Cities: Skylines

Cities: Skylines

Asset ItemClass Changer
65 Comments
Still_Claire 8 Feb, 2023 @ 6:38pm 
Elivenya 9 Apr, 2020 @ 8:46pm 
Could you plese updat the mod. It's aat the moment not possible to add buildings to the new industrial ares or campus/ park areas class.
BrowncoatTrekky 4 Feb, 2020 @ 5:30pm 
@Gabriel this mod has not been updated since 2015. That is 10dlcs back from the most recent update.
Gabriel 4 Feb, 2020 @ 2:39pm 
Great mod!
I got a request: is it possible to change the class of other road types such as elevated, bridge, slope and tunnel? Currently the mod only changes the basic road type class.

Also, it would be PERFECT if you could create your own classes, although I don't know if it's possible
Lennep 30 Dec, 2018 @ 12:20pm 
what a great mod, this is gonna save me so much work in the Asset Editor...!
Droidhacker 19 Oct, 2018 @ 10:36am 
I am having issues changing an asset into a taxi, in particular the ultra prt pod, do you think it is the asset at fault (I am going to try deleting and re subscribing to the asset, or does this mod have a known issue with taxi vehicles? It worked fine on other vehicles and I am very appreciative of this mod so far! I am just asking to narrow down the source of the problem
orion 5 Oct, 2018 @ 6:46am 
underrated
mjm92150 7 Jun, 2018 @ 1:55am 
Hello,
Is this working with the latest verions of CS MT (all DLC included ParkLife) ?
Satsuma 12 Feb, 2018 @ 5:44am 
still working fine. deaktivated all mods except this and MoveIt!
Riddler 17 Nov, 2017 @ 8:54pm 
Will someone update this mod for newest game version/ DLC? When i edit my old buildings the asset editor menu has no icons and i read somewhere that it is because of mods that do this like this
GlutenFreeHugs 6 Dec, 2016 @ 7:00am 
I have tried changing assets from residential class to unique building. They somehow still have the construction animation and some buildings disappear. Other s can stay but I still have to zone underneath it. I need to know to make it work right
nothanx3 7 Nov, 2016 @ 12:24pm 
This mod is absolutely amazing and a game changer, 5 stars. People have to start rating this mod up! I didn't even know it existed. The Asset AI changer mod only lets you change to “schoolAI”(no sub item class) which by default only gives you the elementary school item class only. I was pulling my hair out trying to import a Modtools .obj (mesh + texture) export into 3dsmax to export as a .FBX with diffuse texture just to make my own custom university! :steamfacepalm: Lol. The amazing part is that it hasn't been visibly updated since July 2015 and it still works great! This mod needs to be integrated in the Asset AI changer mod immediately as its getting no love here by itself. Keep it up Snow_Cat ! :steamhappy:
Kookess 11 Oct, 2016 @ 12:52pm 
Tried to change some Trucks into Bus Class. Could change it in the Asset Editor, they are showed in the ITP Mod ingame to choose for a line (also showed in the Bus Category in AVO), but they never spawned. Mod will not work...or I do something wrong :/
TheNobleNibbler 9 Jul, 2016 @ 1:42pm 
I have tried switching a few commercial assets I made to different levels, however they never build, and there is no option to add them to a style. Does anyone have a solution?
Lumpy 6 Jul, 2016 @ 9:02am 
It is compatible with 1.5.0?
SlopeTooSteep 23 Apr, 2016 @ 1:58pm 
I guess this is a stupid question but I'm not quite sure if I understand this right :)
Does this mean I can take a vehicle in the asset editor and make it a prop by myself?
Serenity Rune 1 Mar, 2016 @ 6:25pm 
You have to use the Asset UI Category Changer and the Item Class Changer at the same time.
roberto tomás 28 Oct, 2015 @ 11:40am 
does this not work at the same time as the prefab changer, etc?
15mackke 19 Jul, 2015 @ 9:55am 
So with this can I change a building from Commercial to Unique Building?
Spanky 16 Jul, 2015 @ 4:58pm 
Thanks! Awesome mods!
Snow_Cat  [author] 16 Jul, 2015 @ 4:32pm 
ItemClass changer. You will want to replace "Ore - Processing" with "Farming - Processing".
Spanky 16 Jul, 2015 @ 2:43pm 
Sorry to bother you if this question is stupid, but which mod (if any) will let me take an ore truck from the workshop and make it a farm truck instead, for example. Thanks!
Snow_Cat  [author] 8 Jul, 2015 @ 2:37pm 
Whoops. Forgot that mod is set to private, pending co-author agreement.
Snow_Cat  [author] 8 Jul, 2015 @ 2:28pm 
Thanks for thinking to notify me, but TaxiAI is already automatically detected as a derived type of CarAI : VehicleAI : PrefabAI .

