Cities: Skylines

Cities: Skylines

Ploppable RICO Revisited 2.5.6
3,555 Comments
algernon  [author] 5 hours ago 
@Nomisman You've reached the game's CitizenUnit limit. See the FAQ, question 4, in the wiki linked above, and the More CitizenUnits mod page .
Nomisman 17 hours ago 
I have a weird bug where any new building I plop down has 0 households. There's other instances of the building in the city which has the correct number of households, this only happens with newly plopped buildings.
Scott Wilco Oct 8 @ 5:23am 
That'll be it then. So the mod is functioning as intended and I'm not actually getting any errors. Such a strange restriction. I've never come across that in any other unity games.

Thanks for bearing with me on that, only to get to such a basic issue. The linked guide is very useful. I'll be sure to keep it on hand as I'm new to modding Cities. Feel like such a twonk!
algernon  [author] Oct 8 @ 5:05am 
@Scott Wilco Wait, are you second-loading? Loading a save after having already entered the game without quitting to desktop first? If so, there's your problem right there.

NEVER second-load when using mods. ALWAYS exit to desktop between loads (starting a new city counts as a 'load' for these purposes).

See the Beginner's Guide To Using Mods & Custom Content with Cities: Skylines.
Scott Wilco Oct 8 @ 4:06am 
It doesn't. Everything is happy according to Loading Screen. Even removing all assets and unsubscribing from them still throws the error on a fresh save. It's worth noting though that the error only pops when loading a save from gameplay. So the initial load doesn't throw the error. It's only when I load from active gameplay to a previous save. I don't know if that helps.
algernon  [author] Oct 8 @ 3:50am 
@Scott Wilco Yes, that's better. I can see from that you've got a broken asset there that's causing issues - does your Loading Screen Mod asset report list any with errors?
Scott Wilco Oct 8 @ 12:18am 
Hopefully this isn't a mess. I did the things you asked for, additionally I also removed all other mods and assets (in my troubleshooting rage) to see if I could pin it down but still no luck. The log still has the error so hopefully this is okay. Thanks for your persistence.

https://www.dropbox.com/scl/fi/07n26y4ccnb257pfubnq0/output_log.txt?rlkey=ttq0mrngiurufk9l7n35gw2tc&dl=0
algernon  [author] Oct 8 @ 12:04am 
@Scott Wilco In addition to that, also validate your local game files before launching to generate a new log.
algernon  [author] Oct 8 @ 12:03am 
@Scott Wilco That worked! Unfortunately, I can see from your log that you have the 'Extended Error Reporting' mod installed, which (ironically) breaks proper logging of errors, so your log doesn't have the required info. Can you unsubscribe from that (not just disable, but unsubscribe) and submit a new log with the error?
Scott Wilco Oct 7 @ 11:05pm 
Yeah, Dropbox can be a pain with steam. Usually works if you paste it into a browser manually. Give that a shot. I'll try a different way if that doesn't work.
algernon  [author] Oct 7 @ 2:37pm 
@Scott Wilco Unfortunately, I can't access that file (Dropbox error 400); try uploading again, maybe?
algernon  [author] Oct 7 @ 3:52am 
@Scott Wilco It's impossible to tell without seeing your full output log .
Scott Wilco Oct 7 @ 2:55am 
Apologies if this has already been answered/solved but I can't seem to find anything in the guides and FAQ. I'm getting a 'Object reference not set to an instance of an object' error. Specifically the 'PloppableRICO.PrefabManager.HandleBrokenAssets'. Is this definitely related to assets? As I hardly use any, and the ones I do use are all loading properly. Tried everything I can think of and can't shake this error.
Schrödinger Sep 18 @ 2:15pm 
hello, dear @algernon. i don't know where to ask you this, so i'll ask here. i've noticed that you're doing a great job of making many retired mods compatible with the current version of the game. for that, i have endless respect and admiration. could you please tell me, have you ever considered reviving mods like procedural objects and more network stuff? i understand that this could be much more difficult to implement, with the mod owner's approval, adaptation to the current game, and all that, so a yes/no answer would be perfectly acceptable. i'm just interested in your opinion.

https://steamcommunity.com/sharedfiles/filedetails/?id=512314255
https://steamcommunity.com/workshop/filedetails/?id=1094334744
algernon  [author] Sep 7 @ 4:34pm 
@Vagabond Nothing to do with me - they were called ploppables by both the community and the game's developers right from the outset. The creator of the original Ploppable RICO used that term specifically because it was what was understood by the community, and I followed suit. To refer to it as anything else would just cause unnecessary confusion.

