Tested on a local save and on a server, both in version v0.5.5. Works perfectly.
Q: I've installed the DLL version (client- and server-side) but the ores are growing inside the buildings. Is there anything I can do to stop this happening? The buildings restriction starts as on. They appear even with this setting on.
Yes, this is a known limitation of the 'no overlap' feature. It disables all collision detection, which can result in ores spawning under foundations. Currently, the only way to prevent this is to disable the mod when you are not building. All modules (.exe, .dll, .ct) have an option to do this without restarting the game. The .dll can be configured that the mod it is turned off on start.
Thank you for replying. I don't think I understood your answer very well. I didn't understand what I could do to change this behavior, since the mod starts with the 'building restrictions' setting turned on. Do I have to uninstall it to avoid this and install it when I want to use it?
Please read the how to section inside the description carefully. The mod can be turned off by pressing the F9 hotkey in game. There are more hotkeys for the other functions, they are all displayed via in the game menu on game start. You can see what the in menu looks like in the description and images. To save the currently enabled state. You need to modify the Config.json next to the main.dll located in <GameDir>\ue4ss\Mods\BuildingRestrictionDisabler\dlls. For starting turned off, you need to change it to: "LastSavedState": false, "ShouldSaveState": true After that, the enabled state will be saved on termination and restored on game start.
Does it also work when using a server? Does the client tell the server to enable/disable the setting? I am using DLLs for both. (I have not tried yet because I assumed it only changes the setting client side when using the UI)
To Cetino: I think I've understood the confusion I made. First of all, thank you very much for your patience and for being such a kind person. I understood that “Building restrictions: on” meant that the game restrictions were active and that the mod was disabled. But it's exactlythe opposite. Thanks again, you're amazing. I wish you all the best in your life. :)
Unfortunately it didn't work, I changed it on the server and on the client. But the stones are still growing inside the base. Even with the mod starting disabled.
To Shad0w1337: Answering your question, yes it works perfectly on the server. I set it up the way Cetino taught (server and client) and the game starts with the mod disabled, but when you enable it on the client side, the server accepts it normally.
Unfortunately, some things you can't control, as I said above. Some restrictions are disabled by default. Even with the mod disabled you can do many things that you wouldn't be able to do without the mod. Only to do some very specific things you need to enable it.
Despite the stones growing in the base even with the mod disabled, this is the best mod ever. <3
Thank you for your explanation! I will set the mod up to be disabled first on both client and server, and only turn it on when I need it. If there is some way to get the ore spawning fixed, it would be incredible.
Hi! I'm glad I could help. I'm happy to hear that you are having fun using my mod. Furthermore, I have to admit that the wording can be confusing sometimes. When it comes to the label, I choose it from the perspective of the mod: when it's activated, the mod should do its work and the building restrictions should therefore be deactivated / disabled. Regarding the server issue: Currently, the mod does not load the config and doesn't react to the F9 hotkey when it is loaded by a server. The only reason I implemented like this is, I couldn't think of a real-world use case. It has never been requested before. However, you now have a very valid reason to want this. I'll take a look at the code and try to ensure that the mod uses the configuration functionality, even when loaded by the server process. Thank you for helping me and others to improve this mod :)
Thank you for being such a great maintainer :) So just to summarize: I think the main issue is the ore spawning inside foundations with the mod active. As you said, it seems like it is not possible to fix this, as all collisions/overlap checks are just disabled. So the workaround would be to just turn the mod on when you need it. However, when playing on a server, this is not synced, the server has the mod always active, and you are trying to find a solution to this so that the server turns the mod on when one client want's the mod enabled. Is that right?
I took a look at this. As I already mentioned, the mod ignores the config on load. That is now fixed. There is still no synchronization between client and server regarding the mod enabled state because I don't know anything about the connections to clients on the server side. Even if I could access the connections or establish a new one, what would be the expected behavior if there are multiple players online? For example, there could be five players online, but only two of them have turned the mod on, while three have it turned off.
