Creating an object
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This page will teach you how to create an object handled by Procedural Objects.
Procedural Objects can convert any prop or building except for a few stock game assets. Such objects are called Procedural Objects, or POs for short. As mentioned on the Getting Started page, POs are independent from stock game mechanics and are therefore neither props nor buildings which means that :
- a prop that has already placed down normally can not be edited with Procedural Objects — except using the Converto to PO tool of the Move It! mod;
- they won't count towards the well known prop/building limits : they have an independent limit of over 2 billion ;
- they will lose they behaviour if they had one : power plants will not generate power, buildings won't welcome people...
You can use assets called "service blocks" or "cubes" which can blend into your objects to still have their functionalities. Examples :
Convert into PO[edit | edit source]
In order to convert an object into a Procedural Object, grab it normally as if you wanted to place it down. While having it in hand, the Procedural Objects button turns into "Convert into PO" : click on this button.
- Note: another way to convert is to use Shift+P
Procedural Objects now has hands over this object. If the converted asset handles custom textures and you have installed custom textures, the mod will ask you to choose a texture to apply (see the section below). Otherwise it will only go to the Move To Tool in order to place the PO on the map.
- Note: Most vanilla props and all terrain-conforming assets are not compatible with the mod.
Textured objects[edit | edit source]
Some assets support custom textures, including the two built-in PO assets : the Square and the Cube. If you haven't added any texture to the mod, such assets will spawn with their default texture.
Adding textures[edit | edit source]
- See also : Texture Management
There are two ways to get textures installed on Procedural Objects :
- Local textures : download or create them yourself and put it in the right folder ;
- Workshop textures : subscribe to PO-compatible texture packs on the workshop.
Workshop textures are just items you need to subscribe to in order to have access in PO. They may require that you click "Refresh" in Texture Management in order to reload all textures. Examples of Workshop textures :
- More Procedural Objects Textures by OU11111111
- Skibs Decal Textures for Procedural Object MOD (only) by Skibitth
As for local textures :
- Download or create an image to use as a texture. Warning: PNG is the only supported format.
- Access the PO local folder (C:\Users\%USERNAME%\AppData\Local\Colossal Order\Cities_Skylines\ProceduralObjects\Textures) either manually or by clicking "Open Textures Folder" from the Texture Management window.
- Click "Refresh" in the Texture Management window in order to reload all textures.
Selecting texture[edit | edit source]
When the mod finds textures it can apply to a texturable asset, it will ask you to choose the texture upon conversion (as shown on the picture)
You can choose to apply the default texture of the asset by clicking "None (apply default texture)". You can otherwise select one of the textures installed or add others by using the 'Open Folder' and 'Refresh' buttons as mentioned in the "Adding textures" section above.
The mod will switch to the Move To Tool once a selection is made.