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I fell like there is a simple solution to this problem but it is eluding me. In a previous post I was asking for help adding RICO settings to sub-buildings and I now have that sorted out. However, I have this problem where all my sub-buildings included in the RICO XML file are appearing in the UI panel as boxes (see image below). In the XML I deleted the ui-category="xxxx" for all the sub-buildings but that didn't do anything. I am out of ideas. In an old guide by AJ3D he mentions:


If your creating a complex mixed use asset, you only want your main building to be drawn to either the main game panels or the RICO panel. Make sure the BulidingInfos that your using as sub-buildings have "Procedural" placement style, so they are not drawn in the interface.

I am not sure how to give procedural placement style to buildings though, or if this is even the right solution lol. Any help appreciated.





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  • Original Poster
  • Nope, not using sub buildings enabler - just the vanilla. I'll try again and see if it leads to the same outcome.

    So if I follow what you did in the video, changing the placement of the sub buildings to on terrain, it should fix the problem?

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  • Original Poster
  • So I know what causes it Ronyx.

    When I assign RICO to just the main building, everything works "fine" - meaning the main building gets the RICO settings from the XML file and the sub buildings just act as whatever they were when I created them (in this case parks). And only the main building appears in the RICO UI.

    As soon as I add RICO settings to the sub buildings however, they too follow the settings from the XML file but they also pop up in the UI then - which is not what I want.

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    You need to change placement style, not placement mode.

    There are 3 placement styles:





    follow the example in the video but instead of changing placement MODE to OnTerrain, change placement STYLE to Procedural

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  • Original Poster
  • TBP,

    So I opened up mod tools in the asset editor and changed the placement style to procedural from manual and saved the asset. But as soon as I reload my save game, after restarting CS, I open the building in scene exploring and find that it is right back at manual placement.

    Could it be the RICO settings causing this? And if so, do you know a solution?

    Just for reference I included a picture of the XML file so you see what it is I'm doing. It is the sub building ("Wheat Full/Cut Quarter 8x32.Wheat Full 8x16_Data") that I don't want to pop up in the UI but keeps doing so.

    PloppableRICODefinition.xml - Notepad 5_17_2018 7_57_24 AM.png

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    I may be wrong but I think the sub buildings should not have their own RICO definitions, only the main building. RICO mod changes placement style to Manual for all RICO buildings.

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  • Original Poster
  • You may be right. I was, in this particular case, trying to create a mixed use farm - with the fields being extractors, barns being processors, and a house being residential (duh lol). And it works, except that they appear in the UI as separate buildings.

    I guess the only way to get it to work is to just plop them separately.

    My whole idea was to create some large working farm extractors so that 1) you could have actual working farms instead of just decoration and 2) you can save on props since they'd not count toward the limit if placed in the building in the asset editor.

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    Does RICO care about UI priority? Because then you could "hide" the subbuildings at the end of the category by giving them the priority 99999999 (I think it's 9 digits that's allowed there). It wouldn't fix your problem, but at least it would make it clear what to plop.

    Mixed use buildings used to work with RICO, but back then that was using the Sub buildings mod since we didn't have real sub building support at that point. I guess maybe that part of RICO was dropped or never adapted to the sub buildings system that comes with the game.

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