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Solving the Plobbable Residential Housing Bug

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Replies:

kschmidt: No I don't have the No Abandonment Mod. I have found a way to plop in LARGE amounts of residential without triggering abandonment of the plopped residential buildings. Thanks for your comment.

IL.: Size always matters... For a CJ... Ahem.

Talla 2XLC: Thanks for your comment!

Terring: Thank you!

TekindusT: Cheers! Green and wide I say!

kim026: Thanks!

Prophet42: Thank you! Everything I have shown has been done without using the Lot Editor. All it takes is the right BATs, LOTs and dependencies.

 

 

Entry 4: Plobbable Residential Abandonment Problem now Solved!

We are in for a treat today folks! I believe I have stumbled across a workaround which prevents plopped residential buildings (R$, R$$ and R$$$) from becoming abandoned.

 

1.

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Here is the area I will be infilling- to the left of the road going northwards.

 

2.

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Step 1: zone out a plot which matches the size of the residential lot to be plopped, in this case 3x3.

 

3.

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Step 2: Pick -- using the BuildingPlop cheat -- a residential lot. I have picked CP_VictorianSmallRes$$_12_Decid and from that the CP_R$$5_3x3_VictorianRow_12Hses. The lot is circled in red and looks good in medium density areas.

 

4.

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Step 3: Let residential buildings grow, make sure every one of these lots matches the size of our plopped residential lot. In this case 3x3. REMEMBER: this step is the MOST important of them all!!!

 

5.

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Step 4: Pick the residential lot from the BuildingPlop cheat list and plop in the lot exactly upon the 3x3 plots. Press cheetah speed, watch the months go by and voila! No No Job Zot and no abandonment! As long as there is a residential lot which is grown and matches the lot size of the residential lot you wish to use- your plopped residential lot will not become abandoned.

 

6.

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And that's it! Now the next step is to complete this area and one thing with this particular housing lot are the street tile textures emerging from the middle of the lot. I create false intersections using the elevated rail pieces: elevated rail connected to elevated rail over street. Demolish the elevated rail section and what is left behind is a 1x1 street segment which isn't rounded.

 

7.

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Looks better with those false intersections doesn't it? Lastly we pretty up the area to the left and add some W2W shops plus carparking on top to finish off this city block.

 

8.

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It's a very simple layout which works thanks to the fabulous lotting and batting of the content creators.

 

9.

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Here are some examples of residential plopping in action.

 

10.

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11.

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12.

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So to conclude: no more waiting around for the residential buildings you want, no more abandonment of plopped residential buildings AND a chance to use every residential building listed in the BuildingPlop menu.

Please let me know in the comments whether you are able to replicate (copy) this in your cities.

Please also note that if abandonment occurs due to low desirability, traffic noise, crime, pollution, garbage or radiation then I suspect these plopped residential buildings will remain abandoned even if desirability improves. Whereas normal zoned residential buildings which are abandoned can become reoccupied again.

One unknown is how plopped RCI will react on a massive scale or on a ubiquitous scale. I would say at least a third of my residential buildings in Pololomia are plopped and my plopped commercial and industrial buildings have not been adversely effected.

So your feedback will be most useful!

Thanks, and if this cheat works for you then your whole SC4 gaming experience is about to be RADICALLY CHANGED!

Enjoy!!!

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Nice job!! I really like those Victorian era terrace houses. BTW, what terrain mod do you use?

—SC4L0ver.

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12 hours ago, SC4L0ver said:

Nice job!! I really like those Victorian era terrace houses. BTW, what terrain mod do you use?

—SC4L0ver.

I use Gobias' Sudden Valley terrain mod.

 

5 hours ago, frdrcklim said:

I'm gonna sticky this incase I forget *:P.

Let me know if it works!

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May I ask where you got those victorians?  Those are amazing...I have huge sections of my city I now want to rebuild lol.  Thanks!

