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Force Building Level Up and Control Building Level Up will not affect plops currently. Do you guys want compatibility?
Industry specialization needs to be plopped within specialized district to function as of now. Do you guys want to be able to plop processing plants anywhere?
Industrial Extractor needs to be plopped in specialized district and on resource to function as of now. Do you want to be able to plop functioning extractor buildings everywhere, or require them to be on resources to function?
I don't use Force Building Level Up or Control Building Level Up, so to me it won't be needed. If I was to use those mods it would be to get the look of the building right, and I guess plops don't change appearance as they level, so I'd be back to not needing it. :)
I'd mix growable industry with plops, so for specialized industry I'd need a district anyway. Same goes for being on resources. It makes sense to me to have extractors on the resource for them to work. There's always the mod to paint resources on the ground whereever you need them.
You can use sub-buildings to create mixed use buildings with any combination of service or growable buildings.
The sub-buildings function independantly, but I do have some ideas to wire things together in the future. For example, the mixed use test lot "Coke Ovens" has a ore processing building and a coal power plant. The products from the ore building don't get automaticly sent to the coal plant.
Causa if buildings are likely to be balanced with vanilla they might get big discrepancies.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=426163185&searchtext=realistic+population
I just figured out how to test if other mods are active, so I can look into this tomorrow. It also looks like that mod stores its settings in a really easy to access place, so hopefully telling the RICO buildings pick up on those settings won't be too hard.
I know the RICO offices worker counts should pick up on the vanilla ratios and amounts, but Im not sure what will happen with the balance mod active.
Thanks for taking time to test and report back on issues.
seem that currently it isn't very stable, going through a lot of changes, with the getting building size from the model stuff,
there is also a legacy* version, which is considerably simpler, (which I'm using)
However, the settings it puts on the large RICO buildings isn't very accurate. The vanilla game has a more wealth means more density dynamic. So level 5 is always a huge tower, and level 1 is always a small apartment block.
This dymanic can be broken with the RICO mod. For example, Robert Taylor Homes is around 3x the volume of the big level 5 towers. However, its only level 1. I've got it set to 70 households for vanilla balance. The pop balance mod would assign it around 100 homes. It should be at around 200 for realism.
If Robert Taylor Homes is marked level 5, the mod would attempt to assign it around 450 homes. With the vanilla growables, higher levels means more density. However, thats not always the case with the RICO mod.
It may just be best to manualy set a realistic pop number, and have the RICO mod assign that if the WG mod is active.
I personally think this doesn't fit very well with the game dynamic, which is higher level <> more density, so I just configure them to have generally same relative density, based only on building size, specially because most buildings just jump to level 3~4 almost immediately.
I did have a closer look at the bundled xml files, and yea, there are several different ways it can work. Ill get in touch with him, and see if hes willing to offer advice on how to have the RICO mod to grab its home/worker values from his mod.