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skallben

RICO value for vanilla assets?

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I think settings for some vanilla unique buildings such as the hypermarket come with the RICO Settings mod but I don't think there's any for growables, as far as I know you have to do it all yourself...

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Wish there just was a "load default growable settings".

When I first heard of the mod I assumed it would just let me plop any growable where I want, but you have to type in your own settings and then reload, pretty inconvenient...


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A reload will be inevitable no matter how you approach the problem, because RICO settings are initialized and applied during game-load. So having to create/apply the settings manually is something you can't go around (unless you know someone who has already done so, and is willing to share his RICO settings file ;) - for the record, I haven't done so...) 
 

Edit: if your goal is to have more households/workers/etc. per unit, you can use the Realistic Population and Consumption mod. If you goal is to have every growable available to plop, consider using the Search Box mod.
This is how I do it, and it works well. The only growables I defined RICO settings for were those I wanted to use for a different purpose (for example, I 'converted' a few commercial assets to residential, and all Brooklyn industry and of Rick4000's UK industry assets to low-density commercial, because I want to be able to use them in populated area's without all Cims dying of lead poisoning).

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    So you are saying a modder couldn´t code it?

    And no, my purpose is to have control of where I plop stuff, not inflate my pop. I don't like the gaps which appear in the zonin every time you zone something that's not a strict grid. But thanks.

    I use the search box mod but mainly to find props. Can you explain what you mean?

     


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    I'm not sure if modders can code it: in its current form it would require the RICO mod to simulate a map load cycle while remaining in-game, which - to me at last - seems a bit odd. Perhaps there is a work-around for this, a different way to activate newly saved RICO settings in real-time, but I'm not familiar enough with the code to know whether that's possible. Perhaps the creator of RICO, @AJ3D can tell you more about it.

    As far as the Search Box mod is concerned: to the left of the search box itself is a dropdown where you can select in what AI-category the mod should execute its search query. By default it will search in every category, which can take quite some time if you have a lot of subscriptions. But with that dropdown you can limit your search to props, buildings (basically all ploppables), growables and more. The one downside about searching for vanilla growables with this mod is that the assets don't have a thumbnail, and the names are rather non-descript (along the lines of 'office 2x2 L2'), which isn't exactly helpful (although better than nothing).

    One reason to do invest some time in adding RICO settings to vanilla assets is that they are no longer restricted to your zoning blocks: for example, a 3x4 block growable requires a zoned area of exactly that size. If you RICO-ize that asset, you no longer need to zone the area where you want it to be, and you can also plop it basically anywhere (even on a 1x4 block), the same as with standard ploppables.

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    48 minutes ago, Judazzz said:

    As far as the Search Box mod is concerned: to the left of the search box itself is a dropdown where you can select in what AI-category the mod should execute its search query. By default it will search in every category, which can take quite some time if you have a lot of subscriptions. But with that dropdown you can limit your search to props, buildings (basically all ploppables), growables and more. The one downside about searching for vanilla growables with this mod is that the assets don't have a thumbnail, and the names are rather non-descript (along the lines of 'office 2x2 L2'), which isn't exactly helpful (although better than nothing).

    One reason to do invest some time in adding RICO settings to vanilla assets is that they are no longer restricted to your zoning blocks: for example, a 3x4 block growable requires a zoned area of exactly that size. If you RICO-ize that asset, you no longer need to zone the area where you want it to be, and you can also plop it basically anywhere (even on a 1x4 block), the same as with standard ploppables.

    Thanks, I never looked there I guess. And yeah I want to be able to rearrange regardless of zoning limitations since zoning can't handle non-grids. I'm building alot of eurostyle borroughs, so I guess I am indirectly inflating population after all, because I'm trying to create dense coherent blocks.

     

    42 minutes ago, AJ3D said:

    I'm messing around with a small mod now that will hopefully disable the zone check. Hit me up on Steam Chat Judazz if your interested in helping. This should be an easy mod.

