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I did try to make CKF:SF glass parts provide greenhouse, a year ago. Unfortunately, attempting to change the values that control that at runtime causes the game to crash. I tried multiple ways, always crashes. Game doesn't like it, so, can't do it.
It's also hard to change the location of meshes on structures that are live and have been built by players already. I know, because I actually changed the setup of my ceilings after people had built with them, and it took a significant amount of coding to reposition them so people didn't have to pick them up and re-place. I doubt Exile would ever be interested in doing that, if he ever even came back to mod again.
What I mean when I say "Engine Issue" is that if the actor origins of any two structures get too close to each other, they won't snap, period, unless one is meant to replace the other. So I can't lower the snap points to make things like the S+ AutoCrafter sit flush on top of CKF ceilings because the origin of the AutoCrafter is right at the bottom of the mesh, and the CKF ceiling origin is too high (right in the middle of the ceiling if I recall correctly. They're within 10 units of each other, which is the limit before the snap system decides it shouldn't snap there. I just didn't feel like explaining all that to non-modders in my original discussion.
Get any wall, make it three wide, snap a CKF keep ceiling to one wall, regular metal ceiling to the second, and S+ metal ceiling to a third.
You'll see that the normal and S+ version lines up, where the CKF ceiling will have a vertical offset. You will also observe that the center of the CKF ceiling lines up exactly with the bottom part of the two other ceilings. An example can be seen here: https://i.imgur.com/SjUjF9W.jpg
This is most likely because of the anchor point of the CKF ceiling being centered to the object, rather than placed at the bottom of the object. This can easily be fixed by adjusting the original FBX/OBJ file for the ceiling.
I have no idea what you just said, or asked.
@Pixel
Triangle foundations have never stacked on square foundations in any structure mod I know of.
The issue you're describing with the triangle foundations not placing reliably sounds like you might not have SnapFixer installed properly. One of the things it is specifically made to do is to fix that issue with CKFR and CKF:SF triangle foundations, because without SnapFixer they are definitely buggy in that way you just described.