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City-building game(s)

Found 29 results

  1. Having a little trouble I downloaded the Rico mod an now the mod is above the demolish button an I can not demolish anything now is there anyway to move it
  2. Smashburger

    Version 1.0

    688 Downloads

    Smashburger by Studio 800 Gaming, RICO COMMERICAL LVL 1. This is my First Asset to be released to Simtropolis, so please go easy on me Smashburger is an American fast-casual hamburger restaurant chain founded and headquartered in Denver, Colorado. As of February 2018, it has more than 370 corporate and franchise-owned restaurants in 37 states and 9 countries. Smashburger in some markets is a rival against McDonald's and other fast food giants. Founded in 2007 by restaurant industry veterans Rick Schaden and Tom Ryan, the chain serves "smashed" burgers using a specialized process of cooking them on a flattop grill at a high heat. The chain also offers unique burgers in each city where its restaurants are located. The menu also includes chicken, turkey and portobello sandwiches as well as french fries, sweet potato fries, fried pickles and other items. In 2015, Current parent company Jollibee Foods Corporation bought 40% stake and as of 2018 now owns 85% of the company. Have an asset you would like me to consider building for your game. I will select 5 assets each week to be designed. Through a Google Form. Notes All forms will be looked at and will be made eventually. Here is the Link Below https://sites.google.com/studio800gaming.com/home
  3. After a RICO building burns down, Natural Disasters DLC recovery units get stuck "searching for survivors" forever. Both helicopters and trucks suffer from this bug. It will clog up your traffic and permanently break your recovery system. Can we fix this somehow? IMO, manually demolishing and re-plopping all burned RICO buildings should not be a solution, nor should turning off fires completely.
  4. 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: 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.
  5. So I don't do much modding (or asset creation) except parking lots, but I wanted to try to create a larger farm asset. Now, I can make an asset using the park template, then assign RICO settings to it using the xml file. But if I wanted to add another asset as a sub-building, how do I assign RICO settings to that building? After trying a couple different things, it keeps popping up as a park in game instead of a farm extractor (only the main building is a farm extractor). Any help would be appreciated. Tried searching for an answer but couldn't find anything.
  6. Hello everyone I want to say first Thank you to this community and learned a lot about everything that is talked about in the games in modeling buildings and those things thank you very much again for your great work. I open this portal to find out how I can create my items in RICO, how many times I see it but I have no release since I can find the building in the RICO menu but when I put it on the field after a while it disappears. Do not know if there is a method or some mod for this. someone has a guide on this topic.
  7. I have the latest Ploppable Rico the one that fixes Houses turned on but when open it in Game nothing shows up could it be I need whole folder put in Assets not just Crp file in Maps. Also some Roads won't let me put a Road Name on them and some will. Also next Route Mod update include the option the Route to show up on Map and on Highway Sign. Also is their a way to Edit Higheay Signs over a Highway. Also put a Building like Walmart back far from roadside so can put a Parking Lot or so on?
  8. RICO to Glowable ?

