Cities: Skylines

Cities: Skylines

Ploppable RICO Blocks
45 Comments
m o n t e W y n 26 Jun @ 8:05am 
j*bs????🤮
dommo43 25 Jun @ 7:51am 
this causes me to silent crash
Josh 8 Sep, 2023 @ 4:03am 
Can you make a unique building one?
Sp3ctre18 7 Jun, 2020 @ 10:43am 
Probably, I'd have to check again to see why it works. But I don't see why that matters when we can just resize / elevate your model, which you're already familiar with.
Madisonian  [author] 4 Jun, 2020 @ 1:50pm 
You mentioned Akrua's blank blocks don't have that issue before. So using that model instead of Naylin's block should fix the issue then, right?
Sp3ctre18 3 Jun, 2020 @ 10:42am 
Hey, @Ciar Aon, I figured it out. I'm stupid and missed the detail that the foundation gets generated if the model is 5cm or less from the ground. So I simply hadn't raised the model enough. >.<

I'm going to do some more testing to check if 5cm+ in Blender is the same max height for the foundation generation, so that we can minimize disruption to how people have hidden their blocks so far.

Let me know how you'd like to proceed, like who does what, etc. to get this done.
Sp3ctre18 7 Apr, 2020 @ 7:33am 
Ah, so you did try it that way after all..

So, I ran the script on one of your blocks, and it seemed to work... until I zoomed out more. It showed up again. Turns out Block Services, Imitation blocks ALSO do this at farthest zooms. Only Akruas's Blank blocks don't. He may have the answer in his asset info:
"The model is not touching the ground, so it won't create the foundation block"
The model hovers just off the ground even though there's no offset in the building editor, so I figure it's raised a bit in the model file itself?

UPDATE:
I dumped with modtools, loaded into Blender, pulled up on the Y axis arrow a little, saved, did the same on the LOD, loaded and saved as a new asset...still didn't work. Not sure if the LOD just didn't get added or what.
Madisonian  [author] 5 Apr, 2020 @ 12:10pm 
I was getting "Error: Failed to compile the source" when trying it before, but I'll give it another attempt in the near future.
Sp3ctre18 5 Apr, 2020 @ 11:51am 
ahhh, I didn't fully appreciate all your details in your first message about it! I'm so sorry! You overthought it! lol. All you do is have ModTools subscribed, copy the script text, hit F7 when you're editing you asset, and past the text in input field there. Hit Enter or Run. For me, it never tells you it finished. It just says "executing" so I have no idea if it's instant or not. I just give it several seconds and then save.
Madisonian  [author] 5 Apr, 2020 @ 11:34am 
I use ModsList to switch to asset editor only mods. Would probably be best to learn how to run the script myself so I can fix my Industries DLC blocks and other blocks I have planned, but if you want to have a go at them I uploaded to a Google Drive. https://drive.google.com/open?id=1Qha1_G4LsGRSJc-Jrx6srvaeoobkhGWW
Sp3ctre18 5 Apr, 2020 @ 11:26am 
@Ciar, script to remove foundation worked for me. Time for me to make some new invisible stuff! If you hadn't already, I recommend you load into your asset editor with only the mods required for asset editing. Personally I made a separate Steam account for this. If this still doesn't work for you, let me know. I'll try with your blocks, and with your permission, do the edits for you and send them to you.
Sp3ctre18 28 Mar, 2020 @ 6:52am 
Did normal high residential also get reset somehow? Seems I need to replop that one too.
Sp3ctre18 24 Mar, 2020 @ 1:56am 
@ciar, lol ikr. You're not in any modder community? :P
Madisonian  [author] 23 Mar, 2020 @ 2:51pm 
I'll push an update now to put ignore-reality="true" back in the XML, that should fix it.
azalta 23 Mar, 2020 @ 8:13am 
I have only 2 households (10 before) after this update...
Madisonian  [author] 23 Mar, 2020 @ 12:02am 
Let me know if you find an answer and I'll be happy to update. Who knew blocks would be so complicated lol.
Sp3ctre18 22 Mar, 2020 @ 11:03pm 
@Ciar Aon, you'll have to ask someone or in the discord. I think I had the same error when I tried a script myself. I was going to ask someone but I realized I didn't actually need it for that asset, though I would for the next one, and I haven't gotten around to it.
vila浅水荟澄 22 Mar, 2020 @ 9:28pm 
Thanks for your test. This is actually a great work.
Madisonian  [author] 22 Mar, 2020 @ 9:04pm 
Yes you can safely unsubscribe, they'll just be removed on next load (I tested it first to make sure).