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If your method of creating ploppable non-abodandoned residential areas...well that's a game changer!!  Have you used the route query to see if sims are actually commuting from the plopped residential?  That would for sure prove your method works.

And BTW, great pictures!!  I like the attention to detail you put into every shot.

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2 hours ago, nycsc4 said:

May I ask where you got those victorians?  Those are amazing...I have huge sections of my city I now want to rebuild lol.  Thanks!

I got them from the BSC LEX- https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3498.

1 hour ago, Prophet42 said:

If your method of creating ploppable non-abodandoned residential areas...well that's a game changer!!  Have you used the route query to see if sims are actually commuting from the plopped residential?  That would for sure prove your method works.

And BTW, great pictures!!  I like the attention to detail you put into every shot.

I have checked the transport/route query and nothing comes out of the houses, though I will check again. However, I have noticed traffic spawning from these buildings despite no actual traffic being detected my the transport/route query.

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Beautiful residential zones here, those victorian houses looks pretty good.

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16 hours ago, The British Sausage said:

I got them from the BSC LEX- https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3498.

I have checked the transport/route query and nothing comes out of the houses, though I will check again. However, I have noticed traffic spawning from these buildings despite no actual traffic being detected my the transport/route query.

Thanks!  So I guess you lotted the ones I see here yourself and made them into plopables?

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7 hours ago, nycsc4 said:

Thanks!  So I guess you lotted the ones I see here yourself and made them into plopables?

No! Every RCI building can be plopped in using the BuildingPlop cheat. The buildings you see here have been lotted by their creators: C.P., Simcoug, etc.

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This method of letting growable buildings of matching size develop and then plopping over them is, in fact, pretty old. Throughout the years, there have always been claims made by some folks that it worked for them. Yours is the second one that's backed up by actual pictures, though.

However, every time I tried it exactly like this, it failed to work - and apparently I was not the only one to experience this, because it is one of the most desired features and would have been widely adopted if it had been found to work reliably for everyone, or so you should think.

The fact that you don't see any Sim getting out of the building when querying the lots with the Route Query tool shows once again that the basic problem with ploppable lots persists: While workers can enter the lot, nothing can leave it. This is why commercials work best as ploppables: They need workers to enter the lot, but nothing to leave it. Plopped industry will show freight trips as "long" because while the workers are able to enter the lot, the freight generated can't leave it. Residential lots don't have anything entering them, but they have the Sims leaving them to find work. Remove that possibility, and they should normally abandon. Now, since not every Sim actually needs to have a job (think of children and elderly people, for example) a lot may actually not abandon every single time, but generally it should. I have never seen such a large amount of plopped lots not abandoning.

In any case, I will try again, though. I'm pretty busy testing stuff anyway, so I might as well try once more.

Once I'm commenting, I might as well add that I like the pictures you are showing, not to mention your avatar/nick combo makes me smile every time. *:D

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6 hours ago, T Wrecks said:

This method of letting growable buildings of matching size develop and then plopping over them is, in fact, pretty old. Throughout the years, there have always been claims made by some folks that it worked for them. Yours is the second one that's backed up by actual pictures, though.

However, every time I tried it exactly like this, it failed to work - and apparently I was not the only one to experience this, because it is one of the most desired features and would have been widely adopted if it had been found to work reliably for everyone, or so you should think.

The fact that you don't see any Sim getting out of the building when querying the lots with the Route Query tool shows once again that the basic problem with ploppable lots persists: While workers can enter the lot, nothing can leave it. This is why commercials work best as ploppables: They need workers to enter the lot, but nothing to leave it. Plopped industry will show freight trips as "long" because while the workers are able to enter the lot, the freight generated can't leave it. Residential lots don't have anything entering them, but they have the Sims leaving them to find work. Remove that possibility, and they should normally abandon. Now, since not every Sim actually needs to have a job (think of children and elderly people, for example) a lot may actually not abandon every single time, but generally it should. I have never seen such a large amount of plopped lots not abandoning.

