Cities: Skylines

Cities: Skylines

Ploppable RICO Revisited 2.5.6
3,562 条留言
algernon  [作者] 11 月 16 日 下午 2:04 
@n3opr3d3l3nnyy Maybe you've got a broken mod that's breaking RenderGroups? Or it could be a video driver issue, or you're out of RAM or VRAM. Impossible to tell without more details, like your output log.
n3opr3d3l3nnyy 11 月 16 日 上午 7:04 
hey, I know this problem has already been answered, and idk if this has to do with a asset I downloaded, now whenever I manually place buildings, they dont even appear, but when I hover over them, the base is there, just not the building, its weird, did I do something wrong?
algernon  [作者] 11 月 15 日 下午 4:56 
@moataz.mokhtar Sounds like what's happened is that you've subscribed to the mod, but then the Steam workshop bug has struck - the bug where Steam randomly deletes mods that you're still subscribed to.

If you can't see the mod's settings page, or button, or UUI button, and lots of buildings are turned off - that means that this mod isn't running.

Try unusbscribing/resubscribing to force a reinstall, and make sure it's enabled in your content manager.
moataz.mokhtar 11 月 15 日 上午 10:08 
Why does subscribing to this mod "turn off" all my buildings that I placed manually? Hundreds (maybe thousands) of buildings show as "turned off".

Is there a realistic fix? I certainly won't be able to go through them and turn them back on one by one.

Note: I also cannot find the mod's settings page, or a button, or a UUI button.
I'm on latest version of everything.
seabasstiantheseat 10 月 11 日 上午 6:28 
@algernon i managed to fix it with skyve!! ^^
algernon  [作者] 10 月 11 日 上午 4:46 
@seabasstiantheseat For an immediate workaround, ignore the icon and use Find It to select buildings instead. To address the actual issue, though, I'd need to see your output log (I suspect it's another mod that's breaking things).
seabasstiantheseat 10 月 11 日 上午 2:47 
hey, ive been using this mod since around february but since the shibuya update, the rico icon in the toolbar is gone and i cannot change any assets i place using the mod. i tried using the original plopable rico mod and it gave me an error but the icon was in the toolbar. any help would be appreicated!
algernon  [作者] 10 月 10 日 上午 4:21 
@Nomisman You've reached the game's CitizenUnit limit. See the FAQ, question 4, in the wiki linked above, and the More CitizenUnits mod page .
Nomisman 10 月 9 日 下午 5:04 
I have a weird bug where any new building I plop down has 0 households. There's other instances of the building in the city which has the correct number of households, this only happens with newly plopped buildings.
Scott Wilco 10 月 8 日 上午 5:23 
That'll be it then. So the mod is functioning as intended and I'm not actually getting any errors. Such a strange restriction. I've never come across that in any other unity games.

Thanks for bearing with me on that, only to get to such a basic issue. The linked guide is very useful. I'll be sure to keep it on hand as I'm new to modding Cities. Feel like such a twonk!
algernon  [作者] 10 月 8 日 上午 5:05 
@Scott Wilco Wait, are you second-loading? Loading a save after having already entered the game without quitting to desktop first? If so, there's your problem right there.

NEVER second-load when using mods. ALWAYS exit to desktop between loads (starting a new city counts as a 'load' for these purposes).

See the Beginner's Guide To Using Mods & Custom Content with Cities: Skylines.
Scott Wilco 10 月 8 日 上午 4:06 
It doesn't. Everything is happy according to Loading Screen. Even removing all assets and unsubscribing from them still throws the error on a fresh save. It's worth noting though that the error only pops when loading a save from gameplay. So the initial load doesn't throw the error. It's only when I load from active gameplay to a previous save. I don't know if that helps.
algernon  [作者] 10 月 8 日 上午 3:50 
@Scott Wilco Yes, that's better. I can see from that you've got a broken asset there that's causing issues - does your Loading Screen Mod asset report list any with errors?
Scott Wilco 10 月 8 日 上午 12:18 
Hopefully this isn't a mess. I did the things you asked for, additionally I also removed all other mods and assets (in my troubleshooting rage) to see if I could pin it down but still no luck. The log still has the error so hopefully this is okay. Thanks for your persistence.

