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justforfun

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Everything posted by justforfun

  1. Post Modding Requests Here

    Ok so I've run a bit the central tile with the most jobs, saved, then run the tile in-between and saved, then run the tile with the recent residentials, and... they still can't get any jobs. Now I'm not sure whether I've run the tiles for long enough, but in case sim months of play are required for every tile and back every time I want to add a few more streets, any development becomes not just an ordeal but even unfeasible, as my laptop is prone to CTD for overheating or who-knows-what whenever I play for quite a while and switch between cities. Since the jobs in the central tile have been there for ages, and meanwhile I have saved all the other tiles multiple times, it would seem to me the entire region should by now be aware of the available jobs anyway? Also, even the latest residentials I'm trying to develop in the very tile with jobs can't find jobs. Data propagation shouldn't be an issue in this case?
  2. Post Modding Requests Here

    Thanks a lot, Cori and CB. I'll have a good read of those. I never do! Always the lowest speed, as I'm afraid my laptop might not cope otherwise. I still hope some modder will pick up the challenge, or I won't be able to develop my region much further.
  3. Post Modding Requests Here

    Thank you, I plopped the residential cap lifters and those lazybones of my sims still cannot find a job. Meanwhile two maps away there are a few commercials decaying for lack of workers. Ha! UPDATE: I also tweaked a bit the traffic simulator to increase the max trip time to 800, plus the speed of cars, buses and trains. Result: precious nothing, still the no-job zots coming up. When you think about it, it's quite ridiculous: the developed region itself only measures 20 km from West to East and 12 from North to South. Even if a sim had to commute 30km, with the walking speed set at 15km per hour he could cover the distance in 120 minutes. The central tile alone offers over 1 million spare commercial and industrial jobs and is reachable by road, train, and el-rail. There are thousands of jobs ready to be taken just opposite the stations. And yet, here I am stuck with 5 tiles out of 13 where the new growified residentials won't find a job, including the central tile full of extra vacancies! It is puzzling also because there aren't any bottlenecks or major congestions, the number of sims is overall low (less than 1 and a half million spread over 13 tiles, with the most populated one counting 220,000) and desirability seems to be high. When I query the buildings, they read "high school grade, high hospital grade, low pollution, low garbage", with the only downside being "Commute: LONG". Interestingly, commute is never a problem until a map reaches 40 - 50,000 sims, after which they start failing to find their way to work. What can I say? There is obviously a lot I don't understand in the dynamics of commute, but I don't think it should be this hard to match sims and jobs. Can we please develop a mod so that when you build commerce and industry and then build residentials, the residentials find the available jobs instead of being abandoned for no reason? Can we at least try?
  4. Post Modding Requests Here

    I'm afraid I missed those, and they sound extremely interesting. On which forum can I find them please? I think I'm using NAM 46, not sure but it's the last one supporting Maxis rail. The train stations in the region all offer plenty of extra capacity. Should I try editing the traffic simulator to increase train speed, commute trip max time, or some other property? I've been afraid of touching it to avoid messing things up. I know the settings have been very carefully adjusted by the NAM team.
  5. Post Modding Requests Here

    I'm getting there, I just can't formulate a precise request until I identify the cause of those no-job zots. As of now, I would only be able to ask for a mod which forces sims to pick up any jobs available in the region. I realise this might complex, if possible at all. The DLL that makes you choose which specific demand to maximise or to suppress, can't find the author's name in the readme. As I mentioned, the no-jobs zots only appear in some of the maps, so I tend to think commute might be the problem. I have tried all the No-Kickout mods available and somehow none works, as the abandoned buildings keep redeveloping without requiring demolition first. But that obviously becomes a nuisance only because there is some abandonment, even if I do use the Less Abandonment mod too. As mentioned, that's my policy on all maps, and yet. Well, yes. I have been using it since the first version became available, my region is 100% plopped and growified and paradoxically the most populous maps work fine, possibly because they are more centrally located. Which brings me back to the question: can the sims actually find their way to jobs available beyond the adjacent tiles, or is there some Maxis bug related to commute? If there is a bug, that's what my mod request would ask to fix - though I can imagine all things related to commute are a headache. Thank you, is that compatible with the dll Demand Mod? And may I ask, Cori, do you manage to get your sims commute more than one tile away? UPDATE: Plopped the residential cap lifters, still getting the no-job zots. It seems the problem really is about finding the path to work.
  6. Post Modding Requests Here

    Alright, I'm not sure whether my problem can be solved through gameplay adjustments, existing mods, or a new one of some sort. All I know is that my region, consisting of 13 developed large tiles and about 1.5 million sims, offers waay more jobs than inhabitants - I mean, millions more commercial and industrial jobs are available than the current residents - and yet in some of the maps the new residentials I plop and growify are unable to find jobs and are therefore abandoned. This despite the abundance of road, train and el-rail connections, and the general lack of traffic congestion. I also make sure all tiles have civic coverage, no garbage/pollution issues and adequate green spaces/reward buildings. Why then am I getting those pesky no-job zots despite using the SuperDemand mod and the traffic simulator set on "high"? Can the sims actually find their way to jobs located one tile beyond the neighbouring tile, if well connected? Mind you, the problem presents itself even when there's plenty of jobs in the adjacent tile. So I wonder, is it a commute or a cap problem? Given that the most populous tiles of the region aren't currently affected, I'd say it's the commute. Perhaps we need a mod that somehow forces the sims to commute anywhere, or one that creates extra imaginary jobs in the next undeveloped simnation? It is quite demotivating when you have to wonder whether every new residential you plop will work or not. Thanks in advance for any input.
  7. Show us What you're Working On

