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Is it possible to make functional service buildings with RICO properties?

I am thinking of some combinations of the kind:

1) Road maintenance depot with office workplaces
2) Police station with residential place for cops
3) Train station with commercial space

I have made a quick test with example #1 but it does not seem to be working. If a RICO XML file is enabled, the building only acts as office without spawning service vehicles. If I remove the XML file, it does spawn vehicles.

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You need to use subbuildings to get to different buildings in one. Not sure how RICO acts with the built in subbuildings, but you can give it a try.

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    1 hour ago, Avanya said:

    You need to use subbuildings to get to different buildings in one. Not sure how RICO acts with the built in subbuildings, but you can give it a try.

     

    20 minutes ago, boformer said:

    Make sure that both buildings have a road connection.

    You can use this mod to check if the sub-building is a working service building: https://steamcommunity.com/sharedfiles/filedetails/?id=608517757

     

    Thank you both!

    I am a bit confused about sub-buildings though. What's the current way of working with them? Are mods still necessary or are they natively supported? Is this guide still up-to-date? https://gist.github.com/boformer/cb50a1a8f4ba89f91d09

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    26 minutes ago, vitusweb said:

    Are mods still necessary or are they natively supported?

    There is native support, but it differs a bit from the mod implementation. I do not recommend using the mod.

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    Well, it works with sub-buildings! It was easier than I thought.

    I would now do following (refer to example #1 in my original post):

    1) Make the main building from the road maintenance depot  template with 0 vehicles (in order to show up in the right section)
    2) Make a dummy road maintenance depot which will actually spawn vehicles and use it as a sub-building.
    3) Set office workplaces in the main building with Ploppable RICO.

    Now the next question: how can I hide the dummy sub-building from the UI? I have seen your workshop template, but I can't just use that, because I need road access and the ability to spawn service vehicles. I just need to prevent it from showing up in the menu, while keeping other properties of the road maintenance depot.

     

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    1 hour ago, rovapasi1 said:

    Isn't removing the menu settings enough?

    You are right, I was assuming that ModTools was required and I had forgotten that it can be set through the regular editor.

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    The subbuilding doesn't show up in the menu - at least not the real one that's saved into the .crp of the main building. What you're seeing is likely the dummy building you made to place (after placing the subbuilding in the main building and saving I'd recommend moving that .crp out of the assets folder).

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    On 28.5.2017 at 10:55 PM, Avanya said:

    The subbuilding doesn't show up in the menu - at least not the real one that's saved into the .crp of the main building. What you're seeing is likely the dummy building you made to place (after placing the subbuilding in the main building and saving I'd recommend moving that .crp out of the assets folder).

    Thanks for the info! BTW, this explains why the .crp file size explodes when you use a vanilla building as a subbuilding, which I just tried for testing (what's in those textures??? 50 MB for the vanilla road maintenance depot!)

    I still have to figure out whether you can assign RICO properties to a subbuilding instead of the main building, but I don't need it for the first asset I have in mind.

    I will post updates about my advances in my main workshop thread, as soon as I have something worth.

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    I would asssume you can, you'd just have to use the new name for the subbuilding, which should be mainbuilding.subbuilding. I know RICO worked with the subbuildings mod, so hopefully the built in subbuildings aren't hidden too much for RICO to use it.

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