Mods / Place it Anywhere

Tags:
Cosmetics QoL Tweak Accessibility Construction Decoration
Author:
Majke
Side:
Both
Created:
Jun 28th at 10:49 PM
Last modified:
21 hours ago
Downloads:
4586
Recommended download (for Vintage Story 1.22.0 - 1.22.7):
placeitanywhere_0.7.9.zip  1-click install

Place It Anywhere

Put any item or block exactly where you want it — on the floor, on a wall, or under the ceiling.

Tired of decorations that only snap to a few fixed spots? Place It Anywhere lets you set down any item or block as a free-form decoration, anywhere on a surface, on a fine 1/16 grid. Line up bottles on a shelf, hang tools on the wall, scatter clutter across a table — and nudge each piece until it sits just right.

How it works

Hold a hammer in your offhand, grab whatever you want to place in your main hand, then Sneak + Right-click a surface. The item snaps to the grid and automatically matches the face you clicked — floor, wall, or ceiling. That's it.

Want to fine-tune? Press F (hammer still in offhand) to open the controls and adjust height, rotation, and how far the item sits from you. Everything you place is fully recoverable — just Left-click a placed item to pick it back up.

Choose what triggers the mod: [PiA] hammer, any hammer, or Sneak alone. Turn off mod with num 0 (default)

Crafting

Place hammer in a crafting grid, place again and it comes back to normal hammer

Controls

Action How
Place item Hammer in offhand + item in hand → Sneak + Right-click a surface
Pick up item Hammer in offhand → Left-click a placed item
Open controls Hammer in offhand → press F
Fine yaw Hammer in offhand → Sneak + scroll wheel

 

Numpad shortcuts:

Key Does
8 / 2 Pitch up / down
4 / 6 Roll left / right
7 / 9 Depth — pull toward / push away from you
5 Reset all offsets
num +/- Change scale

I recommend using Place it Anywhere with mod Toggle Wireframe by HyperCrusher

 

https://mods.vintagestory.at/show/mod/46069

 

It works well together

Good to know

  • Up to 64 items per cell, so you can build dense little arrangements.
  • Items that glow keep glowing — candles, lanterns and the like still light the room.
  • Placed items are decorative: they don't collide, and machine blocks won't keep their function. 
  • Works in singleplayer and on servers (required on both client and server).
  • Works with chiseled blocks
  • If you delete the mod. items that were placed with it will be lost forever!!!

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
0.7.9 placeitanywhere
1.22.0 - 1.22.7
107 21 hours ago placeitanywhere_0.7.9.zip 1-click install

A hammer crafted through Toolsmith no longer turns into an enabled [PiA] hammer by default.

 

Any mod that synthesizes a crafted item outside the physical 3x3 grid could silently enable a plain
  hammer. "ItemHammerPIA.OnCreatedByCrafting" flipped the "[PiA]" enabled flag unconditionally whenever
  this hook fired, on the assumption that only our own hammer+dirt toggle recipe ever calls it. That's
  wrong: "OnCreatedByCrafting" is a generic "CollectibleObject" hook, and other mods (reported with
  Toolsmith) call it themselves when they craft an item through their own mechanism, to keep vanilla craft
  side effects working. The toggle now only fires when a soil block — the actual second ingredient of our
  recipe — is present among the crafting inputs, so a hammer crafted any other way stays a plain hammer.

0.7.8 placeitanywhere
1.22.0 - 1.22.7
524 6 days ago placeitanywhere_0.7.8.zip 1-click install
  • Fixed the client crash when placing liquid container
  • Placed plants now look like the plants around them: full shape, right colour.
0.7.5 placeitanywhere
1.22.0 - 1.22.7
259 Sep 1st at 7:19 PM placeitanywhere_0.7.5.zip 1-click install

Choose what triggers the mod: [PiA] hammer, any hammer, or Sneak alone. Turn off mod with num 0 (default)

0.7.4 placeitanywhere
1.22.0 - 1.22.7
14 Sep 1st at 6:33 PM Release Retracted

Retraction Reason:

bug

Changelog:

Choose what triggers the mod: [PiA] hammer, any hammer, or Sneak alone. Turn off mod with num 0 (default)

0.7.2 placeitanywhere
1.22.0 - 1.22.7
381 Aug 28th at 10:49 PM placeitanywhere_0.7.2.zip 1-click install

