MovingDay
Relocate a structure you have already built - pick it up, place it somewhere else, and everything inside it comes along.
About this mod Author’s original text
Moving Day
New in 1.4.0
One-of-a-kind buildings can be moved. The Great Hall, build-once runestones and the Eye of
Odin now relocate like anything else, with no other mod needed. Very large buildings no
longer crash the game when you move them.
Buildings also bring their effects along. An outhouse arrives with the grass growing on it
and a stone lantern with its flame lit, instead of leaving them behind at the old spot.
If you are upgrading from version 1.0.2 or older, check your two settings after the first
launch: they go back to their defaults this once.
New in 1.3.0
Moves now start on the middle mouse button, not right-click. Right-click is the game's
strong attack, so fighting near your own buildings no longer starts a move by accident. Middle
click also cancels a move in progress, and you can put it on another button with the
MoveButton setting.
New in 1.2.0
Animal pens take their animals with them. Move a smolkr pen and the smolkrs are inside it at
the new spot, grazing as before. The same applies to any pen or kennel.
New in 1.1.1
Updated for the latest ASKA update - moving structures works again.
New in 1.1.0
Walls, fences, hedges and gates can be moved now. A section re-tilts to match the ground it
lands on, so a wall built on the flat can be moved onto a slope and it sits on that slope
properly.
Relocate a structure you have already built. Middle-click the building to start a move,
confirm in the dialog that opens, then position the game's own ghost preview and click to
place it. Everything the building holds - stored items, assigned workers, work queues, lit
fires, and any custom name you gave it - comes with it.
Composite buildings move as one unit. A longhouse, a warehouse or a workshop travels
together with all of its own extensions. Villagers occupying the building - sleeping in a
bed, or working at a station - are carried along and behave normally afterwards, and so are
the animals in a pen.
The ghost preview shows the whole building, extensions included, and opens already aligned
with the building it represents. Every part of the building is checked for collisions, so
you always see whether a spot is legal before you place it. Placement uses the game's own
validation rules, so it composes with other mods that change those rules.
Configuration
After first launch, edit BepInEx\config\mugsy33.movingday.cfg, section [MovingDay]:
| Setting | Default | Description |
|---|---|---|
| RequireConfirmation | true | Ask for confirmation before a structure is actually moved. |
| MoveButton | Mouse2 | The button that starts a move and cancels one in progress. Mouse2 is the middle mouse button. |
Installation
- Install BepInEx (IL2CPP) first, if you
haven't already.
- Extract this mod into your Aska game folder (the same folder as Aska.exe), so
the DLL ends up at:
BepInEx\plugins\MovingDay\MovingDay.dll
Compatibility
Incompatible with the GridSnapping mod. GridSnapping re-snaps every structure on its
own when the world loads, which pulls a moved multi-part building back apart. Do not run
both mods together.
Multiplayer
Works in single-player and for the host of a multiplayer game. If you join someone else's
game, you can't use this mod.
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- Most mods rely on the game's mod loader — the usual route is a community mod manager (such as r2modman): pick this game, install, and it handles the loader and dependencies.
- For a manual install, put the mod files into the matching Mod / plugins folder inside the game directory.
- Launch the game to confirm it loaded; mods with listed dependencies need those installed as well.
Install locations vary a lot between mods — the bundled readme is the most reliable guide.
Install these first, or the mod will not work: