Manual / Draft: building the city / RegionsiCity 2 · Windows

Regions

A region is the area that closes between roads: the parcel that fills with lots and buildings, becomes a park, or stays empty. The engine and the mode tab call it a block; everywhere else calls it a region, and they are the same object. This page covers what makes one, how to pick it, and what its Land Use decides.

Region and Block are the same thing

A region is the area that closes between roads. It is the parcel that splits into lots and buildings, grows a park, or stays empty. The engine calls that object a block, and so does the mode list; everywhere else the interface calls it a Region. There is one object, with two names, and this is the single most confusing word in the product.

Nothing you can do makes the two diverge, so the practical answer is to read “block” as “region” wherever it appears. Here is exactly where each word shows up.

Where you see itThe word it uses
The mode tab in the left railBlocks
The status bar caption for that modeRegions (Alt 3)
The two draw tools in the railDraw Region, Draw Custom Region
The right-click card over a selected parcelREGION, with a Type row
The empty state before any roads closeNo blocks yet
The Delete confirmationDelete this region?

The empty state is the one place a first-time reader meets the old word with no region in sight. It reads “No blocks yet — Blocks appear when roads enclose an area — close a road loop, or draw a block by hand”, and offers two buttons, Draw Road and Draw Region. The advice is correct even though the noun is not.

regions-empty-state.png

The iCity Editor in DRAFT, Regions mode (Alt+3), engine running, in a scene with roads that do not yet enclose an area. The content column must show the 'No blocks yet' card with its hint line and both buttons (Draw Road, Draw Region), and the left rail must be visible with the Blocks mode tab lit.

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The Regions mode empty state, before any road loop has closed.

The glossary carries the code's names alongside the interface's where they differ — see the glossary.

How a region appears

Regions are not drawn by default; they fall out of the road graph. Close a loop of roads and the engine traces the parcel inside it and fills it according to its type. Every parcel the engine generates owns a region partition of its own, so there is always something to click even if you never drew one.

regions-road-loop.png

Two viewport captures side by side, same camera: (1) an open run of roads with no enclosed area, (2) the same roads after the loop is closed, showing the enclosed parcel filled with lots and buildings. DRAFT module, engine running.

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Closing a road loop produces a region and its content.

You can also draw one by hand. Draw Region is the first tool in the Regions rail, and D arms it; pressing D again switches it back off.

  1. Press Alt+3 for Regions mode, then D or the Draw Region button in the rail.
  2. Click each corner in the viewport. The cursor snaps to nearby sidewalk edges and to existing outlines; the status bar counts the points and names the snap.
  3. Press Enter to confirm, or click back on the first corner — the status bar changes to Close Shape when hovering it.
Note

Esc here is Cancel: the stroke is thrown away and nothing is built. That is not how Draw Road behaves — its Esc ends the stroke and keeps the roads already streamed. See roads and junctions.

A stroke of fewer than three points is dropped with nothing but a line in Blender's console.

The second rail tool is Draw Custom Region. It draws a polygon inside what is already there: the engine re-cuts the region partition of every Buildings-typed parcel your polygon overlaps, into the intersection and the remainder, and splits each piece into buildings on its own. A polygon that covers a parcel completely becomes that parcel's whole region. A polygon that misses everything does nothing.

regions-draw-custom-region.png

Viewport with the Draw Custom Region tool active in Regions mode, three or four points already placed inside an existing built-up parcel, showing the translucent purple fill preview and the status bar strip reading 'Draw Custom Region: N Points' with Confirm / Cancel / Add Corner.

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A custom region drawn inside an existing parcel, mid-stroke.
Warning

Both draw tools need the engine running, and the engine takes one command at a time. Draw Region reports “engine busy or not running — nothing generated” and the stroke is lost. Draw Custom Region retries quietly for about four seconds first, then gives up and prints “engine stayed busy — draw DROPPED, please redraw” to the console only. A custom region under one square metre is refused outright: “Draw Region: too small (under 1 m²)”.

