r/CitiesSkylinesModding • u/MerlionCityPlanner • 7h ago
r/CitiesSkylinesModding • u/AutoModerator • Dec 08 '25
Announcement Join the Cities: Skylines Modding Discord
r/CitiesSkylinesModding • u/Special-Artist1059 • 14h ago
Release Asset Released: USA NE High School - C.W. Rice
This is my model of the old C.W. Rice School located in Northumberland, Pennsylvania, USA! You can find it on PDX mods HERE!
The old section of the school (the right side when viewed from the front) was built in 1937 and was initially used as an elementary school. When capacity needed to be increased for the old high school, an addition was made to this building in 1960 and was converted from an elementary school to a high school. It was then later turning into a combined elementary/middle school when Northumberland SD merged with Sunbury SD to form the Shikellamy SD in 1965. It continued to function as an elementary/middle school until the building was permanently shut down in 2010 due to safety concerns regarding asbestos tile/insulation and black mold growth in the basement. Unfortunately, it was demolished in 2014 to make way for a brand new middle school.
Three parts of the building are recolorable:
- Curtain Wall Sections & Doors (Red)
- Curtain Wall Accents (Blue)
- Roof
PLEASE NOTE that all grass, road, and grunge decals used in the screenshots are not included in this pack.
In-Game Details:
- Lot Size: 28w x 9d
- Build Cost: $400,000
- XP Reward: 800
- Student Capacity: 1,250
- Jobs: 100
- Service Upkeep: $15,000
- Increases city attractiveness
- Plenty of on-site parking
Softball/Little League Field Upgrade:
- Lot Size: Within building footprint
- Build Cost: $10,000
- XP Reward: 100
- Additional Jobs: 5
- Service Upkeep: $500
- Leasure provider
- Increases building attractiveness
Model Details:
4k textures for the main mesh and LOD1 (1k for LOD2)
- Main Mesh: 9,103 tris
- LOD1: 6,528 tris
- LOD2: 80 tris
Please be sure to download all required mod dependencies from the list in order for this asset to function properly. All dependencies were made by me.
If you enjoy this release and would like to support my efforts in creating quality assets in the future, please consider buying me a coffee! It would be greatly appreciated!
Also, if you'd like to get updates on the current WIPs I have in store for Cities: Skylines II, please follow my page on the Cities: Skylines Modding Discord HERE!
Thank you!
-Venqari
r/CitiesSkylinesModding • u/LoquaciousRuby • 14h ago
Paid Commission Building a city model and professional use
Hello I had two questions and I think this is the right place to post?
- Is there anyone here who uses city skylines for urban planning models?
- Are there builders that are able to take requests/commissions for building replicas of existing cities or finding an existing data base of cities?
r/CitiesSkylinesModding • u/begyike • 19h ago
Help & Support Help with custom asset creation (invisible paths/access)
galleryr/CitiesSkylinesModding • u/ideafuturi • 21h ago
Looking for Code Mods Stacked/Layered city
I want to build a futuristic self-sustainable city. I would like to create layers under the city, like underground floors, with facilities, water storage, underground transport etc.
Is there any mod or did anyone ever go into that direction of stacking builduings vertically? In the first attempt I would be more interested in function over beauty, no need to create custom underground buildings (yet) but just assign a floor of X metres cube of volume to be set to "undeground food farm" and it makes veggies and consumes electricty, etc according to its size.

r/CitiesSkylinesModding • u/blinkone • 18h ago
Release Shelve It (beta): auto-suggested asset libraries for Find It users, plus shared libraries and share codes. Built with AI, being upfront about it
I have a lot of assets subscribed. When I counted for this project, my game had about 39,000 placeable assets from roughly 520 Paradox Mods packages. Find It is great at finding one asset, but I kept losing time rebuilding the same mental lists: "UK terraces", "old brick industry", "the Toronto main street set". So I made a mod that does the sorting for me. It's called Shelve It, it's on Paradox Mods as a beta, and the source is on GitHub.
Being honest about how it was made
This mod was vibecoded. I did not write the code by hand. I used Claude Code (an AI coding agent) for the C#, the UI and the server. My part was deciding what the mod should do, answering a lot of design questions, testing every build in my own game and sending back what broke. The first version went from idea to Paradox Mods in two days.
I'm telling you this because it matters for how much you trust it:
- It has only been tested on my machine, with my playset.
- Testing did catch real bugs. One example: the panel had two close buttons, because the game's panel component already adds one and the mod added a second. Another: packages subscribed from the mod downloaded fine but never loaded until a restart.
- The mod source is public under MIT, so anyone can read what it does: https://github.com/blinkone/ShelveIt
If AI-written mods are a no for you, that's a fair position and I won't argue with it.