Added uniform per-item scale — shrink or enlarge a decoration as you place it

0.7.1 placeitanywhere
1.22.0 - 1.22.7
226 Aug 26th at 8:45 PM placeitanywhere_0.7.1.zip 1-click install

The recipe now requires the hammer plus one dirt block (becouse its everywhere). It wont consume dirt, to change it back use the same recipy :)

0.7.0 placeitanywhere
1.22.0 - 1.22.7
217 Aug 25th at 2:29 PM placeitanywhere_0.7.0.zip 1-click install

Place It Anywhere now only reacts to the offhand hammer when it is an enabled [PiA] hammer. A
  plain hammer — or a hammer another mod/mechanic wants in the left hand (e.g. roofing) — no longer
  triggers any placement behaviour, so the two stop overlapping.

 

crafting - place hammer in a crafting grid, place again and it comes back to normal hammer

0.6.5 placeitanywhere
1.22.0 - 1.22.7
284 Aug 23rd at 12:16 PM placeitanywhere_0.6.5.zip 1-click install

The translucent "ghost" preview was misaligned: it drew the item's small ground render mesh
  anchored to the centre of a full block cell, while the actual placement uses the item's *display*
  mesh anchored to that mesh's real footprint. The two disagreed in scale, orientation, and offset,
  so the placed item ended up in a noticeably different spot than the preview suggested.

0.6.3 placeitanywhere
1.22.0 - 1.22.5
953 Jul 26th at 6:46 PM placeitanywhere_0.6.3.zip 1-click install

Placing a decoration in creative mod no longer uses up the item in your hotbar. To match, removing or breaking a decoration in creative doesn't hand the item back, so your inventory stays clean. Survival is unchanged

0.6.2 placeitanywhere
1.22.0 - 1.22.5
115 Jul 26th at 11:33 AM placeitanywhere_0.6.2.zip 1-click install

Fixed the stuttering. The mod was doing a lot of pointless work every tick — on placed decorations, and on every shelf and chiseled block in the world even when empty. Thanks to everyone who reported it.

0.5.5 placeitanywhere
1.22.0 - 1.22.3
1062 Jun 29th at 10:34 PM placeitanywhere_0.5.5.zip 1-click install

Fixed missing textures (question mark) when placing certain items on chiseled blocks or shelves

0.5.4 placeitanywhere
1.22.0 - 1.22.3
64 Jun 29th at 8:16 PM placeitanywhere_0.5.4.zip 1-click install

v0.5.4
Added a decoration mode toggle (default: ON, hotkey: Numpad 0, rebindable in Controls). Press it to temporarily disable all mod input interception — useful when using other hammer-offhand mods like VS Roofing. Press again to re-enable.

0.5.3 placeitanywhere
1.22.0 - 1.22.3
18 Jun 29th at 7:48 PM placeitanywhere_0.5.3.zip 1-click install

Fixed

  • Decorations are protected from block placement. Right-clicking a placed decoration with a block in hand no longer overwrites the host cell and destroys all items in it; the new block is placed against the face instead. To build over a decoration, pick the items up first (hammer offhand + left-click).
0.5.0 placeitanywhere
1.22.0 - 1.22.3
132 Jun 29th at 4:33 PM placeitanywhere_0.5.0.zip 1-click install

support for chiseled blocks

0.4.7 placeitanywhere
1.22.0 - 1.22.3
23 Jun 29th at 3:45 PM placeitanywhere_0.4.7.zip 1-click install

Changelog

v0.4.7

  • Reworked the Depth control. Depth now pulls an item toward you or pushes it away, horizontally, no matter which surface it's on. Before this it could behave just like the Height slider on floors and ceilings — that's fixed.
  • Doubled the Height range, so you can now raise or sink items a lot further (−1 up to +3 blocks).

v0.4.6

  • Items no longer start pushed away from walls and ceilings. A freshly placed item now sits flush against the surface; use Depth if you actually want it to stick out.

v0.4.5

  • Fixed wall placement so open-topped items (bowls, pots, and similar) face outward from the wall instead of opening into it.

v0.4.4

  • Depth now moves items relative to the surface you clicked, rather than the item's own rotation. (Reworked again in 0.4.7.)

v0.4.0

  • Surface orientation is now automatic. Floor, wall, or ceiling is picked from the face you click — no more manual surface buttons. The F panel became a clean set of fine-tune controls for height, yaw, pitch, roll, and depth.