'Ploppable' has nothing to do with sound effects, but instead refers to the physical action of being plopped on the map by the player (as opposed to buildings that spawn dynamically without direct player control).
Vagabond Sep 7 @ 1:44am 
Hey, great mod I use it in every playthrough thank you for keeping it up to date! I am also curious though as to why the mod is called PLOPable. I agree with @Lusty Joker that buildings make more of a clunk noise when they are placed, some context would be wonderful for my immersion and RP as a slumlord city manager, embezzling all my funds into a Swiss bank account while raising the poverty line for my citizens!
Schrödinger Sep 5 @ 4:31am 
@algernon thank you:steamhappy:
algernon  [author] Sep 4 @ 3:24pm 
@♥♥♥ зародышный No, this mod does nothing about transport preferences.
Schrödinger Sep 4 @ 3:21pm 
hello, this mod is great. however, i ran into a small issue when building a city based on this mod. all sims living in houses built with the mod can easily travel by all possible types of public transport. except for taxis. they never use them, 0 cars leave the depot. it's not a matter of compatibility with other mods, in other saves where all the houses are built by the game itself, there are countless taxis. i just want to understand if rico somehow affects the sims' attitude towards taxis? thank you:steammocking:
Lusty Joker Aug 22 @ 9:57pm 
WHY is it called PLOPable? Buildings make more of a clunk noise when u place them... also who's Rico and why does he want into my residential, industrial and commercial and office buildings?
algernon  [author] Aug 17 @ 4:53pm 
@KOLERMOS /CZ/ I'm a little confused, sorry. Step one to do what you want is to make sure that you change the AI type using this mod (into Tourism) and restart your game. Step two (optional) would then be to tweak the realistic population calculations for that building after the restart. But it seems you're not doing both of these steps, only one? Is that correct?
KOLERMOS /CZ/ Aug 14 @ 4:36pm 
*individual as in individual models/items, not single individual buildings in my city, i know that that's impossible
KOLERMOS /CZ/ Aug 14 @ 4:35pm 
Hello, I seem to have a problem with RICO+Realistic Pop. custom settings integration. Right now I need to turn about 50 individual high density commercial buildings (not vanilla ones, I got them from the workshop) into Tourism specialization.

Whenever I do that in the RICO building settings window, the workplaces calculated using the "use realistic pop mod" checkbox stay the same as before (no change from regular high commerical). But when I don't actually change the specialization itself but only check the "hotels" option in the Realistic Pop. building settings window I get a wildly different (MUCH lower) number.

Right now it seems that I can only get to one of two outcomes, either:
- the right specialization with wrong (RICO overriden) workplace numbers, OR
- the wrong specialization with correct workplace numbers (RICO ignored)

Is there any way to fix this? Thanks!
algernon  [author] Aug 12 @ 5:30am 
@jagarico No, no keyboard hotkey - it's just the button (a legacy carry-over from the original Ploppable RICO mod, and which unfortunately a lot of other mods have come to rely on for their own positioning, so if I change it it breaks things and has to be left as-is).
jagarico Aug 12 @ 5:16am 
Hello! I would like to ask if there is a keyboard hotkey to on/off RICO interface? I briefly checked the RICO wiki, and it seems like it’s not mentioned there either. Thank you!
algernon  [author] Aug 11 @ 8:23pm 
@Radian All RICO local settings are in the 'LocalRICOSettings.xml' file in the game's executable directory. Simply delete that file (or move it elsewhere if you want to restore it later) when the game isn't running to remove all local settings.
Radian Aug 11 @ 5:35pm 
Hi all! Hope everyone is well and energized. I just had a quick question about the population. So when I first started, I was making RICO buildings hold up to 2K or 3K households. Now I am almost at capacity for my world. It has resulted in cims not getting on trains/busses or the trains not being able to collect passengers (I'm not really sure haha), and cims will no longer go to work when I set up an office or commercial building. Is there a way to factory reset my local configurations in RICO and virtually turn them back into unique buildings, without doing every individual one? Thanks guys!
algernon  [author] Aug 9 @ 6:51pm 
@KITAQ Nobody can tell if you don't share your output log.
VIKAM Aug 9 @ 7:38am 
Object reference not set to an instance of an object [System.NullReferenceException]

