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0 Clean SlateAbout Dr_ExK
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Freshman
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hahaha so funny ... a change of pace from the rigorous experiments
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rezi, it's a nice experiment . However, I think it's difficult for outsiders to rationalise the path finding algorithm if it has a programming bug, like having a '+' where you're supposed to have a '-', or using '=' instead of '==' in an 'if' statement, etc. Whatever conclusion we try to draw would be flawed, if the rationale simply didn't exist in the first place. I feel that there are still plenty of programming bugs in the code.
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is the use of mod able to shed a light on the cause of the bug?
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hi sharr, what is 'a grid of transportation islands' ???
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hi 7trumpet, as I've not experimented with region play, the validity of my comment is only valid for a standalone, mixed city: (i) car zots: I've never had a problem with this bug. They appear all the time, but after the zones have been developed, they disappeared. The car zots bug is almost insignificant compared to the jobless zots. (ii) jobless zots: Your insights are all very valid, but definitely don't explain the situations of our cities. Our cities have very very low traffic volume. My city had an average commute time of 35 (sirtokalot's is 12+), and the traffic overlay was completely green. I also had some undeveloped zones very close to the jobless zots. But they simply wouldn't develop. Also, the problem seems to strike suddenly and instantly just after a city is reloaded, as you can observed on sirtokalot's city. of course we've taken care of other stuff, like power, water, schools, parks, hospitals, police, etc etc (they are almost a yawn to mention now ....)
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hi abby, I've high respect for your work, and 7trumpet's (among other new participants whose names I've recklessly forgotten for the time being) 'relaying road' is just one trick suggested by Tropod. Where no job zots show up, Tropod suggested that we re-lay (as in, lay again) the roads in front of the them. The trick didn't work for me. This no job zots problem seems to be the most severe when you reload a city that was fine when you saved it.
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oh yeah, just wanna say that I've exactly the same problem .
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hi sirtokalot, I guess I'm more interested in this prob than anyone else, and thank you so much for trying out a mixed city Many mayors look at the query box and quick to conclude that a no-job zot is due to long commute as soon as they see a 'long'. However, I've long suspected that no job is caused by the interplay of path finding bug and another bug. By assuming that it's primarily caused by long commute, we risk jumping into a wrong conclusion. I suggest that everyone comes back to the drawing board and focus on one simple city (like the one by sirtokalot or myself, in which jobs are so commonplace that commute time can't possibly be a problem.) I've also tried to 'relay' roads according to Tropod's suggestion - and it didn't work for my city. I hope this thread will attract some interest. As the direction some experiments are headed might be a dead end if the participants are oblivious to this issue. Of course, that's just my opinion
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do you know that ... if you put a sim into a house with a no-job zot, he/she will ''hum hi ho over new job'' in no time? That means, the path finding algo for a sim has no problem, but somehow something else is screwed ? is this observation valid ?