v0.3.x

  • Selection boxes now hug each item's actual shape, so you can place pieces right next to each other without the cursor "swallowing" a neighbour.
  • The block-info HUD shows the real item name (e.g. FirepitBowl) instead of the internal host block code.
  • Fixed selection boxes growing larger when you rotated an item.
0.3.4 placeitanywhere
1.22.0 - 1.22.3
25 Jun 29th at 2:32 PM placeitanywhere_0.3.4.zip 1-click install

Ability to change hight with:
[ - lower
] - higher

0.3.1 placeitanywhere
1.22.0 - 1.22.3
40 Jun 29th at 12:21 PM placeitanywhere_0.3.1.zip 1-click install

## 0.3.1 — 2026-06-29
Crash hotfix for 0.3.0.
- Fixed a client crash (`KeyNotFoundException: 'tex2d'`) that happened every frame while
aiming to place with Sneak + hammer-offhand. The placement-preview ghost was binding its
texture to the wrong shader sampler (`tex2d` is the GUI shader; the in-world standard
shader uses `tex`).
- Hardened the preview renderer: any future rendering error now disables the ghost and logs
a warning instead of crashing, and GL render state is always restored.

## 0.3.0 — 2026-06-29
Sound fixes, placement preview, fine rotation, and collision restored.

### Added
- Placement preview — while aiming with the hammer in your offhand + Sneak + an item in
hand, a translucent "ghost" of the item is drawn at the exact 1/16-snapped spot and
orientation it will be placed at, updated every frame. Client-only; never affects the
server or the actual placement.
- Fine rotation — hold Sneak + hammer-offhand and use the **mouse wheel** to rotate the
item in 5° steps before placing. The offset stacks on top of your facing direction; a chat
message shows the current angle. The final angle is sent to the server so what you see is
what gets placed.

### Changed
- Collision restored — placed items now block the player again using their real,
orientation-aware boxes (the same ones used for selection). Tall items (barrels, vases)
stop you; short items (candles, bowls) can still be walked over thanks to the normal
step-up height — no special-casing.

### Fixed
- Place / pickup sounds now play for plain items. Most placed objects are items rather
than blocks, and the fallback sound paths were pointing at the wrong asset domain and at
filenames that don't exist, so nothing played. They now map to real material sounds
(stone, metal, wood, ceramic, glass, cloth, leather, dirt, sand, gravel, plant). Items
with a block form keep using that block's own place/break sound.

0.1.9 placeitanywhere
1.22.0 - 1.22.3
142 Jun 28th at 10:50 PM placeitanywhere_0.1.9.zip 1-click install

Initial release


87 Comments (oldest first | newest first) (threaded | flat)

Kilroy, 1 day ago

Not sure if it's something under your control or if it's an oddity with Toolsmith, but when I craft a hammer via Toolsmith, it turns into a [PiA] hammer by default. I'd really prefer if it didn't do that.

El_Neuman, 3 days ago

Hey, could you please add a third dimension for item rotation? Right now you can rotate side-to-side and around, but it's impossible to tilt an item toward yourself, for example, to lean it against a wall. Of course, you can place it the vanilla way as shown in the video, but the issue is that it's not always possible, like when something is already there.

Also, non-vanilla items with odd shapes can't be hung on a wall - for example, as shown in the video, I tried to hang a sextant, but couldn't do it because I wasn't able to tilt the item toward myself.

If you add this, in my opinion, your mod will be absolutely perfect and won't need anything else added, it's incredible!))

Spoiler!
El_Neuman, 6 days ago

God, what an incredibly convenient mod this is now! You can pick up items without even enabling placement mode, rotate them however you want, change their size, and now you can even place flowers... You’re absolutely incredible, dude.

