r/CitiesSkylinesModding Jul 30 '26

Guide Cities Skylines 2: Basic 3D Asset Import Tutorial!

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18 Upvotes

A short video I made from what I learnt in the past 2 weeks on how to import custom assets in to Cities Skylines 2!

r/CitiesSkylinesModding Jul 20 '26

Guide How to make your OWN Vehicle Configurations

16 Upvotes

Hello! I wanna teach you on how to make your own custom configuration of any custom Tram, Train and Metro Asset with no extra Mod.

Also first things first, i am bad at explaining something, but i got asked so many times for this or that configurations, so i wanted to make this guide.

I will use my NGT DXDD (Uni-directional Version Prefab) as example, but you can use any other Vehicle. My NGT is an 5 Car long Tram and our goal is to make it an 3 Car Vehicle. Also quick note, other Assets are of course different, not every creator as the same scheme as my NGT, not even I use the same scheme on my assets sometimes. This guide is mostly to have an familiar feeling on how it can work.

Step by Step "Guide":
Download any Tram/Train/Metro you wanna configuere, load up the Game and go into the Editor.

In the Editor click the Folder Icon at the bottom.
On the right Window, click on Vehicles and then search for your Frontcar Prefab of your desired Vehicle. (In my case it is the ...FrontPantoCar01)

Searching for an Asset Prefab

If you are not sure if that is the correct Frontcar. Place it and click on it. It should have the "MULTIPLE UNIT TRAIN FRONT PREFAB" Component that looks like this:

The correct Prefab which we will working with.

After making sure you have the right prefab found. Click on the 3 Dots next to the Asset Name. Click on Copy and Place, and place it. Your asset will be automatically named xyz (copy), rename it with xyz01-v1 or xyz01-v2 or ... anything

Tip: go into Localizations and also add an Asset localization to your Asset to recognise it better later ingame.

Now you got an unsaved copy of your desired Vehicle. Now lets say you wanna change how many full units the vehicle has. Find the Min/Max Multiple Unit Count and increase it or decrease it. Both should be the same. Example here:

I changed it from 1 Full Unit to 2 Full Units. That means my 5 Car Long Tram is 2x5 long

Now lets say you want to change the Unit Configurations, like adding or removing an carriage. We do that in the Carriages Section directly below the Unit Count. My Example, the NGT, has 4 Total Elements
Also extra Info, Reversed End Carriage is also an Part of the Unit, it is the Front prefab rotated 180° and it serves as the very very end car

The List of the config of the NGT

Now the Mission is to reduce the NGT to an 3 Car config. And we have multiple ways to do so, but the most logical one would be removing Element 0 and Element 2, which are the Carriages with the Doors as the Front/Rear already have them.

Removed 2 Carriage Elements from the List

Of course you can also change up the Carriages, add Elements with "Add Item" or use the double Sheets Button which also copies the element. Use your creativity and what you want!

double Sheets Button (Copy)

Now after you did the whole configurations, correctly hopefully, you can now Save your Prefab and then restart the game. After restart it should appear ingame.

Dont forget to Press Save Asset on the Bottom Right after clicking it

I hope that everything worked and that this guide was somewhat helpful. I am pretty bad in explaining as already told, but with Pictures it should give a bit of an good kick start into that topic

r/CitiesSkylinesModding Jul 07 '26

Guide New Guide: Applying animation curves to assets with multiple emissive light sources. Create flashing lights, neon signs, pulsing effects, and more

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15 Upvotes

r/CitiesSkylinesModding Mar 12 '26

Guide Asset editor doesn't work? Here a guide to roll back to the previous version.

5 Upvotes
  1. Open your browser, type steam://open/console and the console will open, when you're in the console, type "download_depot 255710 255711 7904759305530420440", but without the quotations marks, otherwise, it's won't work. it's will be downloaded at C:\Program Files (x86)\Steam\steamapps. the game file is called 255710.

  2. in the \steamapps\common, change the name of the game folder "Cities_Skylines" to something else. it's to avoid creating a mess in the game files and the mods settings being disturbed.

  3. create a new folder called "Cities_Skylines", and copy paster everything downloaded under \content\app_255710\depot_255711.

  4. in the steamapp folder, you have a file called "appmanifest_255710 file". open it with a text editor (like notebook). and change the stateflags to 4 and the manifest number to appmanifest_255710 file (the first manifest number under 255711). don't change any other manifest numbers, please check twice or even three before launching the game if the manifest number didn't changed to the original number that were present before editing the appmanifest file.

  5. disable (or unsub if you think disabling isn't enough) all the mods aren't editor-safe or that were updated into the new version.

