About

Networks consist of nodes and segments, they are provided for roads, tracks, canals, wall surfaces, fences, powerlines etc.

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Netfunctions are arguably the most complex kind of assets (counts on what you are creating) so this article assumes you are acquainted through basic ascollection development such as props and also buildings, so it skips fundamental principles such as what is a mesh, pivot etc.

Template

The theme you select will certainly be fully imported as the founding allude of your netjob-related, so pick one that is closest to your wanted result. You deserve to readjust nearly every little thing later in the ascollection editor itself, or making use of ModTools scene explorer Ctrl+E or running scripts in the console F7.

Elevations

Depfinishing on the AI of your network, it might have actually elevations such as Elevated, Bridge, Slope, Tunnel, which are their own finish netfunctions via their very own properties, lanes, segments, and nodes, which are bundled in addition to the Basic network inside the exact same .crp file.

Elevations trigger at specific develop heights, or as soon as preferred by the player using Fine Road Tool. Slope is provided for the fundamental to tunnel shift.

Deleting

If you do not need specific elevations, you have the right to delete them by opening ModTools scene traveler Ctrl+E, going to Tool Controller > ToolController > m_editPrefabInfo > m_netAI and clicking Unset on the ones you don"t require, then conserving and loading the asset.

Adding

If your layout didn"t have actually elevations, yet you need them, you may be able to include them, depending on what AI your network has actually. This have the right to be done by copying any type of other network-related right into among the possible elevations.

You deserve to discover the base game netfunctions in scene explorer Ctrl+E: Sunny (or North/Tropical/European/Winter, based upon the layout atmosphere you loaded for the ascollection editor) Collections > Roadway > NetCollection > m_prefabs. For example you can go to Basic Roadway > m_netAI, click Copy on m_bridgeInfo, and also then go to Device Controller > ToolController > m_editPrefabInfo > m_netAI and click Paste on m_bridgeInfo below, then conserve and pack the ascollection.

If you would like to copy a tradition network right into one of the elevations, you can also uncover those in scene explorer: Custom Prefabs > ModTools.CustomPrefabs > m_nets.

Properties

The general properties are based upon the AI the road has, that means for canals or cable car netfunctions some of them might be different, this list is mainly based on the one for RoadBridgeAI, supplied for elevated netfunctions of any type of normal road, yet additionally has properties which only show up on some various other AI.

You can change the AI utilizing Asset AI Changer by Snow_Cat & cerebellum.

Half-width

This is provided to identify how roads of different widths connect - nodes of narrow roadways will certainly widen to satisfy bigger roadways.

Used to specify the width of surconfront paint (such as pavement, gravel, or terrain clipping) but becomes extremely untrusted when lower than 4.

It"s additionally the width of the area affected by flatten terrain, drawable/selectable area and also affects exactly how the road will certainly snap to the grid.

The half-width have to be wide enough to cover the entire mesh of the netoccupational, otherwise the LOD may display mistakenly.

Pavement Width

Defines the width of the pavement on each side of the road, used to correctly attach curbs via various other roads at nodes. For correct nodes when intersecting with other roadways, the half-width and also pavement width worths need to be set accordingly.

Segment Length

This requirements to enhance the size of the mesh offered for the segment (and node if used), otherwise, the road will overlap itself or have actually holes.

Min / Max Height

Defines collision area for water and structure other roads over/under it.

Max Slope

Maximum slope angle permitted for structure the road.

Max Build Angle
*

An instance 135° interarea.


*
Example of 90° (left) and 89° (right) max rotate angle.


When a node between 2 segments exceeds this angle, a node will certainly be provided, rather of a continual bent segment.

Min Corner Offset


*
Example of 0 (top) and also 16 (bottom) min edge counter.


Increases corner smoothing, this is more noticeable for sharp turns at low angles. High values will certainly make the road difficult to use in tight instances.

Build Height

When building the road, it will be produced higher or lower than the player has preferred based on this value.

Surchallenge Level

CO states this is the default height for vehicles and also pedestrians, although it appears ingame the individual vertical counter for lanes is supplied rather.

