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SaintArchI-GK2_Move_Buildings-0.5.5 icon

GK2 Move Buildings

Adds a Move button next to Remove in the build menu. Pick a building up and put it down somewhere else. Nothing spent, nothing refunded.

Date uploaded 3 days ago
Version 0.5.5
Download link SaintArchI-GK2_Move_Buildings-0.5.5.zip
Downloads 117
Dependency string SaintArchI-GK2_Move_Buildings-0.5.5

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2305 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2305

README

GK2 Move Buildings

Built it wrong? Just move it.

The build menu gets a Move button next to Remove. Pick a building, and it goes back on your cursor. Put it down wherever the game lets you build, with the same zones and snapping as always. Nothing spent, nothing refunded.

  • Contents are dropped beside the building. Or turn on Carry the contents and chests keep what they hold.
  • Workbench extensions (buckets, tool racks, bellows) link back to their workbenches after a move.
  • A building can be shifted by a cell or two.
  • In remove mode, hold Left Ctrl and click to move instead of demolish.
  • In remove mode, a click on something the game won't remove tells you why.
  • Unlock protected layouts (off by default): remove or move the graveyard layouts the game protects, once they're empty. At your own risk.
  • Move graves: a finished grave keeps its body, decor and quality. Put it on any free grave place.
  • Upgrade in place: build a better one of the same kind on top of the old one, or press the small arrow next to a station's portrait. The old one hides under the construction site and becomes the new one when it's finished, with everything it held. Normal price, usual refund for the old one.
  • A working station is moved with its crafts: the queue and progress stay.
  • Hold Left Ctrl and click a graveyard layout to remove it together with its empty grave places.
  • Destroy rusty tools (off by default): get rid of the rusty starting tools once you carry a better one.
  • Underground workshop: belts, splitters and machines can be moved too; they reconnect to their neighbours.
  • Keep moving (on by default): after a move you stay in move mode for the next building.
  • Garden scarecrows: remove them, or move them anywhere; "Bring the scarecrows back" restores them.
  • Works with Linked Storage.
  • Right click or Escape cancels. Gamepad supported.

Settings

In the Mods menu (with GK2 Mod Framework), in ConfigurationManager, or in BepInEx/config/gk2.movebuilding.cfg.

Manual install

Put GK2MoveBuilding.dll and move_icon.png into BepInEx/plugins/GK2MoveBuilding/. Needs BepInEx 5.4.23.x (x64).

Move icon by Axness. Thank you!

Questions and bug reports: Nexus page.

CHANGELOG

Changelog

0.5.6

  • Fixed: a moved building now faces the way it stood. Belts used to point the default way after a move.
  • Fixed: picking up a turned belt could leave the screen black.
  • Fixed: a belt can be put back on its own spot, turned.
  • Fixed: the Upgrade arrow on a station in a zone with its own construction desk (the garden, for one) said "doesn't fit right here" and put the site in the main yard. Thanks Xsande!
  • Added: setting "Upgrade arrow" (on by default). Off hides the arrow in station windows, where it can cover a chest's title; the gamepad key and upgrading from the build menu still work. Thanks Xsande!
  • Fixed: an error in the log when quitting the game.
  • Changed: quitting the game is quicker: the mod no longer undoes its changes to the game on the way out.

0.5.5

  • Fixed: a clay pit, sand pit, mine or lumberjack stand could refuse a new zombie ("Can't find gd point for zombie" in the log) after its zombie was taken away by moving the station or by another mod: the zombie's work spot stayed marked as taken. Moving a station now frees it, and loading a save with 0.5.5 frees spots nobody works at. Thanks Kiwangrat for the log!

