10 Screenshots

About This File

This should work with all versions of the game (vanilla, Reign of Giants, Shipwrecked, and Don't Starve Together). Also available on the Steam Workshop (single-player, DST).

Snaps objects to a grid when placing and displays a build grid around it (unless you hold ctrl).

Credits to zkm2erjfdb and Levorto for writing the original single-player versions (Architectural Geometry and Assisted Geometry). This mod is a replacement for those mods; if you have one of them enabled as well, unpredictable things will happen.

Description of the options:

  • CTRL Turns Mod: "On" makes it so that the mod is off by default, but turns on while holding CTRL. "Off" does the opposite, temporarily disabling the mod while holding CTRL.
  • Options Button: By default, "B" (for controllers, right-stick click in single-player and left-stick click from the scoreboard in DST). Brings up a menu for changing these options. Note that it cannot save these options in-game like it can on the configuration menu, so if you find new favorite settings with this, you should make those changes in the configuration menu too.
  • Toggle Button: By default, "V" (no binding for controllers). Toggles between the most recently used geometries (it will guess if it doesn't know, which should only happen if you just transferred between the caves and the surface or joined the game).
  • In-Game Menu: If set to "On" (default), the options button will bring up the menu. If set to "Off", the button will simply toggle the mod on and off (like it did before the menu was added).
  • Show Build Grid: Determines whether it shows the grid at all.
  • Grid Geometry: The shape and layout of the grid. Square is the normal one, aligned with the game's X-Z coordinate system. The hexagonal geometries allow you to do the tightest possible plots. Walls and turf always use the square geometry.
  • Refresh Speed: How much of the available time to use for refreshing the grid. Turning this up will make the grid update faster, but may cause lag. 
  • Hide Placer: If set to on, the ghost-version of the thing you're about to place is hidden, and instead the point where you'll place it is marked.
  • Hide Cursor: If set to on, the item you're placing won't show up on the cursor while you're placing it (sometimes it gets in the way of being able to see where you'll put it).
  • Fine Grid Size: The number of points in each direction that it uses for things with a fine grid (most things).
  • Wall Grid Size: The number of points in each direction that it uses for walls.
  • Sandbag Grid Size: The number of points in each direction that it uses for sandbags.
  • Turf Grid Size: The number of points in each direction that it uses for turf/pitchfork.
  • Colors: Red/Green is the game's normal color scheme. Red/Blue should be more readable to players with red-green colorblindness. Black/White is there for fully colorblind players, or players who want the grid to be more readable at night. Outlined uses black and white with outlines to give the best visibility in all situations.
  • Tighter Chests: Allows chests to be placed more closely together. This doesn't always work in DST. I keep this only as a legacy setting because the other geometry mods override a special case the game makes for chests.
  • Controller Offset: Allows you to disable the usual offset that rotates around the player when placing objects. Defaults to off.
  • Show Nearest Tile: In addition to showing each of the points, this can set it to show the outline of the nearest tile, making it easier to align placement with the turf.
  • Hide Blocked Points: Instead of showing red/black points where you can't place things, this can set it to hide those points instead.
  • Overlay Grid: Instead of letting points be hidden behind trees, beefalo, or the player, this makes them overlay on top so the full grid is visible.

What's New in Version 2.4.11   See changelog

Released

Fixed bug where Wagstaff couldn't make parasols with this mod enabled

  • Like 16
  • Thanks 2
  • Haha 1
  • Confused 1



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Great mod, I've been using it ever since I started playing DST.

I have an issue, however, sometimes I place saplings, berry bushes, grass, pine cones, etc and get them organized into a farm in a server.

When I log back on later to plant more stuff, the grid doesn't match what I have planted before. It has a little shift, can be seen from the saplings because their base doesn't match the little x of the grid. And needless to say, everything else I plant will be shifted off to the new grid and it looks horrible. I am not sure why it happens, or how to trigger it, because sometimes it works perfectly fine, other times it doesn't snap correctly.

I'm going to run more tests locally and see if it happens and report back. However, I would appreciate it if anyone else can confirm this, or if anyone knows how to solve it.

Playing on Steam DST with updates on (assuming it's latest version of the game and the mod as of today).

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@MP98 Let me know if you figure it out, although it may not be something I can solve. It's also possible it's affected by predictive mode (I play with prediction off, and they may have changed the code for it in a way that interferes).

