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  1. valriz
    valriz
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    Please note: These comments aren't pushed out to me, and it might take me a while to see them. I no longer actively play the game, so if you've got a pressing issue - try sending me a DM or jump on the official Miju Games discord and @valriz in the modding channel to grab my attention.
  2. Calistin
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    Does this not allow to change the rotation or angle you build living quarters at?  Trying to rotate a 3x3 living quarter but it still shows up at the same 90 degree angle as before showing this mod.

    I tried changing to 0,0,0 to other values but it doesnt seem to change much?

    Okay I think I got it by setting that value to 0,30,0

    Default position of buildings:



    New position:
    1. valriz
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      There is a config setting called "DisableRotationLock" - it controls when rotationally-locked buildings will get 'unlocked' for free rotation.

      By default, it's set to "WithCollisions" - which means rotation will get unlocked when you disable collisions (Shift+G by default).
      You can change that to "Always" if you want to always rotate freely.

      One thing to be aware of is that the world grid used for grid-based placement will always be axis aligned, so it can make lining things up in a rotated build a little more challenging, depending on how particular you want to be (might need to nudge a lot of things to get them just right, etc)
    2. Calistin
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      I will take a look at that, I initially tried doing shift G and buildings did not rotate freely but maybe I was doing something wrong!

      Thanks for the mod!, it's hugely improves the game and not sure why the devs even let this come out without such a feature as standard.
  3. Orionos
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    Is there a special trick to getting the living compartments to align when they are not in the default 90 degree positions? If I'm lucky they find the alignment or remember it from the previous block, but sometimes they end up one nudge away or slightly angled.

    Also, by now there are so many key combinations I have the mod page open all the time. Maybe you could add a simple readme text file in the ZIP so I can have that handy?

    Finally, THANK YOU! Being able to literally build inside the premade structures and being able to align and connect all those launch platforms is such a life-saver. I really really appreciate your efforts!

    (I do wonder if one of my mods caused all the duplicate overlapping items on Serenea after starting a new game with the mod active, from couches in walls and screens on top of each other. Almost as if the premade items became misaligned on a new game because the grid changed.)
    1. valriz
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      Building off-axis comes with it's own set of challenges and painpoints. The biggest issue is that the world grid is always axis aligned, so while you can rotate off it and snapping can get a long way towards having everything line up properly - anything freely positioned, if using grid-snapping - is going to be on an axis-aligned grid, which won't run 'square' with your rotated build pieces - it's a bit of a pain, and involves having to nudge things into place a lot of the time. I am pondering options for providing a rotated world grid - but maybe don't hold your breath on that one.

      If you are using my foundations plus mod - there is an important note on a breaking change, where the default 1x1 pod has been fixed - but that means it's moved slightly in-world. There is a configuration setting you can change to prevent it fixing up your pods if it's too much pain.

      Likewise, in terms of a key reference - you semi-have that with the configuration file that does list them (and let you change it) - but I'll make a note to look at adding a reference file in the bundle as well. Concise reference for you, for now (all default keys). If you are on mac - substitute Cmd for Ctrl. All keys only apply while building.

      G = Toggles between snap-to-grid and free-placement for the current build piece.
      Shift = While grid placement is on, holding shift will use a 1/2 sized grid for fine placement; releasing shift will go back to the normal grid.
      Shift+G = Enables/Disables collisions + most constraints to let you put pieces where you want to.
      Ctrl+G = Toggles vertical snapping mode; useful for lining up screens on walls etc.

