.

     

    5 minutes ago, jcohen said:

    - I created a new region where I went in to each city and did a flora blast to add trees, so the cities had dense tree coverage to start

    Btw, if you use @Null 45's DLLs, there's a really cool one where you can set it to automatically Flora Blast the moment you open a new city tile. *:) 

     

    8 minutes ago, jcohen said:

    - For those stuck at red, as soon as I started the city and started laying roads, ...

    How about sending me one of those city tiles? I'd like to see if I can see them in Red too. I'm getting the feeling there's some sort of weird unplanned glitch somehow.

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    I've compared the two files and the Exemplars are exactly the same (accounting for your numeric edit) with the exception of my original v0.46 version has a highlight mode of 0x00000009 (which is for transit stations).

    Here are the text outputs in case you are curious: Cori's Exemplar Viewer Output - 2026.02.17.09.37.zip

    So there's nothing there to account for the massive Red you are seeing. :lost:

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    2 hours ago, CorinaMarie said:

    Btw, if you use @Null 45's DLLs, there's a really cool one where you can set it to automatically Flora Blast the moment you open a new city tile. *:) 

    Whoa! How could I have missed that!

    Quote

    How about sending me one of those city tiles? I'd like to see if I can see them in Red too. I'm getting the feeling there's some sort of weird unplanned glitch somehow.

    Sure. I'll do this when I get home later.

     

    Also, I did download and drop the fire suppression ordinance dat into my plugin root, but it did not seem to work. I checked in the ordinance UI and there was no change. There was just the same Smoke Detector ord and then all the other regular ones. Is there something else that I need in order to enable it?

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    54 minutes ago, jcohen said:

    Whoa! How could I have missed that!

    It's the SC4 Auto Run Cheats - DLL Plugin and I did this under the [UnestablishedTile] section in the .ini file:

    CommandList=SimSpeedPause, Flora Blast 3000 3000 3000

    And then since I simply use Grid Coordinates for my city tile's names, I also start Mayor Mode before I save and return to the Region Screen. Separately under the [EstablishedTile] section I personally like:

    CommandList=NoCSI

     

    54 minutes ago, jcohen said:

    There was just the same Smoke Detector ord and then all the other regular ones.

    This'll likely be a Load Last type of trouble. It's quite likely other fix-it type mods might tweak the same Smoke Detector Ordinance and not need to rename it. Here's what mine'll look like when it shows up:

    imgW10-4326.jpg

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    I am wondering if something corrupted the flammability grid data in your save game.

    One way to test that would be to make a backup copy of your save game, then open the original in the Reader and delete the record with a type id of 0xE990C045. That will remove the saved flammability grid and force the game to recalculate it when the city is running. Note that I have not tested that, so I have no idea if removing that record will cause a CTD.

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    1 hour ago, Null 45 said:

    I am wondering if something corrupted the flammability grid data in your save game.

    One way to test that would be to make a backup copy of your save game, then open the original in the Reader and delete the record with a type id of 0xE990C045. That will remove the saved flammability grid and force the game to recalculate it when the city is running. Note that I have not tested that, so I have no idea if removing that record will cause a CTD.

    Ok. So I thought i'd give this a try. I opened the sc4 file in reader and found the entry for that type id. I right clicked and did "Remove File" as that was the only option I could really find (keep in mind that I am not a Reader power user). I saved, started the game and loaded the city.

    No CTD

    At first, the Flammability grid showed no colors at all so I let it run on cheetah for a few minutes. Eventually, some lots started coloring, but only a few sporadic across the city. Some municipal buildings show yellow where others don't. I have a bunch of random red spots across RCI and then my whole peg waterfront is red or orange. Interestingly, the orange lots on the waterfront are abandoned due to power for some reason even though they have power. The red lots on the waterfront are fine.

    abandoned2.jpg.72cf1d68997d2080408f17cab3dbf731.jpg

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    Welp. I think there is something systemic going on. After letting the city run for a little while, more red starting popping up. So it looks like it is slowly reverting back.

    I wanted to upload this city but it is 11mb zipped up.

     

    abandoned3.jpg.3d521fe42c692ec0c539a26adcee7391.jpg

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    4 minutes ago, jcohen said:

    Welp. I think there is something systemic going on. After letting the city run for a little while, more red starting popping up. So it looks like it is slowly reverting back.

    I wanted to upload this city but it is 11mb zipped up.

     

    abandoned3.jpg.3d521fe42c692ec0c539a26adcee7391.jpg

    Are you sure you're reading the chart correctly?

    Because the Fire Hazard chart identifies the hazard level of buildings regardless of whether they are abandoned or not.

    Also, did you install CAM in an already developed region?


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    3 hours ago, jcohen said:

    I wanted to upload this city but it is 11mb zipped up.

