Hoping you can help. I've tried The BeplnEx. It will download but not install into Planet Crafter mod list.
I then Tried the instructions on the Crafter Wiki. Modding | Planet Crafter Wiki | Fandom . But can't get the game to load with the override script in place. Hoping you could do a sticky for how us non computer types can install. All other mods load. but won't work without Bep.
Planet Crafter itself doesn't support mods directly - so instead, you need to add BepinEx to it which operates as a modding framework for the game, and it's responsible for loading the mods, which is why the mods have to be added under BepinEx. It's sort of the magic source that allows mods to exist.
The general idea is you start with a clean install; Then you plop a copy of BepinEx (5.x) into it; An important step is once bepin has been added - you need to start the game, and then quit it. This allows bepin to run it's setup.
Once that's happened, you should have a plugins folder inside the bepinex folder - and that's where any mods you want to use get put.
If you are having trouble with the instructions on the wiki - you might find one of these (depending on if your windows or steam deck) fill in the gaps for you - the windows one was made a wee while ago, but should still be pretty accurate.
Otherwise, there is a discord server and you could jump on there to ask for help if you are getting stuck at some point in the process: https://discord.com/channels/635441508694097921/882722354722127882
Would it be possible to save an angle? I have this building/base built at this angle and turning everything I build to match is tedious. I'm thinking a pair of buttons to save the current angle of something before you build (while looking at the colored ghost of it), and then to recall it while building the next item...
The easiest work-around I can suggest at the moment is to use the 'accessibility key' when building as I believe that retains the rotation, but yeah - I definitely hear you. There's no quick easy fix for me to provide as the mod is just disabling the games default 'lock' it puts on being able to rotate some pieces - but if I get some free time, I'll see if I can work something out.
Is it possible to rotate the blocks off the actual N,S,E,W grid itself? There's places I'd like to build but the direction is all wrong ie: the game places my foundation on the normal axis but I want it to face SW, 45 degrees off the snap grid. Thanks in advance.
Sorry for the late reply.. It's been a bit since I played, but I thought you could... just spun it up to check and .. well. Clearly been playing too much Satisfactory lately XD .. Having a quick looksee - the rotational locking is something baked into the game build logic - anything flagged as "fixed rotation" gets locked to 90 degrees.. it might be that there's terrible dragons lurking for things off the 90 degree mark (perhaps there's a bunch of stuff to do with surface interactions and placement that will break horribly, for example, or there's bounding-box calculations somewhere that relies on axis-aligned boxes.. )
If I get a chance, I'll see if anything seems horribly broken by overriding that and if that can be worked in as an option.
Ok, I have to say - that was a good idea - It's a bit fiddly but - you can unlock the power of curves now in 1.1.0 :) By default, rotation lock is turned off with collision disable - but you can change it in the config. If you use it with grid-snap, then you'll get small increments to help keep things lined up. If you just want to build square, just on a different angle - it's pretty smooth sailing - use use the ctrl-to-chain when placing it to keep the rotation set for the next piece and you should be good!
My question is after reading both that mod, and this mods descriptions, I'm honestly not 100% sure whether or not they do the same thing, or if there is any difference between the two, nor whether or not they can or should be used together, or if only one is needed, then which mod has the most functions?
They are fairly similar - the main difference is that this mod will allow you to turn snapping ON for things that usually aren't grid-aligned [as well as turn it off where it would usually be on] - so you can place items more predictably and keep stuff lined up. This will also let you disable collisions, so that you can clip through walls etc while placing items - in that respect, it mostly replaces the Disable Constraints mod - although that will (I think) disable every constraint, so may allow for more placement than this one will.
If you just want to be able to disable building constraints - use that mod. If you want to snap all the things to the grid, use this one :) You can use them both if you really want to - you'll just need to change the key bind for one of them as I think they both use the same default key.
I am aware there's some patch related bugs at the moment however, so you might find the other one has already been patched and is already good to go.
Thank you for the detailed information, much appreciated. I have been using just this mod, for the reasons you mentioned about the snapping (OCD about placement). Also found the bug mentioned late last night/early this morning. Posted to the modding part of the discord, where Akarnokd cc'd you in when he found it was this mod and not his that was causing the error, LOL. It was late, I was tired, old, half blind and couldn't read the log file, LOL. Anyway, I like all the snapping options with this one, and the disable constraints adds to that, so it's a bonus. I do want to continue to use this one, and the bug I found is not "game breaking", rather just annoying, as I can continue to play by just closing the error window. Hoping you will have an easy time correcting it and it's nothing major. Thanks again for the reply, and looking forward to more great things to enjoy, thanks.
