

Bend the rules of building! Copy any object, make structures indestructible, remove all restrictions, destroy anything and more...
Client-side mod that is compatible with unmodded clients.
hammer: Selects the hovered object.hammer [item id]: Selects an object by id (Item IDs).hammer [item id] [scale=1]: Selects an object by id while setting the initial scale (if supported). Number or x,y,z.hammer_undo: Reverts placing or removing.hammer_redo: Restores reverted actions.hammer_scale [scale=1]: Sets the object scale (if supported). Number or x,y,z.hammer_scale_up: Scales up the object (if supported).hammer_scale_down: Scales down the object (if supported).hammer_move_x [value]: Moves the X offset.hammer_move_Y [value]: Moves the Y offset.hammer_move_Z [value]: Moves the Z offset.hammer_move [x,y,z]: Moves the offset.hammer_offset_x [value]: Sets the X offset.hammer_offset_Y [value]: Sets the Y offset.hammer_offset_Z [value]: Sets the Z offset.hammer_offset [x,y,z]: Sets the offset.hammer_setup_binds: Sets recommended key bindings.hammer_setup_binds_DEV: Sets recommended key bindings (with Dedicated Server Devcommands mod).hammer_config [key] [value]: Toggles or sets configuration values.Note: Some interactions are quite complicated so please report any issues!
hammer_setup_binds command can be used to quickly set recommended key bindings that work with the Gizmo mod.
For advanced users, it's recommended to make own bindings (key codes).
Following bindings are added:
bind keypad0 hammer: Quickly selects the hovered object.bind keypad1 hammer_scale_downbind keypad2 hammer_scale: Resets the scaling.bind keypad3 hammer_scale_upbind keypad7 hammer_undobind keypad8 hammer_config enabled: Toggles all features on/off.bind rightcontrol hammer_redobind KeyPad9 hammer_offset 0,0,0: Resets the offset.bind rightarrow hammer_move_z -0.1bind leftarrow hammer_move_z 0.1bind downarrow hammer_move_y -0.1bind uparrow hammer_move_y 0.1If you have Dedicated Server Devcommands installed, you should use hammer_setup_binds_DEV instead. This provides a different offset amount when holding the LeftAlt key down:
bind rightarrow hammer_move_z -0.1 keys=-leftaltbind rightarrow hammer_move_z -1 keys=leftaltbind leftarrow hammer_move_z 0.1 keys=-leftaltbind leftarrow hammer_move_z 1 keys=leftaltbind downarrow hammer_move_y -0.1 keys=-leftaltbind downarrow hammer_move_y -1 keys=leftaltbind uparrow hammer_move_y 0.1 keys=-leftaltbind uparrow hammer_move_y 1 keys=leftaltFollowing powers are available:
On servers, above features are disabled without cheat access (except Copy rotate, No placement marker, Remove effects, Select range and offsetting).
Hammer configuration applies to all building, including the standard structures selected from the build menu.
When selecting an existing object, its size and rotation is copied to the placement tool. If "Copy rotation" is disabled then the selection tool keeps the last rotation. The last rotation is always used when using the build window.
Object scaling only works for some objects (mostly trees and rocks). This is restricted by the base game (scaling is not stored in the save file).
If "Overwrite health" is enabled, objects have a specified health (including creatures). For minerocks, the health is applied to the individual parts (the outer shell stays at 1 health). Repairing can be used to modify the shell health if needed.
Setting a very high health (like "1E30") can be used to make object indestructible because the damage taken is rounded down to zero. This also prevents structures collapsing from lack of support.
For creatures, the max health resets when the area is reloaded if the current health equals the max health. For this reason, the current health is set slightly higher than the max health.
"Copy state" only applies when selecting existing objects since structures from the build menu are stateless. However the creator ID is always set based on the "No creator" setting, even for non-standard structures.
"No creator" is currently quite pointless since most structures ignore the value and will get targeted by the enemies regardless of the value. But maybe someone can find some use for it.
Locations (Points of Interest) can also be copied. However only static parts are included in the actual location. For example in the start temple, each boss stone is a separate object and can be copied separately if needed.
By default, only change is that the UI shows how much damage was repaired.
If "Repair anything" is enabled, most destructible objects can be repaired or healed. This includes creatures and players.
For minerocks, if the targeted part is already at full health, a random part is restored instead. This is not very practical but can be used to restore any accidental changes to minerocks.
If "Overwrite health" is enabled, the object is repaired or damaged to the specified health value.
For creatures, the maximum health value is also set. So they will keep their max health even when disabling "Overwrite health". Other objects will revert to the original max health when repaired.
Unfortunately, the max health resets when the area is reloaded if the current health equals the max health. For this reason, the current health is set slightly higher than the max health.
By default, destroying only works for standard structures and placed objects. Placed objects can only be removed temporarily since the required information is lost when the area is reloaded.
If "Destroy anything" is enabled, all objects can be removed.
IF "Disable loot" is enabled, destroying creatures or structures won't drop loot. This can be useful to get rid of very high starred creatures that crash the game when killed.
v1.4:
v1.3:
v1.2:
v1.1:
v1.0:
Thanks for Azumatt for creating the mod icon!