    Because of all the BATs and MODs and such you'll have installed, I was hoping for one of your basic cities which show the same massive Red Abandonment appearance, yet are not actually abandoned. Let me scroll up cause I seem to recall you started several new city tiles and saw the same trouble quickly...

     

    Yeah, here we go:

    13 hours ago, jcohen said:

    - While all the cities seem to be affected, most seem to be stuck at orange all over, but a couple are stuck at red all over

    - For those stuck at red, as soon as I started the city and started laying roads, I got the crime den and fire hotspot advisor message and had almost constant forest fires in the middle of nothing. I had not zoned anything and had no services yet.

    I got the impression these weren't massive hours-long creations, but something you'd see in the first few minutes of zoning and growing.

     

    3 hours ago, Ulisse Wolf said:

    Because the Fire Hazard chart identifies the hazard level of buildings regardless of whether they are abandoned or not.

    The standard Maxis Fire Hazard view will be lots of orange and yellow as you've mentioned, but there won't be any solid red. Here's one from essentially vanilla in the Berlin region:

    imgW10-4327.jpg

    ^ These colors are expected.
     

    Let's zoom in and I'll bulldoze some road intersections to cause abandonment to happen:

    imgW10-4328.jpg

     

    And here's how it looks using my Abandoned View (as built into NAM now).

    imgW10-4329.jpg

     

    Zoom out:

    imgW10-4330.jpg

     

    And compare to the Fire Hazard View:

    imgW10-4331.jpg

    ^ Notice how the Abandoned Buildings are solid Red because my mod sets their Flammability to 255.

     

    So the bug, if there is one, seems to be that @jcohen has city tiles in which that is getting turned on for all residential (and other zones and buildings?). I believe that's what we are trying to isolate. As such, we need to know the absolute minimal amount of Plugins (including DLLs) that it takes to recreate their Red cities.

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    4 hours ago, Ulisse Wolf said:

    Are you sure you're reading the chart correctly?

    Because the Fire Hazard chart identifies the hazard level of buildings regardless of whether they are abandoned or not.

    Also, did you install CAM in an already developed region?

    Yeah, I removed the NAM abandoned lots data view mod and now am only looking at the Fire Hazard view. I have 100% Fire coverage according to the city hall. I have desirability and the town is growing, but even buildings completely surrounded by fire houses will be red in these cities. There is literally not a growable lot that is not red and even ploppables are dark orange.

    In my case, I had a completely fresh install of SC4 and so used sc4pac to install all of my mods before I started any city or region. I installed CAM, NAM, BSC, PEG-CDK; all the usual suspects. I have a few different buildings, but no major "game altering" stuff other than CAM or NAM

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    3 minutes ago, jcohen said:

    I have 100% Fire coverage according to the city hall. I have desirability and the town is growing, but even buildings completely surrounded by fire houses will be red in these cities.

    Do keep in mind the Fire Coverage does not alter any building's flammability. It only reduces the odds of them catching fire. If using Maxis Fire Stations (or any Custom Content Stations which use the same suppression settings) then none should ever catch fire.

    So our real concern are the lots which show as 100% red in the Fire Hazard View. And that's all the Abandoned View is showing too. It's simply a Flammability Dataview, but with the threshold for display extremely high (as in well above the darkest orange of the vanilla fire view).

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    31 minutes ago, CorinaMarie said:

    Because of all the BATs and MODs and such you'll have installed, I was hoping for one of your basic cities which show the same massive Red Abandonment appearance, yet are not actually abandoned. Let me scroll up cause I seem to recall you started several new city tiles and saw the same trouble quickly...

    Yeah, here we go:

    I got the impression these weren't massive hours-long creations, but something you'd see in the first few minutes of zoning and growing.

    The standard Maxis Fire Hazard view will be lots of orange and yellow as you've mentioned, but there won't be any solid red. Here's one from essentially vanilla in the Berlin region:

    ^ Notice how the Abandoned Buildings are solid Red because my mod sets their Flammability to 255.

    So the bug, if there is one, seems to be that @jcohen has city tiles in which that is getting turned on for all residential (and other zones and buildings?). I believe that's what we are trying to isolate. As such, we need to know the absolute minimal amount of Plugins (including DLLs) that it takes to recreate their Red cities.

    Hi Cori. Yes, apologies for the confusion. The cities that are extreme as far as being all red are all fairly populated.

    I think rather than having everyone try to chase down the cause, I should try to recreate the issue using a small city in a new region based on my plugins exactly as they were when I started (ie with the abandoned lots view at 255, etc). It shouldn't be hard since I can use the same region map and even the same city tile. 

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    1 minute ago, CorinaMarie said:

    Do keep in mind the Fire Coverage does not alter any building's flammability. It only reduces the odds of them catching fire. If using Maxis Fire Stations (or any Custom Content Stations which use the same suppression settings) then none should ever catch fire.