Hey, I’m having some trouble with the building mode in my game. My version is v0.4.12.6, single-player. Everything else works fine, but I can’t build anything. When I hit F7, F8, or F9, it just pulls up a tiny menu. I already turned off the building restrictions, but it’s still not working—the game keeps giving me the same annoying warning like ‘You can’t build here’ or ‘You can build there.’ Can you help me out?"
Please provide all the information listed in the FAQ section. Currently, I don't know which module (.ct/.exe/.dll) you are using, or whether you are playing via the Steam or GamePass client. If you are using the .dll, it would be a great help if you could attach the log file. This makes it difficult for me to help. Firstly, have you read the FAQ(12)? Are you sure you're using the right version of the mod for your client? Why are you using an old version of the client anyway?
Hi, I'm back with a little issue, the mod works great however in some places i can't build walls/foundations/roofs. for exemple i built a bunch of foundations with roofs and staircases, placed walls around but there's that ON SPOT where the game says i can build but when i place the wall, it immediately disappears. There is no error message, the wall appears blue before i place it. Sometimes it happens on other spots but it's always just one tile. Not game breaking, but a little annoying when you like to build aesthetic things. Here's a video
I knew that question would come some day. Like it is still stated in the FAQ 9.: "not attached to structure"-"This is a restriction that can't be bypassed. Even if I lift this, the thing you built, would be immediately destroyed." You can see it as known issue that more restrictions as it should be getting bypassed when using "No snapping" or "Not enough support". You can disable the mod anytime, no matter what module you use. If you do this, you should see the build error message again and know why it is immediately destroyed.
Well, this mod is only to bypass building restrictions. This function works on single player. If one of the options causes side effects on multiplayer, there is not much I can do. I also assume that the "Too many bases"-check is simply (like some other options) validated on the server side too. So, sorry, no support with side effects that only appear in situations not related with building.
This what I meant, the check is being performed on Client and Server side. As a workaround, you could change the server config. The "BaseCampMaxNum=128" looks promising.
Also, was just about to say that I found a solution. Originally I thought I tried this in my spastic order of operations of troubleshooting this issue last week, but I guess I didn't or the setting reset itself at some point. Oops.
But yeah, this is a confirmed workaround, thank you so much :)
Something like this is not easy to implement and would also break my golden rule of not adding features to the game. Only bypassing for all building restrictions are allowed. I'll consider this for maybe a future mod. Depending on how often this getting asked.
the reason I'd use it is to place walls on foundation that has one tiny section of it clipping through the side of a cliff (I like building against cliffs to make my bases seem more natural), and to remove foundations or other structures that are too far into the terrain to be selected (or just really annoying to get the right angle to remove it). also, why are only some of the options in the trainer available in the DDL? modding limitations? just unimplemented yet?
I understood your use case. I'll add it to my "nice to have's" list. All options are available in all modules (CE, dll, Exe). If you are having Problems, please read the FAQ-1 and provide more infos. Keep in mind that you can use only one module. Either dll or ct or exe. It is not supported to use them simultaneously.
If you enter the Gray Shadow Dungeon, install a structure, and then re-enter, the game will not progress. So you cannot proceed with the Gray Shadow Dungeon.
If you enter the Gray Shadow Dungeon, install a structure, and then re-enter, the game will not progress. So you cannot proceed with the Gray Shadow Dungeon.
This a limitation of my mod. It allows you to build inside a dungeon, but if you place pal boxes in the wrong dungeon it will crash the client on enter. For this there is currently no fix and is counted as known limitation. You have to restore a backup to get your savegame back to run 100%.
If you enter the Gray Shadow Dungeon, install a structure, and then re-enter, the game will not progress. So you cannot proceed with the Gray Shadow Dungeon.
Please read the faq before you post, especially question 1... You have provided far too less information to help you. Also, I can't reproduce this on steam-client-singleplayer.
736 comments
Tested on a local save and on a server, both in version v0.5.5.
Works perfectly.
Q: I've installed the DLL version (client- and server-side) but the ores are growing inside the buildings.