    That sounds promising. Would it mean I can move grown buildings, remove zoning an then arrange as I see fit? Because that's what I want to be able to do. Kill ugly gaps, basically.


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    45 minutes ago, skallben said:

    Would it mean I can move grown buildings, remove zoning an then arrange as I see fit? Because that's what I want to be able to do. Kill ugly gaps, basically.

    Not quite the same, and also no substitute for AJ's work, but with the Move It! mod you can move/rotate growables to a certain extent: not to a completely different city block, but for fine-tuning (to make houses wall-to-wall) it's a perfect tool.

    @AJ3D - I'm rather busy the next couple of days (frickin' holiday prepping), but I'll get in touch as soon as I have time for it - catching up is long overdue :yes:

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    5 hours ago, AJ3D said:

    @JudazzzThe mod is done. I just detoured CheckZoning in Building and replaced it with return true.

    Oh fantastic. Exactly what I wanted. No need to fiddle with RICO!

    THANK YOU!


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    Somewhat related to the subject, is there a resource anywhere that tells how to turn a growable into a ploppable?

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    @Matthias King I don't know if this is what you're looking for ;) If you only need to make a growable into RICO there's no need to change the AI category, it can directly be done throught the RICO mod.

    http://steamcommunity.com/sharedfiles/filedetails/?id=704483215&searchtext=growable+to+ploppable

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    37 minutes ago, Lost_gecko said:

    @Matthias King I don't know if this is what you're looking for ;) If you only need to make a growable into RICO there's no need to change the AI category, it can directly be done throught the RICO mod.

    http://steamcommunity.com/sharedfiles/filedetails/?id=704483215&searchtext=growable+to+ploppable

    Does this method convert, aka removing it as a growable, or does it clone and convert so the building both can appear as a growable and be RICO-plopped?


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    Just now, skallben said:

    Does this method convert, aka removing it as a growable, or does it clone and convert so the building both can appear as a growable and be RICO-plopped?

    As mentioned in the last sentence of the guide, the growable version remains untouched, you have both versions :)

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    58 minutes ago, Lost_gecko said:

    As mentioned in the last sentence of the guide, the growable version remains untouched, you have both versions :)

    Actually, RICO-ized growable buildings do still grow indeed, but they mimic the behavior of ploppables (as in, once spawned it doesn't need the zoning any longer, bulldozing it triggers a confirm popup, and it won't upgrade any further even if conditions are allowing it to do so).

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    4 hours ago, Judazzz said:

    Actually, RICO-ized growable buildings do still grow indeed, but they mimic the behavior of ploppables (as in, once spawned it doesn't need the zoning any longer, bulldozing it triggers a confirm popup, and it won't upgrade any further even if conditions are allowing it to do so).

    Oh I had never noticed nor heard about that, thanks for the info! Never mind what I sais then :)

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    13 minutes ago, Lost_gecko said:

    Oh I had never noticed nor heard about that, thanks for the info! Never mind what I sais then :)

    No no, you were right that RICO-ized growables still work as growables (as in they will still spawn), but I just wanted to add that once spawned, their behavior changes and resembles that of normal ploppable assets. So basically RICO-ized growables will still grow, but can also be plopped by selecting them in the RICO asset panel - best of both worlds ;) 

    One thing I forgot to mention is is that once RICO-ized, those assets don't grow the 'traditional' sense by slowly emerging out of the ground, but instead they appear instantly (as if plopped by an invisible hand), and after spawning the zoning will disappear as well (although not always - not sure how exactly this works...)

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    On 12/19/2016 at 8:08 PM, AJ3D said:

    @JudazzzThe mod is done. I just detoured CheckZoning in Building and replaced it with return true.

    Would it be possible to also disable the checking of district (forestry, farming, ore, oil)? That would be great for using various specialized industry buildings anywhere... right now they disappear if they aren't in the correct district type. 

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