No Pillars Required

No Pillars Required v1.2.0

by Nimb

Disables pillar requirements for elevated pipes, belts, balancers, lifts, sorters and connectors, lifts placement height caps, and allows free pillar removal.

Stable 23 hours ago The Unlicense Source code
Game versions: 0.8.3 – 0.8.4b
Save-game: Add Remove
66%
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This mod removes the auto placing of pillars when constructing belts and pipes by setting the MaxPillarSupportRadius to MaxValue. Then, it also bypasses both the UI and backend check for if a pillar can be removed and removes the check if a belt or pipe should collapse from the queue so they do not collapse when having no pillars left. Existing pillars can always be removed with the Modify Pillars tool regardless of whether they are supporting a transport. Changes are applied to all transport prototypes at game initialization.

Console command: Open the game console and type remove_all_pillars to instantly remove every pillar on the map. No more clicking them one by one.

This mod has no dependencies.

No other mods depend on this mod yet.

No announcements yet.

v1.2.0

Latest
Game version 0.8.3 - 0.8.4b
Released May 12, 2026
File size 151.6 KB
License The Unlicense
Save-game: Add Remove
Changelog
v1.2.0
------
New features:
- No pillars for balancers: flat, U-shape, molten, and pipe balancers
(Zippers) now build without placing pillars and without requiring pillar
support. They can be placed elevated freely.
- No pillars for lifts: flat lifts and U-shape lifts now build without
placing pillars and without requiring pillar support.
- No pillars for sorters: sorters share the same elevation system as
balancers and lifts, so they also no longer place or require pillars.
- Height ceiling removed for balancers, lifts, sorters and connectors:
their placement-height slider now goes up to 30 tiles above ground
(was 5). Connectors covered are flat, U-shape, molten and pipe.
- Higher cursor for pipes and belts: TransportPillarProto.MAX_PILLAR_HEIGHT
is raised from 6 to 16, lifting the build-cursor cap from 5 to 15.
The transport path-finder still hard-caps the Z-range at 16, so a
single pipe / belt segment can climb up to about 7 tiles, but the
cursor itself is no longer artificially limited.

Fixes:
- Silenced the noisy "Found pillar at ... with no supported transports,
removing." Error-severity log spam (with stack traces) that previously
fired on save load for every pillar that had been supporting a balancer
/ lift / sorter. The mod now sets
TransportsManager.SkipPillarValidationOnLoad = true during EarlyInit so
the load-time pillar-pruning pass is skipped entirely. Stale pillars
remain in the save and can be cleared with the `remove_all_pillars`
console command.

Notes:
- Existing balancer / lift / sorter pillars are no longer auto-removed
on load. Use `remove_all_pillars` to clear them in one go, or remove
them individually with the modify-pillars tool.
- Player-built pillars can now be up to 16 tiles tall (previously 6);
auto-built pillars are still suppressed by the mod.

No Pillars Required — Changelog

No Pillars Required — Changelog
================================

v1.2.0

v1.2.0
------
New features:
- No pillars for balancers: flat, U-shape, molten, and pipe balancers
(Zippers) now build without placing pillars and without requiring pillar
support. They can be placed elevated freely.
- No pillars for lifts: flat lifts and U-shape lifts now build without
placing pillars and without requiring pillar support.
- No pillars for sorters: sorters share the same elevation system as
balancers and lifts, so they also no longer place or require pillars.
- Height ceiling removed for balancers, lifts, sorters and connectors:
their placement-height slider now goes up to 30 tiles above ground
(was 5). Connectors covered are flat, U-shape, molten and pipe.
- Higher cursor for pipes and belts: TransportPillarProto.MAX_PILLAR_HEIGHT
is raised from 6 to 16, lifting the build-cursor cap from 5 to 15.
The transport path-finder still hard-caps the Z-range at 16, so a
single pipe / belt segment can climb up to about 7 tiles, but the
cursor itself is no longer artificially limited.

Fixes:
- Silenced the noisy "Found pillar at ... with no supported transports,
removing." Error-severity log spam (with stack traces) that previously
fired on save load for every pillar that had been supporting a balancer
/ lift / sorter. The mod now sets
TransportsManager.SkipPillarValidationOnLoad = true during EarlyInit so
the load-time pillar-pruning pass is skipped entirely. Stale pillars
remain in the save and can be cleared with the `remove_all_pillars`
console command.

Notes:
- Existing balancer / lift / sorter pillars are no longer auto-removed
on load. Use `remove_all_pillars` to clear them in one go, or remove
them individually with the modify-pillars tool.
- Player-built pillars can now be up to 16 tiles tall (previously 6);
auto-built pillars are still suppressed by the mod.

v1.1.0

v1.1.0
------
New features:
- Console command `remove_all_pillars`: open the game console (`~`) and
type `remove_all_pillars` to instantly remove every pillar on the map.

Fixes:
- Corrected `manifest.json` version fields to use the proper
`min_game_version` / `max_verified_game_version` schema.
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