Create Pavement / Gravel / Ruining

Applies surface paint based on the half-width of the road.

Flatten Terrain

Flat10s terrain based upon the half-width of the road.

Lowers Terrain

Lowers terrain based on the half-width of the road. Usually supplied for elevated roads to prevent the terrain from clipping into them.

Clip Terrain

Uses terrain clipping to produce a hole in the ground, the actual hole is slightly smaller sized than the half-width, and also it becomes very unreputable when half-width is less than 4. This also creates ruining approximately the hole.

Follow Terrain

Places nodes according to terrain as soon as building the road. Usually disabled for elevated or tunnel netfunctions.

Flat Junctions

Forces location roughly nodes to be completely level. Keep in mind that the centers of intersections will be level no matter what.

Clip Segment Ends

Enables the usage of bent nodes on intersections, offered for the majority of normal roads. If disabled and the network has no nodes, the segments will certainly connect straight, which is offered for wall netfunctions, or with an counter based on min edge offset.

Twist Segment Ends

Twists segment ends to align to the pillar, only used for power lines and cable automobile courses to make certain the wires affix to the pylon appropriately.

Straight Segment Ends

Tries to prevent the segment ends from bending/skewing at intersections.

Enable Bfinishing Segments

Automatically bends segments once structure intersections at sharp angles.

Enable Bending Nodes

Use a bent segment rather of a node on sharp corners.

Can Cross Lanes

Allows website traffic to cross oncoming lanes at intersections, disabled just for roads through medians.

Can Collide

Enables checking for collisions once building.

Block Water

Used for the dam, canals, flood wall, quay. Blocks water based on half-width and min/max elevation properties.

Auto Remove

Destroys the road when somepoint else is developed over it, if deserve to collide is permitted. Used for pedestrian routes, walls, trench, and powerlines

Connect Group

Nodes of the present or other netfunctions which complement this affix team and also have actually direct affix enabled will certainly show up in intersections. For instance - tram track nodes do this.

Enable Zoning

Creates the zoning grid based upon the road half-width, yet no closer than 8m to the center.

Double Length

Used for the big highmeans bridges, alternates between 2 kinds of pillars and permits structure much longer segments than usual. Only functions with disabled bending segments.

Can Modify

Unknown, enabled for all elevated netfunctions.

Traffic Lights

Enables the website traffic lights node flag for intersections entailing the road. The actual web traffic light props themselves need to be added as lane props.

Highway Rules

Unwell-known, affiliated in code regarded lane routing and also simulation. Enabled only for all highways.

Accumulate Snow

Allows for the snow to accumulate on the road on winter maps.

Noise Accumulation / Radius

Affects noise pollution simulation.

Center Area Width

Unwell-known.

Water Block Offset

Used for canal depth (negative) and flood wall elevation.

Tower / Pylon / Power Pole

Allows embedding a structure inside the netjob-related asset for use as a pillar which shows up on nodes. Some AIs have certain pillars for various heights, corners, or intersections.

Center Pillar

Only provided for Double Length networks, offered for the huge highmeans bridges for alternating pillars.

Bridge / Center Pillar Offset

Raises or lowers the pillars.

Hidden Properties

Some properties are not visible in the road editor UI, but deserve to be readjusted by making use of ModTools scene traveler Ctrl+E and going to Tool Controller > ToolController > m_editPrefabInfo or running scripts in the consingle F7.

m_enableMiddleNodes

If this is disabled, eincredibly node will certainly be an interarea. This is disabled for train or monorail station tracks so they always have actually the track cross node, and also additionally for road slope(tunnel entrance) netfunctions.

m_setVehicleFlags

Vehicles driving on the network-related will obtain these flags used. Used for OnGravel flag which adds a dust impact on gravel roads, and also Underground flag to make vehicles invisible in tunnels. This can be changed using a manuscript.

m_setCitizenFlags

Same as m_setVehicleFlags yet for citizens.

m_useFixedHeight

Used for networks which are especially supplied inside buildings - such as terminal tracks or the harbor road. If allowed, makes certain the netfunctions stay at the same level loved one to the building, also on uneven terrain.

m_terrainStartOffcollection & m_terrainEndOffset

Used to force lowered or elevated terrain at the start or end nodes of a netjob-related. Used for slope netfunctions - tunnel gates.

