Cities: Skylines

Cities: Skylines

106 ratings
Sub Mesh Flags
File Size
0.117 MB
May 24, 2018 @ 4:14pm
1 Change Note ( view )

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Sub Mesh Flags

If you're not an asset creator this mod is useless for you.

Allows using all sub mesh flags.

This mod exposes all sub mesh flags in asset editor.

The game developers thought it was ok to only let us use a handful of the available flags when modding sub meshes.

This mod unlocks all flags for vehicles and buildings.


Not all flags can be used on all buildings/vehicles

Some testing may be required to determine which work on what.

Some obvious examples are:
  • Flying - If the vehicle can't fly this will never trigger.
  • Waiting Cargo - If the vehicle is not a cargo vehicle or a taxi this wont ever trigger.
  • First Half Filled / Second Half Filled - if its not a fillable building this wont do anything(Cemetery, Landfill, Snowdump)
  • Abandoned - if building is not a growable, this will never trigger.


This mod uses the Harmony Framework[] by Pardeike for method-patching. The unique Harmony ID used for this mod is "com.tpb.submeshflags".

If you like this mod, please take a moment to rate+, it really helps me stay motivated to continue creating mods for the community. If you're feeling generous, consider making a small donation. Even tiny amounts make a huge difference. Thank you!

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WTigerTw Sep 16, 2022 @ 5:57am 
Hi asset creators, this mod currently will result in the game not be able to start. Since this is a very important mod for creators, what you can do is unsubscribe this mod,and to set up the submesh flag, you can use the following script from Ronyx in mod tool console. : For building submesh flag :
For vehicle submesh flag
Charioteer Sep 15, 2022 @ 11:36pm 
Now it's out of action, hopefully it can continue to be updated because it's really handy
LemonsterOG Oct 29, 2020 @ 8:26am 
:redflare: :redflare: :redflare: :redflare: :redflare: :redflare: :redflare: :redflare: :redflare: :redflare: :redflare: :redflare: :redflare: :redflare: :redflare: :redflare: :redflare:

:vright: :vright: THIS MOD MAY CAUSE PROBLEMS IN-GAME :vleft: :vleft:

Broken Mods/Assets (read description)

Outdated Mods/Assets (read description)

Problem Mods/Assets (read description)

How to Find Broken and Bloated Assets

:redflare: :redflare: :redflare: :redflare: :redflare: :redflare: :redflare: :redflare: :redflare: :redflare: :redflare: :redflare: :redflare: :redflare: :redflare: :redflare: :redflare:
leftbehind Apr 5, 2020 @ 5:38pm 
@TPB: This is marked as broken on the mods google spreadsheet:

Not sure if anyone mentioned it to you. It doesn't say much about why it's broken. Let me know if google sheet needs updating.
Maurice Skyliners Nov 2, 2018 @ 2:50pm 
Hey TPB, Pleace To Make the Mod Fixed, Don'Crash
T​​​P​​​B  [author] May 26, 2018 @ 4:06am 
you can apply a different shader to the submesh using a script and ModTools debug console :)
220hertz May 25, 2018 @ 9:57pm 
Thanks for this. I'm wondering though: an obvious application of submeshes would be to be able to apply separate shaders for whatever mesh needs it. I understand that this is mostly separate from the conditions listed above.

I was able to do this in a rudimentary fashion tonight - but because I'm a graphic designer and not a coder, I had to do it in reverse. I applied the rotors shader to a mesh and imported a submesh, which was not affected. That's fine, it does what it should - but a bit ass backwards.

To continue the venting below, I'm actually surprised that CO didn't include a shaders option, like they did with the road tool in this update.
BadPeanut May 25, 2018 @ 11:56am 
@stockjr97 probably because the majority of people would end up having difficulties with it, look at the complaints from all the people trying to use the road editor and don't like how "complex" it is...
REV0 May 25, 2018 @ 3:27am 
@stockjr97 9 hours ago
Why don't the devs ever trust us with the advanced things? Nice job! ^_^

They probably read workshop comments and check FB CSL group
Avanya May 25, 2018 @ 3:08am 
Awesome! <3