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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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Ploppable rico revisited не работает
I have used Ploppable RICO Revisited for about 2 month. Everything worked fine.
A few days ago, after having not played the gave for a few days, a dialogue box told me the Ploppable RICO Revisited mod had been upgraded to version 2.0.2. I noticed the all plopped buildings where in a switched of state an considered as parks. I didn’t investigate that further.
The next day the game quietly exited after loading all assets while the simulation was started. I disabled all mods which had been modified over the last days one after the other. The game runs fine with all mods beside the Ploppable RICO Revisited mod. As soon as this mos is enabled the game crashes after loading everything and before the game is playable.
I unsubscribed and resubscribed to this mod and the harmony mod. I also had steam check the integrity of the game files. Nothing helped. I disabled other mods which had been updated and also the paint mod. It makes no difference. The game runs fine without this mod.
I also tried to load an older save from another map. That also crashed as soon as this mod was enabled.
Sorry, only just saw this discussion now (Steam doesn’t notify me when new discussion threads are created, just when someone posts in the main discussion).
@lukas.wollenweber @gsx43 Sorry, that’s nowhere near enough information to diagnose any errors. Output logs are needed.
@frank.j.beckmann To help you, specific asset errors are:
Custom Assets: 1417966907.[EC3+]JP1L ELV+ station module_Data: NetInfo missing
Custom Assets: 1417966907.[ED3+]JP1L ELV+ station module_Data: NetInfo missing
Custom Assets: 1633829052.Local station#7 JP2L 65m_Data: NetInfo missing
Custom Assets: 1649503228.Simple single track station_Data: NetInfo missing
Custom Assets: 1658610019.Modern 4 tracks station_Data: NetInfo missing
Custom Assets: 1738367702.European elevated station_Data: NetInfo missing
Custom Assets: 1764382543.European module EL station S_Data: NetInfo missing
Custom Assets: 1764408240.European module EL station L_Data: NetInfo missing
Custom Assets: 1843040605.Bridge building station+passJP1L_Data: NetInfo missing
Custom Assets: 1924477611.European rural 6 tracks station_Data: NetInfo missing
Custom Assets: 1975817773.CSUR2.0 to ground raod 1_Data: NetInfo missing
Custom Assets: 2020941252.European rural 4 tracks sta 2_Data: NetInfo missing
Custom Assets: 2021772768.Simple single track station LPF_Data: NetInfo missing
(Sorry, that should»ve been 12 station assets and one CSUR asset). The string of numbers at the front of the name is the Steam Workshop package number.
I still have the same problem with the mod. I did not previously bother to upload the logs, as I just reverted to the original mod, which still worked fine for me, but now I notice that it does not play nice with Realistic Population Revisited anymore.
Here are the links to my output log and the LocalRICOSettings.xml:
Thanks! There’s a couple of good clues in there.
First off, this asset is outright broken. Can you please unsubscribe to that and see if it makes a difference? (if it does, I need to strengthen the protection against broken assets — but I’m suspecting that that’s not the case).
Second, there’s no crash stack trace at the end of your log, which should normally be the case with a game crash — *except* when you’ve run out of memory. How’s your memory usage? Are any of the memory totals reported by the Loading Screen mod in the red when you’re loading your game?
I already removed the broken asset after it showed up in the Loading Screen Mod report. Still no change.
I know 13,514 assets are probably way too many, but the loading screen shows both memory totals in orange. The game uses 49.7 GB of RAM, but there is 65 GB in my system, so it should be enough, I guess. I have also doubled the size of the swap file.
However,the game only crashes when I use your mod, which only started happening after an update you made some time in April or May.
The original mod still works, except that it won’t let me change the population counts of residential buildings.
Okay. The last section of your log is definitely showing something going wonky in a way that’s strongly suggestive of being out-of-memory. The game isn’t the only thing that uses memory, so it depends also on what other progams you have open at the same time (e.g. Google Chrome is a notorious memory hog), plus of course the operating system itself. 49.7GB is a *huge* amount of memory for this game to have to handle, and at those levels even a large pagefile may not be enough (even when you *technically* have the capacity).
Given what’s in your log, I think the most likely culprit at this point is out-of-memory. I suggest what’s happened is the 2.0 update has started it, as the updated UI uses a bit more memory. That the memory issues become apparrent during the mod’s UI process (e.g. the game suddently can’t find the meshes that the mod asks for and even basic IEnumerable alloctions fail) is further suggestive of that.
There’s some updates in the pipeline where I’ll be doing some code gymnastics that will help mitigate the end-of-loading-RAM-crunch, and that might be the solution for you.
However, that will be a band-aid solution at best. You’re obviously a hyper-detailer if you need all those assets, and it’s probably seriously worth considering abandoning the functional part of the game entirely to better faciliate your asset demands — that might probably be a better solution for you longer-term.
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Ploppable rico revisited не работает
Sorry, only saw this now — Steam doesn’t notify me when new discussion threads are created, only when someone posts in the main thread.
That’s expected behaviour if you created local RICO settings for buildings and didn’t set them to be growable — I assume that’s what you did?
Once you turn them into RICO buildings (without tagging them as growable) then they’re no longer growable buildings. Building Themes only works with growable buildings (because, well, that’s what it does — no point in theme management for ploppable buildings), so it wouldn’t be detecting them as growables any more (and correctly so).
I’ve started a write-up on growable vs ploppable [github.com] buildings on the wiki; I’d appreciate any feedback if I’m on the right track, or if I’m not saying things clearly enough, or am missing anything that you think is relevant.
