Cities: Skylines

Cities: Skylines

421 ratings
Advanced Building Editor
File Size
0.967 MB
Oct 30, 2016 @ 11:50am
Mar 23 @ 3:32pm
9 Change Notes ( view )

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Advanced Building Editor

In 2 collections by BloodyPenguin
Penguin's Transport Realism Project
34 items
Penguin's Modding Tools
19 items
Allows to edit spawn points, sub buildings + more in Asset Editor. Carefully read description before using!

This is a mod for modders. If you're a regular player, you won't need it.
This mod is essential for making buildings with sub-buildings, multi-track stations and airports.
For example, without this mod you won't be able to make an airport with all functional gates, a multi track train station with all functional platforms for regional trains etc.

Alpha release means that this mod may change significantly in the future and has some unfinished functionality

I already used it to help making some polular workshop assets such as
Modular International Airport
European Main Station,
East-European Train Station,
Incheon International Airport,
Joak's International Airport and more.

WARNING: this is a higly advanced tool. I'm not to blame if you cut your own head with it.

Don't forget to check 'Load existing props & decorations' on making new buildings for spawn points and sub buildings to load!

Spawn points are available in markers section of props menu. They don't add up to total props count. For passenger stations you will need 'Spawn Point Target' and 'Spawn Point Position'. They can be placed at the same position. But I recommend to use auto-placement instead (one of panel's buttons).

This mod provides a number of buttons and an options entry. Please familiarize yourself with them before using:
- 'Reload sub-buildings' Places sub-buildings according to m_editPrefabInfo
- 'Auto-place spawn points' Automatically places spawn points for passenger stations and airports.
- 'Bulldoze Ped. Connections' Bulldozes all existing pedestrian paths (pink ones)
- 'Make All Segments Editable' Allows to bulldoze existing runways, train station tracks etc. with bulldozer tool
- 'Reload decorations' Places decorations and spawn points according to m_editPrefabInfo

I'll add more decriptions & documentation later :)

- Prop Probability Changer. Just unsub/disable it. Advanced Buildings Editor already includes that functionality.

This mod uses awesome detours C# library[] by cope. Without it, this mod would've been impossible to make.

Feel free to comment.

Latest updates:
UPDATE 6 (19/5/2021)
Added: hub (cargo & passenger) spawn point editing
Added: fishing spawn point editing
Fixed: Now it's not possible to place spawn points that cannot be saved
Fixed: A rare issue leading to an exception on saving props
Fixed: Various improvements to auto-placing spawn points

UPDATE 5 (16/5/2021)
Added: auto place spawn points on ferry path
Added: When net tool is active, cargo connection direction is displayed
Fixed: Now pedestrian paths, ferry paths & cargo connections are made editable too
Fixed: Spawn target is placed with an offset from spawn point when doing auto-placement

GitHub link[]

Feel free to comment.

Note: if you have any errors/exceptions, please, don't paste them or output_log.txt into comments. Use pastebin, dropbox or whatever.

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Popular Discussions View All (2)
Oct 30, 2016 @ 9:09pm
PINNED: [Tip] Airport makers - use Airport Apron sub building in your airport to fill it with concrete!
Nov 29, 2021 @ 8:45am
Disappearing spawn points
< >
macluk Apr 18 @ 2:52pm 
Can I also ask... Does this mod reveal any spawn points and paths for Financial district DLC? I don't seem to be able to get any for the building templates..
macluk Apr 18 @ 11:39am 
I get plenty of NullReference exceptions when trying to use spawn points recently.
Or when trying to make any changes in asset editor when this mod is active.
Is it incompatible with something?
The Blood Eagle Mar 30 @ 5:14am 
Just a heads up the compatibility report still says that this is the deprecated mod.
BloodyPenguin  [author] Mar 21 @ 2:24pm 
Updated by incorporated the changes from the other version :)
Dr. Quackers M.D. Feb 9 @ 10:54am 
I have ahted modding this game just because of the about of broken mods that are dependencies for other.....
Jean Michel Dec 14, 2022 @ 6:33pm 
Sorry, you're right, this other mod is part of the list of broken mods.
NameInvalid Dec 14, 2022 @ 8:07am 
@Jean Michel - pedestrian paths marker (pink path) isn't from this mod. It's from [More Network Stuff], perhaps you just got confused there.
I actually still have this in my setup in all my recent asset creation process, will have to look into it if it's really broken by latest update.
Jean Michel Nov 18, 2022 @ 4:27am 
I confirm that it no longer works.
I can't find the markers for pedestrian paths anymore
Thanks for fixing it
bram.warrick Oct 23, 2022 @ 12:11pm 
Compatibility Report is saying this is broken and to uninstall. I'm having difficulties opening the editor once I enabled this mod.

Can someone confirm if this mod is working with the latest edition of CL? Is there something I'm supposed to do other than subscribe and enable this, before I can use the new editor?
dan5tr4n63r Oct 6, 2022 @ 1:10pm 
Is it possible with this mod to make an asset building that has road all around it to align with the separate road you place down?...i made a church/graveyard with one way road all around( the front portion doesn't have that one way road) and want to connect it to a normal road so that cars that want to use graveyard can go in the back..hence why one road...If someone knows..please respond.