Cities: Skylines

Cities: Skylines

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Ploppable RICO
 
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0.099 MB
Dec 28, 2015 @ 1:12am
Nov 30, 2016 @ 3:27pm
39 Change Notes ( view )

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Ploppable RICO

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Description
This mod will allow you to plop buildings that function as:
  • Residential
  • Industrial
  • Commerical
  • Office

The Ploppable RICO mod will convert any compatible ploppable asset to a RICO building.
For example, parks can be converted to farms, and unique buildings to offices. RICO buildings will function identically to their growable counterparts. Mixed use buildings and unlimited footprint sizes are also possible with Sub-Buildings Enabler and Sub-Buildings Tabs.

Assets can be made to be compatible with the mod, but the mod won't be required.
Asset authors will just need to include a .xml file that contains the RICO settings. The assets will revert back to their original ploppable function if the mod is disabled, and non RICO mod subscribers can still use the asset for its original purpose.

For asset makers who want to make their assets RICO compatible, you can follow the
Asset Creation Guide. Check out the Advanced Guide if you want to experiment with mixed use assets.

The Settings Panel Guide can be found here.

To convert growable assets to RICO assets, follow the Growables with Ploppable RICO Guide.

To get started, you can sub to the RICO Workshop Settings mod. It adds RICO settings to 74 popular assets that don't have existing RICO settings. It also adds RICO settings to a few generic vanilla unique building assets.

The RICO mod is fully compatilble with the PropaneDragon's Rush Hour mod and WG's Realistic Population mod.

A huge thanks to Boformer, Tailgunner, and BloodyPenguin for all of the design input and code they've contributed. Also a huge thanks to cope for his detours library. And a final thanks to SamSamTS for his UI objects used in the settings panel.

This mod does not save data to the scene file. It can be safely activated and deactivated on your cities with no risk.
Source Code[github.com]

You can see the mod in action in Keralis's and Strictoaster's popular YouTube series.
Popular Discussions View All (16)
548
2 hours ago
Report Issues Here
AJ3D
41
Apr 26 @ 1:09pm
Ideas/Suggestions
AJ3D
2
Sep 21 @ 6:09am
Ploppable Request?
John Bot Jovi
< >
998 Comments
chris_sj Oct 16 @ 12:08pm 
The vanilla assets impacted by this mod (i.e. Servicing Services Office), converted to RICO with the workshop settings mod as suggested but will never go above 60 employees - no matter the demand or the fact the numbers of jobs available is much higher. Is this broken or am i missing something? any help would be greatly appreciated.
lys_knight Oct 12 @ 8:32pm 
I posted in the FIND IT mod for the author as well. I am ready to give you both a very genererous donation if you could solve my issue.
lys_knight Oct 12 @ 8:23pm 
Suddenly FIND IT disappeared and I went thru my 2501 assets (yes!) to find that that Ploppable RICO causes this - along with the famous "Object reference not set to an instance of an object [System.NullReferenceException]

Details:
No details"
[DayzPro] aG x Naox63 Oct 12 @ 12:18am 
Thx SonOfNitrous for say don't use foresty buuilding. now i don't have any message error or probleme . thx again nitrous
SonOfNitrous Oct 10 @ 3:14am 
@aubergine18 UI is created during level loading, so it's impossible
aubergine18 Oct 10 @ 2:25am 
Option to refresh UI after adding local RICO settings? (Currently the newly RICO'd buildings only show in the menus after game reload).
d.konecny1990 Oct 10 @ 1:37am 
SonOfNitrous - but how ? I am nob, help will be appreciated...
SonOfNitrous Oct 10 @ 1:35am 
mod is totally ok and working fine
Just don't use forestry
nuttapillar Oct 10 @ 12:32am 
what?
d.konecny1990 Oct 8 @ 10:09am 
BaronVonUkranianWomenRGoddesses - hi, thanks for advice, buti got another problem, there i no such a file in my game folder, some more sugestion ?