I’ve started a write-up on growable vs ploppable [github.com] buildings on the wiki; I’d appreciate any feedback if I’m on the right track, or if I’m not saying things clearly enough, or am missing anything that you think is relevant.
There is a discussion on this very topic going on at the moment. If you have a look, it may help you be able to to clarify what is confusing people. I thought I had a handle on it, but from Avanya’s explanation in the discussion, I apparently didn’t understand how the new growable option / checkbox worked.
I’ll look at your GitHub link and see if it makes sense to me.
Your GitHub write-up says:
Plop the Growables
“growables … will still be ‘growable’ buildings according to the game’s code and will function accordingly. The normal limitations on which buildings can be growable (e.g. 4×4 maximum size) still apply, and the normal stats of the buildings remain unchanged from their defaults.”
In the discussion I referred to, Avanya says:
“Plop The Growables lets growables ignore the need for zoning and makes them act like historical buildings….
Historical buildings can still level up, but their appearance always stays the same.”
“If a growable is given settings with Ploppable RICO, it can still spawn randomly in a zone. When it does this, it behaves like a RICO building though, and is locked to its level and won’t despawn if the zoing under it is removed.”
So am I correct to interpret and sumarize all this to mean:
Growables spawn randomly on zoned tiles (game default).
Growables made RICO-ploppable WITH growable option
— limited to max 4×4 tile size
— require zoned tiles to spawn
— will randomly spawn on zoned tiles
— will not despawn if zoning is removed
— will not level up (nor change appearance)
Growables made RICO-ploppable WITHOUT growable option
— limited to max 4×4 tile size
— do NOT require zoned tile to be plopped
— will not despawn when plopped
— will NOT level up
— will not change appearance
— will not randomly spawn on zoned tiles elsewhere
WITH PLOP THE GROWABLES
Growables
— limited to max 4×4 tile size
— do NOT require a zoned tile to be plopped
— will not despawn when plopped
— WILL level up (like Historical Buildings)
— will not change appearance (like Historical buildings)
Sorry, I forgot to include the link.
As I think about this, any updated guide to RICO should probably clarify the difference between what I call «pure» RICO enabled assets , RICO «compatible» assets and how either or both can be modified / over-ridden by Local settings. I understand it, but it took a while to get my head around it. I think new players are really confused, judging by the questions that sporadically pop up on the Forum.
Note, I’m only a player, not an asset creator, so I’m looking at Workshop assets and mods from the «receiving» end. Also haven’t used PTG yet, so that may be why I’m a bit fuzzy myself. Thanks BTW, for your great work.
Yes, Plop the Growables does indeed have some extra functions that complicate it — nothing’s simple, is it?
Your summaries above are mostly correct, BUT: Ploppable RICO buildings with ‘Growable’ selected will behave EXACTLY LIKE vanilla growables. That is, they do require zones — they will despawn if zoning is removed. They also DO level up and change appearance. Both of those changes, of course, are overridable by ‘Plop the Growables’.
I think it’s better to think of the following three categories:
— Ploppable RICO Ploppable
— Growable (includes both ‘normal’ growables and Ploppable RICO builidngs with ‘growable’ selected) default behaviour
— Growable (includes both ‘normal’ growables and Ploppable RICO builidngs with ‘growable’ selected) behaviour with ‘Plop the Growables’.
Does that make sense?
Yes, makes total sense. However…
Sticking just to RICO
You said:
“Ploppable RICO buildings with ‘Growable’ selected will behave EXACTLY LIKE vanilla growables. That is, they do require zones — they will despawn if zoning is removed. They also DO level up and change appearance”
(Regardless of whether they’re plopped or spawn, right?)
Avanya said (in the other thread):
“If a growable is given settings with Ploppable RICO, it can still spawn randomly in a zone. […(my addition) …presuming the growable box remains checked.] When it does this, it behaves like a RICO building though, and is locked to its level”
So
Is there a difference in behaviour between
RICO ploppable (as defined by the author) made Growable (by checking the growable box)
[will level up and change whether plopped or spawned]
and
Growable made Ploppable with RICO (and checking the growable box)
[won’t level up and won’t change, whether plopped or spawned, per Avanya’s comment]
?
In other words, it depends on the kind of asset you’re starting with?
And if I take a Growable + “RICO compatible” asset (up to 4×4), enable the author’s RICO settings, and check the growable box, what happens? Does RICO treat it as Ploppable > Growable or as a Growable > Ploppable?
(Not doing this to annoy you ! Just examples of how the options can be confusing and what needs to be clarified for the average or NewB player)
Thanks for your time.
What Avanya said is perhaps a little out of date — there were (briefly) earlier versions where that was true, but now things are different (and those earlier differences were actually technically bugs).
There’s now no difference in behaviour between buildings originally made growable and those made growable by the mod. By default, they *will* grow up and change. The starting kind of asset makes no difference.
Which I hope answers your next question — if you take an author’s asset and override their settings (by creating your own local settings), then if your settings have it as ‘growable’ then it will be growable as far as the game’s concerned (the Ploppable RICO Revisited ensures that the game never sees it as anything other than an ordinary growable building).
And it’s all good — you’re not annoying me! It’s good for me to see where there’s confusion. As a modder, I don’t really get much of a chance to see what’s going on from the ‘user side’ — for example, this mod currently has over 41,000 subscribers, but I’ve only every heard directly from (maybe) a hundred or so of those.
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