No Pillars Required

v1.2.2
by Nimb

Disables pillar requirements for elevated pipes, belts, balancers, lifts, sorters and connectors, lifts placement height caps, and allows free pillar removal.

Stable 1 day ago The Unlicense Source code
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
Save-game: Add · Remove
Changelog
------
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.
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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.
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