[MOD UI] Build Grid
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Place one building normally, and the mod calibrates a world-aligned build grid.
It works out of the box without requiring any configuration. Everything can be customized.
It is meant to make spacing, symmetry, and adjacency placement easier.
Main features:
- World grid anchored from your first building placement. (reset possible)
- Every value customizable; colour/style settings are saved automatically.
- Hover reveal while placing buildings. It is based on the same calibrated world grid.
- Vision-grid display around your selected builders
Quick Demo:

How it works:
- The first building sets the grid anchor.
- The build mode / selecting an engineer will show the calibrated grid.
- If the first building was misplaced, use
Reset Anchorand try again.
Settings window:
A
Toggle Build Grid Panelhotkey action is available in FAF key bindings under theBuild Gridcategory.
Disclaimer:
This mod was developed with Codex, then manually reviewed and adjusted in-game.
Notes / Limitations
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Can the Shift build overlay be enabled permanently?
No. The in-game build overlay is hardcoded. Keeping it active would require engine modifications. And simulating a key press would interfere with hotkeys.
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Not every mex / hydro spot fits perfectly on the grid?!
The map author has placed them with a different grid offset. You can either re-anchor the grid near those affected, or kindly ask the map author to make the whole map a little more grid-friendly.
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Is it terrain sensitive?
Not yet. The grid uses a fixed height for every line, so hills and slopes may cause minor visual issues. Height support needs more testing.
Credits:
Thanks to @c0rtex and @nomander for sparking the idea and providing feedback.
Bugs? Report, please!
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I IndexLibrorum referenced this topic
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Fabulous!
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