In any case, I will try again, though. I'm pretty busy testing stuff anyway, so I might as well try once more.

Once I'm commenting, I might as well add that I like the pictures you are showing, not to mention your avatar/nick combo makes me smile every time. *:D

Here's my experience: my plopped industry has never become abandoned due to "long" freight trips. My plopped commercial provides jobs for residents. And (recently with Pololomia using the method) my plopped residential spawns automata on the streets- even though the transport query says nothing is coming out of these plopped residential buildings.

Yet I have several city blocks of plopped residential which have lasted for years and years (simulation time) and not become abandoned or showed the "no job" zot. Clearly these sims are getting jobs BUT I think there may be some kind of ghost commute happening. With my method, and my experience, it could be that the demand side is being satisfied by numbers alone: as long as there vacancies to fill then plopped residential buildings will help to fill up those vacancies. Maybe though.

Thus the commute has been taken out of the vacancies/employment equation. Though this is conjecture at this point as I don't understand the core gaming mechanics under the surface.

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One test you could do to see if the plopped residential is in fact 'ghost' commuting is create a single street.  On one end, plop a residential using your method and on the other end let a commercial building grow.  After a few Sim months or years, see if the commercial buiding actually has any workers.  Again you would have to use the route query, since the normal query only shows how many jobs are currently possible.

However it turns out though, good investigative work!!

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16 hours ago, The British Sausage said:

Here's my experience: my plopped industry has never become abandoned due to "long" freight trips. My plopped commercial provides jobs for residents.

Yet I have several city blocks of plopped residential which have lasted for years and years (simulation time) and not become abandoned or showed the "no job" zot.

Yes, the first part I quoted is true without doubt. While long freight trips will lower desirability somewhat, they do not lead industry to abandonment. Plopped commercials work without restriction because, as I wrote, they don't require anything to be able to leave the lot. They are simply unaffected by any difference between growing and plopping.

The latter part is what puzzles me (and not only me, I guess) because so far I have invariably been unable to replicate it. I haven't had time so far, but maybe tonight I'll be able to conduct another test.

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This whole plopable Res thing is starting to sound more and more like a job for simmaster07.

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OK, so I finally found some time to test. This time it was a partial success indeed. I haven't tested for too long or with too many lots, but when I stuck to the same type (residential in this case), wealth (I tried R§§ and R§§§), lot size, and orientation, I could finally replicate your results: The buildings would not abandon even after several game years at cheetah speed passed by, but they no longer contributed to the simulation in any way that I could see - no commuters, no nothing.

If this works on a bigger scale, it will enable far more creative freedom, but on the other hand it might cause trouble when you have too few grown lots to support your commercial and industrial buildings. I guess the best applications would be either for static "showcase" cities where you don't even run the simulation, or simply to fill gaps in simulated cities so you get the desired buildings in key places / on stubborn lots while not messing up the simulation too much.

Now it would be interesting to hear how others fared, and I'll also check again to gather some more data.

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59 minutes ago, T Wrecks said:

OK, so I finally found some time to test. This time it was a partial success indeed. I haven't tested for too long or with too many lots, but when I stuck to the same type (residential in this case), wealth (I tried R§§ and R§§§), lot size, and orientation, I could finally replicate your results: The buildings would not abandon even after several game years at cheetah speed passed by, but they no longer contributed to the simulation in any way that I could see - no commuters, no nothing.

If this works on a bigger scale, it will enable far more creative freedom, but on the other hand it might cause trouble when you have too few grown lots to support your commercial and industrial buildings. I guess the best applications would be either for static "showcase" cities where you don't even run the simulation, or simply to fill gaps in simulated cities so you get the desired buildings in key places / on stubborn lots while not messing up the simulation too much.

Now it would be interesting to hear how others fared, and I'll also check again to gather some more data.

I'm glad the buildings didn't abandon! If you can test it on a larger level and the residential buildings still don't abandon then we're on to something.

I think it would complement areas of the city- mix in some growable residential to get the traffic flowing and make sure more than half of all residents live in growable residential buildings.