      H = Load the previously saved rotation (defaults to 0,0,0)
      Shift+H = Saves the current rotation; note, this is saved to the mod config and will apply to all play sessions across all saves.
      Ctrl+H = Resets rotation to 0,0,0 (but does NOT save it)

      N = Locks a build ghost in place and enables nudging. Hit again to exit lock/nudge mode.
      While nudging:
      Page Up/Page Down/Arrow keys = while nudge mode is enabled, these will nudge the locked piece by the grid increment (but won't force it onto the world grid).
      Shift + above = use fine nudge - this moves in 1/10th of a grid increment.
      Ctrl + above = use object-relative nudge - this moves in 1/4 the calculated size of the object you are building.
      Shift+Ctrl + above = use fine object-relative nudge - this moves in 1/40th of the object size

      Hope that helps :)
    2. Orionos
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      Thank you for the thorough answer. The annoying part is having to start over when I get it wrong, which often also reset the rotation. But I realized if I save the rotation then it's doable. I will change Ctrl+H and H in my config though, it makes so much more sense to just press H to reset to 0 and Ctrl+H to "paste".

      I do actually have the foundations mod, still trying to figure out if I can make the foundations and habitation pods snap so they look as nicely aligned as in the screenshots.

      By the way, the snap point for the foundations to the T3 Ore Extractor is halfway down the frame in my game. I keep having to manually nudge them to be at the same height.
    3. valriz
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      Unfortunately, as you have probably discovered, I haven't set things up in a way that let you individually rebind those - it's a 'pick a key, and the modifiers are bundled in as they are'. If that's going to be a big pain for you - I can look at improving this, but the key-binding stuff is a bit of a pain :')

      (Snapping on the Miners was fixed (should be fixed) in the last update on Foundations, but if you're having troubles with them - drop a bit more detail on that mods discussion posts or a bug report)
  4. GigglesAndGrins
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    @Valris, Is there a way to nudge objects UP and DOWN?

    p.s. Loving it so far :) thanks for your effort.  
    1. valriz
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      Yep! In nudge mode - page-up and page-down by default. You can change the keys in the config if you need to.

      And you are welcome :)
  5. rtj73
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    I have a question, On the description page and in the changelog I found this note here:
    1.4.0 now uniformly applies the mod's snap grid to all buildables when snapping is on, instead of using the item-specific default grid size.
    My question is this, If the mod has it's own grid and is applying that to every item in game now, is the mods grid the same size/configuration as it was previously or is it different to what we've been used to using? Also what exactly is the "new" default grid size and if it is different from what we have been using can we set the size back to the games default in the config? And if so how do we do that or rather what number do we use?
    1. valriz
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      The mod has always applied a grid size of 0.2 units - and that's still it's default.

      The game has no "world-wide" grid - the grid is defined as part of each buildable-item's config. In vanilla, this is true for some items and not others.. because of that - there's no guarantee that every object is going to use a compatible grid size, which could lead to trouble getting things to align.

      As an example reference - the built-in foundation has a grid size of 1 unit - which is compatible, but 5 times 'chunkier'. Previously, foundations would always use the chunkier built-in grid and other non-grid-aligned items would be given the mods 0.2 grid size. That was actually an accidental oversight in the original mod.

      Practically, I don't *think* there has been an issue with alignment's being off - but I also wanted to make sure it doesn't become one. Plus I (personally) prefer having the finer grid size for everything as it makes getting foundations in the right place a lot easier :) ...  If you don't like the universal grid, I can look to add in an option to keep the old behaviour of respecting the objects internal grid size, but if I did - that setting would disable the new 'half-size' grid when shift is held down.
    2. rtj73
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      wow, did not know anyone of that, so good to know, and  main reason I asked was to find out :D So, I'm guessing the actual "grid size" does not affect snapping of objects to each other correct? Like foundations, doors, habs, extractors, etc? Speaking of snapping, I so wish several of the items would snap to each other, like the storage containers, lockers, auto-crafters, incubators, maybe even the "frames" that hold fish and butterfly, that would be cool I think.

      Ok, separate question, what is the mods default rotation in the new version, and can it be set to 0,0,0 in the config to help prevent me from accidentally building foundations or habs at a weird angle?