    Guess what, row houses are back! Let me see how many new-ish designs I can come up with:
  8. SC4 Plop And Paint DLL

    Texture painting too? Oh my, you've just managed to make an astounding mod even more incredible. Absolutely fantastic work.
  9. SC4 Terrain Extensions DLL

    Oh my gosh, another game changer! Hope it will work with patched WIndows 7 too. Looks amazing, I'll write a review after trying it out!
  10. Show us What you're Working On

    Time to round your little sims up!
  11. Priory Primary

    Version 1.0.0

    60 Downloads

    Inspired by a former school in Colchester, a small red-brick Victorian primary for your little sims. It sits on a 3x3 lot, and the trees in the garden will vary every time you plop it. The model can be enjoyed from any camera angle, and the all-inclusive file takes only 60 KB of disk space. DEPENDENCIES: Essential for the model: JFF Semidetached Houses pack 3 Recommended for the lot textures, bike shelter and tree families: (BSC MEGA Props - CP Vol01 BSC Mega Props - CP Vol02 BSC MEGA Props - Jen_P Vol01 BSC MEGA Props - Misc Vol01 BSC MEGA Props - MJB Vol01 BSC MEGA Props - swi21 Vol01 BSCBATPropsMattb325_Vol02 BSC Textures Vol 01 BSC Textures Vol 02) all contained in the BSC Common Dependencies Pack AGC Environment DLC 3.0.0 or later BSC Mansion - Uppark Estate SFBT Essentials has_dependencies If you like these creations, stay tuned for more coming to the STEX! justforfun
  12. Show us What you're Working On

    Yes, thank you, so happy to see that! I also love the fantasy church.
  13. AGC - Buildings RWS DLC

    Just great to see these released! The accuracy of detail and texturing of each and every model are well worth the wait. Amazing work!
  14. Show us What you're Working On

    A primary school inspired by a former one in Colchester:
  15. Show us What you're Working On

    Thank you! The two shots are of the same cream house, just showing the front and back. It grows on its own 1x2 lot, and you find it in the LotPlop extracheat as "JFF_R$$$_Townhouse 05". Yes, at some point I'm also going to make more and larger mansions. Maybe after the next 2 or 3 projects.
  16. Show us What you're Working On

    And with these, the backlog is cleared!
  17. Townhouses Pack 02

    Version 1.0.0

    57 Downloads

    TOWNHOUSES PACK 02 Recreating historical town centres requires plenty of character homes, so here's a pack of 10 more w2ws based on buildings around England and colonial America. Townhouse R$$$ 03, for example, takes inspiration from the Norman Tower House of Bury St Edmund in Suffolk, while R$$ 10 and R$$$ 05 can be found in Richmond Upon Thames. The set grow on 1x1, 1x2, or 2x2 lots under medium-density Chicago tileset, and can be enjoyed from any camera angle. The all-inclusive file weighs only 512 KB. DEPENDENCIES: Essential for the models and buildings: JFF Pelham Mansions JFF Post Offices Pack 1 JFF Post Offices Pack 2 JFF Row Houses Megapack 01 JFF Row Houses Megapack 02 JFF Row Shops Pack 01 JFF Row Shops Pack 02 JFF Row Shops Pack 03 JFF Semidetached Houses pack 1 JFF Semidetached Houses pack 3 JFF Single Shops Pack 2 JFF Tenement 06 JFF Townhouses Pack 1 Recommended: (BSC MEGA Props - CP Vol01 BSC Mega Props - CP Vol02 BSC MEGA Props - D66 Vol01 BSC MEGA Props - DAE Vol01 BSC MEGA Props - Gascooker Vol01 BSC MEGA Props - Jen_P Vol01 BSC MEGA Props - Jes Vol02 BSC MEGA Props - Misc Vol01 BSC MEGA Props - Misc Vol02 BSC MEGA Props - MJB Vol01 BSC MEGA Props - SG Vol 01 BSC MEGA Props - swi21 Vol01 BSCBATPropsMattb325_Vol02 BSC Textures Vol 01 BSC Textures Vol 03) all contained in the BSC Common Dependencies Pack AGC Environment DLC 3.0.0 or later AGV Heuvelstraat 109 & Stationsstraat 41 BSC Mansion - Uppark Estate Davide outdoor set V1 NAMS Prop pack vol 2 SFBT Essentials 11241036 Textures Vortexture Base Set 1 has_dependencies If you enjoy these creations, stay tuned for more coming to the STEX! justforfun
  18. Show us What you're Working On

    The first and the stucco one come from Richmond Upon Thames:
  19. Show us What you're Working On

