Cities: Skylines

Cities: Skylines

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Ploppable RICO Revisited 2.3.3
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Mar 8 @ 1:49am
Sep 7 @ 5:34pm
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Ploppable RICO Revisited 2.3.3

Description
Seeking help with translations! I've set up a Google Sheets spreadsheet here[docs.google.com].

The old Painter and Garbage Bin Controller mods conflict with this mod. Compatible modern replacements are Repaint and Garbage Bin Manager.
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.
  • Note that Plop the Growable's 'disable automatic level-up' is not included in this mod; Advanced Building Level Control is suggested as a replacement (or keep using Plop the Growables for that).
  • On-demand thumbnail rendering for faster load times and reduced memory usage.
  • Thumbnail rendering now includes submeshes and sub-buildings.
  • Additional translations.
New in 2.2:
  • New extensible translation framework.
  • Active detection of failed assets.
  • Settings panel workplace counts now update automatically based on the most recent item changed.
  • All workplace buildings are assigned a minimum workplace count of 1 on game load.
  • UI performance improvements.

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.

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
A complete list of instructions and guides can be found on the original mod’s page, including guides for asset creators. 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.

Version 2.0 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. NOTE: the 'Save and Apply' function is new; for now, it is recommended that you be careful with it (save a backup of your city before using it and check afterwards to make sure that it worked as you thought it should).

Having difficulty?
  • Ensure that you're subscribed to the required Harmony mod (see 'required items' at right).
  • Ensure that the mod is activated in your content settings.
  • 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 running with any outdated/conflicting mods (see this list of currently broken mods[docs.google.com] by AquilaSol and Avanya).
  • Read this guide on output logs and common errors.
  • If problems still persist after that, please leave a comment (preferably including a link to your output.log) and I’ll see if I can help.

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 2.0 by Andreas Pardeike via the Cities Harmony mod by boformer.

More mad props to BloodyPenguin and boformer who (however inadvertently) taught me about Cities:Skylines modding.

Source available on GitHub[github.com].
Popular Discussions View All (8)
41
Jul 27 @ 8:36pm
Ploppable RICO Revisited 2.0.3 crashes when the simulation starts after loading the game.
frank.j.beckmann
33
Jul 14 @ 11:05am
Three Suggest
M.S.Referee
19
Jun 16 @ 1:28am
RICO Growables + Building Themes
Chops
< >
1,145 Comments
icedi 5 hours ago 
A periodic error occurs When you put a building periodically, it does not determine the number of inhabitants. Example: 0-40 is ok. And then it is distributed according to social status. And sometimes you install a building and it shows 0-0. This is mistake. And the population does not settle in such a house. What is the problem.
LemonsterOG Sep 20 @ 11:21am 
@queensidekings -- So glad you got it resolved.
queensidekings Sep 20 @ 1:20am 
@LemonsterOG I do believe that was the issue. thanks for the help!
LemonsterOG Sep 19 @ 11:42pm 
@queensidekings -- Just curious...did you set up the "Plop the Growables" type settings in this mod as you had them set in the original Plop the Growables mod?
queensidekings Sep 19 @ 10:56pm 
When I use this mod to place growable buildings they only appear as blank concrete, no actual building? Buildings with RICO settings work fine, is it because i unsubbed from Plop the Growables?
LemonsterOG Sep 19 @ 12:03am 
@Sint Holo -- "Growables" are buildings that typically grow on zoned spaces. Find It allows you to find and place growables manually, rather than needing them to "grow" but they only stay if you place them on zoned spaces. Otherwise they disappear. The old "Plop the Growables" mod allowed you to place the "growables" without any zoning required. That old version was improved on and incorporated into the new version of Ploppable RICO. This then makes the combination of Ploppable RICO and Find It 2 very, very easy to use and pretty powerful. I hope this helped clear things up a bit. I know it can all get a bit confusing.
Sint Holo Sep 18 @ 10:16pm 
I don't quite understand this new integration of Plop the Growables, what exactly does this do?
algernon  [author] Sep 16 @ 4:49pm 
@Mr.Bernji Most likely there's a pathfinding problem on your old map, possibly a broken node or disconnected road or similar. That's the usual cause of people not moving in (assuming that you haven't hit any game population or household limits, which could also be an issue).
algernon  [author] Sep 16 @ 4:46pm 
This comment is awaiting analysis by our automated content check system. It will be temporarily hidden until we verify that it does not contain harmful content (e.g. links to websites that attempt to steal information).
Mr.Bernji Sep 16 @ 12:34pm 
Hey hey! :-)
What could be the problem? I place a residental Building and nobody move in.
I have the same problem with commercial and office. And i think industrie will be the same.
But its only in one older City. in my newest i dont have this Problem. ^^

Sorry for my bad english, greets from Vienna.