I am trying to make my gameplay mod, and noticed in the plugin analyzer on Reader that SPAM was conflicting with the ZoneMod
So I decided to poke around the zone simulator exemplar, first I noticed the reason Spam conflicts with ZoneMod is absolutely stupid, just like myself: SPAM only change is allow 1-tile farms (the game default is 4).
But more interestingly, I found out the game has stuff set for 16 zones, not 10 (the game allow you to use 3 types of each RCI zone + dump zone).
Anyone figured what the "extra 6" zones do?
If they are not used, can they be used? (ie: there is a way to put them on the menus so you can use them?)
Military, Airport, Seaport, Spaceport, Landmark, Unzoned.
They are all used.
Actually, I don't think unzoned is a zone.
Zone 1, has "infinite" maximum size, and is solid red.
I noticed that the thing that does that, is the bulldozer, but the bulldozer paints buildings red.
Other thing that does that, is when you are trying to make a invalid zone...
So I am thinking zone 1 is either area to bulldoze, or invalid zone marker.
Why Spaceport has its own zone? (I know airport and seaport have their own developer exemplars)
Every tile in a city has data associated with it. Among these is a byte that determines what the zone of the tile is. At the start of the city's life, all tiles have this parameter set to 0x00, Unzoned. You can return any tile to this state using the Dezone tool. Modding Unzoned is not recommend as it part of the default state of a tile.
I have no idea why the Spaceport zone exists. It is possible Maxis was going to have Spaceports grow randomly like Seaport zones did in SimCity 3000.
Oh, I see :)
Thanks for both explanations!