What it does
Scan
After the game loads, Shelve It reads the metadata of every placeable asset: name, game theme, asset pack, zone, density, lot size, level and the PDX package it came from. It doesn't load meshes or textures. The result is cached on disk, so later loads skip the work unless your asset list changed. Nothing runs while the panel is closed.
Suggested libraries
This was the main point for me. From that metadata the mod builds a tree of suggestions in three groups:
- Regions and styles: UK, Netherlands, Japan, North America, Eastern Europe and so on, each split by zone and density ("UK > Residential medium").
- Creator packs: one entry per asset pack or PDX package, split into building families. The family comes from the prefab name with level, lot size and Left/Right/Corner variants stripped, so
NA_MediumOldTownLeft03_L2_2x3and its 300 siblings end up as one "Medium Old Town" set. - Thematic sets: keyword rules for eras and uses (historic, brick industry, brutalist, glass towers, harbor, rail, airport, farms, street furniture, trees and more). Regions and themes together come from 54 rule sets right now.
You can preview any node, then accept it as a library at any level of the tree, or dismiss it.
The suggestions are only as good as asset names. The rules were tuned on my own collection, so creators who name prefabs differently will get worse results. That's the part I'd most like feedback on.
Libraries
A library is a tag set: one asset can sit in several libraries. You can create, rename and delete them, add the asset you're currently placing with one click, and remove assets. Click a tile to place the asset.

Filters
Inside a library, a suggestion preview or "All assets" you can filter by type, zone, density, region, game theme, asset pack, vanilla or custom, package, building level, lot width, lot depth, corner type and whether the asset has a thumbnail. Each option shows how many assets are left with the other filters applied. There's text search and sorting. You can save the filtered result as a new library, add it to an existing one, or remove it from the current one.
Find It integration
Find It is a required dependency. In Find It's search box, type lib: followed by a library name and Find It shows only that library's assets. Find It's own filters (category, theme, pack, zone, lot size) still apply on top. Every library also has an "Open in Find It" button that does this for you. Normal Find It searches, including search by PDX mod id, keep working.
One limitation: Find It allows a single mod to plug into its search. If another mod also uses that hook, the one loaded last wins.

Palette mode
The full panel is for organizing. Palette mode is a narrow panel on the left edge with a library switcher, search, filters and a dense grid, so you can keep it open while placing. One click switches between the two.
Thumbnails
Many custom assets ship without an icon. Shelve It uses the asset's icon when there is one, including the icons Asset Icon Library adds (it comes with Find It). Otherwise it tries the zone icon for zoned buildings, then a PNG you drop in ModsData\ShelveIt\Thumbs\ named <PrefabType>.<prefab name>.png. If none exists it draws a colored tile with the asset's initials. It doesn't render thumbnails itself.

Community sharing
This is the part I'm most curious to see used.
The Community tab lets you browse libraries other players published: search, sort by popular, most downloaded or newest, open one and import it. You can publish your own libraries with a description and tags, update them later or take them down.
What happens when you open a library made by someone with different subscriptions:
- The detail view shows how many of its assets you have and how many are missing, and lists the missing PDX packages by name.
- Each package has an "Open page" button that opens it in the in-game Paradox Mods browser.
- "Subscribe to all" subscribes you to the missing packages after a confirmation that tells you how many there are. The mod then enables them in your active playset so the game loads them in the current session. If a package still doesn't load, it tells you a restart is needed.
- If you subscribed to packages some other way, a "Load new asset packages" button appears in the main menu and loads them without a restart.
That last part is new and the least tested piece of the mod. Find It may not see newly loaded assets until you restart.

The server is self-hosted, so there's a backup
The community server runs on my own home server, and I can't promise uptime the way Paradox or a company could. So nothing depends on it:
- Every library can be copied as a share code: a line of text that starts with
SHELVE1:and contains the whole library, compressed. Paste it in Discord, a Reddit comment or a forum post. Anyone can import it with "Import code" in the panel footer, with no server involved. - Share codes keep the package ids and names, so the missing package list and "Subscribe to all" work for imported codes too.
- You can also export libraries as JSON files and import them back, which doubles as a local backup.
- The server address is a setting.