      Oh, one other question, I found the mod that adds in the extra foundations that are the same footprint as the single habitat and was wondering if this mod applies the new grid size to those items as well or if they will still be at the 1 unit instead of .2?
    3. valriz
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      Heh :)

      When things snap, there's a predefined point on the already-built-stuff called SnapReceiver, along with a predefined point on the under-construction piece called.. wait for it ... SnapPoint. When they get close enough, the position is overriden to that the two points are aligned - when that happens, that takes priority over the grid alignment.

      If you use my containers plus mod - it will let you stack the blue chests on top of each other (vertical snapping).. I might be adding vertical snapping to my foundations plus one soonish, which would include pods snapping to them... I might also look at reworking how the various foundation pieces snap to each other...  but I'm sure as s#*! not going to touch the other ones you've mentioned, because the snapping points are a huge pain in the ass to get in the right places :)

      Default rotation is 0,0,0 - you can reset the rotation at any time to 0,0,0 with (by default) ctrl+H; shift+H will save your current rotation (updates the 'saved roration' setting in the config file); H will apply your previously saved rotation. the other axis aren't controlled by the mod though - they'll keep doing the games normal stuff; If you have something held in nudge mode for example and you point at a weird angle on a hill or whatever, it's going to rotate to align with the surface you are pointing at as soon as your mouse reports any movement - so if you are having that issue, just point your cursor at a flat surface and it should rotate back to flat.

      The grid size is applied to everything - including the foundation pieces.. but because they are made by scalling the model; (the 'pod width' foundation pieces are a 1.334 scale of the default piece).. they aren't a clean multiple. The position that's grid aligned is whatever the center of the piece being built is, so if it's an odd number, then the edges are going to be a 'half unit' off the grid (it's why I added the 'hold down shift to get a half-sized grid' thing) .. personally, I would have made sure all the OG base pieces were all cleanly aligned to a neat grid multiple for smooth base building, but..  :P
    4. rtj73
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      Gotta try out your container mod then if I can stack the blue ones, good for early game space saving. Do the other container stack or snap to each other as well? I can totally understand about not messing with the other things I was curious about, makes sense. Honestly I would be beyond ecstatic if all of the foundations would snap vertically on top and bottom of each other, and making the hab pods snap to foundations, wow baby, that would be fantastic, no more spending several minutes aligning them to the perfect position on foundations. BTW if you do make the foundations and hab pods snap together, are you going to do that with the vanilla foundations as well as your foundation plus mod additions? 

      Will keep the info on the rotation settings in mind, thank you. Oh, does that apply to all buildables or only foundations and pods?

      As for the last point, I did notice when snapping anything with vanilla sized foundations attached/built in, or using the vanilla foundations, with the "pod size" wide foundation from the mod the snap is offset or sometimes in the "middle", which now I know why with that explanation, thank you. I do love the fact that your "custom" foundations don't have "collision" and I can snap them into other objects to "fill in" gaps when attaching vanilla items with pre-built foundations to the custom foundations in your mod. I love the bigger foundations that the pods actually fit on, so nice, wish the devs had done that to begin with honestly. I've been using those bigger foundations to lay, well, a foundation for all the habs I use and to connect to the rocket pads and vehicle pads so that everything is "on the same grid" and aligned together as if on a "world grid", would have been nice if the devs had made a world grid similar to the one used in Satisfactory so that everything would line up across the map. Much easier and less stress for people with OCD like me.

      Anyway, absolutely loving grid snap, foundations plus, and now gonna add in the container one too. Looking forward with great anticipation for your addition of vertical snapping foundations and pods to foundation snapping, ooohh the excitement.  
    5. valriz
      valriz
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      It would be a bit of a pain in the.. but you could use a trick to get a fully aligned world grid, if you wanted to.

      The mod's world grid is 0.2 units - so regardless of where you build, if
      using grid mode - everything is still going to be on that... but if you
      want to ensure that any foundation put down would definitely tile across
      to any other foundation - you could change the default grid size in the
      config (you should be able to change that one via the mod manager) to
      be a full 'foundation unit' wide.