And the ItemClass list is automatically generated from loaded all ItemClassCollections available when this mod is loaded--
-- I shall have to remember to change that if I have a report of a specific mod's new itemclass not appearing; L3-5 industrial/commercial for example.

Similarly UICategories are automatically generated from those populated by existing assets, though adding unpopulated categories derived from textureAtlases is possible.
tcgames65 8 Jul, 2015 @ 8:51am 
@Snow_Cat hey I was giving this note and figured you might be able to use it for your mods then I would be able to seems there mafe a new TaxiAI.

DontCryJustDie Jul 1 @ 9:42am
@tcgames65 I just found that in the new source code https://forum.paradoxplaza.com/forum/index.php?threads/taxiai.867224/

Now all we need is a Taxi Depot.
Kimchi 1 Jul, 2015 @ 5:51pm 
Cool dude take your time.
Snow_Cat  [author] 1 Jul, 2015 @ 4:36pm 
I'm doing more testing and see that something changed OnLevelLoaded 's behaviour.

I'll refactor and update later when I have this solved.
Kimchi 1 Jul, 2015 @ 4:25pm 
I had some issues editing an icon. I had no icons except a gray road icon and a bulldozer. Disabled the mods and now I can edit the asset again.
Snow_Cat  [author] 1 Jul, 2015 @ 4:14pm 
Seems to be so far.
Kimchi 1 Jul, 2015 @ 10:37am 
1,1,1b compatible?
Visu 16 Jun, 2015 @ 1:30pm 
It worked!! Thanks :)
Snow_Cat  [author] 16 Jun, 2015 @ 11:25am 
You will need to use the AI Changer to change it's type to a ParkAI (the MonumentAI checks to see if there is another one already built).
Visu 16 Jun, 2015 @ 9:54am 
Is it possible to change a unique building to a park using this mod? I've tried changing to Beautification Item, but it still won't let me place more than one of the building. Any thoughts?
LegionOfMe 14 Jun, 2015 @ 6:17am 
thanks for your help, got it figured out now :)
AJ3D 13 Jun, 2015 @ 4:45am 
I figured out away to change the IteamClass in the SimulationStep method after the building is plopped. I think it could be perfect to have them initial listed as unique buildings for plopping, but then have them change over to residential after the first frame.

I used the "this.m_info.m_class.m_service = ItemClass.Service.Residential;" I'm not sure if its ideal to access it like that, but it did the trick. I can also change the level.
Snow_Cat  [author] 12 Jun, 2015 @ 11:36pm 
m_customLoopSound ?
Owlchemist 12 Jun, 2015 @ 10:56pm 
This tool works pretty good, thanks for making it :D

Do you think it'd be possible to silence the noise a building generates? For example I made a "security post", which is basically just a 1x1 tile shed you can use to secure isolated parks so they don't complain about crime. But it plays the police station ambient noise, which sounds very city'esque.
Snow_Cat  [author] 12 Jun, 2015 @ 2:10pm 
No, the end users will not need my mod. This set of mods help create the content.

What they will need is your mod, containing your custom AI Class to use that content.

You should be able to use the "Add Required Items" option (in the Steam Workshop) to make downloading it pseudo-automatic. Getting endusers to enable it will be a bit more difficult. (shrugs)
AJ3D 12 Jun, 2015 @ 2:06pm 
The neat thing to is that it gets the population limit from the lot size, so the larger buildings automaticly hold more people then the growables.
AJ3D 12 Jun, 2015 @ 2:03pm 
Your the man Snow_Cat! I got it!

I traced back the code in the SimulationStep methods and found a flag called "ZonesUpdated". This was setting off a long series of if statements that eventualy lead to the buildings demise via "Demolition" tag. I think i read this backwards. It means the zones have been updated, and its time to do some logic. I initialy though it meant that the zones were already updated.

