A kit-of-parts system for building Victorian streets: hand-modelled, texture-baked building parts assembled into whole houses from a data registry. Ships the assembler manager, the pure plan solver, the generated hipped roof, a god-mode grab rig, a Sims-style parts palette that places single parts by hand with connection snapping, and two bench guides — making parts in blender, and assembling them into a house that survives a walk-around.
Get opens your newest game with this mod ready to add.
Games
Used in 7 games
Version
1.1.1
Updated
Versions
1.1.1
The parts interface and the newest parts.
- Parts palette tab: browse the whole kit by family with thumbnails, arm a part and place it with a live cursor ghost that shows exactly where it will seat.
- Run laying: preview a whole run before you commit it, Q/E to step the snap, corner fans that fill a bend with the right slices instead of one fat wedge, and socket-aware placement so a piece finds the joint it belongs in.
- New parts registered: the threshold set (gate piers, pedestrian and carriage gates, granite bollard, boot scraper, brass plate, wall lantern, mounting block), the canted bay (ground, first floor and lead cap), and the roofline set (second chimney stack, single pot, flagstaff, wide fanlight head, ridge run).
- Every new part ships on the same shared-picture footing as 1.1.0 — one map per family, mounted through the registry, nothing embedded.
1.1.0
Performance: every part now shares one picture per family instead of carrying its own copy.
Each part's model used to embed its own copies of the maps baked from its family atlas — windows and doors carried 10-13 MB of texture EACH, and one assembled house pulled twenty-plus separate texture sets into GPU memory. On some machines that was enough to stall the frame or lose the device.
- All 87 part models re-shipped image-free; the maps are mounted once from the CDN through the registry row. One assembled house now fetches 19 texture urls (~1.2 MB) instead of sixty-odd decoded images.
- Geometry, UVs, node hierarchy and part counts are untouched — the meshes are byte-identical, nothing was deleted, merged or simplified, and the kit looks exactly as it did.
- Material slots that get dressed by name (lamp glass, lit sash) still exist as their own slots.
Also in this release: the path/run laying tools (cursor ghost, run preview, corner fans, Q/E snaps), the parts palette creator tab, socket-aware placement, the pavement and lamp-fit helpers, the path ribbon, and a batch of new refined parts registered in the building registry.