    So our real concern are the lots which show as 100% red in the Fire Hazard View. And that's all the Abandoned View is showing too. It's simply a Flammability Dataview, but with the threshold for display extremely high (as in well above the darkest orange of the vanilla fire view).

    And really the only reason I care at all is that I can not see my actual coverage. It may just be that these few cities are hosed and this is the way they are. I've had worse happen.

    More than anything I am curious, so I think if I can reproduce it and then begin eliminating mods, that will be the most efficient path. 

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    2 minutes ago, jcohen said:

    More than anything I am curious, so I think if I can reproduce it and then begin eliminating mods, that will be the most efficient path. 

    Yes indeed. It's piqued my interest and I'd like to know what's going on as well. There could be some sort of internal conflict happening that no one has ever noticed before. And to complicate it, it might only be a particular combination of mods that causes the trouble. As such, it'll be much more difficult to isolate. :O 

    What is it the detective guy says? The game is afoot?

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    Ok. Just to add to the mystery -

    I restored everything to the way it was when I first posted. I added the abandoned data view mod back in it's original form and removed the fire suppression ord mod. I started a new blank region and started a city. I did a flora blast and then built some infrastructure. No issues with the flammability map. So then I removed power for a few things. Once they were abandoned, I expected to see them all red on the Abandoned Lots view, but oddly, that did not happen.

    abandoned4.jpg.52e1404d339ce8916e5ad0299686f8dd.jpg

     

    There is a port, some farms, and some industry that have all been abandoned for quite some time, yet there is no red. Also, in the Flammability view, they are also not red.

    abandoned5.jpg.6d53420e52323173797ac6fc83b0ae75.jpg

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    5 hours ago, jcohen said:

    Once they were abandoned, I expected to see them all red on the Abandoned Lots view, but oddly, that did not happen.

    Curiouser and curiouser! o.O

    It sure looks like 0x29B40134 is still set to zero and that's what was in effect as they abandoned, but those industrial should have at least their normal yellows and oranges in the Fire Hazard View.

    You might've read in that other thread that one of its weaknesses of my Abandoned View is that the ratio of the building to the lot has a great influence on whether or not the whole lot will show Abandoned Red. Like low density R$$$ simply will not because the house is way less than 50% of the total area. The larger farm lots are the same way and farm fields also won't show red cause their building is a tiny invisible speck.

    I've tested and it is as we'd expect for the Abandoned View.

    With the Original NAM Abandoned View (multiplier set to 255) and cutting power:

    imgW10-4337.jpg

     

    With the Multiplier set to zero:

    imgW10-4338.jpg

     

    OTOH, my Fire Hazard colors don't disappear like yours did:

    imgW10-4339.jpg

    ^ Here we are looking specifically at that Residential area and the small farm lots only.

     

    So there still has to be something weird going on. :lost: 


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    Ok. Finally. After all this time of testing, I was able to start a city from scratch and reproduce the original behavior.

    I started a new region and city. After adding a few streets, power, water, and a few small zones, I let the game run. Almost immediately fires started breaking out in the middle of nothing. Literally one after another.

    I was completely stumped because 1) I do not have the Abandoned Buildings view installed, and 2) I do have Cori's fire suppression mod and the ordinance is enabled.

    I wanted to post it, but even with barely anything in it, it is 5MB.

    Anyways, I was at wits end so I just hit the obliterate button and wiped out the whole city to start from scratch. Lo and behold, after adding water, power, some zones, let it run, and boom! fire's start breaking out and everything is completely red again on the flammability map. What you see in this pic is everything that exists in the city. There is a fire station, police station, and train station.

    abandoned6.jpg.c28ae5913ead31efed46f39282e112ec.jpg

     

    Both times I had the Fire Hazard view on and when I first hit the run button, everything was the normal yellow and dark orange until the first fire broke out in the forest. Immediately everything turned red.

    So bizarre since I have literally created dozens of cities trying to reproduce this and all the others are normal.

    I am going to obliterate the city again and see if it happens again. If so, at least I have a test case. I have the city exactly as you see it zipped up but it is still 4.5mb 

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    5 hours ago, jcohen said:

    I have the city exactly as you see it zipped up but it is still 4.5mb 

    That size is fine. Even the 11 MB would've been ok. For some reason my brain was seeing it like 111 MB and that was going to be way too big. My apologies on that. 5, 10, or 20 MB is ok for a test city file.

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    27 minutes ago, CorinaMarie said:

    That size is fine. Even the 11 MB would've been ok. For some reason my brain was seeing it like 111 MB and that was going to be way too big. My apologies on that. 5, 10, or 20 MB is ok for a test city file.

    Hi Cori. The max file size allowed is 2.5mb. Let me figure out where I can put it to share.

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    4 minutes ago, jcohen said:

    The max file size allowed is 2.5mb.

    Ah. For larger content I've used the free part of WeTransfer.com.


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