Is there anything I can do to stop this happening?
The buildings restriction starts as on. They appear even with this setting on.
image1, image2
I don't think I understood your answer very well.
I didn't understand what I could do to change this behavior, since the mod starts with the 'building restrictions' setting turned on. Do I have to uninstall it to avoid this and install it when I want to use it?
To save the currently enabled state. You need to modify the Config.json next to the main.dll located in <GameDir>\ue4ss\Mods\BuildingRestrictionDisabler\dlls.
For starting turned off, you need to change it to:
"LastSavedState": false,
After that, the enabled state will be saved on termination and restored on game start."ShouldSaveState": true
(I have not tried yet because I assumed it only changes the setting client side when using the UI)
I think I've understood the confusion I made. First of all, thank you very much for your patience and for being such a kind person.
I understood that “Building restrictions: on” meant that the game restrictions were active and that the mod was disabled.
But it's exactlythe opposite.
Thanks again, you're amazing.
I wish you all the best in your life. :)
Unfortunately it didn't work, I changed it on the server and on the client.
But the stones are still growing inside the base.
Even with the mod starting disabled.
To Shad0w1337:
Answering your question, yes it works perfectly on the server. I set it up the way Cetino taught (server and client) and the game starts with the mod disabled, but when you enable it on the client side, the server accepts it normally.
Unfortunately, some things you can't control, as I said above.
Some restrictions are disabled by default.
Even with the mod disabled you can do many things that you wouldn't be able to do without the mod.
Only to do some very specific things you need to enable it.
Despite the stones growing in the base even with the mod disabled, this is the best mod ever. <3
I will set the mod up to be disabled first on both client and server, and only turn it on when I need it.
If there is some way to get the ore spawning fixed, it would be incredible.
I'm happy to hear that you are having fun using my mod. Furthermore, I have to admit that the wording can be confusing sometimes. When it comes to the label, I choose it from the perspective of the mod: when it's activated, the mod should do its work and the building restrictions should therefore be deactivated / disabled.
Regarding the server issue: Currently, the mod does not load the config and doesn't react to the F9 hotkey when it is loaded by a server. The only reason I implemented like this is, I couldn't think of a real-world use case. It has never been requested before. However, you now have a very valid reason to want this. I'll take a look at the code and try to ensure that the mod uses the configuration functionality, even when loaded by the server process.
Thank you for helping me and others to improve this mod :)
So just to summarize:
I think the main issue is the ore spawning inside foundations with the mod active.
As you said, it seems like it is not possible to fix this, as all collisions/overlap checks are just disabled.
So the workaround would be to just turn the mod on when you need it.
However, when playing on a server, this is not synced, the server has the mod always active, and you are trying to find a solution to this so that the server turns the mod on when one client want's the mod enabled. Is that right?
Thanks guys, I hope the fix works in future mod updates.
Take care.
Firstly, have you read the FAQ(12)? Are you sure you're using the right version of the mod for your client? Why are you using an old version of the client anyway?
You can see it as known issue that more restrictions as it should be getting bypassed when using "No snapping" or "Not enough support". You can disable the mod anytime, no matter what module you use. If you do this, you should see the build error message again and know why it is immediately destroyed.
Should this be the case?
The game throws the "too many bases, delete one" error.
So, despite being able to place more bases, the game recognizes there's too many when trying to have someone join my guild.
And what are your thoughts for a workaround if you have any.
Originally I thought I tried this in my spastic order of operations of troubleshooting this issue last week, but I guess I didn't or the setting reset itself at some point. Oops.
But yeah, this is a confirmed workaround, thank you so much :)
also, why are only some of the options in the trainer available in the DDL? modding limitations? just unimplemented yet?
All options are available in all modules (CE, dll, Exe). If you are having Problems, please read the FAQ-1 and provide more infos. Keep in mind that you can use only one module. Either dll or ct or exe. It is not supported to use them simultaneously.
Please read the faq before you post, especially question 1... You have provided far too less information to help you. Also, I can't reproduce this on steam-client-singleplayer.