One line of code to remove the tag after every frame, and the building survives!

The whole mod is only 50 lines of code, with 5 lines that do the work.

Ill continue to use your mods to see if I can make this happen. My mod derives a new AI class from ResidentialBuildingAI, so it shouldnt confict with other mods. I also think I only need your mod to assign the new AI, UI categories, and ItemClass. Will someone who downloads my mod + custom building asset need your mods as well?
Snow_Cat  [author] 12 Jun, 2015 @ 8:55am 
Actually, if you put roads on the opposite side on the same grid, you can zone an 8xinf lot.

And yes, I believe that is is 15 on the enum. Might be more practical to alter the simulation step to clear the demolishing flag though I've not played with custom classes to know how the game uses it exactly..
AJ3D 12 Jun, 2015 @ 8:10am 
I'm sorry, zoned should be none, which is maybe been assigned 15 on the emum?
AJ3D 12 Jun, 2015 @ 8:08am 
I think I want to assign a building an itemclass that is residential, unzoned, level 1, and manual placement. I dont think I fully understand yet how the ItemClass works though... lol.
AJ3D 12 Jun, 2015 @ 7:55am 
Thanks for the help man!

I was able to just derive a new AI class from ResidentialBuildingAI, and override the two methods that dealt with the width and height. I used the building AI changer to assign my new fancy AI class to a 8x8 monument.

Still having issues with the lot vanishing though. Theres no way you can place zoned land under a large lot. I'm trying to see if I can cancel the zone test, or find a way to keep the building flags from changing to none, or even find the method that gets called when the game wants to delete it.

Is it possible to edit or do anything with the ItemClass list that your mod uses? It would be great if I could add a custom ItemClass, and then use your mod to assign it.
AJ3D 10 Jun, 2015 @ 2:25am 
Thanks again for getting back to me.

The plopped building seems to get deleted when a growable wants the lot for itself. It does still last longer though when its on a zoned plot. I tired a park and a highway with the ResidentialBuildingAI, and on all zone types.

Ill going to look into some free C# learning resources tomorrow, and see if I can pull of a simple mod like the 25 tile unlock. I did take a C++ programming class in school, but never used it beyond that.

That is unless your intrested in making a large ploppable RCI mod... :)

I'm working on a few large 3D models that would be a great way to promote the mod if it gets done.
Snow_Cat  [author] 10 Jun, 2015 @ 1:31am 
Zone the land the building sits on so that the building AI doesn't notice.

As for the size limit--
You should be able to use 'reflection' to replace the GetWidthRange and GetLengthRange methods in PrivateBuildingAI (to use the existing AI) or create your own derived class types containing the new override functions.
I don't know which would work better as I have not tried for myself.
AJ3D 9 Jun, 2015 @ 8:15pm 
Lol! I got it to work for like a few seconds using the Building AI changer. It looked the same as yours, with just the households listed. The building dissapeared after a bit though, and took a few tires to build. I changed a park to "ResidentialBuildingAI".
AJ3D 9 Jun, 2015 @ 7:26pm 
Dude, awesome! Ill play around with it some more and see what happens. I tried ealier today with no luck. Thanks for all your hard work!

I really think this is a feature that people want.

I'm pretty sure the 4x4 limit could be cheaply overcome by just making the building bigger than the lot.

Beyond lot size and maybe giving them thier own interface tab, are there any other issues that you forsee that would prevent this from working in game?

I've got a little web programming experiance with no C#, but I'm willing to learn a bit to make this work. Would one need to decompile the PrivateBuildingAI, and find a way to override the lot size limit?

Or maybe duplicate it, remame it, and use a mod like the building AI changer?
Snow_Cat  [author] 9 Jun, 2015 @ 2:48pm 
Sort of; https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=458304260

The PrivateBuildingAI has a hardcoded size limit of 4x4. You would need to make (or find) a mod that would bypass or remove this limitation.

But changing the building class to one that is player-placed will indeed make it plopable (as in the above screenshot). These plopped buildings seem to use the ItemClass level, which for most user building types is 1. So if you used the Monument class, a unique 4x4 residental monument only holds 10 people (unless you change the ItemClass level for all monuments to 5 or greater.) Or call it a highway.
AJ3D 8 Jun, 2015 @ 10:54pm 
This sounds intresting and way over my head... ;)

Could this be used to make large unique residential plopables?