The Building System is a private-server package that lets owners and permitted moderators place objects and create custom environments. V3.16 introduced a modular system with snapping, color and material customization, search, recent objects, a picker, and adjustable grid behavior. Use the live tools for the current catalog and limit.
Enable the package
The maintained instructions place the toggle under Admin App > Building > Enabled. The server owner must own the package for that server, and permission rules decide what moderators can do. If the package is disabled, placed structures can disappear from the live scene and moderators lose building access.
Before enabling it on an active community server, announce the change and confirm who is allowed to edit. Test in a closed session if an existing build must be protected.
Build workflow
Resolve the object-limit conflict
The maintained building page last edited before V3.16 still reported a 3,000-object limit. The later V3.16 developer announcement raised the limit to 10,000 and stated that existing builds and codes carry over. Because these dated sources conflict, the live building counter and current update notes are authoritative. Do not plan to the last object; keep a margin for edits and performance.
Saves, codes, and presets
Saved build
Owner-controlled snapshot
Save a known working state before large edits. Record the check date and current game version.
Build code
Share intentionally
Import only a code whose source and purpose you trust. Test it in a closed server before replacing an active environment.
Preset
Understand replacement behavior
Maintained documentation warns that presets can override other buildings. Save first and confirm the live prompt.
Owner and moderator boundaries
Moderators can place and delete objects and use permitted building tools; owners retain broader management and save controls. Give edit access narrowly. Before deleting all objects, importing a preset, or replacing a scene, confirm the exact server and save state.
Performance and route safety
Build in sections and test after each major addition. Leave roads, spawn areas, job markers, doors, hydrants, and emergency access clear. More objects are not automatically a better scene. Use modular repetition thoughtfully and remove hidden or redundant pieces.
The maintained Building System page documents enabling, tools, saves, and presets. The developer update thread documents the V3.16 modular update and later limit; current in-game counters take priority.
Modular building plan
Lay out floors and primary walls before adding detail. Use snapping and grid tools for repeatable alignment, then test stairs, railings, doors, and vehicle clearances. Apply colors and materials after the structure works so visual rework does not hide navigation problems.
Divide a large project into named sections and save at meaningful milestones. Keep a known-good version before importing a build code or preset. A shared code should include creator permission, intended version, object count, required packages, and a preview of what it replaces.
Validate a finished scene
Walk every public route, drive the largest expected vehicle, test spawn and job access, inspect prompts from both sides of placed walls, and view the scene in different weather or lighting. Verify that emergency exits, hydrants, road lanes, objectives, and player spawns remain usable. Remove hidden duplicates and decorative objects that do not improve the scene.
Safe recovery
If performance falls or a route breaks, revert the most recent section rather than deleting everything. Confirm the server and save before using a delete-all or preset action. Owners should keep import codes private until a build is ready for sharing, because a code can reproduce work beyond the intended testing group.