The Riftbreaker

The Riftbreaker

Build many buildings at once
45 Comments
ponomaryow.dmitry  [author] Aug 24 @ 7:34am 
Version 1.6
Updating to Riftbreaker 2.0.
Pimpin Pippin Aug 20 @ 1:05am 
There seems to be a bug when playing with reduced building costs (campaign difficulty setting).
I have set my building costs to be 33% and this mod will occasionally not place all the buildings i order because it thinks i do not have enough resources, even though i clearly have enough.
Here are two screenshots on imgur showing the UI before placing and after placing buildings.
I do not know is the bug perhaps caused by me starting the building placement over an empty terrain or over an already existing building, or by using the picker tool mod.
Thanks for looking into it.
https://imgur.com/a/xFpLg9k
蓝槐 Aug 4 @ 11:12pm 
造水泵时方向会乱变
星幕云影 Jul 12 @ 4:36am 
多人合作版本到来了,作者有兴趣适配到当前版本吗?
Pimpin Pippin Jul 9 @ 10:55am 
Yea the EXOR devs are really stubborn in keeping the games UI/Controls so limited.
Personally i do not play Riftbreaker without mods like this one.
Ponomaryow made so many amazing QoLife mods that should be added to the base game.
Warped_One Jul 9 @ 7:23am 
This mod is part of a larger QoL collection of mods that EXOR should add to the base game. Currently there is an open BETA taking place that many folks are playing by default. This version of the game made numerous changes to game files and has rendered many MODs nonfunctional. Unfortunately this is one of the MODs that no longer works in the BETA version. If you are playing with the stable version of the game this MOD will work no problems and will make your play time more enjoyable.
itsthompson88 Jun 27 @ 2:14pm 
will you update plz
ponomaryow.dmitry  [author] Jun 26 @ 9:31am 
The new version of the mod will be released when Riftbreaker 2.0 is officially released.

I can't make a beta-only version of the mod.
Pimpin Pippin Jun 23 @ 9:52am 
Did you try it in Open Beta 2.0?
Most mods do not work in Open Beta 2.0 which got released a few days ago.
This mod specifically prevents any buildings from being placed.
Warped_One Jun 23 @ 7:17am 
Not sure what problems Pimpin is experiencing but I had no issues with this mod in the current version of the game. Everything seems to be working as I remember it and Im running about 20 additional mods.

So for those quick scrolling, Mod still works, or at least, give it a try before writing it off.
Pimpin Pippin Jun 18 @ 5:35am 
Sadly the mod does not work at all since Riftbreaker 2.0.
It will visually show the buildings but it completely prevents you from actually placing any buildings.
So as long as you have the mod enabled you can not start the construction of any building.
When you get the chance please update this amazing mod.
Thank you!
Pimpin Pippin Jun 17 @ 3:43am 
Thank you for all your amazing Riftbreaker mods!
Will you please be making super important mods like this one compatible with the Open Beta that released today?
The entire campaign was reworked and has more content, so its like a whole new experience!
Thanks for improving Riftbreaker!
sh3riff Mar 18 @ 2:13pm 
I know, still it would be better to remove the pump from the mod.
There is another issue that you have to face the pump other direction .. if you want it to face north, you have to build it south.
I normally go about it by disabling the mod, building as many pumps as possible, enable to mod again .. its 10x faster than doing hokus pokus abracadabraca with the rotation etc.
ponomaryow.dmitry  [author] Mar 16 @ 8:31am 
The bug with pump rotation is well known.
The bug occurs because the pump ghost turns towards building that has a pipe component.
And the pipe component is on the hidden building ghost attached to the cursor.
To build pumps correctly, simply move the cursor two cells away from the new pump.
https://www.youtube.com/watch?v=lPuex2sqSKI
sh3riff Mar 16 @ 5:34am 
Except for the pumps which is a really annoying, an awesome mod
You should remove pumps from this mods to be honest
Shizøra Jan 29 @ 6:09am 
Using this mod together with any mod that makes Pumps be placeable right next to each other causes the pumps to automatically rotate their outlets towards each other before being placed even if you place them 1 by 1.