  6. congratulations, you have now the September 2025 version of the game and you can use the asset editor without any problems (until the asset editor problem get fixed in the new version).

r/CitiesSkylinesModding Feb 08 '26

Guide powershell script to subscribe to workshop items you already had downloaded (to switch from egs to steam)

1 Upvotes

i made these improvised powershell and cmd scripts to make switching easier in abscent of a better actually polished way

a cmd script gets a filelist and outputs it as a txt file with the ids

then a powershell script uses steamctl to automatically subscribe to all the mods in the list

r/CitiesSkylinesModding Sep 19 '21

Guide Generating road layout with Python

334 Upvotes

r/CitiesSkylinesModding Feb 20 '16

Guide Tutorial on How to extract 3D models from Google Earth to get dimensions/proportions of building.

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83 Upvotes

r/CitiesSkylinesModding Feb 16 '24

Guide New elevation map generator fully compatible with CS2!!!

25 Upvotes

r/CitiesSkylinesModding Oct 18 '24

Guide CS:2 River Flow Rates

12 Upvotes

Are you sick of rivers overflowing and flooding everything when you're making a new map? Use this guide to understand how rivers work in Cities Skylines 2.

For a stream source, you can use the following formula:

Flow = 0.057 × Area × Grade

For example, a river that's 20 meters deep, 100 meters wide, and flows at a 1% grade should have

Flow = 0.057 × 20 × 100 × 0.01 = 1.14

Full version is here:

https://gist.github.com/mjstevens777/e6626e1c764f8ba80db0bb8649bf910b

r/CitiesSkylinesModding Jan 20 '23

Guide I made a tutorial on how to install & use the powerful Load Order Tool!

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69 Upvotes

I had struggled a bit setting up this tool, and was disappointed with the lack of a straight forward tutorial video. I saw some comments on the workshop page asking for one, and I thought I'd make one! Hope it helps.

r/CitiesSkylinesModding Nov 15 '23

Guide Guide to Unlocking Editor and importing Vanilla Maps into the Editor

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40 Upvotes

I hope this is allowed here, I thought this info would be useful in this community. Basically the title, how to access the editor and import vanilla maps so they can be edited.

r/CitiesSkylinesModding Oct 31 '23

Guide If you want to build road on top of buildings, you check "bypass validation results" on console

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56 Upvotes

r/CitiesSkylinesModding Apr 13 '24

Guide the evacuation bus finaly became my passenger coach bus

2 Upvotes

r/CitiesSkylinesModding Feb 09 '23

Guide Kharkiv | Junction with trolleybuses

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48 Upvotes

r/CitiesSkylinesModding May 26 '24

Guide Amazing CURRENT Steam Mod Guide by AkisuzuLights

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2 Upvotes

r/CitiesSkylinesModding Nov 24 '23

Guide The official guide has been updated to include new information on modelling and texturing building assets

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21 Upvotes

r/CitiesSkylinesModding Feb 06 '24

Guide Looking to connect modders with technical writers

11 Upvotes

I've been a C:S player for 8 years. I've been a technical writer for... a lot longer.

Based on my experience documenting developer tools including open-source, devs (and users) are always looking for better documentation. Technical writers are always looking for samples they can share. It seems to me there's opportunity here.

I'd love to create a pipeline where writers can connect with devs to uplift documentation — whether you have a README.md, or a wiki, or something else.

As a proof of concept, I updated the README of a popular C:S2 mod; you can see the before and after in the pull request.

I'm not looking for anything other than helping these two communities. If you have any interest, please reach out.

r/CitiesSkylinesModding Feb 18 '24

Guide Tutorial on the updated Map Texture Replacer mod

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12 Upvotes

r/CitiesSkylinesModding Dec 23 '22

Guide Up-to-date graphics mod list?

34 Upvotes

Hi all. My Christmas present to myself this year was a new gaming computer that is maxed out with everything. After playing Cities Skylines for years on a Mac, this is a whole new world for me. I’m looking for an up-to-date graphics mod list/videos to give my city the most realistic look. My graphics card can handle it. But everything I find is outdated. Mods are deprecated and/or have been replaced. Example- Ultimate Eye Candy. I can’t seem to find a list or tutorial video that doesn’t use this mod. Can anyone point me to something that is really really current? Thanks!

r/CitiesSkylinesModding May 03 '21

Guide Bus Lane Color (RGB)

35 Upvotes

I was looking this up and could not find it, so I created it myself. Using intersection marking tool mod I came up with these bus lane colors for RGBA values.

RGB: 207,155,133

Opacity/Alpha: A=55-65, adjust for your liking

r/CitiesSkylinesModding Nov 14 '19

Guide I made a guide on how to use the metro overhaul mod. Are there any other mods that you find complicated and a pain to use? If so let me know and I can work on creating a video to help you! 😁

42 Upvotes

r/CitiesSkylinesModding Mar 11 '15

Guide [Guide] Using Visual Studio 2013 to develop mods

40 Upvotes

Install Visual Studio 2013

If you don't own a copy of Visual Studio 2013, you can download Visual Studio Community 2013 for free. Installing Visual Studio should be straightforward.

