GK2 Move Buildings
Move buildings instead of rebuilding them: nothing spent, nothing refunded. Upgrade in place, move graves and the factory's belts and machines, copy-paste factory blueprints you can share as text. Works with Build Tools.
| Date uploaded | 3 days ago |
| Version | 0.7.3 |
| Download link | SaintArchI-GK2_Move_Buildings-0.7.3.zip |
| Downloads | 3 |
| Dependency string | SaintArchI-GK2_Move_Buildings-0.7.3 |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2305README
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.
- Carry the contents (on by default): a moved chest keeps what it holds. Turn it off and the contents are dropped beside the building instead. (An existing config keeps the value it had.)
- 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.
- Give back the rusty tools: destroyed them too early? Get one of each back, if it's nowhere in your save.
- Underground workshop: belts, splitters and machines can be moved too; they reconnect to their neighbours.
- Factory blueprints (beta): in the underground factory's build window, Copy area (click two corners) turns part of it into a blueprint: a text starting with
GK2BP1:that you keep in a library or share in chat. Paste blueprint (R turns it, Esc or a right click leaves) puts it down elsewhere: every piece is checked first, then built and paid for like by hand; chest filters and repeating craft queues come along. Short of materials? Build what you can afford, or let Shopping List (0.10.0 or newer, "Layout from clipboard") turn the blueprint into a shopping list; the task leaves the list when everything is pasted. The Blueprint buttons setting hides the two buttons. - 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.
- Upgrade arrow setting: hide the arrow in station windows if it's in the way.
- Works with Linked Storage and with Build Tools 1.3: its Edit mode, Move and plan mode are left alone, and its Clerk and Reporter desks are not moved (the clerk or reporter would be lost). Move Buildings tells other mods which building became which after a move.
- Made for game 1.010.
- Right click or Escape cancels. Gamepad supported.
Settings
In the settings window of the SaintArchI mods (F7, or the "SaintArchI mods" button in the pause menu), in the Mods menu (with GK2 Mod Framework), in ConfigurationManager, or in BepInEx/config/gk2.movebuilding.cfg. The settings are grouped in blocks (Moving, Upgrades, Blueprints, Extras, Gamepad, Language); Settings.txt next to the DLL explains each one, in the game's languages.
Manual install
Put GK2MoveBuilding.dll, move_icon.png and the Settings*.txt files 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
0.7.4
- Fixed: Upgrade in place works when the centred spot doesn't fit (for example with a body on an autopsy table): it falls back to the station's own spot, and only the station you upgrade may be overlapped.
- Settings: type a value next to any slider.
- Made for game 1.010.
0.7.3
- Fixed: pasting a blueprint turned (R) warned that machines "won't line up" even when they did, and the red warning bubble stayed on screen. The check now uses the game's own rules for belt connections. When machines really won't connect, one short line with "!" shows in the hint panel for 6 seconds, naming the machine if it is just one.
0.7.2
- Added: a settings window shared by the SaintArchI mods that have it (Move Buildings and Shopping List now, the others as they update). Open it with F7, from the pause menu ("SaintArchI mods") or from the Keeper's Lantern wheel; it works without GK2 Mod Framework. Move Buildings is on its page with all its settings.
- Added: the setting "Blueprint buttons" (on by default). Off hides Copy area and Paste blueprint in the underground factory's build window. Thanks Fabieke!
- Changed: the Copy area and Paste blueprint keys are shown in a fixed panel at the bottom right (they used to be a speech bubble over the Keeper, who can be off screen) and say that Esc or a right click leaves.
- Changed: "Carry the contents" is on by default for new configs: a moved chest keeps what it holds. An existing config keeps its value; turn it on in the settings.
- Changed: the settings are grouped in blocks (Moving, Upgrades, Blueprints, Extras, Gamepad, Language) and Language can be set there; your old settings are kept.
Settings.txtnext to the DLL explains every setting, in the game's languages. The unused "Put the zombie down" setting is gone. - Changed: texts use the game's own words in every language (the factory, the church shrine, Blueprint, Chest).
- Fixed: the mouse wheel over the blueprint library no longer zooms the camera (Build Tools' zoom); it only scrolls the list.
- Fixed: a blueprint pasted turned (R) put a chest's filters on the wrong sides; they turn with the blueprint now. A machine's craft queue that repeats forever is pasted as repeating.
- Fixed: the "machines can't face that way" warning comes once per paste instead of after every turn.
- Fixed: game 1.010: the ghosts of a blueprint are made the way the game makes build previews, so a ghost can no longer leave an invisible no-walk spot where it was shown.
- Fixed: in the second garden upgrade, a moved or removed scarecrow left a grey, impassable, unbuildable patch at its old place. It now moves together with its obstacles and build-blocking area.
- Fixed: moving an Underground Conveyor, or a workbench with a rotated output belt, no longer leaves its built-in belt cell behind.
- Compatibility: with Build Tools installed, its Edit-mode move no longer triggers Upgrade in place (a chest II dropped onto a chest I was deleted with its contents). Our remove, copy, scarecrow and Ctrl-move clicks leave its Edit mode, Move and plan mode alone, and while its planner is on, Move, Copy area, Paste blueprint and the upgrade arrow say so. Build Tools 1.3.1 is asked directly; older ones work as before. Its Clerk and Reporter desks are not moved (the clerk or reporter would be lost): a hint says so.
- Compatibility: Move Buildings publishes which building became which after a move, so other mods (Stock Limits, desks) can follow a moved workplace. Shopping List 0.10.0 is told when a blueprint is pasted, and takes the task off its list. The settings window lists Sorted Chests among Travalgard's mods.
0.7.1
- Added (beta): factory blueprints. The underground workshop's build window gets "Copy area" and "Paste blueprint".
- Copy area: click two corners. The belts, splitters, chests, machines and attachments inside become a blueprint: a text string on the clipboard (to share) and an entry in your blueprint library. You can name it.
- Paste blueprint: pick one from the library (or the clipboard), aim it (R turns it) and click. Every piece is checked first: does it fit there, is its technology unlocked, can you pay for it. If a piece doesn't fit, it turns red and nothing is built. Otherwise each piece is built and paid as if you built it by hand, belts connect, chests get their filters back and machines their craft.
- Not enough materials? Build what you can afford, or cancel and put the cost on Shopping List (0.8.0).
- Beta: please tell me what goes wrong (and send BepInEx\LogOutput.log, the lines starting with "Blueprint:"). Machines in a turned blueprint may not always connect to their belts; the mod says so when it can't.
- Fixed: moving a lumberjack stand or a mine while its zombie was out working left the zombie in the woods, where you can't reach it. It now comes to your hands (or is put down next to you when your hands are full), and the stand takes a zombie again. A zombie left stuck this way by an older version is freed when the save loads.
0.5.7
- Added: "Give back the rusty tools", a switch that turns itself off again: every rusty starting tool that is nowhere in your save (bag, tool belt, chests, zombies) goes back into your bag, one of each, if there's room. For anyone who destroyed them before researching them.
- Fixed: "Bring the scarecrows back" could leave a scarecrow hidden when its garden wasn't on screen. It now comes back as soon as the garden loads.
- Fixed: a click on a garden scarecrow often missed it (it's tall, its base is small). The nearest scarecrow around the click is taken now.
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).