other then that 10/10 QoL mod.
Pimpin Pippin Nov 10, 2024 @ 6:23am 
Works awesome, thanks!!
ponomaryow.dmitry  [author] Nov 10, 2024 @ 4:18am 
Version 1.5
Added a message about total buildings count and how many buildings will be constructed.
Pimpin Pippin Nov 9, 2024 @ 5:10am 
Thank you so much for this mod!
Could you please consider adding to this mod the UI display from your "Upgrade All Map Tools" that shows how many buildings are going to be affected/constructed?
Here is an imgur picture link that shows what i am talking about (it counts the buildings and types).
Thanks again!
https://imgur.com/a/FKcKfXi
Clapie Fr Oct 9, 2024 @ 3:19am 
Hello, first of all thank you, I had taken a look at your workshop and I had subscribed to a lot of them because your work was so excellent, and I was disappointed not to find this mod there. I guess I had missed it :D Honestly it's great! Thanks!
Clapie Fr Oct 8, 2024 @ 3:24pm 
Hello, do you think it's possible to make a mod to create blueprints in order to copy/paste them from one map to another? Like saving the entire base and rebuilding it in one go elsewhere, a bit like this mod you're offering us?
ponomaryow.dmitry  [author] Jul 25, 2024 @ 2:54pm 
Version 1.4.2
Repair tower available for building with gaps.
ponomaryow.dmitry  [author] Jul 16, 2024 @ 10:46am 
Version 1.4.1
Changing gaps cell count rotation method.
Identifier Jul 16, 2024 @ 4:22am 
Yeah I also mostly want it for towers. How do we enable it for towers?
Pimpin Pippin Jul 15, 2024 @ 6:13am 
For towers that gap feature would be amazing, especially for towers that you build sparingly such as Flamer or Acid or Minelayer towers.
ponomaryow.dmitry  [author] Jul 15, 2024 @ 6:01am 
@Identifier
This feature is already built into the code for towers and traps, but it is disabled. For other buildings, I'm not sure that such a feature is needed.
Identifier Jul 15, 2024 @ 5:47am 
I'd love if this mod let us set gaps between the buildings just like your Traps one does!
Pimpin Pippin Jun 22, 2024 @ 1:00am 
The before mention bug seems to happen mostly when you start placing/dragging the "Build Many Buildings" mod feature with the starting point on an already existing building.
Which is unfortunate since its the most convenient way to do it because it lets you be sure that you are doing it exactly in line with already existing buildings.
I really hope this is something that can be fixed.
Thanks!
Pimpin Pippin Jun 22, 2024 @ 12:31am 
Thanks for the update!
There seems to be a new problem which was not present in the previous versions.
If the game/mod thinks there is not enough resources to place ALL the buildings it refuses to place ANY buildings.
But in the total cost of buildings it is also including the cost of buildings it can not place at all, most likely because there are other buildings in the way.
This happens possibly because the starting mouse-click was on top of an existing building (for the accuracy of building placement alignment).
If you can please take a look, this problem did not happen before the latest game/mod update.
Thank you!
Here is an imgur image showing two screenshots:
https://imgur.com/a/Pt9RNrO
ponomaryow.dmitry  [author] Jun 21, 2024 @ 10:58am 
Version 1.4
Adding free space between buildings with minimum range requirement.
Update mod to DLC3 and WE3.
Pimpin Pippin Jun 2, 2024 @ 10:37am 
This is a phenomenal mod, it makes the game so much more enjoyable!
If you can please take a look at the following issue:
When placing many buildings such as Wind Turbines over certain trees (or similar objects) the trees will de-spawn but those few buildings will not be placed.
Which means that the player has to give the build command again to "fill in the gaps" with buildings where the trees used to be.
Its not all the trees that cause this, but the trees that are problematic show a red blueprint/ghost building icon when you try building over them.
This issue is also common with those "trees" that are in mud & slime pools that block pipe construction, but start despawning when you try building on them.
Would it please be possible to make the game construct buildings over these despawning trees, perhaps by automatically repeating the build order?
Thank you very much!
Here is an imgur image showing two screenshots depicting the issue:
https://imgur.com/a/35jiWhu
ponomaryow.dmitry  [author] May 16, 2024 @ 10:23am 
Version 1.3.1
Adding Chinese mod Name and Description.
Pimpin Pippin Jul 11, 2023 @ 11:26pm 
Could you please consider creating a mod that does this "build many buildings at once" style but for Pipes (liquid pipeline)?
Connecting Pipes between many Liquid Pumps across large pools of sludge/mud/lava is such a tedious task, and even a single mistake can break the connections - especially if some trees/objects are in the way.
If we could just blanked an area (usually a large pool) in Pipes it would be so much faster and more reliable for connecting many Liquid Pumps.
Pimpin Pippin Jul 8, 2023 @ 4:37am 
thank you!
ponomaryow.dmitry  [author] Jul 8, 2023 @ 3:55am 
@Pimpin Pippin
Thanks, bug fixed.
ponomaryow.dmitry  [author] Jul 8, 2023 @ 3:48am 
Version 1.3
Fixing the bug of lack of resources to create a building.
Pimpin Pippin Jul 7, 2023 @ 10:56pm 
There seems to be a visual bug with this mod, it will show as if i do not have money to build something even when i clearly do.
For example here is this Imgur screenshot from a brand new campaign where i got 325 carbonium and it only costs 160 to build 4 wind plants but it shows two as red:
https://imgur.com/a/BN3DiOb
Pimpin Pippin Jun 15, 2023 @ 7:46am 
This is such a phenomenal mod, thank you for making it!
One thing i would really love to have (especially as a toggle/hotkey or a separate mod) is to make Towers not automatically replace (overwrite) other already existing Towers and Walls.
Also to make Walls not automatically replace already existing Power Connectors.
This would be especially helpful when using this mod for Building many buildings at once.
ponomaryow.dmitry  [author] May 29, 2023 @ 1:05pm 
2023.05.29
Version 1.2
Fixed mass construction of limited buildings.
Exiting the construction tool does not interrupt the construction of limited buildings.
Update mod to DLC2.
初见莫相识ChuJian Apr 6, 2023 @ 7:28am 
mod允许玩家通过按住鼠标左键来建造许多建筑。
现在玩家可以建造许多建筑,而不用担心其中一座会移动并破坏线路。
现在,如果一个建筑蓝图是黄色的,这意味着这个建筑将覆盖另一个建筑。
在这种情况下,新建筑和拆除的建筑都将被涂成黄色。
可以建造一座黄色的建筑。
黄色只是为了方便起见的一个信号。
更改的文件:
lua/misc/ghost.lua
lua/misc/ghost_building.lua

版本1.1
修复了错误。大规模建设打破了建筑的限制。
ponomaryow.dmitry  [author] Feb 21, 2023 @ 12:37am 
Version 1.1

Fixed bug. Mass construction breaks the limit of buildings.
ponomaryow.dmitry  [author] Feb 20, 2023 @ 4:45am 
@LS_Naix
Thanks, I didn't notice that.
I almost fixed the bug, I'm doing my checks and testing for other bugs.
It's funny that the bug is visible on my own screenshots when building an armory.
LS_Naix Feb 19, 2023 @ 7:28am 
good mod, much better than vanilla .but there's a bug:this can break building limit of constructures.