Your city lives in that engine process, not in your .blend — see how iCity fits into Blender and the engine.

Selecting a region

Press Alt+3, or click the Blocks tab in the left rail. The status bar caption confirms where you are: Regions (Alt 3). The rail carries three entries in this mode — Select, which is the default, Draw Region and Draw Custom Region.

With Select armed and nothing picked, the status bar offers D Draw Region, left-click Select, Shift+left-click Extend, left-drag Box Select, and A Select All. Picking runs through the addon's own gizmos, not Blender's selection — the full explanation is on selecting and editing.

Once one region is picked the row changes to left-drag Reshape, right-click Set Type, Ctrl+I Invert and Del Delete. Dragging the body of the shape does nothing: the corner squares and the edge bars own all the movement, and G only has a target once you have picked a corner.

regions-selected-card.png

The iCity Editor in DRAFT, Regions mode, one region selected in the viewport with its outline gizmo and corner squares visible. The content column must show the identity row (object name plus the delete button and the vertical-dots button) with the 'Land Use' section title and its four buttons directly under it. Include the Blender status bar at the bottom of the frame, captioned Region, reading Reshape / Set Type / Invert / Delete.

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One region selected: the identity row, the Land Use buttons, and the status bar.

Del asks first: “Delete this region? This is a persistent edit — a regenerate will not bring it back.” Deleting a region is a merge, not a hole: the neighbouring region grows back over the freed area, and deleting the last region in a parcel leaves it exactly as if it had never been split.

Land Use, and the chain under it

What a region contains is one setting reached two ways, and the two use different words. Right-click the region in the viewport and the floating card carries a Type row with three buttons — Buildings, None, Parks. The parameters column under the selection header carries Land Use instead: four buttons that set the same content type and, for the two building ones, the massing family with it.

Land UseWhat appearsWhat it reveals below
ResidentialThe region splits into lots, and flat-roof or pitched-roof homes rise on them.Massing Type, Subdivision Method, Setback Mode, Lot Settings, Building Height.
CommercialThe same split, massed as mixed-use mid-rise with a 6 m ground floor.The same chain, with Massing Type pinned to the mixed-use entry.
Parks & Open SpaceA park design grows on the parcel.Park Type, and nothing else.
Empty BlockThe region boundary only — no lots, no buildings, no material.Nothing.
regions-type-buttons.png

The iCity Editor content column in Regions mode with a region selected and its Land Use set to Residential. Must show, in order: the identity row, the 'Land Use' button row, the 'Massing Type' row, the 'Subdivision Method' dropdown, the 'Setback Mode' row, and the 'Lot Settings' section title.

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A Residential region, and the chain of sections it reveals.

Massing Type offers Flat-Roof Mid-Rise, Mixed-Use Mid-Rise and Pitched-Roof Low-Rise. The list is not fixed: the Land Use narrows it, and so does the subdivision method — Pitched-Roof Low-Rise is not offered under Footprint Map, because grid massing comes from the pattern mesh and has no rowhouse to apply. When the two disagree entirely the row says so rather than going blank: “No massing type fits this Land Use with the current Subdivision Method. Change the method below.”

Subdivision Method is how the parcel is cut into lots, listed Straight Skeleton, Offset, Recursive, Footprint Map. Footprint Map skips lots entirely — it clips a 2D footprint map to the region boundary — so it hides Setback Mode and the lot constraints and says so where they would have been. Under Lot Settings sit the setbacks, the Lot Elevation Mode (Preserve Slope, Minimum Elevation, Maximum Elevation, Average Elevation — Minimum Elevation by default) and the chosen algorithm's own numbers. Building Height sits outside Lot Settings and carries Minimum Floors and Maximum Floors.

Warning

The setbacks and the floor range are stored on the region and shown back to you, but the engine does not read them yet — the panel says so under the row. They describe intent, not output, until the engine side is wired.

