No Pillars Required v1.2.0
Disables pillar requirements for elevated pipes, belts, balancers, lifts, sorters and connectors, lifts placement height caps, and allows free pillar removal.
| Source code | https://github.com/CesarM-Git/NoPillarsMOD |
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 |
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.