Cities: Skylines

Cities: Skylines

Ploppable RICO Revisited 2.5.6
3.399 opmerkingen
lild02002 4 okt om 9:58 
apologies. i needed to add building control
lild02002 4 okt om 7:00 
when placing plops, how to get the building to conform or not to conform to the terrain. there used to be a short cut key
algernon  [auteur] 2 okt om 15:48 
@Chief HellDiver of the 517th You'll need to post your output log if you want help, otherwise nobody can see what's going wrong on your system.
I have taken every mod and custom content I have out of the game except the latest harmony, find it, this Plopable rico mod, and a handful of rico enabled buildings and its still not working. There is no Tab for rico, when i click on the rico settings, its blank half of the time, the rico tab in the find it mod is completely empty and the growable rico despawns in 5 seconds of placing it. I see a lot of people have been having these exact same issues and I cant find a single fix for it.
bonnehob 29 sep om 11:27 
@Franek Czarny Duży Gwałciciel i had same issue i fixed it because skyve just deactevated it and i activated it:GDEasy:
algernon  [auteur] 27 sep om 18:02 
@Franek Czarny Duży Gwałciciel That sounds as if something is preventing the mod from activating; you should share your output log so we can see what might be going on with your system.
i have problem with this mod, the mod is installed and in the main menu the opptions work but if I create a new world the mod doesnt show up and in options there`s nothing
algernon  [auteur] 25 sep om 17:04 
@Not Miles Morales You have to change the settings for each one. Changing a building's AI behavior is not something that should be done in bulk.
algernon  [auteur] 25 sep om 17:03 
@DayzGoober This mod doesn't affect performance.
Not Miles Morales 25 sep om 7:22 
How do I disable growable for several buildings at once?
DayzGoober 25 sep om 5:50 
i meant it makes it high ping and not lag
DayzGoober 25 sep om 5:50 
why is this mod making my game slower and my buildings are dissapearing when im close
algernon  [auteur] 21 sep om 12:30 
@SnowHou You don't. Use Find It to plop growables. Don't add RICO settings just for that.
algernon  [auteur] 21 sep om 12:30 
@GLDNPNDA See the wiki linked above for the options around locking levels, and also consider using Advanced Building Level Control to provide finer-grained level control if you're having issues with legacy data.
SnowHou 19 sep om 23:43 
How to select all buildings and make them ploppable.
Selecting them one by one is kinda cringe
GLDNPNDA 18 sep om 21:57 
I added this mod after not playing for a year, when I redid my buildings and set them up to the settings from the previous Rico. None of my existing Plopables stay, they start to level up and change. What can I do to prevent previopus Plopable stay the way they are?
algernon  [auteur] 18 sep om 10:52 
@Avatar Yes, look for 'Find It'. Also allows you to search by more than just keywords.
Avatar 18 sep om 8:48 
does anyone know about a mod where i can search for buildings by putting in keyword searches?
For example; "Search:" *types Condo and the toolbar shows buildings with the name 'Condo' in them*
algernon  [auteur] 18 sep om 6:19 
@rudy.angehermann263 Not directly, no. But if you plop buildings those will obviously impact demand.
algernon  [auteur] 18 sep om 6:19 
@Lovelyz Because either you've got another mod, like Real Time, that's doing that, or you haven't set the construction time override in the options panel.
algernon  [auteur] 18 sep om 6:18 
@DancingSnorlax Does that happen with no other mod active (other than Harmony and Loading Screen Mod)?
rudy.angehermann263 16 sep om 12:56 
Does it affect the demnads
cause it feels like since i added this mod to my game the demande for residential is frozen
Lovelyz 13 sep om 23:26 
why when I place buildings they start the construction animation? I haven't played for a while and now it's like this :(
DancingSnorlax 12 sep om 5:06 
Hello! Sorry for the rather delayed reply:
https://imgur.com/a/0lBk7Uv

So the ones with local setting didn't take the building cost override values, but the ones with author setting did have the building cost override correctly applied.