Even if this method works best on a smaller scale then it will still save players a lot of time trying to fill in those stubborn residential zoning lots.

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It's certainly helped me in my Helsinki Remake.  There are a few lots I want to use but I can't for the life of me get to grow, so I've plopped them using this method instead.

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13 minutes ago, younghappy said:

It's certainly helped me in my Helsinki Remake.  There are a few lots I want to use but I can't for the life of me get to grow, so I've plopped them using this method instead.

That's good to hear! And they haven't become abandoned when you turn on the simulation?

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2 minutes ago, The British Sausage said:

That's good to hear! And they haven't become abandoned when you turn on the simulation?

So far so good, but I had a few unrelated CTDs, so I didn't get to test it out extensively.

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Bug ?!? perculier, jou make gowable´s the same size like the plopable run the simulation, stop replace with the plopable and run it forever without abondonement ! Economicly, the moment you add the growable need to be in the tripple residential category as there´s no higher available to be accepted, they will not actually count for the figures ? Commercial and industrial somehow don´t have this problem as there allmost allways used. Hi-Tech has the perculier problem if there´s not good enough scaled personel there no employment only robots !

Sincerely yours,

kschmidt

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Yes, That's them! Are they from @The British Sausage? (just checked: he is the genius)
I'm testing this in a City dedicated to this ground breaking idea.
Let me download this, understand the plopable lots, tweak it around and so on...
I'll be back to this great break thru as I find it momentous, surprised how little feed back it has gotten.

There's a lot questions of course: CTD? More?
I tried this a while ago and I burnt my fingers. If this is right on I will be vindicated.
I think the answer is laying the R lots before ploping the lots before ploping the houses.

Thanks you'all!
See you tomorrow!

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3 hours ago, kschmidt said:

Bug ?!? perculier, jou make gowable´s the same size like the plopable run the simulation, stop replace with the plopable and run it forever without abondonement ! Economicly, the moment you add the growable need to be in the tripple residential category as there´s no higher available to be accepted, they will not actually count for the figures ? Commercial and industrial somehow don´t have this problem as there allmost allways used. Hi-Tech has the perculier problem if there´s not good enough scaled personel there no employment only robots !

Sincerely yours,

kschmidt

Did you try my method kschmidt? If so did you reproduce/replicate/copy my results? Thanks.

 

3 hours ago, huzman said:

Yes, That's them! Are they from @The British Sausage? (just checked: he is the genius)
I'm testing this in a City dedicated to this ground breaking idea.
Let me download this, understand the plopable lots, tweak it around and so on...
I'll be back to this great break thru as I find it momentous, surprised how little feed back it has gotten.

There's a lot questions of course: CTD? More?
I tried this a while ago and I burnt my fingers. If this is right on I will be vindicated.
I think the answer is laying the R lots before ploping the lots before ploping the houses.

Thanks you'all!
See you tomorrow!

Zone the lot size. Let the zone lot grow. Plop in the plobbable house of the same lot/zone side. Profit!

Hopefully there will be no "No Job" sign.

This method will NOT cause CTDs!

Good luck!

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On 10/30/2017 at 10:57 PM, The British Sausage said:

Zone the lot size. Let the zone lot grow. Plop in the plobbable house of the same lot/zone side

I started playing with this tip in mind. And this @The British Sausage's message is the first of many questions I have, OC.
You said: "Zone the lot size but don't plop anything. Let the zone lot grow, how long? Then plop in the plobbable (sic) house etc...
(Bold are my comments).
OK. I did just that. After only a few months, the zones got filled with growable homes. That means that one should plop over them? When?
I did, plop over growable. I got a lot "no jobs" for a few months and the Zots disappeared.

BTW, should Ploppable & Growable be shortened to P&G? And Growable to G? Or something like it.

More to come, with the results of my experiences, which include R§, R§§ and R§§§, as well C§, C§§ and C§§§.

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