https://www.dropbox.com/scl/fi/07n26y4ccnb257pfubnq0/output_log.txt?rlkey=ttq0mrngiurufk9l7n35gw2tc&dl=0
algernon  [作者] 10 月 8 日 上午 12:04 
@Scott Wilco In addition to that, also validate your local game files before launching to generate a new log.
algernon  [作者] 10 月 8 日 上午 12:03 
@Scott Wilco That worked! Unfortunately, I can see from your log that you have the 'Extended Error Reporting' mod installed, which (ironically) breaks proper logging of errors, so your log doesn't have the required info. Can you unsubscribe from that (not just disable, but unsubscribe) and submit a new log with the error?
Scott Wilco 10 月 7 日 下午 11:05 
Yeah, Dropbox can be a pain with steam. Usually works if you paste it into a browser manually. Give that a shot. I'll try a different way if that doesn't work.
algernon  [作者] 10 月 7 日 下午 2:37 
@Scott Wilco Unfortunately, I can't access that file (Dropbox error 400); try uploading again, maybe?
Scott Wilco 10 月 7 日 上午 4:13 
algernon  [作者] 10 月 7 日 上午 3:52 
@Scott Wilco It's impossible to tell without seeing your full output log .
Scott Wilco 10 月 7 日 上午 2:55 
Apologies if this has already been answered/solved but I can't seem to find anything in the guides and FAQ. I'm getting a 'Object reference not set to an instance of an object' error. Specifically the 'PloppableRICO.PrefabManager.HandleBrokenAssets'. Is this definitely related to assets? As I hardly use any, and the ones I do use are all loading properly. Tried everything I can think of and can't shake this error.
Schrödinger 9 月 18 日 下午 2:15 
hello, dear @algernon. i don't know where to ask you this, so i'll ask here. i've noticed that you're doing a great job of making many retired mods compatible with the current version of the game. for that, i have endless respect and admiration. could you please tell me, have you ever considered reviving mods like procedural objects and more network stuff? i understand that this could be much more difficult to implement, with the mod owner's approval, adaptation to the current game, and all that, so a yes/no answer would be perfectly acceptable. i'm just interested in your opinion.

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=512314255
https://psteamcommunity.yuanyoumao.com/workshop/filedetails/?id=1094334744
algernon  [作者] 9 月 7 日 下午 4:34 
@Vagabond Nothing to do with me - they were called ploppables by both the community and the game's developers right from the outset. The creator of the original Ploppable RICO used that term specifically because it was what was understood by the community, and I followed suit. To refer to it as anything else would just cause unnecessary confusion.

'Ploppable' has nothing to do with sound effects, but instead refers to the physical action of being plopped on the map by the player (as opposed to buildings that spawn dynamically without direct player control).
Vagabond 9 月 7 日 上午 1:44 
Hey, great mod I use it in every playthrough thank you for keeping it up to date! I am also curious though as to why the mod is called PLOPable. I agree with @Lusty Joker that buildings make more of a clunk noise when they are placed, some context would be wonderful for my immersion and RP as a slumlord city manager, embezzling all my funds into a Swiss bank account while raising the poverty line for my citizens!
Schrödinger 9 月 5 日 上午 4:31 
@algernon thank you:steamhappy:
algernon  [作者] 9 月 4 日 下午 3:24 
@♥♥♥ зародышный No, this mod does nothing about transport preferences.
Schrödinger 9 月 4 日 下午 3:21 
hello, this mod is great. however, i ran into a small issue when building a city based on this mod. all sims living in houses built with the mod can easily travel by all possible types of public transport. except for taxis. they never use them, 0 cars leave the depot. it's not a matter of compatibility with other mods, in other saves where all the houses are built by the game itself, there are countless taxis. i just want to understand if rico somehow affects the sims' attitude towards taxis? thank you:steammocking:
Lusty Joker 8 月 22 日 下午 9:57 
WHY is it called PLOPable? Buildings make more of a clunk noise when u place them... also who's Rico and why does he want into my residential, industrial and commercial and office buildings?
algernon  [作者] 8 月 17 日 下午 4:53 
@KOLERMOS /CZ/ I'm a little confused, sorry. Step one to do what you want is to make sure that you change the AI type using this mod (into Tourism) and restart your game. Step two (optional) would then be to tweak the realistic population calculations for that building after the restart. But it seems you're not doing both of these steps, only one? Is that correct?
KOLERMOS /CZ/ 8 月 14 日 下午 4:36 
*individual as in individual models/items, not single individual buildings in my city, i know that that's impossible
KOLERMOS /CZ/ 8 月 14 日 下午 4:35 
Hello, I seem to have a problem with RICO+Realistic Pop. custom settings integration. Right now I need to turn about 50 individual high density commercial buildings (not vanilla ones, I got them from the workshop) into Tourism specialization.

