To run scripts, you need to use the ModTools console F7.
- Asset UI Priority
- Set Color Variations in RGB
- Special Places (Sitting Spots for Benches)
- Parking Spaces (Vehicle parking for Props)
- Prop Illumination Range (off during the day)
- Script for a single rotating part
- Script for multiple rotating parts or clocks
- Script for railway crossing barriers using traffic light shader
Recalculates vertex colors for trees to change which parts get affected by the wind more.
You can experiment by applying any shader to any type of asset, pick any script, a shader name from the list and make sure you are referencing the correct PrefabInfo such as BuildingInfo, VehicleInfo, etc.
Allows importing a texture for painting natural resources such as sand, oil, ore, fertile, includes a PSD template for creating the resource texture.
Decal Prop Fix
Allows creating decals in custom sizes and using tiling.
Allows the use of map theme textures on decals, using a custom alpha map.
Allows using road shaders to display map theme textures on props.
Allows tiling network textures.
Custom Light Effects
Allows creating custom light effects. Very prone to memory leaks, not recommended.
Allows custom UV animations on props and vehicle sub-meshes.
Allows custom rotating animations.
Allows the use of the soft additive particle shader (used for light effects) for props, buildings, building and vehicle sub-meshes.
Allows setting the FlipTyreRotationXZ float to 1 for rotors shader vehicle sub-meshes. Can be used for blimp and plane propellers.
Allows setting custom shader parameters for flag shader.
Outdated because of the Realtime mod, it allows replacing textures and meshes ingame.
Old scripts for importing textures, they may have to be combined and gamma lifted, depending on which texture is imported.