Lanes

Lanes are typically provided for vehicles and also pedestrians, yet can likewise be offered as a container for props.

Some lane properties have no main documentation, therefore some explacountries can be inprecise.

Position

Distance from the center of the road.

Width

The width of the lane.

Vertical Offset

The height place of the lane.

Soptimal Offset

Lane place balance out used for pedestrian lanes with soptimal kinds, supplied for public transport stops such as bus and also tram.

Speed Limit

1.0 equals 50 km/h rate limit indications on vanilla. Usually 0.25 for pedestrian lanes, 0.8 for car lanes on basic roads, 1 or 1.2 for larger roads, 2 for highways.

Direction

Forward for right-hand also lanes, backward for left-hand also lanes. Automatically flips on left-hand website traffic maps.

Lane Type

Determines the type of website traffic the lane is intended for.

Vehicle Type

If the lane type is set to automobile, this specifies which vehicle kinds deserve to use the lane. Also offered for dedicated lanes to specify trolleybus left and right poles.

Stop Type

Used for pedestrian lanes, on which world will certainly wait for public carry.

Allow Connect

Used to discover road accessibility for structures. Likely used for spawning or visiting vehicles. Typically disabled on any kind of slope, elevated and also bridge netfunctions, additionally disabled on blimp, monorail, and also cable automobile routes.

Use Terrain Height

Uses terrain instead of lane vertical balance out or surconfront level. Used for ground pedestrian paths.

Center Platform

Used for pedestrian lanes for tram stops in the middle of the avenue.

Elevated

Used for elevated pedestrian lanes which are not easily accessible from the regular roadside pedestrian lanes. Used only for the tool road monorail terminal speak lanes.

Lane Props

You can add props to lanes, such as hydrants, manholes, arrows, website traffic lights, indicators etc. except terrain condeveloping props such as fences. Lane props do not acquire embedded right into the road ascollection .crp file, so you must add publimelted workshop props.

Flags

Required and also forbidden problems which identify when the prop will certainly appear.

Start and End flags describe the direction of the lane, as it goes in one direction from start to finish.

Read even more around flags.

Color Mode

Determines state of web traffic lights and also level crossing props.

Position

Prop XYZ balance out family member to the lane position.

Angle

Rotation of the prop.

Segment Offset

Pushes the prop towards the end of the segment

Repeat Distance

When collection to 0, repeats once per segment.

Min Length

Minimum segment length required for the prop to appear.

Corner Angle

1 Means the prop will certainly revolve to complement the intersection if it"s near it. The worth 0.5 is offered for website traffic lights to not be perpendicular to the road at angled intersections.

Probability

Percentage possibility of the prop showing up.

Segments

Segments deserve to be the main mesh of your network, or also used for certain segments, like a bus stop on one side, bus stop on both sides.

Flags

Required and also forbidden problems for each direction which determine once the segment will certainly show up.

Read even more about flags.

Disable Bfinish Nodes

Disables utilizing the segment as a node on transforms which exceed the Max Turn Angle.

Road Color

The upward road (asphalt) texture will certainly get multiplied by this color.

Shader

Basic

Used for ground-level roads. Instead of alpha being provided for making the mesh transparent, it mirrors the underlying terrain such as grass or ruined. Will have actually weird normals/shading in many situations. Doesn"t screen normal maps.

Bridge

Used for elevated roads and also bridges.

Rail

Same as bridge however shows gravel instead of pavement.

Wire

Used for power lines, tram wires, and also cable car cables. Has specific mesh needs.

Fence

Conforms to terrain, provided for Parklife fences. Can"t be used for nodes. Can"t be provided in combicountry via segments/nodes which have actually various other shaders. Lane props may not match the terrain condeveloping network depending upon the AI and other settings.