0.5.4

  • Added: move belts, splitters and machines in the underground workshop. The old piece is taken out of the conveyor system the game's own way, and the new one connects to its neighbours. Thanks Dimossa, Milarvoz, BloodLiked and Xsande for asking!
  • Added: Keep moving (on by default): after a move you stay in move mode and can pick up the next building right away, without the camera jumping. Esc or a right click leaves as usual.
  • Added: garden scarecrows. In remove mode a click removes one; with Move (or Left Ctrl) it can be put anywhere. The setting "Bring the scarecrows back" puts them all back.
  • Fixed: after moving a lumberjack stand, mine, clay or sand pit with its zombie at work, the zombie could no longer be interacted with. Loading a save with 0.5.4 also fixes a zombie that is already stuck.
  • Fixed: the mod didn't show up in the GK2 Mod Framework's Mods menu when BepInEx happened to load it before the Framework. Thanks Aaronmatrix for the log!
  • Fixed: an error in the log after moving furnace bellows.

0.5.3

  • Fixed: a short freeze (0.1-0.3 s) each time a chest or station window was opened.

0.5.2

  • Fixed: with Remove returns all material (Full Building Refund) installed, upgrade in place gave only the usual refund for the old building; it now gives the same full refund as demolishing it.

0.5.1

  • Fixed: porter zombies got stuck at a chest (or station) that had been moved. They now follow it to its new spot, and a porter already stuck from an earlier move is sent back to its post and picks up work again. Thanks Asfalot for the report!
  • Fixed: the game stuttered about once a second on big saves (the upgrade-in-place check looked through the whole world every second). It now costs next to nothing.
  • Fixed: a short freeze the first time a station window was opened.

0.5.0

  • Added: move graves. A finished grave keeps its body, decor and quality; put it on any free grave place.
  • Added: upgrade in place. Build a better one of the same kind right on top of the old one, or press the small arrow next to a station's portrait (gamepad: Create/View). The old one hides under the construction site and becomes the new one when the site is finished, keeping its contents and crafts. Normal price, usual refund for the old one; tear the site down and the old one is back.
  • Added: a working station is moved with its crafts: the queue, the loaded items and the progress stay.
  • Added: remove a graveyard layout together with its empty grave places (hold Ctrl and click the layout).
  • Added: option Destroy rusty tools (off): the inventory's Destroy works on the rusty starting tools once you carry a better one of the same kind.
  • Fixed: after pressing Esc while placing, the next pick-up was refused.
  • Fixed: an error in remove mode right after a move.

0.4.16

  • Fixed: with Linked Storage (newer than 0.4.2), placing a moved building did nothing. Thanks Snootyboops for finding the conflict!
  • Fixed: picking up a graveyard layout and cancelling the move no longer takes the layout's area away.
  • Added: in remove mode, clicking something the game won't let you remove tells you why: the game protects it, or what still stands on a layout.
  • Added: "Unlock protected layouts" option (off by default). Some graveyard layouts are protected by the game; with this on, an empty one can be removed or moved. At your own risk: make a save first.
  • Added: translations from files. Localization/en.json next to the DLL is the template: copy it to .json (e.g. uk.json, it.json) and translate. A file also overrides the built-in texts; the new Language setting picks a language the game doesn't have.

0.4.15

First release on Thunderstore (same build as on Nexus).

  • Fixed: moving a building with a zombie at work (alchemy lab) could leave an unpickable clone zombie. The zombie is now let go properly and stays standing.

0.4.14

  • Fixed: moved extensions (hardening bucket, tool racks, bellows) link back to every workbench in range, and a moved workbench re-links its extensions.
  • Fixed: the crossed-out extension icon no longer stays floating after a move.
  • Fixed: "Move" no longer turns into demolish after clicking something that can't be moved.
  • Fixed: underground workshop machines are no longer duplicated. The mod says "This one can't be moved" instead.
  • Fixed: a moved chest's contents can't be taken twice through storage mods.
  • Fixed: a firewood shed keeps its fire when moved.
  • Changed: a building no longer blocks its own old spot, so it can be shifted by a cell or two.
  • Added: "Carry the contents" option (off by default).
  • Added: settings in the Mods menu follow the game's language (11 languages).