LukasZer, 6 days ago

Crashes when attempting to place any container with liquid

Crash Report

Running on 64 bit Windows 10.0.22631.0 with 16265 MB RAM
Game Version: v1.22.7 (Stable)
04.09.2026 17:40:59: Critical error occurred in the following mod: placeitanywhere@0.7.5
Loaded Mods: game@1.22.7, placeitanywhere@0.7.5, creative@1.22.7, survival@1.22.7
System.NullReferenceException: Object reference not set to an instance of an object.
   at Vintagestory.API.Client.MeshData.AddMeshData(MeshData data, MeshDataFilterDelegate dele) in VintagestoryApi\Client\Model\Mesh\MeshData.cs:line 805
   at Vintagestory.API.Client.MeshData.SplitByTextureId() in VintagestoryApi\Client\Model\Mesh\MeshData.cs:line 2157
   at Vintagestory.Client.RenderAPIBase.UploadMultiTextureMesh(MeshData data) in VintagestoryLib\Client\API\RenderAPIBase.cs:line 89
   at PlaceItAnywhere.GhostPreviewRenderer.EnsureGhostMesh(ItemSlot main, BlockPos cell)
   at PlaceItAnywhere.GhostPreviewRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage)
   at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 243
   at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 953
   at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173
   at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 742
   at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 686
   at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
   at OpenTK.Windowing.Desktop.GameWindow.Run()
   at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354
   at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
   at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95

Event Log entries for Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 04.09.2026 17:32:06, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.22.7.0, time stamp: 0x693c0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x0x152c
Faulting application start time: 0x0x1dd3c69388b6839
Faulting application path: C:\Users\Sergey\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\Sergey\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: 27198d7a-d243-45b1-8f54-5495b942873b
Faulting package full name: 
Faulting package-relative application ID:  }
--------------
{ TimeGenerated = 04.09.2026 17:29:40, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.22.7.0, time stamp: 0x693c0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x0x1510
Faulting application start time: 0x0x1dd3c68e0a63f63
Faulting application path: C:\Users\Sergey\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\Sergey\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: 28b73c1a-4c0e-4cbd-b3aa-1416ed55dcaf
Faulting package full name: 
Faulting package-relative application ID:  }
--------------
{ TimeGenerated = 04.09.2026 14:16:47, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.22.7.0, time stamp: 0x693c0000
Faulting module name: KERNELBASE.dll, version: 10.0.22621.4111, time stamp: 0x03c619d0
Exception code: 0xe0434352
Fault offset: 0x000000000005fabc
Faulting process id: 0x0xeec
Faulting application start time: 0x0x1dd3c4ddf81f6d2
Faulting application path: C:\Users\Sergey\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Windows\System32\KERNELBASE.dll
Report Id: 4558dc1d-23a2-429f-85a5-50b46d87b943
Faulting package full name: 
Faulting package-relative application ID:  }

tsm1234, Sep 2nd at 3:18 AM

i literally screamed after seeing the changelog for the latest version and how it allows triggermode without equipping a hammer and using sneak alone. LOVE THIS UPDATE. Thank you for your work!!!!!

HelloApollo, Sep 1st at 9:30 PM

this is the best mod ever

Majke , Sep 2nd at 10:20 AM
@HelloApollo: this is the best mod ever

thanks <3

El_Neuman, Sep 1st at 7:00 PM

Thank you so much for the update, you just made my day. And you even added scale in the previous update, you're an absolute legend!
Btw, why is the mod disabled by default? I thought something was broken on my end, but it turns out TriggerMode is just set to 0 by default.

El_Neuman, Aug 29th at 5:00 PM
Hey, I see you're actively working on the mod and that's awesome. Thank you so much for a mod I can't imagine building without anymore!

I have two requests for you:

1. Add a hotkey to toggle the editing mode. Right now, you have to grab the hammer just to put an item on a shelf, and then grab it again to take it off. The hammer is great if you're placing something once and for all, but for dynamic stuff, it's really clunky. It would be so cool to just press a button, turn the mode on, and turn it off just as easily.
 
2.Fix the plant issues. The mod works really poorly with plants - for example, my sister is trying to decorate her house with vines and flowers, but it's impossible because they look super bugged out.

 

And finally, a tiny request: I've crashed about 50 times already because I forgot to unequip the hammer while building - like when I grabbed a bucket, took a drink, put it back, and the game crashed.
Cain907, Aug 26th at 6:34 PM

Hi! I’m encountering a possible crafting conflict with Place It Anywhere 0.7.0.

When I shift click an ore crushing recipe that uses a hammer, the final craft leaves the normal hammer in the crafting-grid input while a (PiA) Hammer appears in the output. If I don’t grab it within roughly three seconds, both the input hammer and PiA output disappear, seemingly deleting the hammer.

The hammer still had durability, and this is on a multiplayer server. 

LeBonque, Aug 25th at 3:33 PM

Say, have you tried to add a size option, or is it out of reach?
I'd love to have larger/smaller sized items!