Nodes

Nodes have the right to be supplied for intersections, sharp turns, transitions, dead-ends.

Flags

Required and also forbidden problems for each direction which identify once the node will certainly show up.

Read even more around flags.

Connect Group

Limits the node to connect to networks which have this affix group. Works only when direct attach is enabled.

Direct Connect

Instead of separating a node mesh in half and connecting each side independently, connects each segment in an intersection to every other segment. This is used for train tracks.

Shader

Same as for segments.

Flags

Tbelow are many kind of node, segment, and lane flags, and also some of them could have various provides and results in different instances, so their descriptions can be incomplete or not relevant in all instances.

Node

Node flags are used to determine once particular nodes or lane props show up.

Created

Active for all developed nodes.

Deleted

Unrecognized.

Original

Active for nodes of networks which were on the map initially, not created by the user.

Disabled

Unknown.

End

Active for a dead finish - wright here the road ends.

Middle

Active for nodes in between 2 segments of the very same network-related.

Bend

Active for nodes for sharp corners wbelow a road alters direction all of a sudden and also nodes wbelow an asymmetric network alters direction.

Junction

Active for nodes which are intersections and transitions in between 2 different netfunctions.

Moveable

Possibly related to nodes which will certainly be immediately moved as soon as developing an interarea which splits a segment into 2.

Untouchable

Active for nodes of networks which are put within buildings, and also therefore can"t be deleted or upgraded under normal circumstances.

Outside

Active for nodes which are at the edge of the map and also linked to the "outside world".

Temporary

Unknown.

Double

Active for the "middle" node of a twin length netoccupational. For example - the node wbelow the massive pillar for highmeans suspension bridges is.

Fixed

Related to public transport line stops, unmost likely to be pertained to normal networks produced by the player straight.

OnGround

Active for nodes which are on the ground, as opposed to being part of an elevated, bridge, or tunnel network-related. Likely to be based on the AI of the network-related.

Ambiguous

Unrecognized. Likely to be concerned automatically produced "deliver lines" from the "external world".

Water

Related to water/sewer pipes.

Sewage

Related to water/sewage pipes.

ForbidLaneConnection

Related to invisible networks such as pedestrian courses, ship dock or busway networks.

Underground

Active for nodes of netfunctions which are tunnels.

Transition

Active for nodes in between netfunctions which have actually different "levels". For roadways - dirt road is level 1 and also the various other roadways have actually level 2 - 5 based upon their UI category.

LevelCrossing

Active for nodes which are train/road intersections. But also might be used for other things such as the canal lowered end node.

OneWayOut

Active for nodes which have actually literally only one means out - just one netjob-related via lanes which lead "out" from the existing node.

TrafficLights

Active for nodes which have web traffic lights.

OneWayIn

Active for nodes which have literally just one way in - just one netoccupational with lanes which lead "in" from the bordering nodes.

Heating

Related to water/sewage/heating pipes.

Electricity

Related to power line netfunctions.

Collapsed

Unknown. Likely pertained to Natural Disasters DLC.

DisableOnlyMiddle

Related to ship routes.

AsymForward

Active for nodes wright here an asymmetric netjob-related transforms direction from backward to forward, concerned the direction in which the player draws the road.

AsymBackward

Active for nodes wright here an asymmetric netjob-related alters direction from forward to backward, regarded the direction in which the player draws the road.

CustomTrafficLights

Active for nodes for which the player has actually toggled traffic lights.

Segment

Segment flags are used to determine once certain segments show up or exactly how they show up.

Created

Active for all developed segments.

Deleted

Unknown.

Original

Active for segments of networks which were on the map originally, not created by the user.

Collapsed

Unknown. Likely related to Natural Disasters DLC.

Invert

Active for every various other segment of a continuously drawn netjob-related. Can be supplied to prevent the segment mesh from flipping every various other segment.

Untouchable

Active for segments of networks which are put within structures, and therefore can"t be deleted or upgraded under normal situations.

End

Active for a dead finish - where the road ends.

Bend

Used to display screen a bfinish segment mesh where a Bend node is.

