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.
- 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
Download
258
- Game version
- 0.8.7 - 0.8.7
- Released
- Aug 20, 2026
- File size
- 146 KB
- License
- The Unlicense
Save-game:
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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.
v1.0.0
Download
5.10k
- Game version
- 0.8.3 - 0.8.4b
- Released
- May 12, 2026
- File size
- 145.5 KB
- License
- The Unlicense
Save-game:
Add
·
Remove
Changelog
------ 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.
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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.
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