    The one at the top was inspired by the Norman Tower House in Bury St Edmunds, Suffolk.
  20. Show us What you're Working On

    The last item in the backlog is a second pack of townhouses. Here's some of them:
  21. Stucco Crescent & Villas

    Version 1.0.0

    66 Downloads

    Want to recreate a rounded garden square like those of central London? Here's a curved row of Regency stucco mansions you can plop once or twice around a crescent or an oval, complemented by the respective centrepieces. Along with the 11x2 crescent lot I've also included a 4x3 orthogonal lot named "Stucco Villas". These S3D models can be enjoyed from any camera angle, and the all-inclusive file weighs only 142 KB. HOW TO USE: 1) Lay down a street crescent or oval as in the images 2) Prompt the "BuildingPlop" extracheat, look for "R$$$ JFF Stucco Crescent", and plop it to match the street layout 3) "Growify" as low or medium density residential 4) Find the "Crescent Square" or the "Oval Square" in your parks menu and plop it at the centre 5) Decorate the gardens and square with your favourite MMPs. If you use the Plop&Paint mod, you'll be able to decorate even the bits overhanging the street, as I've done in the images. For the Villas, you can simply zone low or medium density Chicago tileset or plop them with the same extracheat. DEPENDENCIES: Essential for the models: JFF Row Houses Diagonal Pack 1 JFF Row Houses Megapack 01 JFF Row Shops Pack 01 JFF Row Shops Pack 03 JFF Semidetached Houses Diagonal Pack 1 Recommended for prop variety: (the usual ones) (BSC MEGA Props - CP Vol01 BSC Mega Props - CP Vol02 BSC MEGA Props - D66 Vol01 BSC MEGA Props - DAE Vol01 BSC MEGA Props - Gascooker Vol01 BSC MEGA Props - Jen_P Vol01 BSC MEGA Props - Jes Vol02 BSC MEGA Props - Misc Vol01 BSC MEGA Props - Misc Vol02 BSC MEGA Props - MJB Vol01 BSC MEGA Props - SG Vol 01 BSC MEGA Props - swi21 Vol01 BSCBATPropsMattb325_Vol02) all contained in the BSC Common Dependencies Pack AGC Environment DLC 3.0.0 or later AGV Heuvelstraat 109 & Stationsstraat 41 BSC Mansion - Uppark Estate Davide outdoor set V1 SFBT Essentials has_dependencies If your sims enjoy their new, well-rounded squares let me know through likes and reviews, and stay tuned for more coming to the STEX! justforfun
  22. Show us What you're Working On

    A fully-functional stucco crescent with garden centrepiece: An oval garden square will be included too. On the STEX later today! UPDATE:
  23. Simtropolis Returns!

    Great to see you, @Andreas Roth! Do you think you can bring some SFBT BATter back into business? At the very least, they should make some nice building to celebrate your birthday!
  24. Show us What you're Working On

    One fewer file in the backlog!
  25. Version 1.0.0

    107 Downloads

    After the diagonal semis, a fifth orthogonal instalment of this popular type of homes, featuring 3 R$$$, 8 R$$, and 1 R$. The designs are based on those found in various parts of London, from one of Kensington's most prestigious streets (R$$$ 25) to Sydenham (R$$ 42) and Sutton (R$ 4). The lots are 4x2 or 4x3 as detailed in the documentation pictures, and grow under medium-density Chicago tileset - some under low density too. These true-3d models come packed into a single file claiming just 661 KB of your disk space. DEPENDENCIES: Essential for the models and buildings: JFF Pelham Mansions JFF Post Offices Pack 1 JFF Post Offices Pack 2 JFF Row Houses Megapack 01 JFF Row Houses Megapack 02 JFF Row Shops Diagonal JFF Row Shops Pack 02 JFF Row Shops Pack 03 JFF Semidetached Houses Diag pack 2 JFF Semidetached Houses Pack 02 JFF Semidetached Houses pack 03 Recommended for prop variety: (BSC MEGA Props - CP Vol01 BSC Mega Props - CP Vol02 BSC MEGA Props - D66 Vol01 BSC MEGA Props - DAE Vol01 BSC MEGA Props - Gascooker Vol01 BSC MEGA Props - Jen_P Vol01 BSC Mega Props - JES Vol02 BSC MEGA Props - MJB Vol01 BSC MEGA Props - Misc Vol01 BSC MEGA Props - Misc Vol02 BSC MEGA Props - SG Vol 01 BSC MEGA Props - swi21 Vol01 BSCBATPropsMattb325_Vol02 BSC Textures Vol 01 BSC Textures Vol 02 BSC Textures Vol 03) all contained in the BSC Common Dependencies Pack AGC Environment DLC 3.0.0 or later AGV Heuvelstraat 109 & Stationsstraat 41 BSC Mansion - Uppark Estate Davide outdoor set V1 Mntoes UK Stafford Ave Housing Pack NAMS Prop pack vol 1 SFBT Essentials has_dependencies How do your sims rate their new dwellings? Let me know through likes and reviews, and as usual stay tuned for more coming to the STEX! justforfun
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