WaitingPath

Related to carry lines and burning engine ban district policy. Unmost likely to be regarded normal networks developed by the player directly.

PathFailed

Related to carry lines and pathfinding. Unmost likely to be regarded normal networks developed by the player straight.

PathLength

Related to deliver lines and pathfinding. Unlikely to be concerned normal netfunctions created by the player directly.

AccessFailed

Related to pathfinding.

TrafficStart

Related to web traffic light state. Also active for some "end" segments of networks utilizing decoration wall AI.

TrafficEnd

Related to website traffic light state. Also energetic for some "end" segments of netfunctions using decoration wall AI.

CrossingStart

Related to web traffic light state. Also energetic for some "end" segments of cable car networks, canals, or decoration wall surfaces.

CrossingEnd

Related to website traffic light state. Also active for some "end" segments of cable automobile netfunctions, canals, or decoration walls.

StopRight

Active for segments with a bus sheight on the appropriate side based upon the direction the road was constructed.

StopLeft

Active for segments through a bus speak on the left side based upon the direction the road was constructed.

StopRight2

Active for segments via a tram speak on the appropriate side based on the direction the road was constructed.

StopLeft2

Active for segments via a tram speak on the left side based on the direction the road was built.

HeavyBan

Active for segments inside a district which has actually the heavy website traffic ban plan.

Blocked

Unwell-known. Likely regarded traffic simulation when a structure fire blocks nearby segments.

Flooded

Active for segments which are flooded through water.

BikeBan

Active for segments inside a district which has the bike ban policy.

CarBan

Active for segments inside a district which has actually the old tvery own plan.

AsymForward

Used to display screen an asymmetric segment mesh wright here an AsymForward node is.

AsymBackward

Used to screen an asymmetric segment mesh wbelow an AsymBackward node is.

CustomName

Active for segments which have a tradition street name assigned by the player.

NameVisible1

Active for segments which display the street name.

NameVisible2

Active for segments which display the street name.

YieldStart

Active for segments which have actually a player assigned speak sign at the start of the segment based upon the direction it was developed.

YieldEnd

Active for segments which have actually a player assigned sheight authorize at the finish of the segment based on the direction it was built.

Lane

Lane flags can be provided to regulate once lane props are visible.

Created

Active for all lanes of produced netfunctions.

Deleted

Unknown.

Inverted

Active for all lanes on left side website traffic maps.

JoinedJunction

Related to extremely short segments, via intersections on both sides. Used to hide web traffic lights on such segments.

Forward

Likely energetic for all "forward" lanes based on the direction the road was constructed.

Left

Used for arrow decal lane props.

Right

Used for arrow decal lane props.

Merge

Likely active for lanes which proceed to merge to a lower amount of lanes.

Stop

Active for lanes which are bus stops. Used in combicountry via Stop2 for sightseeing bus stops.

Stop2

Active for lanes which are tram stops. Used in combination with Speak for sightseeing bus stops.

YieldStart

Active for lanes of segments which have a player assigned sheight sign at the start of the segment based on the direction it was developed.

YieldEnd

Active for lanes of segments which have actually a player assigned sheight authorize at the end of the segment based upon the direction it was constructed.

StartOneWayLeft

Likely active for lanes which begin after dividing off from the right side of a one-way road at a significant sufficient angle, the exact same angle forced for the previous lane to obtain the Right flag.

StartOneWayRight

Likely energetic for lanes which begin after splitting off from the left side of a one-means road at a significant sufficient angle, the same angle compelled for the previous lane to acquire the Left flag. Also supplied for "no ideal turn" indications.

EndOneWayLeft

Likely energetic for lanes of a one-means road which is around to merge through one more one-method road from the left side at a far-reaching sufficient angle, the same angle compelled for the other one-method road to acquire the Left flag. Also supplied for "no left turn" signs.

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EndOneWayRight

Likely energetic for lanes of a one-method road which is about to merge via one more one-way road from the best side at a significant sufficient angle, the exact same angle required for the other one-method road to gain the Right flag.