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kwackwack

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    A long, long time ago...

Everything posted by kwackwack

  1. Eureka (for me at least)! I discovered two properties that determine what you see in the building query tool desireability properties. 0xCAB1CE3A, Sint32, GUI Query Tool: Desireability Range Low, [This value determines the low range for the desireability query tool when you click on buildings. There are 7 values, and they are read as follows: Pollution, Garbage, School, Hospital, Crime, Traffic Noise/Customer Count, Commute Time (same order as query box). For pollution, garbage and crime, desireability values less than the one specified in this property show up as 'High' in the query tool. Values greater than or equal show up as 'Medium'. For school, hospital and traffic noise/customer count, values less than show up as 'Low' in the query tool. Values greater than or equal show up as 'Medium'. For commute time, values less than show up as 'Long'. Values greater than or equal show up as 'Medium'.] 0xCAB1CE3C, Sint32, GUI Query Tool: Desireability Range High, [This value determines the high range for the desireability query tool when you click on buildings. There are 7 values, and they are read as follows: Pollution, Garbage, School, Hospital, Crime, Traffic Noise/Customer Count, Commute Time (same order as query box). For pollution, garbage and crime, desireability values less than the one specified in this property show up as 'Medium' in the query tool. Values greater than or equal show up as 'Low'. For school, hospital and traffic noise/customer count, values less than show up as 'Medium' in the query tool. Values greater than or equal show up as 'High'. For commute time, values less than show up as 'Medium'. Values greater than or equal show up as 'Short'.]
  2. Ok, I was told in the other thread to apply a naming convention to the properties I found. It took me a while to discover that this is the new thread. I'm going to try to apply as descriptive a name as I can, so here goes: 0x87CD6332, Uint8, Zone Function, [Defines the city business role or function that the exemplar affects. Values seem to work as follows: 0x01 = Residential 0x02 = Commercial Services 0x03 = Commercial Offices 0x05 = Industrial Resource (Agricultur) 0x06 = Industrial Dirty 0x07 = Industrial Manufacturing 0x08 = Industrial High Tech ] 0x87CD6300, Uint8, Zone Type, [References the zone type that is affected. Values work as: 0x01 = Residential 0x02 = Commercial 0x03 = Industrial ] 0x87CD6357, Sint32, Initial Desireability, [sets the initial desireability for the different zone functions (R, CS, CO, and I), before all the other desireability factors kick in.]
  3. Stage Caps Mod

    You're right, it could be something to do with this new patch. I still wonder, though, if this is a new problem that the patch introduced, or if the problem was something before that was preventing industry to fully apply the stage cap percentages that now is 'fixed'. In other words, is the reason that petrianas plants keep popping up because they are the only stage 3 farm buildings, and that at 100,000+ regional pop (my region is that large now) they are set to 60% for all farms, or is it just a new bug that makes them pop up even on brand new cities? Anyone find petriana's plants to pop up like that on a brand new region? Still, I do remember before I applied the patch that other farm buildings like Llama Ag & Bartlet Stables appeared with more frequency on my 3rd & 4th city than in my 1st & 2nd city (all my cities started off heavy on the agriculture). My first two cities were almost totally pumpkin acres. So, I still wonder, but it could be true that stage caps are only city wide and that there's something else going on. That was my original belief, anyways.
  4. Stage Caps Mod

    I used to think stage caps were only per city, but I have noticed for agriculture they seem to be for the entire region. The reason I believe this is because of the following: I started a region and created four cities to start off with. They were heavily weighted to agriculture, and when I started them off I saw tons and tons of pumpkin acres which I'm pretty sure are stage one. After developing these cities for a while, and created two more new cities, zoned agriculture, and immediately began getting lots and lot of petriana's plants, which I know are stage 3 IRs. One of the new cities is only buiding petriana's plants, right from its inception, and it only has about 500 IR jobs. So the regional population of farm jobs must contribute to stage cap. I'm not sure if this applies to the other types of zones, but if it does to farms then it would seem likely that it applies to the others as well. But then stage cap percentage and population don't seem like the only thing that determines how large buildings get, because I also have seen that desireability and commute time affects that too. Seems like the higher the desireability in a place, the more likely it will grow to a large building, and if sims can find jobs easily from a location, it will more likely grow large too.
  5. I had a city that was also about 80% green before I installed RH, then as soon as I installed it and played, the environment bar became all red. I've added new parks, planted trees, added a new water treatment plant, and have been developing more high tech and manufacturing industry, but the bar never changes. What I don't get is why it turned red after installing RH when it was so green before, especially since my city was way dirtier before too.
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