Not sure what is the best way to send the .xml file. I made the screenshot (it's not a big file anyway) and uploaded it in the link above.
algernon  [auteur] 6 sep om 18:29 
@DancingSnorlax I've just rechecked and it's working fine here, and there's no inherent reason why they should be different.

Are you restarting the game after applying the local settings? Can you also share your LocalRICOSettings.xml file, and indicate a specific asset that this is applying to?
DancingSnorlax 6 sep om 8:24 
@algernon I set the building cost override to 100000 per household, and I ticked the box for the building cost override in the setting. It worked for mods with "author" setting but not for assets with "local" setting.
https://paste.ee/p/aXfPC
algernon  [auteur] 5 sep om 15:58 
@Rutek You'll need to share your output log .
algernon  [auteur] 5 sep om 15:57 
@DancingSnorlax What are your building cost override settings set to (in the options panel)?
Rutek 5 sep om 12:24 
Not working. Mod is on, but I have not an rico icon and rico mod settnings category is empty
DancingSnorlax 5 sep om 7:37 
The building cost override for assets which I have to "add local" didn't work for me. Is that a known issue or anyone know how to solve it?
algernon  [auteur] 1 sep om 0:37 
@1942ertan Not really for ploppable buildings, no. That would break a number of assumptions the game's code relies on.
1942ertan 1 sep om 0:32 
@algernon, So is it possible to add such a construction animation?
algernon  [auteur] 1 sep om 0:16 
@1942ertan No, this makes them into ploppables, which behave the same as the rest of the ploppable buildings in the game (i.e. instant construction).
algernon  [auteur] 1 sep om 0:15 
@wiktor.kranc By 'save and reload', do you mean reloading from within the game, or do you always exit to desktop between loads?
1942ertan 31 aug om 0:05 
Hello, I have been using this mod for a long time, endless thanks to the friends who made it. I have a question, when we add a building here and say build this building, can we build it slowly, with a crane and a construction site, like the growable buildings in the game?
wiktor.kranc 30 aug om 17:07 
My custom household settings keep resetting to default after I save
and reload the game. Has anyone else experienced this and found a fix ?
algernon  [auteur] 14 aug om 5:34 
@Boss Yes, that's right - you want to make it so buildings can't survive outside of the correct zones (and districts).
Boss 14 aug om 1:29 
@algernon Thanks and I think the correct option is second and third option in Growable option tab. Deselect to make it as vanilla does, am I right:steamhappy:
algernon  [auteur] 13 aug om 20:25 
@fortnitegamer420 What error?
algernon  [auteur] 13 aug om 20:25 
@Boss Yes, see the mod's options and the wiki linked in the description above about the settings that disable despawning and how to change them.
fortnitegamer420 13 aug om 17:14 
it says an error everytime i join a game
Boss 13 aug om 9:40 
I found that if I sub this MOD, when I set a kind of area(such as high density residential) and after it grows a building, then I cancel the block, the building will not disappear automatically as vanilla game does. Any solution? @algernon
algernon  [auteur] 8 aug om 16:45 
@nuddabudda Yes, it's one of the "standard set" of mods.
nuddabudda 8 aug om 3:16 
does this mod work?
algernon  [auteur] 7 aug om 21:21 
@king_germz_90 If you've unsubscribed from the asset then the mod can't do anything with it. Which asset was it?
king_germz_90 7 aug om 17:54 
i did, i also unsubscribed from the asset to clear it from the game.
algernon  [auteur] 7 aug om 17:21 
@king_germz_90 Did you restart the game after removing the local settings?
king_germz_90 7 aug om 17:10 
how can i change a unique building back to its original state if the remove local button doesn't restore its original settings??
Gecko Esti 31 jul om 15:27 
Can you please add a way to change Industries DLC workspace number without it changing the building itself ?
algernon  [auteur] 21 jun om 17:38 
@Chattanooga Why would you want to do that? That's a good way to wreck your game, and certainly should NEVER be done in bulk. Replacing a building's AI should only ever be something you do on a case-by-case basis.