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I haven't had the time to do any modding at all in like the last year.
I'm working with Gamerkuipers - another modder - to hopefully get this updated.
I've updated the description to include "Tool and Equipment store".
My solution to this was to have the top of the adding cube always match the bottom of the subtracting cube. That way, you can click > right click > click without moving your mouse to rapidly level out your plot despite this annoying aspect of voxel editing.
The different height (and sides) between adding dirt and subtracting dirt are caused by some rounding in the game's voxel plugin. This is something I don't have control of.
Sorry, but I can't really fix that. I wish I could.
It's linked in the dependencies.
All mods require HML to load.
Just like the in-game rake and shovel, the layer of dirt is entirely dependent on the Z level (depth/height) it is at.
I don't think there's any way to create T3 dirt on the top of a plot, for instance.
(For future readers, there was a few spam posts)
Tamaya, I'm still looking into making ramps, but it's gonna be a while if I do get it working. There was a recent mod created that was just some simple concrete ramps, if that works for you.
I found out how to use the rotation keybinds (thanks Gamerkuipers) so I can accommodate other keyboard types.
I started poking around with some of the smoothing functions and I _might_ be able to get ramps working, but it's a bit more than I can get out tonight.
However, I don't have high hopes I can manage slopes - the functions I have to use to make those changes don't like to create smooth transitions (for example, when you hold Alt, the precision should be 1/100th the size of a cube, but the function ends up with 1/5 precision instead - something else I've been looking into)
I might be able to get 45 degree slopes, but vehicles like the truck don't always like them that steep.
No promises - I haven't done something like that before and don't know if that's something I can do.
Sure I love playing the game as intended. But when testing layouts and designs, I need results.
If you know where an artifact _should_ be, you have a couple options: place a small bit of dirt in the area and use a standard pick, or place explosives in that location (picks and explosives _do_ run the functions to check for and spawn relics)
This mod has been updated so you can sprint while using it.