Cities: Skylines

Cities: Skylines

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Ploppable RICO Revisited 2.5.6
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8 Mar, 2020 @ 1:49am
11 Apr @ 5:28pm
84 Change Notes ( view )

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Ploppable RICO Revisited 2.5.6

Description


Check out the wiki page[github.com] for additional information, descriptions, guides and FAQ.

New in 2.4:
  • Configurable cost overrides.
  • Option to automatically lock the building level of plopped growables (requires Advanced Building Level Control).
  • Add mod/author/local settings selection menu to settings panel (to see settings other than the currently active one).
New in 2.3.5:
  • Growable options now have Plop the Growables behaviour enabled by default.
  • Add warning if Plop the Growables is also subscribed. This is a warning only - both mods can still be used together, if their settings are consistent!
  • Improve mod conflict and Harmony error notifications.
New in 2.3.4:
  • Add options to turn on or off confirmation for bulldozing and/or auto-demolish (building over) RICO ploppables.
New in 2.3:
  • Integrate 'Plop the Growables'-style functionality; separately selectable for RICO and non-RICO buildings.
  • 'Plop the Growables' is no longer required or recommended; using both is possible, but may give inconsistent results unless your settings are aligned - simply disable ALL relevant options in this mod.

Allows RICO (Residential, Industrial, Commercial, Office) buildings larger than 4x4 to be placed in the game. Want a functional and realistically-sized large apartment tower, mall/department store, or imposing office building? Want that custom building you downloaded to be more than just a tourist attraction? Then this is for you!

This is a continuation of AJ3D’s excellent Ploppable RICO. The list of improvements and extensions to the original has now gotten too long to include in this description, but a summary list is available[github.com].

Note: Don't have both this and the old RICO mod subscribed at the same time. Disabling is not sufficient. Choose one or the other.



As with all mods, ALWAYS exit to desktop before reloading a game
Safe to subscribe/unsubscribe at any time (noting that if you unsubscribe after using it, then any RICO buildings you’ve plopped will lose their RICO functionality and will revert back to being basic decorations/parks/unique buildings).



Instructions
Be sure to check out the mod's wiki page[github.com] for documentation and links to video guides.

Many suitable assets on the workshop already come with RICO settings included, and either this or the original mod is required to make them actually function as intended (without a RICO mod you’ll still be able to place them in-game, but they’ll just be a park or tourist attraction - not apartments/factories/shops/offices).

This mod adds a “Ploppable RICO” icon to the toolbar (to the right of the “Policies” icon). Clicking on that will bring up a menu from which you can select RICO buildings to place; the “Settings” tab enables you to create your own local custom settings, either modifying existing ones or creating new ones from scratch.

The mod also adds a "Ploppable RICO" icon in the top-right of every building's information panel that will take you directly to the settings for that building.

A guide to the mod's options panel[github.com], including descriptions of each option's functionality, is available on the wiki.

Settings panel
After selecting a building in the leftmost panel (the icons and search bar at the top can help narrow down what you’re looking for), use the “Add Local” button in the centre panel to create a new custom config for a building (edit the details in the rightmost panel). After making your changes, be sure to press the “Save” button in the centre panel, otherwise your changes will be lost! The safest way to apply changes is to exit the game and reload your save.

Changing settings of already placed builings
Buildings already placed will have their RICO settings updated on the next game load, or when the 'Save and Apply' button in the settings panel for that building is clicked. As the changes may not be recognised by other mods until a game restart, it is recommended that you be careful with this option (save a backup of your city before using it and check afterwards to make sure that it worked as you thought it should).



Use with Natural Disasters
As of version 2.4.7, Ploppable RICO buildings will not be collapsed by natural disasters. This is to prevent several fundamental issues and bugs caused by the Natural Disasters DLC not being written to take into account the existence of Ploppable RICO buildings (which is fair enough, really).



Having difficulty?



  • Try the Frequently Asked Questions[github.com] section of the wiki.
  • Ensure that the mod is activated in your content settings.
  • Ensure that you're subscribed to the required Harmony mod (see 'required items' at right).
  • If you're using a realistic population mod and you can't seem to change household/workplace numbers, have you unchecked the 'use realistic population' option for that building?
  • Ensure that the original Ploppable RICO mod is unsubscribed (not just disabled, unsubsribed).
  • Ensure that you understand the basics of using mods for Cities:Skylines (starting with this guide by AquilaSol – especially the bit about always quitting to the desktop between loads.
  • Check that you're not subscribed to any known conflicting mods[github.com].
  • Read this guide on output logs and common errors.
[discord.gg]
Comments are actively curated in order to keep the comments section useful and relevant to others.



