Releases: TheTechMonkey/NoGrassUnderBuildings
Release list
No Grass Under Buildings 1.3.10
Changes
- Improved clearing around irregular structures while preserving grass outside their physical footprint.
SHA-256: 749D9195BF8CA8B09B8B5B5762BDBB09B6EB754661F77AF1364445A40C13A908
No Grass Under Buildings v1.3.9
Adds optional foliage clearing along saved vehicle paths, enabled by default. Route width adapts to the assigned vehicle, and foliage returns when paths are removed or the setting is disabled. Trees, bushes, roots, logs, resource plants, and other gameplay foliage remain under normal player control.
No Grass Under Buildings 1.3.8
Adds support for three previously missed decorative plants: SM_Plant_02, SM_Plant_04, and SM_Cliff_Ivy_02. They now hide beneath buildings and return when those buildings are dismantled.
No Grass Under Buildings 1.3.7
Fixes a compatibility issue that could freeze the game and rapidly consume memory when placing certain modded buildings, including the standard and stackable Magic Machines.
No Grass now validates building footprint data, ignores nonphysical component bounds while preserving valid physical parts, and limits oversized spatial-index work. Placement, save loading, dismantling, and repeated reloads were tested with every Magic Machines building.
Includes Windows client, Windows dedicated server, and Linux dedicated server builds for Satisfactory 1.2.4 and SML 3.12.
No Grass Under Buildings 1.3.6
Space Elevator footprint fix
- Fixed the Space Elevator clearing vegetation across an enormous area because of its orbital actor bounds.
- Added a collision-derived footprint that follows its visible feet and supports rotated placement.
- Included a small vegetation-contact margin so leaning grass blades do not protrude into the feet.
- Embedded the tested footprint as a compact lookup table, eliminating runtime collision scans and their load-time delay.
- Preserved event-driven updates, nearby spatial filtering, and UObject-free tracking.
No Grass Under Buildings 1.3.5
Packaging hotfix
- Fixed packaged module manifests so the mod loads correctly through SMM
No Grass Under Buildings 1.3.4
- Added reliable foliage exclusion around power poles that do not report usable component bounds.
- Updated foliage immediately when affected power poles are placed or dismantled.
- Integrated power-pole coverage into the existing nearby spatial index to avoid recurring scans.
Includes Steam and Epic Windows clients, Windows dedicated server, and Linux dedicated server builds.
No Grass Under Buildings 1.3.3
Changes
- Fixed foliage sometimes remaining beneath newly placed foundations when other structures were positioned far above or below the same area.
- Added support for hiding the previously missed
SM_PlantModular_Ddecorative plant. - Improved vertical coverage checks so structures at unrelated heights no longer interfere with foliage updates.
No Grass Under Buildings 1.3.2
Changes since 1.3.1
- Added a three-dimensional spatial index so grass processing checks only nearby buildings instead of every tracked structure in the save.
- Reduced the spatial grid to 20-meter cells to avoid frame pauses in large or densely built saves.
- Removed per-building UObject tracking tokens that could exhaust Unreal Engine's object limit in extremely large saves.
- Applied the optimized nearby-only filtering to both landscape grass and cliff grass as foliage streams in.
- Preserved event-driven placement and dismantle handling, vegetation restoration, and multiplayer support.
Includes Steam and Epic Windows clients, Windows dedicated server, and Linux dedicated server builds for Satisfactory 1.2.4 (CL 502094) and SML 3.12.
No Grass Under Buildings 1.3.1
No Grass Under Buildings 1.3.1
This release fixes the reported periodic frame pauses while keeping grass suppressed after travelling away from a factory and returning.
Changes
- Replaced recurring full-world building scans with event-driven placement and dismantle tracking.
- Scans existing buildings once when a save loads.
- Reapplies grass and decorative-foliage suppression when an area streams back in.
- Batches zooped and blueprint building changes into one targeted refresh.
- Skips unnecessary refreshes when another building still covers the affected area.
- Restores vegetation when its final covering building is dismantled.
- Removes automatic trace capture and recurring diagnostic log spam.
- Includes Steam and Epic Windows clients, Windows dedicated server, and Linux dedicated server.
Compatibility
- Satisfactory 1.2.4 (CL 502094)
- SML 3.12