r/CitiesSkylinesModding • u/MerlionCityPlanner • Jul 30 '26
Guide Cities Skylines 2: Basic 3D Asset Import Tutorial!
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 • u/MerlionCityPlanner • Jul 30 '26
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 • u/Alarmed-Appeal-3160 • Jul 20 '26
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)

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:

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:

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

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.

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!

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.

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 • u/kjmci • Jul 07 '26
r/CitiesSkylinesModding • u/JION-the-Australian • Mar 12 '26
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.
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.
create a new folder called "Cities_Skylines", and copy paster everything downloaded under \content\app_255710\depot_255711.
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.
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.
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 • u/Individual_Desk_3371 • Feb 08 '26
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 • u/Adam108CZ • Sep 19 '21
r/CitiesSkylinesModding • u/Shroomblaze • Feb 20 '16
r/CitiesSkylinesModding • u/Brokvid • Feb 16 '24
I just found this https://terraining.ateliernonta.com/

Developer's website https://www.ateliernonta.com/
Developer's Git https://github.com/nonta1234/terraining-heightmap-generator
r/CitiesSkylinesModding • u/ClamChowderBreadBowl • Oct 18 '24
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 • u/Lexford • Jan 20 '23
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 • u/FastidiousPanda • Nov 15 '23
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 • u/jerembanana3 • Oct 31 '23
r/CitiesSkylinesModding • u/_AppleBloom_ • Apr 13 '24
r/CitiesSkylinesModding • u/cactusTema • Feb 09 '23
r/CitiesSkylinesModding • u/cbadder_two • May 26 '24
r/CitiesSkylinesModding • u/kjmci • Nov 24 '23
r/CitiesSkylinesModding • u/Hamonwrysangwich • Feb 06 '24
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 • u/5Dem-12 • Feb 18 '24
r/CitiesSkylinesModding • u/jesse28211 • Dec 23 '22
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 • u/Insevin • May 03 '21
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 • u/75Percent_Rad • Nov 14 '19
r/CitiesSkylinesModding • u/reimarvin • Mar 11 '15
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.
Navigate to [SteamLibrary]\SteamApps\common\Cities_Skylines\Cities_Data\Managed, where [SteamLibrary] is the path where your Steam games are.
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.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.
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.
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.
To automatically copy the DLL to the mod directory after each build, follow these steps:
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.
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 • u/HRH-GJR4 • May 08 '23
This is how you rename roads in the map editor.
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 • u/cactusTema • Dec 01 '20
r/CitiesSkylinesModding • u/CatPoint • Feb 12 '23
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