Note

The content type is recorded on the region you have active, not on the whole city. The numbers themselves, and what each split algorithm does with them, are covered on generation parameters.

One naming snag worth knowing before you go looking in Blender's own property editors: the right-click button reads Buildings, but the underlying property spells that value Massing. Same value, two labels — and Residential and Commercial are both that one value, told apart by the massing type they carry.

Parks, and the park panel that never shows

Set a region to Parks & Open Space and one control appears under it: a Park Type dropdown listing Random, Park 1, Park 2, Park 3 and Park 4. The four numbered entries name the engine's built-in park designs — Default_Park_01 through 04; Random picks one per parcel.

regions-park-type.png

The iCity Editor content column in Regions mode with a region selected and its Land Use set to Parks & Open Space. Must show the Land Use buttons with that entry lit, the 'Park Type' section title, and the dropdown open so all five entries are readable (Random, Park 1, Park 2, Park 3, Park 4). The viewport behind should show that region carrying a park.

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A region set to Parks, showing the Park Type dropdown it reveals.

This is the dropdown whose value travels: Park Type is packed into the parameter block the addon sends to the engine and is recorded on the region's own override, and the addon's note on that record says the engine's park processor reads the region's recorded value first. It is also the reason an unrelated edit on a park region does not re-roll the park — the fan carries the design already recorded rather than stamping the city-wide default over it.

Warning

There is a second set of park controls in the code — a Park settings block in the DESIGN parameters column with a Pattern choice (Grid, Radial, Organic, Formal), a Tree density slider defaulting to 0.60 and a Tree collection picker. Do not go looking for it. It renders only while the city-wide Block Type parameter is set to Parks, and nothing in the interface writes that parameter any more, so in this build the section never appears. Its three values are also stored in the editor's design state and read back by nothing.

Whether trees actually appear is a dressing question, not a draft one. See props and placements.

What belongs to a region, and what belongs to a lot

A region is the parcel. A lot is one plot inside it, carrying one building. Almost every complaint of the form “I cannot find that setting” is a control being looked for on the wrong one of those two.

ControlWhere it livesWhat it acts on
Land Use — Residential / Commercial / Parks & Open Space / Empty BlockRegions mode, the parameters columnOne region
Type — Buildings / None / ParksRegions mode, the right-click cardThe same content type, in the engine's words
Massing Type — Flat-Roof Mid-Rise / Mixed-Use Mid-Rise / Pitched-Roof Low-RiseRegions mode, under a building Land UseThat region's buildings
Subdivision Method, Lot Settings, and the split numbersRegions mode, under a building Land UseHow that region cuts into lots
Park TypeRegions mode, under a Parks regionThat region's park design
Lot Type — Building / GreenLots modeOne lot
Loop Cut Lot, Merge Lots, Delete LotLots modeLots
Floors, and the per-building massing typeMassing modeOne building

The delete verbs differ for the same reason. Deleting a region merges it back into its neighbour and the parcel regrows over it. Deleting a lot removes the building and leaves the lot standing, vacant. Neither survives as a hole in the city.

  • Lots — splitting, merging, loop cuts, and the Building / Green switch.
  • Massing — floors, building types, and hand-drawn footprints.

One path the status bar advertises that goes nowhere

Select a parcel in this mode and you are always selecting a region. The addon also has a block-level selection with its own card — a Split selector (Straight Skeleton, Offset, Recursive, Footprint Map), Delete Block, and Restore Block for one already deleted — and the status bar still prints Block with a right-click Split hint for it.

You cannot get to it. The two rail toggles that chose between selecting blocks and selecting regions were taken off the rail, and the selection kind is pinned to Regions, so a click in this mode can only ever return a region. The Block row in the status bar is a hint for a state this build cannot enter.

Note

Nothing is missing because of it. The Split selector and the region's Subdivision Method dropdown are the same four algorithms, and the region's copy is recorded per region rather than across a whole parcel at once — which is the finer control of the two.