Majke , Aug 25th at 3:37 PM (modified Aug 25th at 3:37 PM)
@LeBonque: Say, have you tried to add a size option, or is it out of reach?I'd love to have larger/smaller sized items!

great idea. I guess it could work :)

LeBonque, Aug 31st at 4:28 PM
@Majke: great idea. I guess it could work :)

Thank You! :D

Cardina, Aug 23rd at 4:28 PM

This mod is really awesome !
Would it be possible to make it compatible with VS Roofing ?
Unfortunately, I really can't play without it.

Maybe it could also be possible avoid having to use hammer, wich would also allow the items to be placed earlier in the game.

El_Neuman, Aug 23rd at 10:24 AM

Hi. I don't know if this is something you can see on your end, but could you check? Thanks so much for the mod, I honestly don't know how I'll build without it now if you ever abandon the project!))

 

Spoiler!
Blaiyze, Aug 9th at 4:03 PM

Heads up apparent mod conflict for folks: More Piles seems to override this mod. Doesn't matter if you adjust the keys. You cannot place items freely with this mod while you have More Piles installed.

Petrosine, Aug 7th at 7:18 PM

Heya thinking of having this on a server , have you heard any word of lag issues with high amounts of placing large stacks and also is the max stack amount per cell to reduce it . Mod looks great tho !! 

Blaiyze, Jul 28th at 11:28 PM

Absolutely fantastic mod and works great in most instances - I'm sure this was already mentioned below - but any items like torch holders or planters become unusable once they're placed. If that can be fixed, holy crap my dude!

tempestinateacup, Jul 26th at 7:51 PM

would it be possible to make the keybind for this configurable? it overlaps with VS roofing.

Majke , Jul 26th at 8:51 PM (modified Jul 26th at 8:52 PM)
@tempestinateacup: would it be possible to make the keybind for this configurable? it overlaps with VS roofing.

you can change it in settings, or turn this off if your are not using it - deafult is numpad 0 

soulscythe, Jul 26th at 6:16 PM

I have a request if it wouldn't be too much hassle!

Currently if used in creative mode, the item you place is still removed from your hotbar, which is contrary to the usual gameplay of creative mode where a block or item in the hotbar is sort of an 'infinite source' of that block/item. Would you be able to change this to match? i.e. so that in creative mode, placing the item via this mod's function doesn't remove the block from inventory? 

If you do, would probably be best to also prevent the item added back to the inventory when broken, to avoid unnecessary clutter!

Thank you!

El_Neuman, Jul 26th at 12:50 PM

Do you think you'd be able to make the items functional? If you did, your mod would become absolutely legendary.

Majke , Jul 26th at 12:57 PM
@El_Neuman: Do you think you'd be able to make the items functional? If you did, your mod would become absolutely legendary.

Yes, I would like that too. I tried to do that with chests but I hit the wall. 

soulscythe, Jul 15th at 4:18 AM

Holy crap, this mod is so good. Fantastic work!

I was literally just thinking about learning to make VS mods to make basically this exact thing

MrShiver, Jul 11th at 5:05 PM

its a cool idea for a mod but holy having this installed makes my game unplayably stuttery

Majke , Jul 12th at 1:13 PM
@MrShiver: its a cool idea for a mod but holy having this installed makes my game unplayably stuttery

hmm first time hearing this. It should work well ;/

MrShiver, Jul 12th at 2:01 PM
@Majke: hmm first time hearing this. It should work well ;/

playing without the mod installed i get perfect frametimes but when its installed i have microstutters every second

Majke , Jul 12th at 10:56 PM
@MrShiver: playing without the mod installed i get perfect frametimes but when its installed i have microstutters every second

could you paste logs here? I wonder if it a case of mod conflicts or what. 

Xpopy, Jul 25th at 7:28 PM (modified Jul 25th at 7:29 PM)
@Majke: could you paste logs here? I wonder if it a case of mod conflicts or what.

I'm experiencing this issue too and managed to replicate it with only this mod installed.

It seems to be related to having lots of animals loaded around at the same time?

On a new singleplayer world, I spawned 100 pigs and with the mod I get microstutters once or twice a second. Without the mod it's fine. 