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hell, if it wasn't for you/the mod's creator, my bases would look like messed up, burnt stuff, now its all organized and not burnt at all! Thanks, Geometric Placement!

 

disclaimer: correctly placing things on your base might not avoid fire from cooking it

Edited by Black_Mage
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o meu continua dando erro de mod e tenho que desabilitar todos os mods, oq faço ?

 

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@rezecib I'm tired of hosting servers and having people without this mod connect. 

How would you recommend trying to enforce players having this mod? Would it be as simple as reuploading the mod with the following in modinfo.lua?

all_clients_require_mod = true

 

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Hey i have some error can you help me please

LUA ERROR stack traceback:
        =[C] in function 'require'
        ../mods/GeometricPlacement/scripts/screens/geometricoptionsscreen.lua(6,1) in main chunk
        =[C] in function 'require'
        ../mods/GeometricPlacement/modmain.lua(40,1) in main chunk
        =[C] in function 'xpcall'
        scripts/util.lua(630,1) in function 'RunInEnvironment'
        scripts/mods.lua(483,1) in function 'InitializeModMain'
        scripts/mods.lua(457,1) in function 'LoadMods'
        scripts/main.lua(251,1) in function 'ModSafeStartup'
        scripts/main.lua(306,1)
        =[C] in function 'SetPersistentString'
        scripts/mainfunctions.lua(22,1) in function 'SavePersistentString'
        scripts/modindex.lua(76,1)
        =[C] in function 'GetPersistentString'
        scripts/modindex.lua(63,1) in function 'BeginStartupSequence'
        scripts/main.lua(305,1) in function 'callback'
        scripts/modindex.lua(516,1)
        =[C] in function 'GetPersistentString'
        scripts/modindex.lua(490,1) in function 'Load'
        scripts/main.lua(304,1) in main chunk
[00:00:26]: [string "scripts/mainfunctions.lua"]:963: variable 'global_error_widget' is not declared
LUA ERROR stack traceback:
        =[C] in function 'error'
        scripts/strict.lua(23,1)
        scripts/mainfunctions.lua(963,1)
        =[C] in function 'SetPersistentString'
        scripts/mainfunctions.lua(22,1) in function 'SavePersistentString'
        scripts/modindex.lua(76,1)
        =[C] in function 'GetPersistentString'
        scripts/modindex.lua(63,1) in function 'BeginStartupSequence'
        scripts/main.lua(305,1) in function 'callback'
        scripts/modindex.lua(516,1)
        =[C] in function 'GetPersistentString'
        scripts/modindex.lua(490,1) in function 'Load'
        scripts/main.lua(304,1) in main chunk

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On 16.6.2019 at 9:39 PM, L. Ringmaster said:

@rezecib I'm tired of hosting servers and having people without this mod connect. 

How would you recommend trying to enforce players having this mod? Would it be as simple as reuploading the mod with the following in modinfo.lua?

in case you still want to know, you can use the librarymanager of zarklord (its eg. used to force enable the gem api mod) https://gitlab.com/DSTAPIS/GemCore/wikis/home

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@Serpens

I don't think I understand how this works... The wiki says "NOTE: This doesn't auto subscribe and enable for dedicated server's, and you should probably make that clear in your workshop page." Does that mean I can't use it on my dedicated server to force players to download the client mod?

The wiki also says to place the library manager inside the scripts directory... which doesn't make sense to me... those databundle game files start zipped up and I was under the impression they were just there for reference for modders... and how would this alter my dedicated server's behavior??

Edited by L. Ringmaster

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3 hours ago, L. Ringmaster said:

@Serpens

I don't think I understand how this works... The wiki says "NOTE: This doesn't auto subscribe and enable for dedicated server's, and you should probably make that clear in your workshop page." Does that mean I can't use it on my dedicated server to force players to download the client mod?

The wiki also says to place the library manager inside the scripts directory... which doesn't make sense to me... those databundle game files start zipped up and I was under the impression they were just there for reference for modders... and how would this alter my dedicated server's behavior??

I have no knowledge about dedicated servers, so it may be better to wait for response of the creater @Zarklord

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while this might technically works for clients it wasn't designed nor intended for use in client mods, also in general trying to force enable/disable a client mod from a server is impossible.

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