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City-building game(s)

Found 22 results

  1. RICO to Glowable ?

    Hi everybody ! Is it possible to turn a RICO building from the workshop into a growable building ? Tranks a lot !
  2. 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?
  3. 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?
  4. 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?
  5. 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.
  6. 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.
  7. 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.
  8. 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
  9. 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.
  10. 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?
  11. Hey there Does anyone know of any good farm related RICO builds? The workshop returns dreadfully little ;x
  12. 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=, 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
  13. 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=, 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
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. Sorry for the confusing title but I wanted to share some thoughts about a (very inefficient, mod-dependant and stop-gap) method to create wall-to-wall buildings that do not have to fit in 8m-multiples tiles that the zoning system is based on. I like old historical wall-to-wall buildings and the zoning system is not very friendly with that (nothing wrong with it, just not great for what I like). Right now the only way to make buildings not quite the dimensions of the grid is to combine them in one asset or adapt their dimensions. I have just thought about a possible method to get rid of these limitations with the help of the awesome Rico and Move it! mods. I must say straight away that I play in sandbox mode because I am just interested in aesthetics and I prefer modest towns to metropolis, so the method fits my playstyle and I am fine with it but it won't suit the vast majority of players. Basically I figured that it would be possible to make a buiding of any dimension, let's say a 6m wide house as a RICO buiding. We would just then have to plop it roughly where we want it then ajust it to the houses next to it to get rid of the gap, then repeat, then repeat, then... Well, you got it. And that's all there is to it, I really can't keep it short... Not user friendly and requires mods but it is possible if you really want it... I will try it for sure and I just wanted to share the idea with you in case it helps/gives ideas and to get some feedback: are some of you interested? Are there some issues I didn't consider? One thing that might be quite annoying: I haven't tested it but do the elements moved with Move it! stay in place if the mod is disabled or does it go back to the original placing spot? Because it would be so painful if there was an issue with the mod (game update/everything disappearing like with Surface Painter...) I'm not holding you any longer!
  20. I finally got RICO yesterday and started a save with it, but I'm getting a weird issue with my uniques. I've got several duplicates in the list now, and several others are missing from the list. I saw at least one person on the workshop comments having this same issue. Anyone else? Is this a common issue? And if so, is there a fix?
  21. Hello everbody, I love RICO proppable mod, but many buildings don't fit into that mod, so I think, someone else can do this! I think I can release that if authors haven't got any problems :D. I made 3 buidligs for test; Warehouse dark and Colossal Mills. I was thinking about some big offices like WTC. What do you think?
  22. I have become more familiar in 3Ds Max and even gained enough expertise in it over the past few months that I think my skill level is approaching a point where I think I am good enough to start making mods for Cities: Skylines. I started practicing in 3DsMax to make brick rowhouses for the game Banished but since I am more interested in Cities: Skylines now and my buildings were practice so I can mod C:S, I decided to start a new project of making buildings just for Cities: Skylines. I whipped this building up over the course of 4-7 hours today. It would have taken only 1 or 2 hours had I not made a ton of mistakes that required me to start from the beginning. It will normally grow on a 4 tile wide x 3 tile deep lot with the ability to grow on a 4x4 lot with a backyard. FYI, I plan on making a ColorMask for the outer 2 rowhouses so it could have more variety (bright red, pink, tan, and whitewashed). Please give me feedback to help me improve the quality of my creations. Thank you! --Ocram

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