Retaining Walls Never Die

v1.0.1
by Nimb

Disables terrain support checks for retaining walls so they can be placed on any terrain and never collapse from terrain changes.

Stable 1 day ago The Unlicense Source code
Source code
https://github.com/CesarM-Git/RetainingWallsNeverDieMOD
Tags
Quality of Life Cheat & Sandbox Tweaks

Removes the terrain height constraints from all retaining wall prototypes (short, long, corner, cross, tee). Retaining walls can be placed on any terrain (no 'terrain too low' / 'terrain too high' warnings) and will never collapse when the surrounding terrain is changed by mining or dumping. Walls still hold back terrain on the side they were intended to, but they are no longer susceptible to uneven-terrain collapse. The placement elevation slider remains functional during placement.

No announcements yet.

v1.0.1

Latest
Game version
0.8.7 - 0.8.7
Released
Aug 20, 2026
File size
146 KB
License
The Unlicense
Save-game: Add · Remove
Changelog
------
Compatibility:
- Verified against Captain of Industry 0.8.7. No gameplay changes.
- Every game API this mod reaches by reflection was re-checked against the
0.8.7 assemblies and none of them moved or changed shape: the 10-argument
TerrainVertexRel constructor (same parameter order),
EntityLayout.TerrainVertices / CollapseVerticesThreshold /
m_occupiedVerticesRelativeCache / m_occupiedTilesRelativeCache,
StaticEntitiesTerrainInteractionManager.m_affectedEntities and
m_checkForTerrainIssues, EntityDataMutable.ViolationNotification,
EntityNotificator.IsActive / NotificationId, and
INotificationsManager.RemoveNotification.
- The collapse pipeline is also unchanged: the CanAdd and
staticEntityConstructed passes still early-out on the extreme
min/max terrain heights this mod writes, and the
EntityMayCollapseUnevenTerrain notification is still raised from the same
single call site, so the mod's suppression still holds.
- StaticEntitiesTerrainInteractionManager gained a TerrainOccupancyManager
field in 0.8.7, but it is only consulted on the UsingPillar branch, which
retaining walls never take. No impact.
- min_game_version is now 0.8.7. This build no longer claims support for
older game versions as it wasn't verified for them.
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Retaining Walls Never Die — Changelog

======================================

v1.0.1

------
Compatibility:
- Verified against Captain of Industry 0.8.7. No gameplay changes.
- Every game API this mod reaches by reflection was re-checked against the
0.8.7 assemblies and none of them moved or changed shape: the 10-argument
TerrainVertexRel constructor (same parameter order),
EntityLayout.TerrainVertices / CollapseVerticesThreshold /
m_occupiedVerticesRelativeCache / m_occupiedTilesRelativeCache,
StaticEntitiesTerrainInteractionManager.m_affectedEntities and
m_checkForTerrainIssues, EntityDataMutable.ViolationNotification,
EntityNotificator.IsActive / NotificationId, and
INotificationsManager.RemoveNotification.
- The collapse pipeline is also unchanged: the CanAdd and
staticEntityConstructed passes still early-out on the extreme
min/max terrain heights this mod writes, and the
EntityMayCollapseUnevenTerrain notification is still raised from the same
single call site, so the mod's suppression still holds.
- StaticEntitiesTerrainInteractionManager gained a TerrainOccupancyManager
field in 0.8.7, but it is only consulted on the UsingPillar branch, which
retaining walls never take. No impact.
- min_game_version is now 0.8.7. This build no longer claims support for
older game versions as it wasn't verified for them.

v1.0.0

------
Initial release.

New features:
- Disables terrain support checks for all retaining wall prototypes
(short, long, corner, cross, tee).
- Retaining walls can be placed on any terrain — no "terrain too low" or
"terrain too high" warnings during placement.
- Already-placed retaining walls never collapse when the surrounding
terrain is changed by mining or dumping. The "may collapse on uneven
terrain" notification is suppressed.
- The placement-elevation slider remains functional during placement
preview.
- For saves where retaining walls were already flagged as violating
terrain constraints, the mod sweeps the
`StaticEntitiesTerrainInteractionManager.m_affectedEntities` and
`m_checkForTerrainIssues` collections on game load to remove any
tracked walls and deactivate their pending warning notifications.
This mod depends on

This mod has no dependencies.

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