KindredSchematics
Commands to build, create, save and load schematics
About this mod Author’s original text
KindredSchematics for V Rising
KindredSchematics is a build mod meant for use on offline maps, with capabilities to load into live maps for new creative opportunities.
This mod will allow you to take building to another level- literally.
Save out castles or designs, and load them into other maps. Share your castle designs with friends.
This mod is meant for most use in a local server, with the ideal being that you use it to only load on a live server. Safest action is to practice and design off-server. It will cause some lag when loading in, varying depending on the complexity of the build and if you're deleting tiles to load in the schematic.
A few notes:
- DO NOT have a glow library up on a live map. That is hundreds of buffs going off at once and will lag out the server. The buffs aren't all garaunteed to not cause problems, they are filtered to what won't immediately crash a server being applied only.
- DO NOT use.build free on a live map, as it will allow all players to build without cost.
- DO NOT use.build restrictions on a live map, as it will allow all players to build off plot.
- Set a fallback heart for building off plots/restrictions off. If you don't, it will default to the first heart you placed on the map.
- Loading in schematics outside of a territory with a heart will tie the buildings to your fallback heart, wherever it is. I advise admins set this to the dev island territory (territory 0).
- On castle territories, first place down a heart before you load in a territory save.
- Complicated builds will lag out the server for a few moments. Loading a schematic into a place with existing tiles (thus triggering a delete and then a load) will do the same.
- Be very certain where you want to load things in. Cleanup is annoying, and clearing will permanently delete respawning nodes and the like, and if you want them back, you'll need to use.build spawn to put them back in one by one.
- If you paste in a floating building, any roof will stop batform from working below.
- build height ends at 50 (total of 10 floors). Flying above that (with KindredCommands) will result in wonky behavior as you can technically go up to 150. Buildings will not work above 50, don't do it. Same applies to trying to build "below" the map. While it may show there, you cannot move properly as a player.
- Neutral tiles will be "locked" on placement and unable to be dismantled. This is to prevent griefing. If you need to remove them, use.build unlock. Or just delete.
- Neutral walls will show as being in decay. You also cannot put wallpapers on them. To remove this issue, link them to a castle heart. (you won't see decay if build free is enabled but it will be there)
Thanks to the V Rising modding and server communities for ideas and requests!
Feel free to reach out to me on discord (odjit) if you have any questions or need help with the mod.
V Rising Modding Discord
Build Mode & Palette System (Preview for Testing)
Sneak Peek for Build Mode and Palette System aimed at making construction more intuitive and efficient. These features allow you to quickly browse through prefabs, place tiles down, and manage your build palette. Try them out and share your feedback!
Again, DO NOT use this on a live server! Some tilemodels will not work properly and can cause issues. This is a preview for testing purposes only. D:<
Build Mode
- Toggle Build Mode: Use.build mode to turn Build Mode on or off.
- Entity Highlighting: Build Mode will highlight certain tiles that you are aiming at (more tiles will be supported over time).
- Grab Tiles: Use Left Click to grab a tile.
- Rotate Tiles: Use Q to rotate counterclockwise and E to rotate clockwise any item you have grabbed.
- Delete or Copy Tiles: Press Space to delete a grabbed item, or to grab a copy of what you last grabbed.
- Copy Hovered Tiles: Press R to make a copy of whatever tile you are currently hovering over.
Palette System
The Palette System offers a powerful toolset for managing prefabs
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- 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.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- 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.
Install these first, or the mod will not work: