ModTools

Usage

ModTools should be added as a local mod so that it is always available. Read the No Workshop & Local Mods article for more information. The game should be restarted after ModTools is enabled.

Shortcuts

Ctrl+Q opens the ModTools menu with settings and buttons for opening other windows.

F7 opens the debug console, which is also used for running scripts.

Ctrl+E opens the scene explorer.

Ctrl+W opens watches, which allows monitoring values chosen in scene explorer.

Ctrl+R selection mode, which allows finding elements on screen in scene explorer.

Settings

Both the console and scene explorer have a settings menu button at the top.

Asset Editor

The current prefab loaded in the asset editor can be found by clicking "show edited prefab" in scene explorer or in Scene Explorer > Tool Controller > ToolController > m_editPrefabInfo.

Whether or not the changes made there save is based on what the game was designed to save, and if something is a reference to some other prefab or object, such as props placed on a building, or effects placed on a prop - these are not part of the actual asset.

Generic

m_UIPriority

For assets visible in the menu, this defines the order in which they are sorted. Can also be changed using a script or a mod .

m_UICategory

Sets the UI category the asset appears in. It can be changed using a mod .

m_dlcRequired

Defines which DLC is required for the asset.

m_generatedInfo

Contains various measured values, such as the size of the asset.

m_class

Contains information about what type of asset it is, may also affect UI sub-category. It can be changed using a mod .

m_color

Color variations, although the actual saved values are inside m_material, which can be changed in the asset editor UI or using a script .

m_useColorVariations

Controls whether or not the asset uses color variations.

Building

m_buildingAI

Defines how the building behaves and what values it has. It can be changed using a mod .

m_cellLength & m_cellWidth

Defines the size of the lot. It can be changed in the asset editor UI.

m_cellSurfaces

Contains an array of ground surfaces which can be painted in the asset editor.

m_class

Contains information about what type and level of building it is. It can be changed using a mod .

m_circular

Changes the square lot to a circular one, only visible ingame.

m_expandFrontYard

For growables, changes where the yard for props is.

m_fixedHeight

Controls whether or not the height of the building might automatically change, for example - when the water level changes.

m_flattenFullArea

Completely flattens the entire lot of the building.

m_flattenTerrain

The usual, less aggressive flattening of the lot area.

m_fullGravel & m_fullPavement

Covers the entire lot in this surface paint.

m_paths

May contain an array of networks placed on the lot, such as pedestrian paths, roads, train tracks.

m_placementMode

Controls how the building is plopped, read more in the building article .

m_placementStyle

Defines how the building is placed, ploppable buildings are manual, while growables are automatic, and sub-buildings are procedural.

m_props

May contain an array of the props which are plopped on the building.

m_requireHeightMap

True for buildings which use the fence shader to conform to the terrain.

m_requireWaterMap

True for buildings which use the floating shader to float in the water.

m_subBuildings

May contain an array of sub-buildings.

m_subMeshes

May contain an array of sub-meshes.

m_zoningMode

Defines whether a growable is a regular building or a corner building.

Prop

m_createRuining

Controls whether or not the prop shows the ruined texture under it. It can be changed in the asset editor UI.

m_effects

May contain an array of effects, such as light effects for a lamp. It can be changed in the asset editor UI.

m_illuminationBlinkType

Defines the kind of blinking the illumination has.

m_illuminationOffRange

Controls when the illumination turns off based on time of day. It can be changed using a script .

m_maxScale & m_minScale

Controls the random size variation.

m_placementStyle

Defines how the prop is placed, most props are manual, but some - such as the garbage bin, are automatic.

m_parkingSpaces

May contain parking spaces for cars. It can be changed using a script .

m_specialPlaces

May contain sitting places for chairs. It can be changed using a script .

m_requireHeightMap

True for props which use the fence shader to conform to the terrain.

m_requireWaterMap

True for props which use the floating shader to float in the water, although these props likely must be part of a building or network to appear.

m_variations

May contain an array of other props, which get plopped instead of the main prop based on probabilities. It can be changed using a script and then asset editor UI.

