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1.3.0
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Hammer Cost Cap

Every piece in the Hammer costs at most 1 of each item it already needs. A stone wall that wanted 6 stone wants 1; a piece that needs 2 kinds of item still needs both, 1 each; free pieces stay free. Nothing is added or removed, so the look and feel of building is unchanged, just cheap.

Client-only. A vanilla dedicated server does not check build costs, so it works there without admin rights. Pieces other mods add to the Hammer (More Vanilla Build Prefabs, for example) are capped too, and the cap holds when such a mod rewrites costs mid-session.

Mode picks the cost: Capped (1 of each, the default), Free (no cost at all; the cost panel is empty) or Full (the original). With the Hammer in hand, F6 cycles Capped -> Free -> Full and says which one is on; the action bar at the bottom shows the key. F6 does nothing with any other tool, so it coexists with PlantEasily (Cultivator) and Better Simple Hoe (Hoe). Deconstructing with your own Hammer refunds the cost in force: 1 of each in Capped, nothing in Free. Anyone else taking a piece down, and any piece destroyed by damage, drops the full original cost, so other players on the server see vanilla refunds. If a piece was built cheap and taken down in Full (or with the mod off), the game refunds the original full cost; the mod cannot see that.

Settings

BepInEx/config/lily.hammercostcap.cfg, or an in-game config manager. Changes apply live.

Setting Default What it does
Mode Capped Capped = at most 1 of each item, Free = nothing, Full = original cost; switches live
CycleKey F6 cycles Mode while the Hammer is equipped; modifier combos like LeftShift+F6 work
Exclude empty comma-separated prefab names that keep their original cost, e.g. portal_wood, piece_chest_wood
DebugLog false log each piece the first time it is capped, and every restore

Requires

BepInEx 5. No other mod.

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