I have designed an upcoming BAT, a gas exchanger (http://sc4devotion.com/forums/index.php?topic=8727.0), but I have seen an interesting contradiction. The exchanger works wonderfully in cleaning up air pollution - only two are required to completely clean up after a coal plant - but the light pollution on the roads will not go away. Why? Does this not seem inconsistent, being able to turn the dataview from red to clear with less than six units, but being unable to make a dent in traffic-caused yellow with over 25 units?
I assume that the game treats air pollution and traffic pollution a bit different. Usually, emissions from traffic are both air pollution and traffic noise, so maybe the game treats traffic pollution as traffic noise - and naturally, you can't remove that with an air cleaner.
Quote from: Andreas on September 12, 2009, 04:01:05 PM
I assume that the game treats air pollution and traffic pollution a bit different. Usually, emissions from traffic are both air pollution and traffic noise, so maybe the game treats traffic pollution as traffic noise - and naturally, you can't remove that with an air cleaner.
Except why would that show in the "Air Pollution" dataview? And more, when I load a whole lot of trees - the natural air pollution remover - into the area, the pollution temporarily clears a bit, desirability rises, and then the pollution replenishes and desirability drops as the trees get developed over.
Andreas is correct.. and the display puts them in the view because it was probably easier than a new view.. and it is "pollution" from a game viewpoint.... and from all other respects it IS air pollution. Its treated completely differently and is tied to the "ordinances" and meant to be controlled by that method. If you look at the ordinances and see how that is handled there may be a way to treat it
hmmm Here's another thread and a "test lot" (a modified "pollution tree") that you can download and see if it helps. Added reading shows that Peg has done at least some investigation into this issue and has made a beta test lot for it.. perhaps you should go investigate that.
Pegasus Traffic Pollution cleaner beta (http://simpeg.com/forum/index.php?topic=6562.msg139785#msg139785)
I already have all the relevant ordinances enacted, but I guess I'll be packaging a new mod soon - "Electric Car Promotion" or something like that.
EDIT:
It is in-NAM-patible. Enough of that. I'll make an ordinance mod or something.
If it becomes a huge problem for me I plant a 1x2 plot of trees on that road, I pack the lot with trees. This usually keeps a lot of the yellow down on the road.
Quote from: Eliteforce on September 25, 2009, 01:43:32 PM
.. plant ..trees on that road
Truthfully that was the intent of the game from the start.. Will Wright was a radical greenie and not a little pacifist for his day (ca 1980) and all his games reflect that.. Less is more.. so I'm absolutely sure that he guided the game along his philosophical leanings..
Quote from: SC4BOY on September 25, 2009, 02:00:50 PM
Truthfully that was the intent of the game from the start.. Will Wright was a radical greenie and not a little pacifist for his day (ca 1980) and all his games reflect that.. Less is more.. so I'm absolutely sure that he guided the game along his philosophical leanings..
I meant to say
along that road >_>
That gives me an idea - can they be planted on an avenue median?
No. Flora is not ploppable on any tile that has a transit network. This could only be done with transit enabled lots.
Are there any such 'greenable' avenue-functional lots?