Whenever I do that in the RICO building settings window, the workplaces calculated using the "use realistic pop mod" checkbox stay the same as before (no change from regular high commerical). But when I don't actually change the specialization itself but only check the "hotels" option in the Realistic Pop. building settings window I get a wildly different (MUCH lower) number.

Right now it seems that I can only get to one of two outcomes, either:
- the right specialization with wrong (RICO overriden) workplace numbers, OR
- the wrong specialization with correct workplace numbers (RICO ignored)

Is there any way to fix this? Thanks!
algernon  [作者] 8 月 12 日 上午 5:30 
@jagarico No, no keyboard hotkey - it's just the button (a legacy carry-over from the original Ploppable RICO mod, and which unfortunately a lot of other mods have come to rely on for their own positioning, so if I change it it breaks things and has to be left as-is).
jagarico 8 月 12 日 上午 5:16 
Hello! I would like to ask if there is a keyboard hotkey to on/off RICO interface? I briefly checked the RICO wiki, and it seems like it’s not mentioned there either. Thank you!
algernon  [作者] 8 月 11 日 下午 8:23 
@Radian All RICO local settings are in the 'LocalRICOSettings.xml' file in the game's executable directory. Simply delete that file (or move it elsewhere if you want to restore it later) when the game isn't running to remove all local settings.
Radian 8 月 11 日 下午 5:35 
Hi all! Hope everyone is well and energized. I just had a quick question about the population. So when I first started, I was making RICO buildings hold up to 2K or 3K households. Now I am almost at capacity for my world. It has resulted in cims not getting on trains/busses or the trains not being able to collect passengers (I'm not really sure haha), and cims will no longer go to work when I set up an office or commercial building. Is there a way to factory reset my local configurations in RICO and virtually turn them back into unique buildings, without doing every individual one? Thanks guys!
algernon  [作者] 8 月 9 日 下午 6:51 
@KITAQ Nobody can tell if you don't share your output log.
VIKAM 8 月 9 日 上午 7:38 
Object reference not set to an instance of an object [System.NullReferenceException]

Details:
No details

why this happens?what is wrong?
10007600a 8 月 8 日 上午 5:42 
I sent you the link via message
algernon  [作者] 8 月 8 日 上午 5:10 
@olepederhagen After restarting the game?
olepederhagen 8 月 8 日 上午 4:11 
I've saved several buildings as local, but still get the message that it can't be placed because it's a unique building... any clues to what causes this?
10007600a 8 月 4 日 下午 10:50 
sent you friend request.
The link del automatically here
algernon  [作者] 8 月 4 日 下午 8:48 
@食う太郎やでぇ You need to provide details of the error (which error? what did it say?) and share your output log (via a site like paste.ee or ufile.io).

Unless by 'reloading' you mean that you tried to second-load (only load once per session; otherwise exit the game and restart it between loads) - in which case, don't do that (you should never second-load with mods).
食う太郎やでぇ 8 月 4 日 下午 8:33 
I downloaded it, but an error occurred and it crashed during reloading and doesn't work properly. What should I do?
algernon  [作者] 7 月 31 日 上午 6:10 
@10007600a Either via the Discord (easiest), or via a temporary filesharing site like paste.ee or ufile.io (and then put the link here).
10007600a 7 月 31 日 上午 5:57 
So, how to share the output log to you?
algernon  [作者] 7 月 29 日 下午 4:35 
@10007600a Then same response.
10007600a 7 月 28 日 下午 9:39 
@algernon same situation as @toa_tahu
algernon  [作者] 7 月 23 日 下午 11:16 
@Toa_Tahu Possibly a filesystem error causing a settings file issue? I'd need to see your output log from immediately after clicking 'save and apply'.
Toa_Tahu 7 月 23 日 下午 11:10 
Hi, I was able to change a buildings settings like its cost and starting level and saving the changes to local. But for some reason when I click "save and apply changes" or just "save" the level and cost remains the same. Furthermore, the buildings I already changed to my local settings got erased. Any idea's on why it stopped working?
algernon  [作者] 7 月 22 日 下午 3:39 
@10007600a Then you need to check if the mod is loaded and enabled.