      The standard foundation is 5 units in all directions.. I'm mostly sure. (You'd think the numbers
      would be seared into my brain by now..)
      The maxi (pod-sized) foundation is 6 units tall and 6.66667 wide

      If you set the grid size to 5, then any standard foundation put down
      anywhere should, in theory, snap-build across to the others more or less
      perfectly.

      Results may vary - and multiple of the in-game models are not 'cleanly' setup to tile (as you can probably tell by the pod
      size above..)

      (Vertical snap is on foundations now if you didn't notice the update - and where I discovered some fun with the 1x1 pods...)
  6. OliviaMR
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    I LOVE this mod.

    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. 
    1. valriz
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      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..
    2. valriz
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      I've just added glass foundations to 'Foundations Plus' if you were still after this.
  7. niqht
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    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...
    1. valriz
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      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.
    2. valriz
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      Just an update on this - it now does it's best to auto-apply the last used rotation, but you can now also save a rotation (shift+H) and then re-apply it (H), or reset to zero (Ctrl+H)
  8. CannanReen
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    Co to za link, do którego odsyła mnie podczas ręcznego pobierania? https://cf-files.nexusmods.com/cdn///?md5=iWRIgdlh0a75q_JzCSexwg&expires=1749126616&user_id=14434044. Ponieważ nie mogę uzyskać do niego dostępu nawet przy wyłączonych wszystkich programach antywirusowych, Google go blokuje. Mam legalną wersję Steam 1.520.
    1. valriz
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      That link looks broken which might be a Nexus issue. You do need to install BepinEx to use any mods in Planet Crafter - you can do this manually by following the instructions at https://planet-crafter.fandom.com/wiki/Modding#Installing_the_BepInEx_Framework

      -- (translation via google)

      Ten link wygląda na uszkodzony, co może być problemem Nexusa. Musisz zainstalować BepinEx, aby używać jakichkolwiek modów w Planet Crafter - możesz to zrobić ręcznie, postępując zgodnie z instrukcjami na stronie https://planet-crafter.fandom.com/wiki/Modding#Installing_the_BepInEx_Framework
  9. xxDaV1nc1xx
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    Hi a gamepad binding not works:

    ## While building items, these gamepad buttons will toggle between snap to grid, vertical snap and no collision, or save rotation.
    ## The format for this value is: GridSnapButton/VerticalSnapButton/NoCollisionButton/SaveRotationButton/LoadRotationButton/ResetRotation
    ## You can leave any one of the three buttons blank, ie:  //RightShoulder   would use the right shoulder button to toggle no-collide, and not assign any buttons to grid or vertical snap mode, or save rotation.
    ## The available buttons are: DpadUp, DpadDown, DpadLeft, DpadRight, North (or Y or Triangle), East (or B or Circle), South (or A or Cross), West (or X or Square), LeftStick, RightStick, LeftShoulder, RightShoulder, Start, Select, LeftTrigger, RightTrigger
    # Setting type: String
    # Default value: 
    GamepadKeys = RightShoulder

    with that setting, it should trigger the "GridSnapButton", but nothing happens. I think it is a problem of "/" as divider, the first element can never be found.

    TY, this mod is soo cool.

    1. valriz
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      As per bug report (just for completness) - this should be resolved with 1.3.1 :)
    2. xxDaV1nc1xx
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      Works with the fix now as expected. Big big thanks.
      I am very excited about your new mod with foundations. If you still need ideas for more building items, e.g. half walls, fences etc., please let me know. It will definitely be very good as always.
  10. SteKui2001
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    Is this mod multiplayer compatible?
    1. valriz
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      Sorry for the late reply... as far as I am aware - but I also have no friends so can't directly confirm :P
      It modifies how the client positions buildings and - off the top of my head - that won't impact on the netcode. Each player that wanted to use it would need it installed, but the other players shouldn't need it for you to be able to position things - they'd just see it being built in weird places they couldn't do :)
    2. theblueeyedking
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      Sadge.
  11. ArcticLyn
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    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.
    1. valriz
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      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.
    2. valriz
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      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!