Privacy and moderation
The mod only contacts the server when you open the Community tab or use sharing. It never connects at startup or in the background. Publishing sends your Paradox display name as the author, plus a random install id. Your IP is only used, as a hash, for rate limits and is discarded within 48 hours. The full notice is here: https://shelveit.servermartino.com/privacy
To keep it usable: you can report a library, and three reports hide it until I review it. Names, descriptions and tags go through a word filter, and there are limits on how often you can publish.
The server code isn't public. It runs on my home network and I'd rather not publish its setup. The mod's side of it, everything that's sent and when, is in the public repo.

Other details
- English and Italian UI.
- Also in the settings: suggestion threshold, rescan, export/import and a "contribution" export in the format of the mod's community database. If you have packs the rules handle badly, that export (or a pull request to
Data/themes.json/Data/community.json) is the easiest way to help. - Vehicles aren't scanned in this version, matching Find It, which doesn't index them at the moment.
Known limitations
- It's a 0.1.0 beta tested by one person.
- Suggestions depend on how creators name their prefabs.
- Assets loaded mid-session may not show up in Find It until a restart.
Links
- Paradox Mods: https://mods.paradoxplaza.com/mods/163296/Windows
- Source (MIT): https://github.com/blinkone/ShelveIt
Bug reports, odd suggestions and "this pack got sorted completely wrong" are all welcome, in the comments or on GitHub. Screenshots of what the suggestion tree does with your assets would help most.
r/CitiesSkylinesModding • u/AminoKamino • 1d ago
Discussion Copaste 1.2.2 - What features would you like to see next?
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r/CitiesSkylinesModding • u/MerlionCityPlanner • 2d ago
Release The Fullerton Bay Hotel in Singapore
r/CitiesSkylinesModding • u/DonMcSloth • 1d ago
Looking for Asset Mods Uk train stations
I would love to use a curved train station like there are a lot in the UK. I couldn't find any on paradox mods. Does anyone know of one or more?
r/CitiesSkylinesModding • u/onebusoneguy • 2d ago
Help & Support Why is my model so thin in the asset editor yet so T H I C K in blender?
r/CitiesSkylinesModding • u/Special-Artist1059 • 2d ago
WIP WIP: Custom Softball Field Asset & Building Extension
I'm planning to release this softball field as a standalone asset alongside my upcoming C.W. Rice High School mod. The field decal and dugouts are props that I made specifically for this asset, but will be released separately on PDX mods!
--
If you are enjoying my work and would like to support my efforts in creating quality assets in the future, please consider buying me a coffee! It would be greatly appreciated!
Also, if you'd like to get updates on the current WIPs I have in store for Cities: Skylines II, please follow my page on the Cities: Skylines Modding Discord HERE! I have other assets in the works that I plan on releasing soon, so stay tuned!
Thank you!
-Venqari
r/CitiesSkylinesModding • u/Oaker_at • 3d ago
WIP Progress of the main asset, Castle Kreuzenstein [FMAP] [Ai generated assets]
r/CitiesSkylinesModding • u/Extreme-Skirt-6278 • 3d ago
Discussion This game lacks medium, modern, residential buildings.
This game lacks medium, modern, residential buildings. Also most of custom assets are skyscrapers or some themed, old buildings. I'd really appreciate having more medium, generic, modern residential buildings
r/CitiesSkylinesModding • u/Adolf95 • 2d ago
Discussion Long freight station
There's plenty of long passenger train stations on the workshop, but has anyone bothered to make a long freight stations? Many custom freight trains are just too long for the standard freight stations.
r/CitiesSkylinesModding • u/vira-lata • 3d ago
WIP Tell me what features you'd want to see included in my new mod: Zone Builder
Nearing completion on a stable first release of a new code mod for CS2, "Zone Builder".
ZB allows you to customize and use new zones - you get to choose which assets you want in your zone, and then you can zone it! No more switching between zone types when detailing your suburbs - just put all the houses you want in a custom zone and build away! ZB has three main components:
Assets tab - all in game assets. Icons, descriptors, and the ability to search and filter across multiple keys
Collections tab - create a new collection and go select all the assets you want to be in that collection. Example: my "Rust Belt" collection has a ton of custom assets, Detroit houses, Midwest style houses, and some vanilla ones that fit the theme. You can create edit and delete collections at your own will.
Zone tab - Create a new zone and assign collections to it. You can assign one or multiple collections per zone - zones can also share collections. Once a zone is created, it'll spawn in the zone tab in-game and you can paint it!
