ARK: Survival Evolved

ARK: Survival Evolved

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Snap Fixer Plus
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Content Types: Mod
File Size
Posted
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118.023 KB
19 Mar, 2022 @ 8:01pm
30 Oct, 2022 @ 9:13pm
7 Change Notes ( view )

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Snap Fixer Plus

In 1 collection by Gimilkhad
Arkitect Builder Collection
3 items
Description
Mod ID:
2781753225
Release Date:
March 19, 2022

FAQ:
- This mod is not a magical fix-all for everything. Please read the mod description or look at the pictures to understand the specific things it fixes currently.
- This mod can be added and removed without losing any structures. It only modifies snap points and default structure settings.
- It can be loaded in any order.
- It should not conflict with any other mod.
- The mod will work with StructureMemOpts enabled or disabled.



Mod Summary
- Adds SOME S+ style snaps to Arkitect Structure parts and CKF parts (CKF Legacy, CKF Remastered, and CKF Science Fiction). Currently supports S+, Super Structures, Nominal Structures 2.0, and Automated Ark.
- Scales CKF Legacy parts to correct width, to fit with other structure mods properly (the walls will still be CKF height).
- Fixes some snap issues with CKFR and CKF:SF. These fixes will eventually make their way into the actual mods, but for now, installing this mod will fix them.


Features
S+ Snap Compatibility:
This mod adds S+ style snaps to Arkitect Structures: Core, Arkitect Structures: Atlas, CKF: Legacy, CKF: Remastered, and CKF: Science Fiction. Crop plots, dedicated storages, vivariums, large/xl walls...most things can now snap to foundations and ceilings in AS/CKF mods. Some snaps are missing for now, including S+/SS Gate Frames snapping to CKF foundations. Internal pipes/wires will not be supported due to technical limitations.

Automated Ark OCD vaults and crop plots will snap to AS/CKF foundations, as well as structures like the Garden Station.

CKF Legacy scaled to correct size:
This mod has an ini that when enabled will resize the CKF: Legacy parts so they "fit" properly with other CKF mods. I am not squishing the walls down to vanilla height. I am only adjusting the widths, since they are a tiny bit smaller than they should be. The snaps are adjusted and the structures are scaled to account for the tiny gaps created by the larger snaps.
Note: This option is disabled by default because if you remove SnapFixerPlus, any CKF Legacy parts built with that setting on will have small but noticeable gaps between all the parts. They will not move or be destroyed; it is mostly a cosmetic thing to be aware of. If you add SnapFixerPlus back, it will fix the gaps again on existing structures.

Another thing to be aware of is the rescaling affects Legacy parts placed before installing this mod too, so it’s a setting best decided on at the start of a new server, unless players are okay with their existing legacy bases having all the parts slightly overlap each other.

CKFR/CKF:SF bug fixes:
This mod fixes several bugs that will eventually make their way into the actual CKFR and CKF:SF mods. While we wait for those mods to be updated, I am fixing what I can from the "outside" so we can enjoy the fixes now. Please note that some things are not fixable by this mod or any other mod, and must be done within CKFR/CKF:SF.

CKFR/CKF:SF bugs fixed by this mod:
- Better snapping for CKFR and CKF:SF Triangle Foundations. They'll work as well as the S+ versions. No more struggling to make them place in some spots. They also should no longer be able to float.
- Settler Medium/Large Gates will no longer snap in Villager/Keep Gate Frames (since they aren't meant to, and have no custom model that "fits" those parts properly).
- Fixed the 2x2 Keep Wall mesh to be higher so it aligns properly with everything else (no gap at the top/bottom in certain building scenarios anymore).
- Fixed weird snap point between triangle ceilings and stairs.

Fence Supports
- Snap at "CKF" wall height when snapping to themselves vertically.
- Can snap to CKF square foundations.
- Can be placed even if AllowIntegratedSPlusStructures=false
- Can no longer be "Flipped" when placing (because it didn't actually work, even though it appeared to in the placement preview)

Ini options:
Add this to your gameusersettings.ini file if you want CKF Legacy parts to be the same size as official parts. This only affects the slightly smaller foundation/ceiling/roof horizontal sizes, it does not touch the height.

[SnapFixerPlus]
ResizeCKFLegacy=true

Known Issues:
- Most of the S+ structures that can snap to ceilings will appear to float slightly above CKF ceilings. I have spent 2 solid days trying to fix this, and Orionsun confirmed that this particular issue is a game-engine issue, and probably not fixable. The floating is noticeable once you see it, but not severe enough as to not add the snaps at all.


Thanks
Thanks to ExileAcid for making the CKF mods, and to OrionSun for making S+ and open-sourcing it.

Check out my other mods
Arkitect
A mod to improve the crafting, spawning, and building experience.


Useful Tools
Contains many tools that are great for builders.
- A paint gun that includes a Dye Menu and a mode that can paint multiple pieces at once
- Paint removal tools like the Pressure Washer
- A Structure Gun that has Pickup/Demo/Delete modes and a mode that cycles and copies structure appearances
47 Comments
Jester 8 Jul @ 7:47am 
Is it possible to disable the snapping of water taps to the middle of any foundation?
TrimiGLe 18 Oct, 2024 @ 2:24pm 
бесполезный мод.
DeathNetworks 2 Jun, 2023 @ 3:22pm 
Pitty, thanks for the reply and the fixes :P
Gimilkhad  [author] 2 Jun, 2023 @ 10:09am 
@DeathNetworks

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.
Gimilkhad  [author] 2 Jun, 2023 @ 9:48am 
@Stark (continuing)

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.
Gimilkhad  [author] 2 Jun, 2023 @ 9:48am 
@Stark I'm well aware of the mesh setup in CKF ceilings. It's something I can't fix, since I am not the maker of CKF.

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.
DeathNetworks 29 May, 2023 @ 5:53pm 
I have one tiny request.... Is it possible to make CFK:SF glass act like greenhouse glass? If it's not or too much hassle, it worries. Just love the look of the SF for an industrial styled greenhouse
Stark 7 May, 2023 @ 3:34am 
@Gimilkhad, regarding your known issue of floating S+ items on CKF ceilings; This is not an engine issue, but rather a CKF issue with the mesh.

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.
AutumnAscending 24 Jan, 2023 @ 10:56am 
You are a HERO!
Gimilkhad  [author] 23 Jan, 2023 @ 10:49pm 
@Trim
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.