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Ploppable RICO
Updated for Industries DLC by Bloody Penguin.
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.
You can see the mod in action in Keralis’s and Strictoaster’s popular YouTube series.
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Cities skylines как настроить rico
This is a quick walkthough on how to use the RICO settings panel.
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The RICO settings panel is designed to allow players to:
-View any RICO settings applied to assets.
-Tweak RICO settings on existing RICO assets.
-Add new RICO settings to any asset, including growables and vanilla assets.
Possible uses for existing RICO assets include:
-Adjusting job counts to match player balance settings.
-Filling in missing settings, such as construction cost.
-Lowering levels on assets with the level set too high.
-Adding industrial specializations.
-Enabling or disabling WG pop balance compatibility.
-Disabling RICO on an asset with mod or author settings.
Possible uses for new RICO settings:
-Adding settings to vanilla assets, such as the unique building offices.
-Adding growables that you wish to plop outside of zoned areas.
-Adding settings for long abandoned workshop assets with no author settings.
-Using your own custom local assets with RICO.
RICO settings can come from three sources.
Mod Settings — These come from the RICO Settings Mod.
Author Settings — Bundled with workshop assets.
Local Settings — Set by the player though the settings panel.
If you subscribe to the RICO Settings Mod, its settings are stored in the mod folder in your workshop folder. Its a single WorkshopRICOSettings.xml file that contains settings for long abandoned assets. This is updated by myself.
The asset author settings are stored in the workshop folders. Each asset will have a seperate PloppableRICODefinition.xml file, and they will be updated whenever the asset author updates his/her asset. Its best not to touch these files.
The local RICO settings are stored in a single large LocalRICOSettings.xml file in your games root directory. The settings panel reads and writes from this file. For windows users, the directory typically looks like «C:\Program Files (x86)\Steam\steamapps\common\Cities_Skylines».
Author settings will override mod settings, and any local settings made by yourself via the panel will override all other RICO settings.
To view the panel, click the Settings button on the RICO tool panel.
The top bar is the filter bar. Here you can filter the asset list by type to find your asset. This represents the original asset setting.
On the far right, you’ll see the asset list. The three check boxes represent mod settings, asset author settings, and local settings. This is a quick way to see what assets have existing settings.
In the middle, you’ll find the building preview, and three buttons.
To add local settings, simply click the Add Local button. Assets with author or mod settings will inherit existing settings for the local settings. For assets with new RICO settings, you’ll start with a generic template.
To disable RICO on an asset with existing settings, click Add Local, then toggle Enable RICO, and then Save.
After you’ve changed your local settings, you’ll need to click save.
Removing local RICO settings is as simple as clicking Remove Local.
Any changes made to RICO settings will take effect on the next scene load.
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Ploppable RICO
Updated for Industries DLC by Bloody Penguin.
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.
You can see the mod in action in Keralis’s and Strictoaster’s popular YouTube series.
Источник
Cities skylines как настроить rico
This is a step by step guide for creating single use, regular footprint buildings for use with the Ploppable RICO mod.
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The Ploppable RICO mod works by converting a normal ploppable asset into a RICO asset on scene load.
To make your assets compatible with the RICO mod, you simply need to include a .xml RICO settings file with your asset.
To begin, follow the normal process for creating ploppable assets. You can use any template you like, such as a unique building or a park. As your saving your asset, remember the asset name. You’ll need to include this in the RICO settings.
A .xml file is a formated text file. It can be opened and modified in any text editor.The RICO mod uses a .xml file to store its settings.
For windows users, XML Notepad [www.microsoft.com] is a simple free program that makes editing .xml files easier.
To get started, download the Ploppable RICO .XML Template [gist.github.com] .
Click Download ZIP, and extract the .xml file from the folder. Once you’ve extracted the .xml file, you can open it in XML Notepad or any other text editing program. To add RICO settings, simply fill in the fields with the desired settings, and save the file.
In XML Notepad, change the settings on the fields on the right.
In Wordpad, change the settings between the quotes.
The settings you can edit are:
name: Enter the asset name of your building here, including caps and spaces.
service: Use residential, commercial, office, industrial, or extractor. Industrial processing buildings will have industrial as a service.
sub-service: For residential and commercial, use high or low. For generic industrial, use generic. Industrial processing and extractors can use farming, oil, forest, and ore. For office, use none.
level: Buildng level. 1-5 for residential, 1-3 for office, commercial, and industrial generic. Use 1 for for extractors and industrial processing.
workplaces: Total number of workplaces. Set to 0 for residential.
homes: Home count for residential. Each home holds 3-5 residents. Set to 0 for non-residential.
construction-cost: Inital construction cost. Enter 0 for no construction cost.
ui-category: This determines what panel the asset will be added to on the RICO panel. Options include reslow, reshigh, comlow, comhigh, office, industrial, oil, ore, farming, forest.
All settings other than the asset name need to be under case.
Now that you’ve created and saved your asset and your .xml file, its a good idea to run a quick test to make sure all is well.
In a file browser, navigate to your «Assets» folder. For Windows users, copy this path into your path bar: %AppData%\..\Local\Colossal Order\Cities_Skylines\Addons\Assets\
Next, create a new folder with any name in your «Assets» folder. Place both your .crp file of your asset and the PloppableRICODefinition.xml file in the new folder.
When you load a new game, the mod will apply the RICO settings and create a button for your asset in the RICO panel. It will also remove your asset from the default game panels.
If everything is working ok, its time to upload to Steam!
In the Content Manager, find your asset in the list. Click on either «Share» or «Update». You’ll see a menu that looks like this. Click on the little file button.
This will bring up a file browser. Navigate to the «Content» folder in this directory. You should see the .crp file of your asset. Next, simply drag and drop your PloppableRICODefinition.xml file into this folder, and close the file broswer.
When you click «Publish» on your asset, the .xml file will be bundled with the asset, and made availible to any player who subscribes to your mod. Every time you update the asset, you’ll need to re-drag the PloppableRICODefinition file back into this directory.
Keep a local copy of both your .crp and .xml file outside of your «Assets» folder.
The Ploppable RICO mod can be also be used with Sub-Buildings Enabler and Sub-Buildings Tabs to create mixed use and large footprint RICO buildings. If your interested in learning more about how to make these types of assets, take a look at the Advanced Guide.
If you have any questions or issues with the mod, feel free to ping me on Steam chat, or post in the Report Issues Here thread on the mod Steam page.
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Ploppable RICO Revisited 2.4.8
Seeking help with translations! I’ve set up a Google Sheets spreadsheet here [docs.google.com] .
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.
Not recommended for use with disasters — rescue teams will get ‘confused’ by RICO buildings
Allows RICO (Residential, Industrial, Commercial, Office) buildings larger than 4×4 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).
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.
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.
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.
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).
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).
- 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] .
- Check that you’re not running with any outdated 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.
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.
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