Cities: Skylines

Cities: Skylines

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Clunk Oct 1, 2022 @ 7:53am
Prefab File Names
Is there any tool or method known which allows users to identify the prefab name of an in-game asset to allow that file name to be entered into the LSM prefabskip file to prevent it from loading? - The asset names in-game are not necessarily the exact prefab name required for the LSM prefabskip file.

I'm aware there is a list of prefab names linked from the LSM workshop page, I use that already, but there is no correlation between the actual in-game asset and the prefab name and vice-versa. I am trying to identify the recent patch networks (non-DLC).
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Showing 1-14 of 14 comments
MaxFX Oct 1, 2022 @ 8:25am 
The Editor perhaps? Not sure though...
maciek.slon Oct 1, 2022 @ 8:55am 
You can use BOB in game. Activate BOB, click on building or road, and the name will be on the title bar of the BOB window. For props and trees, when you select them with BOB the name will be in the left panel, as the selected item.
Clunk Oct 1, 2022 @ 12:28pm 
Thanks, Guys.

maclek.sion, I subbed to BOB and it did display the network name in the header which corresponded to network road names listed here - https://lsmr.thebugfix.net/networks.txt

I found a few more I was after in that list thanks to BOB, but it seems that they do not work in my prefabskip.txt file. I laid a strip of each down then saved, but they continue to appear.

My network skipping efforts work for all the other networks I've skipped, such as no roads for buses or with bus lanes etc., but these roads that came with the recent patch seem invincible assuming I'm using the correct namings for them.

Here is in example of one such 'new' road entry from my prefabskip file (which doesn't work):

Networks:
Small 4 Lane Road with Bus Lanes
Small 4 Lane Road with Bus Lanes Bridge
Small 4 Lane Road with Bus Lanes Elevated
Small 4 Lane Road with Bus Lanes Slope
Small 4 Lane Road with Bus Lanes Tunnel

The reason I want these new road networks out is because I already have the same or similar roads from the workshop and these new ones are a constant distraction and mess with my chee and mild OCD.

I now remember why I unsubbed from BOB in the past. All the street furniture returned including speed limit signs which show different speed from the actual speed set for the road :steamsad:
maciek.slon Oct 1, 2022 @ 12:43pm 
Prefab skipping IGNORE objects that are used in a save game, so when you place them they should be there after reload.
snowflitzer Oct 1, 2022 @ 5:32pm 
I do have a list of all vanilla items if you like?
Clunk Oct 1, 2022 @ 11:29pm 
Originally posted by maciek.slon:
Prefab skipping IGNORE objects that are used in a save game, so when you place them they should be there after reload.

I struggle to believe that because I've witnessed clear proof of the opposite. We'd all be stuck with donut vans forever if that was the case. I've had networks, props and other vanilla assets disappear following map loading after prefabskip file changes.

Originally posted by snowflitzer:
I do have a list of all vanilla items if you like?

I refer to algernon's latest lists here - https://lsmr.thebugfix.net/index.html

If you're aware of a more up-to-date lists, particularly of the new vanilla networks added to the latest P&P 1.15.0-f7 game update (not the P&P DLC) then I would appreciate that.
maciek.slon Oct 1, 2022 @ 11:31pm 
Originally posted by Clunk:
Originally posted by maciek.slon:
Prefab skipping IGNORE objects that are used in a save game, so when you place them they should be there after reload.

I struggle to believe that because I've witnessed clear proof of the opposite. We'd all be stuck with donut vans forever if that was the case. I've had networks, props and other vanilla assets disappear following map loading after prefabskip file changes.

I based my opinion on the part of the LSM tutorial:

Notice!

If a building is already placed in your city, the mod will not skip it.
If it did, there would be errors. Just bulldoze the ones you don't want and the mod will skip them.

Vehicles and props are different. If included in your skip file, they will be skipped.

Source: https://steamcommunity.com/workshop/filedetails/discussion/667342976/1741105805762370419/
snowflitzer Oct 2, 2022 @ 2:15am 
I have a list which included everything before SH as a text file
Clunk Oct 2, 2022 @ 6:35am 
Originally posted by maciek.slon:
I based my opinion on the part of the LSM tutorial:

Notice!

If a building is already placed in your city, the mod will not skip it.
If it did, there would be errors. Just bulldoze the ones you don't want and the mod will skip them.

Vehicles and props are different. If included in your skip file, they will be skipped.

Source: https://steamcommunity.com/workshop/filedetails/discussion/667342976/1741105805762370419/

Thale5's LSM is out of date but even so your point refers to buildings, not networks.

Originally posted by snowflitzer:
I have a list which included everything before SH as a text file

Thanks snowflitzer, the list I linked to above (from algernon's new LSM) is the most current including the new P&P DLC.

I've joined their Discord.
snowflitzer Oct 2, 2022 @ 2:56pm 
that is great @Clunk.
Clunk Oct 4, 2022 @ 10:23pm 
This issue of road skipping was driving me nuts but finally it is understood why the new roads were not being skipped using the prefabskip.txt file, despite road networks being listed in the skip text lists.

Quote from algernon:-
"Network skipping isn't yet implemented; that's coming in a future update."

All is now calm again. I look forward to that update.
old-bore Jul 30, 2023 @ 2:12pm 
Originally posted by maciek.slon:
You can use BOB in game. Activate BOB, click on building or road, and the name will be on the title bar of the BOB window. For props and trees, when you select them with BOB the name will be in the left panel, as the selected item.

WOW, This is very helpful, how do we find the prefab name for vehicles too?
old-bore Jul 30, 2023 @ 2:14pm 
Originally posted by Clunk:
Thanks, Guys.

maclek.sion, I subbed to BOB and it did display the network name in the header which corresponded to network road names listed here - https://lsmr.thebugfix.net/networks.txt

I found a few more I was after in that list thanks to BOB, but it seems that they do not work in my prefabskip.txt file. I laid a strip of each down then saved, but they continue to appear.

My network skipping efforts work for all the other networks I've skipped, such as no roads for buses or with bus lanes etc., but these roads that came with the recent patch seem invincible assuming I'm using the correct namings for them.

Here is in example of one such 'new' road entry from my prefabskip file (which doesn't work):

Networks:
Small 4 Lane Road with Bus Lanes
Small 4 Lane Road with Bus Lanes Bridge
Small 4 Lane Road with Bus Lanes Elevated
Small 4 Lane Road with Bus Lanes Slope
Small 4 Lane Road with Bus Lanes Tunnel

The reason I want these new road networks out is because I already have the same or similar roads from the workshop and these new ones are a constant distraction and mess with my chee and mild OCD.

I now remember why I unsubbed from BOB in the past. All the street furniture returned including speed limit signs which show different speed from the actual speed set for the road :steamsad:

Hi Clunk, I think that assets that have game mechanics won't disappear.
VinceP1974 Jul 31, 2023 @ 6:58am 
I used Ploppable Rico to do this. I click a building on the map, the little info dialog comes up, and there's a Rico icon on there that will take you to the Rico setting screen for the asset.
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Date Posted: Oct 1, 2022 @ 7:53am
Posts: 14