    Hi everybody ! Is it possible to turn a RICO building from the workshop into a growable building ? Tranks a lot !
  9. EDIT: Turns out the below issue is caused by RICO and WP Realistic Population mods not playing nicely with each other; whenever local settings are added to any type of commercial and Realistic Pop is disabled for that particular building, that building will always be "not operating" despite having workers. Only way for it to operate is to have Realistic Pop enabled for it, which would render your local settings for it useless. The workaround solution so far seems to be enabling Realistic Pop for that asset, plopping it in-game to find out its generated worker amount, and then going into WG_RealisticCity.xml to add something along these lines: <meshName bonus="-311">651651763.Alliance_Data</meshName> to add/subtract however much is needed to get it to be the amount of workers you want. Hopefully this will be fixed in the upcoming RICO version @AJ3D? OP below: ----------------------- I tried making a bunch of buildings into mixed-use by loading this underground parking lot asset into Asset Editor, resize it into the building size, save it under a new name, and then load the building into Asset Editor and add this resized parking lot as a sub-building. Saving the building under a new name, I now go into RICO to assign properties to its new sub-building. Results? Residential, Industrial, Office, Park, even School = works great, as intended, and "operating normally". Commercial (low, high, tourist, leisure)? Not Operating. Always. They get plenty of workers, and always have a "happy face", but always not operating. I even have the Resilient Owners mod to make sure it's not just a UI bug, but it also says "Clients served: 0" aka the business hasn't made any money or sold any goods, so it really isn't operating and it's not just a UI bug. I have no idea why! The main building functions no matter what it is (commercial or otherwise), but sub-buildings only function properly if they're not commercial. The odd thing is, I have the new Imperia Tower building which is mixed use and comes with RICO settings for its sub-building, and its commercial sub-building works great -- Operating Normally and no problems. How does this asset have functioning commercial sub-buildings and mine don't? How do I get my commercial sub-buildings to function properly, since all my other sub-buildings are fine?
  10. It seems to me that all the 1:1 scaled buildings are either low density or landmarks. I cannot find properly scaled "medium density" buildings (or even the equivalent of default high density in SC4). My 1:1 scale housing projects based of the works of Le Corbusier are about the same height as L5 high density housing though the height of floors is properly scaled with low density housing. I understand that CO couldn't make properly scaled high density buildings within 32x32 meter footprints but there is such a wealth of buildings on the workshop that you would think enough people would ignore the unrealistic scale. Perhaps Soviets were undernourished and lived in cramped apartments with low ceilings but I figure that buildings were merely downscaled to fit in with default high density buildings. Could someone help me out by at least pointing me in the direction of 1:1 scale Ploppable RICO buildings?
  11. This asset on the workshop is a mixed-use building that should consist of 1 hi-res and 3 low-commercial sub-buildings. Downloading the asset, it apparently doesn't come with RICO settings automatically (each sub-building is a "Unique Building"), so I decided to add RICO settings for each sub-building using the RICO Settings Panel. Restarting the game and plopping the asset, the residential part has people move in, and the commercial sub-buildings get workers. However, all of the commercial sub-buildings say "Not Operating" despite having workers. Any ideas on how I can fix this?
  12. An odd thing has been happening to me the last few times I've loaded up my save: some ploppable RICO buildings have been showing the little "this building is turned off" bubble. Funny thing is I can't turn them back on because when I click on them they give me the RICO information - no on/off button available. It's not game breaking but a little odd. Any ideas? I've been bulldozing and replopping the buildings which seems to fix them, but when I save and load up again different ones have the issue.
  13. 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.
  14. Apparently I have a failing SSD. I'm about to perform a Windows reinstall and all the hassle that follows. I have all my saves etc. backed up and assets/mods in a collection but what should I save to capture my Ploppable RICO and Building Themes settings? Is there a file or two I can copy into my new install folder (or appdata) to not have to go through and set up the themes and personal RICO settings again myself? Thanks.
  15. I'm having some problems with finding my asset in game. I made a second building for the 'modern low-rise living' set. It's a level 5 high residential who fits on a 4x2 grid. But somehow it just refuses to grow anywhere. Both buildings from the set are/will be published with RICO settings added, but to test it out myself I manually added them in RICO too, The first building (which is already published) show up just fine, the new second building however refuses to show up in the RICO tab, and yes I did reboot the map and even game several times. So then I tried to make my own mini building theme with only a few buildings in it so mine will spawn more often, because of the 4x2 size it's pretty hard to force it, there are no low level buildings in that size so I make 4x3 zoning spots to let it grow (trying to avoid the 4x4 library). But when I'm in the Building Theme Manager I can't even find my own buildings, like the assets are disabled in the game. But then I look them up in The Mesh Info and they are showing up just fine... So can anyone please tell me why it's not showing up? What am I missing here? o_O
  16. RICO Help