All good - should be sorted with 1.0.7; wasn't actually related to the update but was a bug that's always been there - just needs the right conditions to trigger it :) - thanks for reporting it [Nexus doesn't actually email me notifications about comments, so I have to remember to come check them :P .. only direct messages get emailed through - but hitting me up via the discord server works too]
Would you possibly be able to give me an example of an item youd be able to now snap to the grid that you couldnt before? Ive only been playing for about 2 days and Ive been using the other mod. Id like to decide which one suits my needs better but Im still not quite understanding the difference since i cant think of the items that dont snap XD
Well, if you don't know - chances are you don't need it :P
They did add snapping to more items from memory - but things like placing machines outside on the ground would be one example - they are free-place normally, this will let you grid-snap them. I was getting sick of things like autocrafters and growers etc always being free-place, which is primarily why I made this for myself.
Hey, thank you for making and maintaining this mod! It makes the most infuriating part of the game way easier: getting your base to line up, lol. Great job!
My biggest gripe with the game is that living compartments aren't entirely centered on foundations. This should hopefully help with that, if I can get the camera to cooperate when building. Thanks!
It's always been a bit of a puzzle to my mind why there wasn't a bit more of a "base building" foundation, or struts, or something as well - I did think about adding a new foundation type explicitly to address it, but I think to get the creative base building elements really cooking, I'd then end up in a rabbit hole of needing to add new assets.. and really, I'm just too lazy :P
Can it be that the glass ceilings and glass walls be placed anywhere? I would like to create floating glass walkways and right now they MUST go into a wall.
Hmm. The proper way would be to make a new model and implement it that way - but if I get a chance, I'll look and see if it might be something doable via code-based asset recycling..
Hi! Would it be possible to add a config option to not display the tooltip about key bindings every time you select a build piece? Its handy to have the reminder, but takes up quite a lot of the screen space and the HUD is already quite cluttered in this game. Thanks! Great mod!
I'm glad you're enjoying it :) - I've added an option (1.0.5) to set it to always show, never show, or show once per session (which is now the new default). Optionally, you can set a flag to also apply this to the game's default accessability key prompt as well (false by default)
Will this allow me to build the launch platforms on foundations over the basin lake? It seems by default the game only allows the launch platforms to be place on solid ground, and considering their size, tricky to find anywhere were it can be.
Yes - using 'disable collisions' also disables a lot of the constraint checking, which should let you build it wherever you want. There is another mod that specifically disables build constraints as well if you need more - but happy to look adding any extras you find it might need to this as well.
50 comments
Hoping you could do a sticky for how us non computer types can install.
All other mods load. but won't work without Bep.
It's sort of the magic source that allows mods to exist.
The general idea is you start with a clean install;
Then you plop a copy of BepinEx (5.x) into it;
An important step is once bepin has been added - you need to start the game, and then quit it. This allows bepin to run it's setup.
Once that's happened, you should have a plugins folder inside the bepinex folder - and that's where any mods you want to use get put.
If you are having trouble with the instructions on the wiki - you might find one of these (depending on if your windows or steam deck) fill in the gaps for you - the windows one was made a wee while ago, but should still be pretty accurate.
Windows:
https://www.youtube.com/watch?v=grOSCSfnlRk&ab_channel=MrSpicyGaming
Steam deck:
https://www.youtube.com/watch?v=koehytJuzpA&ab_channel=MrSpicyGaming
Otherwise, there is a discord server and you could jump on there to ask for help if you are getting stuck at some point in the process:
https://discord.com/channels/635441508694097921/882722354722127882
I have this building/base built at this angle and turning everything I build to match is tedious.
I'm thinking a pair of buttons to save the current angle of something before you build (while looking at the colored ghost of it), and then to recall it while building the next item...
Thanks in advance.
If I get a chance, I'll see if anything seems horribly broken by overriding that and if that can be worked in as an option.
By default, rotation lock is turned off with collision disable - but you can change it in the config. If you use it with grid-snap, then you'll get small increments to help keep things lined up. If you just want to build square, just on a different angle - it's pretty smooth sailing - use use the ctrl-to-chain when placing it to keep the rotation set for the next piece and you should be good!
Disable Build Constraints
My question is after reading both that mod, and this mods descriptions, I'm honestly not 100% sure whether or not they do the same thing, or if there is any difference between the two, nor whether or not they can or should be used together, or if only one is needed, then which mod has the most functions?
Please help, I'm really confused, thank you.
If you just want to be able to disable building constraints - use that mod. If you want to snap all the things to the grid, use this one :)
You can use them both if you really want to - you'll just need to change the key bind for one of them as I think they both use the same default key.
I am aware there's some patch related bugs at the moment however, so you might find the other one has already been patched and is already good to go.
They did add snapping to more items from memory - but things like placing machines outside on the ground would be one example - they are free-place normally, this will let you grid-snap them. I was getting sick of things like autocrafters and growers etc always being free-place, which is primarily why I made this for myself.
Hope it helps!
Can it be that the glass ceilings and glass walls be placed anywhere? I would like to create floating glass walkways and right now they MUST go into a wall.
Thanks for the quick response. I wish you could thumb up. to let you know i saw your response.