Getting Started
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This page will help you getting started with Procedural Objects, from why it exists to how its features are organized.
Purpose of the mod
The mod allows you to create objects called Procedural Objects (or POs for short). These objects can take the shape of almost any props and buildings, even if they come from the workshop.
The idea behind the Procedural Objects mod is to get around the rendering system of the stock game in order to have more control over the object. This technique allows, among other things :
- 3D model customization : change the shapes of a single object directly in game,
- Unlimited placement with no collision whatsoever,
- Free rotation along the 3 axis,
- Texture and text customization...
The POs are therefore completely independent from the stock game behaviours : even though they will be shown as graphic elements, they will lose their functionality if they had one (buildings will not welcome people, power plants won't generate power...)
Prerequisites & installation
Procedural Objects requires a PC, Mac or Linux version of Cities:Skylines.
- Note: The mod will not work on illegal copies of the game.
- Note: Non-Steam users, use the manual download method instead.
- Subscribe to Procedural Objects on the Steam Workshop page.
- Launch the game and open the Content Manager.
- Find the Procedural Objects mod in the Mod list and enable it.
- Find the Cube and the Square in the Assets list and make sure they are enabled (they should be by default).
- Start your game save.
Creating your first object
Learn more & Videos
This is only the beginning of your PO journey. In order to find out how to use other features of the mod, check out the full documentation of the wiki (see the wiki main page)
You can also learn through tutorial videos. I recommend you check those out :
- Complete Guide to Procedural Objects by Akruas (uses v1.7.8)
- Procedural Objects Part 1 and Part 2, tutorials by PugGaming in collab. with Paradox Interactive and Simon Ryr (uses v1.5.5)