I apologize for the inconvenience; made them not knowing if RICO would ever be updated but with the forewarning that if it was, I'd revamp. If you'd like to friend me, I could send you the IT Cluster growable block for your own local use, you'd just have to re-plop them since it's not in this workshop pack anymore. :/
vila浅水荟澄 22 Mar, 2020 @ 8:32pm 
Can I unsubscribe this asset safely without delete the assets manually in my city?
Just because I dont use ploppable RICO, so the IT cluster block seems become useless for me. And I have plopped hundreds of that:)
Madisonian  [author] 22 Mar, 2020 @ 6:54pm 
Just looked it up. I grabbed the BuildingBaseMeshDelete.cs script and gave the path in Script Editor in ModTools, which loaded it up. Compile button doesn't do anything, and Run button says Error: Failed to compile the source. Any info on how to successfully run the script? I can't find any further documentation on it.
Sp3ctre18 22 Mar, 2020 @ 4:21pm 
Thanks for the effort so far. Did you check out th section Editor advanced | shaders | NoBase at the building asset guide on cslmodding? Looks like a script there is for this?
Madisonian  [author] 22 Mar, 2020 @ 10:26am 
@Sp3ctre18 I redid them all with LODS included rather than auto-generated but they still have the foundation appear at LOD distance. Not sure how to resolve that unless someone more knowledge stops by with some insight.
Madisonian  [author] 22 Mar, 2020 @ 10:13am 
Updated to incorporate Ploppable RICO Revisited support for Green Cities as promised; Eco Residentials, Organic Commercial, and IT Cluster Office changed from growable to RICO. Increased industrial and generic office to 20 jobs to scale better. Adjust RICO settings locally as needed to compensate.
Madisonian  [author] 20 Mar, 2020 @ 2:57pm 
I think I understand the problem already, I left out the LOD mesh when making them. I'll have to go in update them all.
Sp3ctre18 20 Mar, 2020 @ 2:47pm 
Yeah, I totally understand. If you want, add me and I can show you a picture if it helps you confirm what the issue is. Thanks!
Madisonian  [author] 20 Mar, 2020 @ 2:36pm 
Yeah I had read that LODs were auto generated so I didn't think twice about it for something for small and that's likely hidden, but if you're having aesthetic problems from afar I'll try to get it fixed this coming week.
Sp3ctre18 20 Mar, 2020 @ 7:58am 
Great to hear. I was just thinking today of trying to check back with you because I'm working on cinematics for a big story-like video so... XD

Pretty sure custom LODs should be no big deal. It's basically just another model named a certain way so the game knows to use it instead at a distance. But whether or not it really is the problem, I don't know. I just assume so since it looks suspiciously like a foundation. Thanks, and yeah, nice someone's picking up work on Ploppable RICO!
Madisonian  [author] 20 Mar, 2020 @ 5:40am 
@Sp3ctre18 There is no custom LOD as I'm not currently familiar with how to do that, this was pretty much my first attempt at reskinning a model. As Ploppable RICO Revisited has recently added Green Cities support, I'll be converting the 4 Green Cities blocks to RICO and will try to take a look at fixing that LOD issue.
Sp3ctre18 2 Mar, 2020 @ 4:22am 
Finally figured out an issue I was having: Even though these things have no base / foundation, such a thing appears in the LOD, which means I'm getting these random "pillars" appear under placed I used these blocks. Akruas's blank blocks don't do this. Is it because you don't have a custom LOD?
Madisonian  [author] 26 Jan, 2020 @ 4:24pm 
Sp3ctre18 26 Jan, 2020 @ 4:22pm 
Awesome, thanks for the quick update! And nice additions too. My city is highly futuristic and will probably be almost all PO buildings, so I need these things!
Madisonian  [author] 26 Jan, 2020 @ 12:11pm 
Updated to add Tourism and Leisure RICO blocks (After Dark), and Growable blocks for Eco Residential Low & High, Organic Commercial, and IT Cluster Office (Green Cities). Fixed terrain flattening issue.

If Ploppable RICO ever adds Green Cities specializations, I'll convert them over to RICO instead.
Madisonian  [author] 26 Jan, 2020 @ 9:38am 
I think I changed them all to unflatten, saved, but then went and reimported new color models for them without first reloading the asset editor, so it created new buildings based off the already loaded flatten settings. Changing now.
Sp3ctre18 25 Jan, 2020 @ 9:19am 
confirmed btw. I used the Building Anarchy mod to turn of flattening and it works as I expect.
Sp3ctre18 25 Jan, 2020 @ 4:19am 
Sure, anything else not covered by Block Services would be great.

However, you said they don't flatten ground but they do. They affect terrain both when raised or lowered.
uweschmitz 25 Jan, 2020 @ 12:58am 
Ciar Aon, that would be really great to add also these for Leisure and Tourist Commercial - especially if also People using the PO Mod - thanks in advance and waiting for the complete Set then ;)
Madisonian  [author] 24 Jan, 2020 @ 8:29pm 
Considering adding Leisure and Tourist Commercial options, would people find those helpful?
Robert 24 Jan, 2020 @ 4:39pm 
Brilliant idea!
MjolnirRecon 24 Jan, 2020 @ 10:30am 
THIS!!! THIS SO MUCH! Thank you!!!
Sp3ctre18 24 Jan, 2020 @ 7:53am 
Awesome. My current city is all about futuristic, elevated detailing so so far it is and probably will mainly be functional by using only these sorts of things!

I wouldn't change the size; only make an extra pack IF you think it's useful or people request it. If you say 2x2 let's them farther from roads, then that's great news for me.
Madisonian  [author] 24 Jan, 2020 @ 7:48am 
If people would prefer 1x1 I could change them, but I found 2x2 more convenient (easier to click on and position inside other buildings without being too far away from the road)
Madisonian  [author] 24 Jan, 2020 @ 7:47am 
Yeah, based on the blank buildings, but I added industry and an extra commercial, and differentiated colors between low and high density, so now it's a complete set. And most importantly, included RICO settings by default.
Sp3ctre18 24 Jan, 2020 @ 7:35am 
So I guess this is a little more handy, to just pick and use, than Akruas's blank buildings? And you're saying making them 2x2 means they can be farther from the road than 1x1s?