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Mugsy33-GridLock-1.1.0 icon

GridLock

Align your settlement to a global grid. Structures, fences, and terrain fields snap in the build preview - position and rotation - and fences join post-to-post. Hold Shift to place off-grid.

By Mugsy33
Date uploaded a week ago
Version 1.1.0
Download link Mugsy33-GridLock-1.1.0.zip
Downloads 138
Dependency string Mugsy33-GridLock-1.1.0

This mod requires the following mods to function

BepInEx-BepInExPack_IL2CPP-6.0.755 icon
BepInEx-BepInExPack_IL2CPP

BepInEx pack for IL2CPP x64 Unity games. Preconfigured and ready to use.

Preferred version: 6.0.755

README

Grid Lock

Align your whole settlement to a single global grid. Grid Lock snaps the building placement preview — both position and rotation — so what you see is exactly what you place, and every structure lines up with the next.

It also snaps the Terrain Level Field and farm-field start point, so the ground you flatten lines up with the buildings you put on it. When you want to break the grid, hold a key to place freely and let go to snap back.

Features

  • Snaps structure placement to a global grid — position and rotation — in the live preview.
  • Snaps fences, gates, and hedges too, including a post-to-post join onto an already-placed pole.
  • Snaps the Terrain Level Field / farm-field start point so leveled ground aligns with your builds.
  • Hold Shift to place freely off the grid.
  • Configurable grid spacing, rotation increment, and post-snap distance.

Usage

Build as normal. The placement ghost steps to the grid in both position and rotation. Hold Shift (default) to move off-grid freely, then release to snap to the nearest grid pose. For terrain, place the Terrain Level Field's start point — it snaps, and the field extends from there on the grid.

Configuration

After first launch, edit BepInEx\config\mugsy33.gridlock.cfg, section [Grid], with the game closed:

Setting Default Description
Enabled true Master switch. When false the mod snaps nothing.
SnapTerrain true Snap the Terrain Level Field start point to the grid.
SnapSkewed true Snap fences, gates, and hedges too (grid, rotation, and post-to-post join). Set false to leave them vanilla.
Spacing 0.5 Snap increment in terraforming squares. One square is 2 world units, so 0.5 = a 1.0-unit step.
RotationStep 15 Rotation snap increment, in degrees.
PostSnapRadius 1.0 Distance within which a fence/gate/hedge pole snaps onto an existing pole (and at which the join releases). 0 disables it.
FreeMoveKey LeftShift Hold to move the ghost freely off the grid.

Requirements

  • BepInEx (IL2CPP build) — install it into the game folder first. Follow the official BepInEx installation guide (use the IL2CPP build for this game).

Installation

  1. Install BepInEx (IL2CPP) first, if you haven't already.
  2. Extract this mod into your Aska game folder (the same folder as Aska.exe), so the DLL ends up at BepInEx\plugins\GridLock\GridLock.dll.
  3. Launch the game.

Known issues

Incompatible with GridSnap — remove it first. Grid Lock was created to replace GridSnap (apologies to guilhermu) so it works with my other mod Tidy Terrain. Do not run both. GridSnap snaps placements to its own grid and silently overrides Grid Lock, so structures land off the ghost and fences will not join to a post. Uninstall GridSnap and use only Grid Lock.

Grymm's Builder Buddy — the Shift key overlaps. Grid Lock uses Shift for free placement (turn snapping off in game). Builder Buddy uses Shift as its slow-rotation modifier. If both mods are active, holding Shift triggers both features at once. You can disable the modifier in Builder Buddy's config or change the key for Grid Lock in this config.

Footprint Grid Snapping clashes. The footprint mod overrides Grid Lock's snapping. Though I think rotation still works. They are mostly redundant anyway.

Farm and terrain field rotation does not snap yet. Farm fields and the Terrain Level Field snap their position to the grid, but not their rotation. This is planned for a later update.

Multiplayer

Treat multiplayer as untested.