Credit where credit is due
Huge thanks to AJ3D, the original Ploppable RICO author, and to everyone who contributed to its design, coding, and updates (most notably boformer, Tailgunner, and especially BloodyPenguin). Thanks also to Boogieman Sam for the UI work, and thanks to TPB for the original Plop the Growables mod.

Thaks to everyone who's helped out with the translations.

This mod uses Harmony[github.com] version 2.2 by Andreas Pardeike via the Cities Harmony mod by boformer.



Source code
[github.com].



Translations
[crowdin.com]
Please leave a message below if you'd like me to add another language on CrowdIn.
Popular Discussions View All (39)
1
10 Jun @ 12:38pm
Could not load type 'Problem' (System.TypeLoadException) Details: No details
Emerald2027
2
12 hours ago
Buildings dissapear/bulldozed after placing them
NicimakiClips
4
10 Aug, 2023 @ 6:03am
Error on load
blackened
3,350 Comments
algernon  [author] 27 Apr, 2020 @ 8:55pm 
@Graphdiyne Thanks for that. Wow, that is one severely misconfigured asset (and I've seen a fair few in my testing!), which has a number of other issues as well (including not recognising road access). I'll see what I can do about it in 2.0, but I suspect that I won't be able to address every issue - some assets are just too broken, and that one is a doozy. My recommendation is to just not use it until the creator fixes it.
Graphdiyne 27 Apr, 2020 @ 6:01pm 
Hi algernon, some RICO buildings still have the unique building type of noise and happy boost, for example, like this one [imgur.com] from this pack . The number of homes still follows the RICO settings, but the price isn't.
algernon  [author] 27 Apr, 2020 @ 4:55pm 
@theqentity [part 2]

The new 2.0 approach converts RICO buildings before any game initialisation occurs. This saves doing two separate initialisations for each building, means that the original building data is no longer visible to the game, and solves a whole lot of issues (it also enables the option of having growable buildings). Having consistent zoning behaviour (growable RICO buildings don't erase zoning, plopped ones do) was a key part of this, and doing the conversion before any intialisation should mean that the zone manager no longer sees ploppable RICO buildings as 'valid' buildings to grow (which I think is what's happening with you when you're using buildings with existing growable attributes - you can use Building Themes as a workaround in the meantime).
algernon  [author] 27 Apr, 2020 @ 4:52pm 
@theqentity [part 1]

2.0 overhauls the way building assets are initialised - the original mod behaviour (and this one up to now) is to have the game initialise everything and then go back and 'force' changes on those (already-initialised) assets to give them their RICO behaviours. This mostly works, but sometimes effects from the original initialisation remain (sometimes just cosmetic, e.g. RICO assets using unique builing templates still showing the highlight in map overlays, sometimes annoying, e.g. non-selectable decoration buildings, and sometimes more - e.g. if a building spawns naturally somehow it'll inherit the default RICO 'zap the zoning' behaviour).
algernon  [author] 27 Apr, 2020 @ 4:40pm 
@PhazezGova This one does everything the old one does, and more (and fixes a couple of bugs). For behaviour supported by the old one, this should do exactly the same.
theqentity 27 Apr, 2020 @ 12:25pm 
Guessing it's to soon for any chance of the disappearing zoning to be caught in 2.0? :-)
dranna 27 Apr, 2020 @ 11:52am 
This one is better, has everything from the old one, plus bugs fixes and new features to come
PhazezGova 27 Apr, 2020 @ 11:44am 
Can this mod do 100% the same as the old RICO version?So really everything or are their any differences?
algernon  [author] 27 Apr, 2020 @ 5:01am 
'Growable RICO' means that (optionally) you can choose customised RICO buildings to act as normal growables - so they spawn normally in the relevant zones, instead of being manually placed. It provides another way for players to customise their growable building collections, and the coding changes needed to implement it also fix a number of other longstanding limitations.
dranna 27 Apr, 2020 @ 4:55am 
May I ask what the growable RICO feature does?
Nice!! That fix will be really useful! :)