Cities: Skylines

Cities: Skylines

167 ratings
Asset AI Changer
File Size
0.070 MB
Apr 8, 2015 @ 3:17am
Jun 21, 2019 @ 3:29pm
8 Change Notes ( view )

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Asset AI Changer

Originally Building AI Changer, after merge of Snow_Cat's additions and UI rewrite after that, now a generic Prefab AI changer.

This mod adds a drop down list to the Asset Property editor that lets you choose any AI for the asset you are editing.

Warning - WorksAsBuilding() and WorksAsNet() checks are not implemented.

Assigning wildly inappropriate AIs will break an asset, cause exceptions and other weird things. Broken assets will fail to load and cannot be fixed with the asset editor.

You can try to assign inappropriate AI types (a VehicleAI to a building, etc) but chances are something will break horribly. So if you do, backup your asset before you try.

If you want to create a custom Building AI, create a building and assign your new AI to, if you create a custom VehicleAI, start with a stock VehicleAI and change that, etc.


The main intended use of this mod is to ease the creation of assets with custom AI classes.


Just select the name of the new AI class and click "Apply" after you have made your selection. When you click Apply the new AI will actually be applied to the asset and refresh the properties panel with the new set of options for the selected AI. If the previous and new AI share properties, their values will carry over.

Using custom AI classes

You can assign custom AI classes with this, mod. They will start with the namespace of your mod in the AI list.

Source code & Issues

The source code of this mod is available at

If you want to report an issue, please use the Github issues if you can as I may not always read the steam workshop comments. I will read your comment eventually, but a Github issue will notify me right away.

Update as of 28/06/16:

You can now choose to copy hidden attributes as well. This will copy all attributes that aren't marked as NonSerializable, instead of just the ones marked with CustomizableProperty. On applying the new AI type you will be prompted to select the behaviour.

Thanks to Snow_Cat for his contributions!
Popular Discussions View All (1)
Sep 3, 2016 @ 8:13am
BuildingAI derived types
< >
Vadicus Feb 26 @ 6:21pm 
This is working. It will not change the AI of Props however. If you want to turn a prop into a building, you'll have to Dump the mesh, then create a new building with the Prob Mesh. This can be usefull if you have a highly detailed prop you wish to not behave like prop.
Still_Claire Feb 8 @ 6:37pm 
A possible replacement/update available here:
Dr_J0nes Aug 21, 2021 @ 1:17pm 
I deactivated all mods and only had this one active. Still no drop down menu. Unsubscribed..
Dreadfuldark Apr 1, 2021 @ 8:53am 
Still working.
Sasquatch Oct 25, 2020 @ 5:16pm 
If I used this on the Mass Transit passenger station would that turn it into a cargo station? I assume I'd have to change the paths to spawn trucks instead of people. It would be awesome to have a 6-line cargo hub. Even better would be a railyard that did direct rail-rail transfers instead of rail-truck. Something like that is desperately needed to allow more efficient transfers between imports/exports and internal cargo networks.
nYn. nupsii<3 aka [Mr]Pumpkin Apr 19, 2020 @ 7:12am 
pls update! Apr 5, 2020 @ 4:00am 
need to update. not work.
byongus Mar 22, 2020 @ 9:54am 
The dropdown is not showing up. Plz help
emilien.kopp Mar 16, 2020 @ 12:47am 
Would it be possible to COMBINE two AI classes in one building ? IE. Education and Entertainment
Cahos Rahne Veloza Sep 27, 2019 @ 1:04pm 

Ploppable RICO is one. Just disable it when you want to use this or any of snow_cat's Asset editor mods.