Details:
No details

why this happens?what is wrong?
10007600a Aug 8 @ 5:42am 
I sent you the link via message
algernon  [author] Aug 8 @ 5:10am 
@olepederhagen After restarting the game?
olepederhagen Aug 8 @ 4:11am 
I've saved several buildings as local, but still get the message that it can't be placed because it's a unique building... any clues to what causes this?
10007600a Aug 4 @ 10:50pm 
sent you friend request.
The link del automatically here
algernon  [author] Aug 4 @ 8:48pm 
@食う太郎やでぇ You need to provide details of the error (which error? what did it say?) and share your output log (via a site like paste.ee or ufile.io).

Unless by 'reloading' you mean that you tried to second-load (only load once per session; otherwise exit the game and restart it between loads) - in which case, don't do that (you should never second-load with mods).
食う太郎やでぇ Aug 4 @ 8:33pm 
I downloaded it, but an error occurred and it crashed during reloading and doesn't work properly. What should I do?
algernon  [author] Jul 31 @ 6:10am 
@10007600a Either via the Discord (easiest), or via a temporary filesharing site like paste.ee or ufile.io (and then put the link here).
10007600a Jul 31 @ 5:57am 
So, how to share the output log to you?
algernon  [author] Jul 29 @ 4:35pm 
@10007600a Then same response.
10007600a Jul 28 @ 9:39pm 
@algernon same situation as @toa_tahu
algernon  [author] Jul 23 @ 11:16pm 
@Toa_Tahu Possibly a filesystem error causing a settings file issue? I'd need to see your output log from immediately after clicking 'save and apply'.
Toa_Tahu Jul 23 @ 11:10pm 
Hi, I was able to change a buildings settings like its cost and starting level and saving the changes to local. But for some reason when I click "save and apply changes" or just "save" the level and cost remains the same. Furthermore, the buildings I already changed to my local settings got erased. Any idea's on why it stopped working?
algernon  [author] Jul 22 @ 3:39pm 
@10007600a Then you need to check if the mod is loaded and enabled.
10007600a Jul 22 @ 6:40am 
@algernon i have no idea. It suddenly change when i was playing the game.
Now still cannot change
algernon  [author] Jul 22 @ 6:24am 
@10007600a Why can't you change it again? Is the mod still loaded and enabled?
10007600a Jul 21 @ 10:42pm 
Hi i wanna ask that
All the buildings setting suddenly back to original and i cannot change it again.
Is there any solution instead Thanks
algernon  [author] Jun 27 @ 6:02am 
@C._.502 Copy the LocalRICOSettings.xml file from the game executable directory to the other device; all the local settings are stored in that file.
C._.502 Jun 27 @ 12:13am 
Hi i wanna ask that does "local" data of RICO buildings is unable to transfer to another device when using the same saved city? Is there any solution instead or i can only input "local" data at other device for one more time? Thanks
algernon  [author] Jun 21 @ 9:00pm 
@Hela Yes, that would be one of the save-and-apply limitations. Restart your game instead.
Hela Jun 21 @ 12:30pm 
I think I found a bug (might be because I constantly use the "save and apply" experimental feature . Usually I turn monuments into growables, but when I want to undo this and turn them back to monuments, I noticed that I can't turn on/off the building, or it just stays either on and off forever. No matter what I do, remove local, turn it into a dummy (original self) the on/off option stays stuck, even when demolished, it stays off, its a funky bug haha. I checked settings and I can't seem to turn it back completely to a monument, it stays as a park rather, but doesn't appear in Parks tab.