Tree

m_createRuining

Controls whether or not the prop shows the ruined texture under it. It can be changed in the asset editor UI.

m_defaultColor

Affects the color of the leaves, as defined by the color map.

m_maxBrightness & m_minBrightness

Defines the random brightness variation.

m_maxScale & m_minScale

Controls the random size variation.

m_variations

May contain an array of other trees, which get plopped instead of the main tree based on probabilities. It can be changed using a script and then asset editor UI.

Vehicle

Many vehicle properties can be changed using the Extended Asset Editor mod .

m_acceleration

Controls how quickly the vehicle increases speed, may also affect max speed.

m_attachOffsetBack & m_attachOffsetFront

Defines the placement of trailers.

m_braking

Controls how quickly the vehicle decreases speed.

m_dampers

Defines how quickly the suspension returns to the default state.

m_doors

Contains an array of doors, where citizens will enter or exit the vehicle.

m_effects

Contains an array of effects such as lights, sounds, and particles.

m_generatedInfo

In addition to the regular measured values, also contains tire(wheel) properties.

m_isLargeVehicle

True for big vehicles such as planes or ships.

m_leanMultiplier

Defines how much the vehicle leans to the sides when turning.

m_maxSpeed

Defines the max speed of the vehicle, 1 equals 6.25 km/h.

m_nodMultiplier

Defines how much the vehicles nods forward/backward when braking or accelerating.

m_springs

Defines how much the suspension moves.

m_subMeshes

May contain an array of sub-meshes.

m_trailers

May contain an array of trailers.

m_turning

Defines how well the car corners.

m_vehicleAI

Controls what type of vehicle it is and how it behaves, it can be changed using a mod .

Citizen

m_citizenAI

Controls what type of citizen it is and how it behaves, it can be changed using a mod .

m_class

Contains information about what type and level of citizen it is. It can be changed using a mod .

m_walkSpeed

Defines how fast the citizen walks.

Network

m_enableMiddleNodes

If this is disabled, every node will be an intersection. This is disabled for train or monorail station tracks so they always have the track cross node, and also for road slope(tunnel entrance) networks.

m_class.m_level

Networks which have different levels activate the transition node flag when intersecting, this used for transitions between normal sunken roads and ground-level highways or the gravel road.

m_netAI

Controls what type of network it is and how it behaves, it can be changed using a mod . Also, it may contain networks used for elevations and pillars.

m_setCitizenFlags

Activates flags for citizens currently using this network, used for hiding citizens in tunnels.

m_setVehicleFlags

Activates flags for vehicles currently using this network, used for hiding vehicles in tunnels, or enabling the gravel dust particles on the gravel road.

m_useFixedHeight

True for station tracks and depot roads which are part of buildings, so they don't align to the terrain when such buildings are built on uneven terrain.

Prefabs

Ingame - buildings, vehicles, and citizens can be found in ModTools by clicking them, and then clicking the find in scene explorer button.

Currently Selected

It's also possible to find a specific building, prop, tree, or network currently selected from the menu for plopping:

Scene Explorer > Tool Controller > BuildingTool / PropTool / TreeTool / NetTool > m_prefab

Base Game

Scene Explorer > Sunny Collections

If you are on a boreal, european, tropical, or winter map - instead of Sunny, it will be North, Europe, Tropical, or Winter.

DLC

Scene Explorer > Expansion ID > BuildingCollection / PropCollection etc. > m_prefabs

Custom

Scene Explorer > ModTools > Custom Prefabs > ModTools.CustomPrefabs > m_buildings / m_props etc.

Theme Textures and Properties

Most map theme textures, tiling values, color offsets, and decoration properties can be found in Scene Explorer > Sunny Properties > Sunny Terrain, but the asphalt (upward road) texture can be found in Scene Explorer > Sunny Properties > Sunny Net > m_upwardDiffuse. The building base, abandoned, burned, and floor textures can be found in Scene Explorer > Sunny Properties > Sunny Building.

If you are on a boreal, european, tropical, or winter map - instead of Sunny, it will be North, Europe, Tropical, or Winter.

Render Properties

Many render properties, such as fog, sky, clouds, sun, and others can be found in Scene Explorer > Sunny Properties > Sunny Render

If you are on a boreal, european, tropical, or winter map - instead of Sunny, it will be North, Europe, Tropical, or Winter.

Camera Properties

Many camera properties, such as shadow distances, and max tilt angle can be found in Scene Explorer > Main Camera > CameraController.

Relevant Videos