No Pillars Required
v1.2.2Disables pillar requirements for elevated pipes, belts, balancers, lifts, sorters and connectors, lifts placement height caps, and allows free pillar removal.
- Source code
- https://github.com/CesarM-Git/NoPillarsMOD
- Tags
- Quality of Life Cheat & Sandbox Tweaks Transports
This mod removes the auto placing of pillars when constructing belts and pipes by setting the MaxPillarSupportRadius to MaxValue. Then, it also bypasses both the UI and backend check for if a pillar can be removed and removes the check if a belt or pipe should collapse from the queue so they do not collapse when having no pillars left. Existing pillars can always be removed with the Modify Pillars tool regardless of whether they are supporting a transport. Changes are applied to all transport prototypes at game initialization.
Console command: Open the game console and type remove_all_pillars to instantly remove every pillar on the map. No more clicking them one by one.
No announcements yet.
v1.2.2
Latest- Game version
- 0.8.7 - 0.8.7
- Released
- Aug 20, 2026
- File size
- 153.1 KB
- License
- The Unlicense
------ Fixes: - Removed the "Multiple commands with the same name: remove_all_pillars" error from the game log on every load. The mod was registering its own console command, and the game then registered it again during its own startup scan, which logs an Error-severity line with a stack trace. The command always worked — the game's registration bails out without overwriting — but the error looked like a real fault. - The mod no longer registers the command itself. The game discovers [ConsoleCommand] methods on mods automatically. The mod now only verifies after the game's scan that the command is present, and self-registers quietly if it ever is not. No gameplay changes. remove_all_pillars behaves exactly as before.
v1.2.0
- Game version
- 0.8.3 - 0.8.4b
- Released
- May 12, 2026
- File size
- 151.6 KB
- License
- The Unlicense
------ New features: - No pillars for balancers: flat, U-shape, molten, and pipe balancers (Zippers) now build without placing pillars and without requiring pillar support. They can be placed elevated freely. - No pillars for lifts: flat lifts and U-shape lifts now build without placing pillars and without requiring pillar support. - No pillars for sorters: sorters share the same elevation system as balancers and lifts, so they also no longer place or require pillars. - Height ceiling removed for balancers, lifts, sorters and connectors: their placement-height slider now goes up to 30 tiles above ground (was 5). Connectors covered are flat, U-shape, molten and pipe. - Higher cursor for pipes and belts: TransportPillarProto.MAX_PILLAR_HEIGHT is raised from 6 to 16, lifting the build-cursor cap from 5 to 15. The transport path-finder still hard-caps the Z-range at 16, so a single pipe / belt segment can climb up to about 7 tiles, but the cursor itself is no longer artificially limited. Fixes: - Silenced the noisy "Found pillar at ... with no supported transports, removing." Error-severity log spam (with stack traces) that previously fired on save load for every pillar that had been supporting a balancer / lift / sorter. The mod now sets TransportsManager.SkipPillarValidationOnLoad = true during EarlyInit so the load-time pillar-pruning pass is skipped entirely. Stale pillars remain in the save and can be cleared with the `remove_all_pillars` console command. Notes: - Existing balancer / lift / sorter pillars are no longer auto-removed on load. Use `remove_all_pillars` to clear them in one go, or remove them individually with the modify-pillars tool. - Player-built pillars can now be up to 16 tiles tall (previously 6); auto-built pillars are still suppressed by the mod.
v1.1.1
- Game version
- 0.8.3 - 0.8.4b re-verified
- Released
- May 05, 2026
- File size
- 6.2 KB
- License
- The Unlicense
v1.1.0
- Game version
- 0.8.3 - 0.8.3a
- Released
- May 04, 2026
- File size
- 6.1 KB
- License
- The Unlicense
------ New features: - Console command `remove_all_pillars`: open the game console (`~`) and type `remove_all_pillars` to instantly remove every pillar on the map. Fixes: - Corrected `manifest.json` version fields to use the proper `min_game_version` / `max_verified_game_version` schema.
No Pillars Required — Changelog
================================
v1.2.2
------ Fixes: - Removed the "Multiple commands with the same name: remove_all_pillars" error from the game log on every load. The mod was registering its own console command, and the game then registered it again during its own startup scan, which logs an Error-severity line with a stack trace. The command always worked — the game's registration bails out without overwriting — but the error looked like a real fault. - The mod no longer registers the command itself. The game discovers [ConsoleCommand] methods on mods automatically. The mod now only verifies after the game's scan that the command is present, and self-registers quietly if it ever is not. No gameplay changes. remove_all_pillars behaves exactly as before.
v1.2.1
------ 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: TransportsManager.SkipPillarValidationOnLoad and m_transportsSupportCheck, TransportProto.MaxPillarSupportRadius / NeedsPillarsAtGround, the 10-argument LayoutTile constructor, LayoutTileConstraint.UsingPillar, EntityLayout.PlacementHeightRange and m_occupiedTilesRelativeCache, TransportPillarProto.MAX_PILLAR_HEIGHT, StaticEntityProto.VehicleGoalHeightAllowedRange, DependencyResolver.m_factoryActionCache, RemoveTransportPillarCmd, and TransportPillarBuildController.m_canRemove. - The pillar mechanism itself is also unchanged in 0.8.7: the elevation validator still gates both the pillar-build check and the pillar placement on LayoutTileConstraint.UsingPillar, and the build cursor is still clamped to MAX_PILLAR_HEIGHT - 1, so the layout-stripping and height-cap patches still land where they are meant to. - 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.
v1.2.0
------ New features: - No pillars for balancers: flat, U-shape, molten, and pipe balancers (Zippers) now build without placing pillars and without requiring pillar support. They can be placed elevated freely. - No pillars for lifts: flat lifts and U-shape lifts now build without placing pillars and without requiring pillar support. - No pillars for sorters: sorters share the same elevation system as balancers and lifts, so they also no longer place or require pillars. - Height ceiling removed for balancers, lifts, sorters and connectors: their placement-height slider now goes up to 30 tiles above ground (was 5). Connectors covered are flat, U-shape, molten and pipe. - Higher cursor for pipes and belts: TransportPillarProto.MAX_PILLAR_HEIGHT is raised from 6 to 16, lifting the build-cursor cap from 5 to 15. The transport path-finder still hard-caps the Z-range at 16, so a single pipe / belt segment can climb up to about 7 tiles, but the cursor itself is no longer artificially limited. Fixes: - Silenced the noisy "Found pillar at ... with no supported transports, removing." Error-severity log spam (with stack traces) that previously fired on save load for every pillar that had been supporting a balancer / lift / sorter. The mod now sets TransportsManager.SkipPillarValidationOnLoad = true during EarlyInit so the load-time pillar-pruning pass is skipped entirely. Stale pillars remain in the save and can be cleared with the `remove_all_pillars` console command. Notes: - Existing balancer / lift / sorter pillars are no longer auto-removed on load. Use `remove_all_pillars` to clear them in one go, or remove them individually with the modify-pillars tool. - Player-built pillars can now be up to 16 tiles tall (previously 6); auto-built pillars are still suppressed by the mod.
v1.1.0
------ New features: - Console command `remove_all_pillars`: open the game console (`~`) and type `remove_all_pillars` to instantly remove every pillar on the map. Fixes: - Corrected `manifest.json` version fields to use the proper `min_game_version` / `max_verified_game_version` schema.
This mod has no dependencies.
No other mods depend on this mod yet.