Ask: what other features would you want to see in a mod like this? I see this as a spiritual successor to district themes from CS1, with some differences. Would really appreciate feedback on what would go well with this mod to round it out and make it valuable - any suggestions that are good I'll try and code into it.
Thanks!
r/CitiesSkylinesModding • u/Late_Buyer861 • 3d ago
Release Clip Fix Mod!
r/CitiesSkylinesModding • u/womizombie • 3d ago
Paid Commission Texas Map request
Hello! This is my first post so I hope I’m doing this right. I live in Texas and would really like a new playable map replicating by areas I’ve lived in or went to. I would like one map but I have a list of maps that I would purchase depending on which you feel like making (I’m not sure how pricing works so if you could give me a range or something that be nice). Specifically I would like it with at least the highways in but not buildings, smaller roads optional. I don’t have ports and bridges so please don’t use that;
- Denton
- Carrollton / North Dallas
- Roans Prairie (potential location for a HSR between Dallas and Houston)
- any other DFW area
- Waco
- rural areas around Texas Triangle area
Thanks so much!
r/CitiesSkylinesModding • u/Special-Artist1059 • 4d ago
WIP WIP: USNE High School (C.W. Rice School)
The model is now imported into the game and landscaping has been added! Some final touches need to be done, such as adding a softball field, basketball courts, and football complex lot expansions! I plan on uploading this asset to PDX mods next week!
Tentative Details
- Lot Size: TBD
- Build Cost: $400,000
- XP Reward: 800
- Student Capacity: 1250
- Jobs: 125
- Service Upkeep: $15,000
Historical Background:
The old section of the school (the right side when viewed from the front) was built in 1937 and was initially used as an elementary school. When capacity needed to be increased for the old high school, an addition was made to this building in 1960 and was converted from an elementary school to a high school. It was then later turning into a combined elementary/middle school when Northumberland SD merged with Sunbury SD to form the Shikellamy SD in 1965. It continued to function as an elementary/middle school until the building was permanently shut down in 2010 due to safety concerns regarding asbestos tile/insulation and black mold growth in the basement. Unfortunately, it was demolished in 2014 to make way for a brand new middle school.
If you are enjoying my work and would like to support my efforts in creating quality assets in the future, please consider buying me a coffee! It would be greatly appreciated!
Also, if you'd like to get updates on the current WIPs I have in store for Cities: Skylines II, please follow my page on the Cities: Skylines Modding Discord HERE! I have other assets in the works that I plan on releasing soon, so stay tuned!
Thank you!
-Venqari
r/CitiesSkylinesModding • u/Perhirmor • 4d ago
Looking for Asset Mods Looking for elevator mod
I am searching for elevator/stair mod, I downloaded "Elevators: for Bridges - Full Set" from Revo and it doesn't work for me. I need it for tram passengers so they can access tram stops on bridges.
r/CitiesSkylinesModding • u/Felipeljj • 4d ago
Release SNOWY ROADS - Roads with snow
galleryr/CitiesSkylinesModding • u/QuaternionDS • 5d ago
Release Universal Residential Demand mod
I hate/loathe/despise the design decision to separate residential demand into individual zone type demands. It makes absolutely zero sense and too frequently dictates to the player how to build your city.
So, I wrote a mod to fix it. No matter what density of residential you zone, it will draw from a single residential demand pool. This includes cims who qualify for affordable housing - build a low density house in a poor area (ie. with a rent low enough to qualify as affordable), someone eligible for affordable housing will take it. No more needing to build suburb/traffic destroying ugly towers to create affordable housing.
The UI will now show a single residential demand bar. If there isn't enough available affordable housing, the demand for affordable housing will show as a percentage of overall demand (so it is theoretically possible for this bar to be 100% dark green).

I'm in the final stages of polishing the mod (some minor tweaks to the City Info Panel remain), and should be releasing it in the next day or two.
Edit: Mod has been released: https://mods.paradoxplaza.com/mods/162879/Windows
r/CitiesSkylinesModding • u/lilylindstrand • 5d ago
Help & Support How can I make a custom zone?
I've looked through the modding wiki, random reddit posts, etc, but I've not found anything (or anything I understood, at least)
I'm very new to cs2 modding and I want to make a custom low residential zone for my assets, how can I do that?
Thank you!