I couldnt see anything specific in the logs, but let me know if you need anything else

CioBonBon, Jul 11th at 1:52 PM

Love it, this feature needs to be in the base game. Although having to use a hammer to place things feels off, hoping that can change

MalyLukasko_, Jul 10th at 11:03 PM

Hi, this is a cool mod, tho I have a question. Would it be possible to instead of hammer use some sort of key bind ? The need for tool to pick up a simple object is a bit.... off. If it cant be done, it cant be done, cool mod anyways

Majke , Jul 11th at 12:41 AM
@MalyLukasko_: Hi, this is a cool mod, tho I have a question. Would it be possible to instead of hammer use some sort of key bind ? The need for tool to pick up a simple object is a bit.... off. If it cant be done, it cant be done, cool mod anyways

If it help you can turn off mod with numpad 0. Then it behaves like there is no mod at all and when you want to decorate or something just turn it on.

MalyLukasko_, Jul 12th at 5:24 PM
@Majke: If it help you can turn off mod with numpad 0. Then it behaves like there is no mod at all and when you want to decorate or something just turn it on.

No i meant more like, so it behaves like ground storage without need for the hammer in the off hand. So the keybind would basically function as if I had hammer in the offhand. 

felgudink, Jul 10th at 12:06 AM

having some issues where placed blocks randomly disappear and are replaced by errors?

morneberry, Jul 2nd at 9:15 AM

This is amazing and pairs perfectly with toggle wireframe

Majke , Jul 2nd at 10:09 AM
@morneberry: This is amazing and pairs perfectly with toggle wireframe!

Oh thats geat. I was working on something simillar for this mod but if you say it works well together then there is no point. Ill test it out later. Thanks!

Codyman765, Jul 5th at 4:34 AM
@Majke: Oh thats geat. I was working on something simillar for this mod but if you say it works well together then there is no point. Ill test it out later. Thanks!

It works decently yeah, I am curious on what you were working on. Since there is a few things with toggle wireframe im not a big fan of

Majke , Jul 5th at 3:42 PM
@Codyman765: It works decently yeah, I am curious on what you were working on. Since there is a few things with toggle wireframe im not a big fan of

When you rotate object the square hitbox stays always aligned  to grid, it would get in the way when you tried place another item closer. I was trying to disable this "wireframe" but had no luck. Also tried to devide one big square into multiple smaller one to increase resolution. that is in current version. 

Coywolfy, Jun 29th at 8:31 PM

Anytime I place unsusable clutter in a cell they turn into question mark blocks, is this normal?
Totally fine if so just wanted to check and see. I already love all the things I can do with the mod.

LuluFae, Jun 29th at 8:02 PM

Hey hey, Compatability issue with VS Roofing, using a hammer in the offhand I cant place the roof coverings. cool mod though!

Majke , Jun 29th at 8:17 PM
@LuluFae: Hey hey, Compatability issue with VS Roofing, using a hammer in the offhand I cant place the roof coverings. cool mod though!

updated mod. quick fix:
-you can now turn mod on and off with numpad 0 (changeable in settings)
Have fun!

Mirok, Jun 29th at 6:58 PM

If I delete the mod from the world where the items were placed, will they get lost?

MegaBroBuster, Jul 5th at 3:34 PM
@Majke: yes

would you kindly add this as a disclaimer on the description please? im not deleting but as a safety meassure

DUCATISLO, Jun 29th at 5:32 PM

DUCATISLO, Jun 29th at 5:31 PM

PEAK!

El_Neuman, Jun 29th at 5:12 PM

Oh my God, I have no idea how you made this mod, but it's absolutely incredible! And it already supports items from other mods too - you’re amazing!

Quartofel, Jun 29th at 2:53 PM

Oh wow

CleverMagpie, Jun 29th at 2:15 PM

I currently use Freeform Attillier which fulfills a similar niche in terms of goals, but there are features here that aren't there, and visa versa- so I'm excited to play around with this. Glad to see ideas like this are feasible for the game these days. Thanks for making/sharing! :)

Flipun, Jun 29th at 3:43 AM

Awesome! Love the new decoration mods recently made, like p1nk's shelving tweaks. My world about to be littered with decorations!

bopielo, Jun 29th at 3:22 AM

Holy I love this tysm for sharing your work :)))

420kevin, Jun 28th at 10:56 PM

im so excited to try this out :000

Majke , Jun 28th at 10:57 PM
@420kevin: im so excited to try this out :000

It's still kind of rough, but I hope you enjoy it.