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Solving the Plobbable Residential Housing Bug

h2LZTy.jpg

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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31 Comments




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3 hours ago, huzman said:

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§§§.

As long as the zone has sprouted a residential building then you can plop in the desired residential lot.

If the "no jobs" zot disappeared and the house remained occupied then clearly my method worked.

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OK, 3 days later...
I created a small town with your good trick.
Filling the zones with the corresponding ploppable prop right away. I got the No Job zot for a few days, the zots went away and within 2 months I had a population of close to 2000 souls. Let game run a while longer and one month to the next, the population dropped to ~500. Industry and Commercial lots went up with zero workers.
I gave up.
I forgot to mention that the zones contained ALL three R,C,I.

My main question now is: how to simplify the search and find the right prop for the right zone.

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10 hours ago, huzman said:

OK, 3 days later...
I created a small town with your good trick.
Filling the zones with the corresponding ploppable prop right away. I got the No Job zot for a few days, the zots went away and within 2 months I had a population of close to 2000 souls. Let game run a while longer and one month to the next, the population dropped to ~500. Industry and Commercial lots went up with zero workers.
I gave up.
I forgot to mention that the zones contained ALL three R,C,I.

My main question now is: how to simplify the search and find the right prop for the right zone.

It's best to mix in zoneable residential with plobbable residential. Plobbable residential does not provide any workers for commercial and industry- so any commercial and industrial buildings will become abandoned.

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22 hours ago, The British Sausage said:

Plobbable residential does not provide any workers for commercial and industry

Seems to be truth. So I started a brand new town with growable C & I zones. The Residential Zones are all 3, R§, R§§ and R§§§. More on this soon.

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2 hours ago, huzman said:

Seems to be truth. So I started a brand new town with growable C & I zones. The Residential Zones are all 3, R§, R§§ and R§§§. More on this soon.

Plopping in Commercial and Industry does not negatively impact growable residential. But ploppable residential will not send any workers to Commercial and Industrial zones.

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