BuildBarTool

v1.0.4·Updated 2026-01-30

Add a second row in build menu, allowing mod developers to bind their new items to the new row in build menu.

Screenshots 1 screenshots

About this mod Machine translation

BuildBarTool / Build Bar Tool

This mod add a new row to the build menu. MOD developers can bind their new items to the buttons in this new row.

This mod adds a new build line for mod developers and players to use.

Examples -- For MOD Developers / Usage Examples -- For MOD Developers

using BuildBarTool;

[BepInPlugin(GUID, NAME, VERSION)] // your mod info your mod information

[BepInDependency(BuildBarToolPlugin.GUID)] // add this mod as hard dependency Use this mod as a dependency of your mod

public class YourPlugin: BaseUnityPlugin

{

void Start()

{

// ******* Anything you do to register new items.

BuildBarTool.SetBuildBar(3, 4, 9554, true);

// for example, item 9554 will be bound to the button in the red circle (index 4 of top row) in category 3.

// "true" means the item will be bound to the top row (red square).

// Bind item 9554 to the button shown in the red circle. true means binding on the second line (shown in the red box)

}

// Another way to use this MOD is to use ItemProto.SetBuildBar() after you registered your items

public static void MethodThatYouRegisterYourItems()

{

// ItemProto yourItem;

// **** Anything you do to register your items by CommonAPI or LDBTool.

yourItem.SetBuildBar(3, 4, true);

// This is another way you can bind your item to the build bar.

// DONNOT USE LDB.items.Select(id) to select an ItemProto to bind build bar. Never use LDB.items.Select(id) to get ItemProto for binding.

}

}

You can simply set your itemProto's buildIndex = category × 100 + index + 20, without adding this mod to your mod's hard dependency or using BuildBarTool;. In this case, only the players who has installed BuildBarTool will automatically bind that item to the buttons in the top row. Those who doesn't install the BuildBarTool can still play your mod.

You can also directly set the buildIndex of itemProto to category × 100 + index + 20** without using BuildBarTool; or using this mod as a pre-mod. If you do this, any player who has this mod installed can automatically bind the item to the corresponding second line of the build menu, and players who do not have this mod installed can also use your mod normally.

yourItem.buildIndex = 324;

// This is another way you can bind your item to the button in the red circle (index 4 of top row) in category 3.

Compatibility -- AND FOR PLAYERS / compatibility -- and for players

This mod is compatible with RebindBuildBar, and with that mod, players can customize their own build bar, even for the buttons in the top row.

This mod is compatible with RebindBuildBar, and installing both mods allows players to customize the build menu (including the second row).

Install & use Install: BepInEx plugin

  1. The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
  2. Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
  3. Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
  4. Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.

Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.

Dependencies

Install these first, or the mod will not work:

xiaoye97-BepInExxiaoye97-LDBToolCommonAPI-DSPModSaveCommonAPI-CommonAPI

File & checksum

Filename
BuildBarTool-1.0.4.zip
File size
94.8 KiB