    I have a problem where RICO is making ALL my building Residential power plants water pumps I know its RICO as when I uninstall it the problem is gone. Is there any way I can reset any saved data so I can do a full clean install of it to see if that fixes it I'm sure you can imagine the problems when all power plants think they are homes lol serious electricity shortage to say the least.
  17. When a custom asset burns down, the game does "rescue operations" forever. There is never a simple option to "Rebuild," as there is with special regular assets. When you have gone to extra lengths to position assets perfectly, this can be quite annoying, as the only solution is to demo and re-place. Any solution for this? Where is the bug? Is it in the RICO mod or elsewhere?
  18. Hey there Does anyone know of any good farm related RICO builds? The workshop returns dreadfully little ;x
  19. Everytime when I open a game with the "Ploppable RICO" mod on, it shows a message with an error. Also, the mod doesn't show up ingame The message says: A Mod caused an error [ModException] Details: System.TypeLoadException: Could not load type 'ColossalFramework.PlatformServices.PublishedFileId' from assembly 'ColossalManaged, Version=0.3.0.0, Culture=neutral, PublicKeyToken=null'. at System.Linq.Enumerable.Any[PluginInfo] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0 at PloppableRICO.Util.IsModEnabled (UInt64 id) [0x00000] in <filename unknown>:0 at PloppableRICO.XMLManager.Run () [0x00000] in <filename unknown>:0 at PloppableRICO.Loading.OnLevelLoaded (LoadMode mode) [0x00000] in <filename unknown>:0 at LoadingWrapper.OnLevelLoaded (UpdateMode mode) [0x00000] in <filename unknown>:0 ModException: A Mod caused an error
  20. Everytime when I open a game with the "Ploppable RICO" mod on, it shows a message with an error. Also, the mod doesn't show up ingame The message says: A Mod caused an error [ModException] Details: System.TypeLoadException: Could not load type 'ColossalFramework.PlatformServices.PublishedFileId' from assembly 'ColossalManaged, Version=0.3.0.0, Culture=neutral, PublicKeyToken=null'. at System.Linq.Enumerable.Any[PluginInfo] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0 at PloppableRICO.Util.IsModEnabled (UInt64 id) [0x00000] in <filename unknown>:0 at PloppableRICO.XMLManager.Run () [0x00000] in <filename unknown>:0 at PloppableRICO.Loading.OnLevelLoaded (LoadMode mode) [0x00000] in <filename unknown>:0 at LoadingWrapper.OnLevelLoaded (UpdateMode mode) [0x00000] in <filename unknown>:0 ModException: A Mod caused an error
  21. I am using the RICO mod, I know it allows me to put assets out of zones. I'm trying to build a mega city, but I just don't want to manually put every residential on the map so I put zones. However, some assets, for examples, Quad's assets, I would like to have them out of the specific zones instead of spawning automatically in them. Is this feasible? What should I do? Thanks.
  22. I've recently subscribed to the RICO mod so I will be able to create more realistic cities but other than industrial buildings, I'm serverely lacking in the following: Low commercial buildings High residential buildings High commercial buildings Office buildings If anyone here has a link to either a collection or a mod author to point me towards, it would help greatly.
  23. Hey folks, RICO has worked fine for me for these last couple of months, like really ridiculously good. Unfortunately, that ended today. I keep getting this error: The Mod C:\Program Files (x86)\Steam\steamapps\workshop\content\255710\586012417 [PloppableRICO.dll] has caused an error [ModException] Details: PrefabException: Invalid dimensions (Max sizes: 16x8, 15x9, 14x11, 13x12, 12x13, 11x14, 9x15, 8x16) at BuildingInfo.InitializePrefab () [0x00000] in <filename unknown>:0 at PrefabHook.BuildingInfoHook.InitializePrefab () [0x00000] in <filename unknown>:0 at PloppableRICO.ConvertPrefabs.InitializePrefab (.BuildingInfo prefab, .PrivateBuildingAI ai, System.String aiClass) [0x00000] in <filename unknown>:0 at PloppableRICO.ConvertPrefabs.ConvertPrefab (PloppableRICO.RICOBuilding buildingData, System.String name) [0x00000] in <filename unknown>:0 at PloppableRICO.ConvertPrefabs.run () [0x00000] in <filename unknown>:0 at PloppableRICO.Loading.OnLevelLoaded (LoadMode mode) [0x00000] in <filename unknown>:0 at LoadingWrapper.OnLevelLoaded (UpdateMode mode) [0x00000] in <filename unknown>:0 I'm not sure how to mend it. Only large buildings have stopped working. If someone knows a solution, please let me know. That said, I can't access the content manager either, it's completely empty, but @BloodyPenguin has offered to help with that on reddit so I guess it could be fixed quite quickly.
  24. I wonder if there is any source of ready-made RICO values that can be implemented? It seems extremely tedious to mod each building on my own one by one... Thank you.
  25. Hi guys and girls I hope all is well. I just wanted to ask dose any one have any links to a good collection of Rico mod models and assets? I've been playing Alpha now for a wile now and think I finely have a grip on how a city work's and I wanted to try something new. And basically start a new city just using Rico models and assets. So any advice or list's would be greatly received thank you.
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