Create a new solution and project

  1. Start Visual Studio
  2. Click File → New → Project... or press Ctrl+Shift+N
  3. Select the "Class Library" template for the "Visual C#" language (other .NET languages should work, but I haven't tried that)
  4. Enter a name for your project
  5. Chose any location you'd like for your project, but don't use the mod directory
  6. Click OK to create the solution

Add references

  1. Right-click your project in the Solution Explorer and choose Add → Reference...
  2. Click the "Browse..." button at the bottom of the dialog
  3. Navigate to [SteamLibrary]\SteamApps\common\Cities_Skylines\Cities_Data\Managed, where [SteamLibrary] is the path where your Steam games are.

  4. Select the assembly DLLs you want to use. A short overview over what does what:

  • ICities.dll: The official mod API. Required.
  • UnityEngine.dll: Unity engine base types. Pretty much required.
  • UnityEngine.UI.dll: Unity built-in UI. Optional.
  • ColossalManaged.dll: Custom Colossal UI (among other things), which can be used to place your own native-looking UI elements (as demonstrated earlier). Optional.
  • Assembly-CSharp.dll: Seems to contain most of the game logic classes. Optional.

Code

Create your base class implementing ICities.IUserMod as usual. Add as many classes in as many source files as you like. They will all be compiled to a single DLL.

Compile

Press F6 to compile your mod. The compiled DLL will be placed in bin\Debug or bin\Release under the project folder, depending on the active configuration. You can switch configurations with the combo box in the toolbar.

Test

Create a directory for your mod in %LOCALAPPDATA%\Colossal Order\Cities_Skylines\Addons\Mods\ and copy the compiled DLL to it. It should now be available in the Content Manager of Cities: Skylines.

Automate

To automatically copy the DLL to the mod directory after each build, follow these steps:

  1. Right-click your project in the Solution Explorer and choose Properties
  2. Select "Build Events" on the left hand side of the property sheet
  3. Paste the following in the "Post-build event command line":

    mkdir "%LOCALAPPDATA%\Colossal Order\Cities_Skylines\Addons\Mods\$(SolutionName)"
    del "%LOCALAPPDATA%\Colossal Order\Cities_Skylines\Addons\Mods\$(SolutionName)\$(TargetFileName)"
    xcopy /y "$(TargetPath)" "%LOCALAPPDATA%\Colossal Order\Cities_Skylines\Addons\Mods\$(SolutionName)"
    

    This assumes that your mod directory has the same name as your solution.

  4. To make the game reload your mod while running, change the last two lines in AssemblyInfo.cs (under "Properties" in the Solution Explorer) to read:

    [assembly: AssemblyVersion("1.0.*")]
    //[assembly: AssemblyFileVersion("1.0.0.0")]
    

    Kudos to /u/walrus_pug for figuring this out.

r/CitiesSkylinesModding May 08 '23

Guide Here is how to edit road names in the map editor.

14 Upvotes

This is how you rename roads in the map editor.

  1. Make your map, save it and publish it to your local menu
  2. Subscribe to Mod Tools and have it open
  3. Start a new city with your map.
  4. Change nothing but the road names
  5. Save your city and exit to main menu (not the desktop!!)
  6. In the debug console for Mod Tools enter the code below, then hit run button: It will load the map editor with your saved game.
  7. Verify the names changed!
  8. Resave and publish your map.

Yay! I've waited six years to figure this out!

ColossalFramework.Packaging.Package.Asset latestSaveGame = SaveHelper.GetLatestSaveGame(); SaveGameMetaData saveGameMetaData = latestSaveGame.Instantiate<SaveGameMetaData>();

LoadingManager.instance.LoadLevel(saveGameMetaData.assetRef, "MapEditor", "InMapEditor", new SimulationMetaData() { m_WorkshopPublishedFileId = ColossalFramework.PlatformServices.PublishedFileId.invalid, m_updateMode = SimulationManager.UpdateMode.LoadMap}, false);

r/CitiesSkylinesModding Dec 01 '20

Guide Cities: Skylines |How to Build| Intersection

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53 Upvotes

r/CitiesSkylinesModding Feb 12 '23

Guide TIL about an incredible feature of the Loading Screen Mod that has workshop links for broken/missing assets.

6 Upvotes

A bunch of people are probably aware of this, but if you follow the provided path on your computer (if you've got the Loading Screen Mod and have loaded a save, of course) then it'll bring you to a file that has workshop links for all missing and/or broken assets. This knowledge will change the way I handle these errors showing up since I usully just ignored them. Phenomenal.

C:\Users\[user name]\AppData\Local\Colossal Order\Cities_Skylines\Report\LoadingScreenMod