Cities: Skylines

Cities: Skylines

5,890 ratings
Ploppable RICO Revisited 2.5.6
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Mar 8, 2020 @ 1:49am
Apr 11, 2024 @ 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.

[ko-fi.com]
[paypal.me]
Popular Discussions View All (42)
12
Mar 23 @ 3:32pm
Could not load type 'Problem' (System.TypeLoadException) Details: No details
Emerald2027
1
Jan 14 @ 1:46pm
Powerpoles and people
ltturn
4
Aug 10, 2023 @ 6:03am
Error on load
blackened
3,505 Comments
algernon  [author] Jun 14 @ 3:58am 
@Rahmey Okay, I have to assume on balance of probability that you're not familiar with the mod :) Have you tried a quick test game (new city) with just this mod, Harmony, and Loading Screen Mod active to see if the problem still occurs?
Rahmey Jun 14 @ 12:44am 
It is. I haven't touched the settings and have been using this for years, but I did check, which is why I'm seeing if you'd know anything
algernon  [author] Jun 14 @ 12:41am 
@Rahmey Check the mod's options panel; you most likely haven't activated the options to make growables spawn instantly without construction time and to have them survive outside of the correct zones. See also the mod's wiki, linked in the description above, for more details.
Rahmey Jun 13 @ 11:41pm 
I'm sure this is probably a mod conflict somewhere. But while I figure it out, maybe you could shed some insight as to why growables need to be constructed, and then disapear?
XxN1GHTMAR1SHDEM0NxX Jun 13 @ 4:19pm 
to be honest idk what this mod does but i am rating it 69 stars :steamhappy:
Räkmacka Jun 13 @ 9:22am 
@algernon I might actually be challanged. Found the issue, didn't have anything to do with the mod. But thanks for quick response.
algernon  [author] Jun 13 @ 6:17am 
@Räkmacka Hard to say without more info (although likely nothing to do with this mod). What do you mean by "not showing up"? You mean that you can't find them in Find It?
Räkmacka Jun 13 @ 2:22am 
Might be challenged, but my workshop-growables are not showing up and thus I can not build custom buildings that are classed as growables. Could this be a mod issue or is it an issue at the individual assets? Keep in mind all the vanilla growables are still there.
algernon  [author] May 25 @ 7:36pm 
@Nicki There can only be one AI for each building, so you can't have both standard and Ploppable RICO AI active for one building at the same time. So yes, once you apply a Ploppable RICO AI that building is no longer vanilla - that's a core game limitation and can't be changed.

To undo, simply select the Ploppable RICO setting for that building and press the 'remove local' button, and then restart your game. See also the FAQ linked above, question 1.
Nicki May 25 @ 6:32pm 
When I first got the mod, I was toying with it on a random city and now I want to use the buildings that I saved a local setting for as the vanilla game intended and the mod seems to remove the vanilla building and move it to only RICO settings. Like for farming, I may have used the main building as a test and now I can't use it as intended. Is there a way to fix that or will I just have to remove RICO and redownload it?