[b]Universal Lift Structure (ULS)[/b] allows you to temporarily retract any building into the ground. Raise and lower turrets, workbenches, generators with a single click... theoretically, buildings from mods that follow vanilla logic are also included. The retracted ground becomes normal flooring, passable and can store items, while the hidden buildings stop functioning.
Core Features
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[*] [b]Building Retraction System:[/b] Lower buildings into the ground, turning the surface into passable flooring. Retracted buildings stop working.
[*] [b]Three Control Modes:[/b]
- [b]Remote Mode: [/b] Select the building and click the button for immediate raise/lower execution.
- [b]Manual Mode: [/b] Colonists need to move to the controller location for on-site operation, lowest power consumption.
- [b]Console Mode: [/b] Default mode, requires building an additional console structure for centralized management.
[*] [b]Automation System:[/b] Auto-controllers can set friendly, hostile, or neutral trigger conditions, automatically executing raise/lower when corresponding units enter/leave the range.
[*] [b]Grouped Control:[/b] By setting IDs or merging groups, multiple controllers can synchronize raise/lower operations, enabling large-scale array control.
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Building Abouts
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[*] Must build the controller first, then build the target building on top of it.
[*] Multi-cell buildings (such as 2x2 turrets) must have controllers covering all occupied cells (i.e., 4 controllers required).
[*] Lowering buildings won't affect power conduits; should behave consistently with other mods following vanilla logic.
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Notes
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[*] [b]Peak Power Consumption:[/b] Each raise/lower operation generates [b]1000W[/b] peak power consumption, make sure to equip battery buffers... unless your power generation is truly abundant.
[*] [b]Raising Conflicts:[/b] Cannot raise when pawns or animals are on the surface; items on the surface will be pushed to adjacent cells.
[*] [b]Combat Interaction:[/b] Lowering a turret while it's firing will immediately stop the attack; if a controller is destroyed during raise/lower, the upper building will be treated as demolished.
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Save Safety
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[*] [b]Adding to existing saves:[/b] Completely safe. You can add this mod to ongoing games at any time.
[*] [b]Removing the mod:[/b]
- Lowered buildings will be lost
- Note: Errors will appear when loading after removal, but they won't affect gameplay and will be cleared after the next save
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Mod Settings
General Settings
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[*] [b]Lifting Power Consumption[/b]: Toggle electricity consumption during the raise/lower process[cite: 14].
[*] [b]Max Group Size[/b]: Limits the number of controllers allowed in a single group (Default: 20).
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Visual settings
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[*] [b]Retracted Building Overlay[/b]: Toggles the visual overlay for buildings that have been lowered into the ground[cite: 2, 5].
[*] [b]Controller Tile Highlight[/b]: Displays indicators on tiles where controllers are installed.
[*] [b]Auto-scan Range Visualization[/b]: Shows the detection area for auto-controllers based on trigger conditions[cite: 9].
[*] [b]Hide Controller When Lowered[/b]: Hides the controller's texture when a building is stored
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Lifting Duration
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[*] [b]HP/Mass Duration Factor[/b]: Adjusts the lift speed based on the building's attributes (0-5x multiplier). Higher values make the process slower.
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Filter Settings
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[*] [b]Exclude Natural Rock[/b]: Prevents the retraction of natural rock walls.
[*] [b]Building Blacklist[/b]: Customize allowed building types; supports filtering by Mod and keyword search.
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