TidyTerrain
Re-snaps buried or floated vegetation, world-gen objects, boulders, corpses and player-built structures onto the ground after you level with the Hoe, and keeps the forage leveling would delete.Tidy Terrain
Updating from an earlier version
This version renames the mod folder. Delete BepInEx/plugins/AskaTidyTerrain before you install. If you leave it in place, the game can load the old copy instead of the new one. Mod managers remove the old files for you. Your settings are safe either way, because the config file name has not changed.
Level the ground with the Hoe without leaving a mess behind: Tidy Terrain re-snaps planted vegetation, wild trees/stone/bushes, boulders, dead corpses and player-built structures back onto the new ground height wherever leveling buried or floated them.
How it works
- Automatic (default): as you level terrain with the Hoe, Tidy Terrain watches
the area you're working. About 0.75 seconds after you stop leveling a section
(
AutoResnapDelay), it re-snaps every eligible object in that footprint onto the freshly-leveled ground. Objects that are already close enough to the ground (Tolerance) are left alone.
Five kinds of objects are handled, each gated by its own config:
- Planted vegetation — saplings, crops, and anything else the player has
placed (
Vegetation). - World-gen objects — naturally-spawned trees, stone clumps, bushes and the
small rocks scattered across the map (
WorldGen). - Boulders — the big rocks nothing but an explosive sack can shift
(
[TidyTerrain.Boulders]). Per rock type, either re-snapped onto the new ground half-buried the way world-gen places them, or destroyed outright. Destroying one yields no resources. - Corpses — dead enemy/animal bodies (
Corpses). Live creatures are never touched; a corpse is only ever moved once it's confirmed fully dead. - Structures — player-built buildings (
ResnapStructures). Only the height changes; footprint and rotation stay exactly as placed. The settlement core, and anything built on top of another building, are left alone.
Anything inside a cave is left alone. Leveling the surface above a cavern used to drag its contents — iron deposits, cave fingers, crawler nests, dropped gear — up through the ceiling onto the surface. Tidy Terrain now asks the game where the cave ceiling is and skips everything beneath it. Objects standing on the surface above a cave still re-snap normally.
Configuration
The settings below are everything the shipped mod exposes.
User config — BepInEx\config\mugsy33.tidyterrain.cfg, section [TidyTerrain]
| Setting | Default | Description |
|---|---|---|
Enabled |
true |
Master on/off switch for Tidy Terrain. |
ResnapStructures |
true |
Re-snap player-built structures vertically onto the new ground height. Only the height changes; footprint and rotation are untouched. |
Boulder config — same file, section [TidyTerrain.Boulders]
| Setting | Default | Description |
|---|---|---|
ExplosionEffects |
true |
Play the game's rock-destruction explosion when a boulder set to Destroy is removed. false removes it silently. |
| one entry per rock type | Resnap |
Resnap moves that rock onto the new ground half-buried; Destroy blows it up instead. Destroyed boulders drop nothing. |
The per-type entries only appear after a world has been loaded once. Rock types
are read from the game's own registry, which does not exist until a save is open,
so a fresh install writes only ExplosionEffects; load a world, quit, and the rock
types are in the file (12 types on current game data). Types can also register
mid-session as new terrain streams in, and are picked up without a restart.
Retention config — same file, section [TidyTerrain.Retention]
Leveling normally deletes the forage growing on the ground it touches. Retention keeps those types alive through the job instead, and the ordinary re-snap then pins the survivors to the new ground height.
| Setting | Default | Description |
|---|---|---|
| one entry per deletable type | true |
true keeps that type when leveling; false lets vanilla deletion have it. |
Only leveling is affected — every other tool removes these types as it always did. Like the boulder entries, the per-type keys are read from the game's own registry and only appear after a world has been loaded once.
Installation
- Install BepInEx (IL2CPP) first, if you haven't already.
- Extract this mod into your Aska game folder (the same folder as
Aska.exe), so the DLL ends up at:BepInEx\plugins\TidyTerrain\TidyTerrain.dll
Known limitations
- World-gen mesh refresh has a short delay. Trees/stone/bushes are rendered through Vegetation Studio Pro's own instanced-mesh cache, not their raw Transform. Tidy Terrain writes the corrected position directly into that cache and clears it for just the affected cell(s), but there's a brief (a few seconds) visual lag before the mesh redraws in its new spot — the position itself is already correct as soon as the re-snap logs.
- Objects re-snap tile by tile as leveling settles. On a large leveling drag,
each part of the footprint you've stopped touching for
AutoResnapDelayseconds settles on its own, so you may see nearby tiles tidy up in sequence rather than all at once. This is expected and matches how the underlying terrain apply works.
Multiplayer
Built on the same local-authority pattern as this mod's sibling Aska mods — it should replicate correctly to other connected players, but this has only been confirmed in singleplayer so far. Treat multiplayer as untested until reported otherwise.
