RimWorld
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Replace Stuff - Continued
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
ขนาดไฟล์
โพสต์
อัปเดต
1.560 MB
15 ก.ค. @ 3: 29am
30 พ.ย. @ 12: 03am
22 หมายเหตุการเปลี่ยนแปลง ( ดู )
อยู่ใน 1 ชุดสะสม โดย Meme Goddess
Uuugggg's Continued Mods
13 รายการ
คำอธิบาย
Sadly Uuugggg has passed away, I'm going to continue this mod (and some/all of his others) in order to preserve his legacy and impact on RimWorld.

It looks like Uuugggg was mostly done updating this to 1.6 at the time of his passing.

Original Mod
Github[github.com]

Original Description

Place buildings anywhere, on top of existing things, and the game will handle it. NOT dead for 1.6!

My notes on 1.6 but TL;DR: 1.6 only adds blueprints over walls - doesn't make it a single job, doesn't preserve settings of replaced beds, doesn't do many of the following other features:

- Replace the stuff that the building is made from ( replace a wooden wall with slate wall )
- Upgrade things: like doors to autodoors, beds to bigger beds, workbenches to the electric version
- Build over rocks, water, or undiscovered areas - rocks will be mined away, and bridges built over water, to make way for construction.
- Destroyed buildings that are auto-rebuilt will remember their settings
- Over-wall Coolers so you don't need to break a wall to install a cooler

Minor improvements:
- Pawns don't block construction.
- Corner Walls are buildable from inside (Broke in 1.5 for now)

Replace Stuff
Use the new Replace tool in the "Architect/Structure" menu to replace any building's materials. Or place a building with new stuff over an old building. New stuff is even applied to blueprints and frames.

Because Replace Stuff doesn't break down the existing building, this means:
Upgrading walls doesn't break the room, and keeps freezers indoors and cold.
Replacing workbenches keeps the bill list.
Replacing beds preserves their owner.
Probably more useful things I haven't thought of.

Upgrade Buildings
Upgrading buildings means you can build the new building over the old version, and it will keep the old one in place until the construction is done, and the new one should keep settings.

The list of Buildings that can be upgraded:
-Walls, doors, auto-doors
-Beds to other beds
-Coolers to other coolers (i.e. make your over-wall coolers into wide coolers)
-Fueled Stove/Tailoring bench to electric versions
-Fences from the fences mod (Anything in the Designation Category "Fences")
-Tables
-RimFridges (3rd party mod)


This type of replacement does destroy/create the thing, so certain internal data structures are re-built, but things like temperature of rooms are retained. The upgrade process has to be defined for each type, so the list is just what I thought to do.

Auto-rebuild settings saving
Things that remember settings when auto-rebuilt:
Work Table - bills
Cooler/Heater - Temperature settings
Hydroponics/pots - Plant Selection
Storage buildings - storage filter settings

Again, the settings saving process has to be defined for each type, so the list is just what I thought to do.

Build over rocks/water/fog
Place blueprints over mountain rock, and a job to clear the rock will be created so the building can be placed.
-There's a toggle on the bottom-right of the screen to disable mining rock when placing blueprints - so if you're adding floors to mountain rooms, it won't carve out the mountain walls)

Place blueprints over water, and a job to build a bridge will be created so the building can be placed.

You can build in undiscovered areas (but after revealing a new area, invalid blueprints are canceled, often due to terrain)

Over-wall coolers
The new over-wall cooler and vents behave exactly like normal coolers, but do not act as walls, and must be placed on top of walls (Which means adding a cooler doesn't break the walls).

Does NOT work over mountain rock. Rocks aren't walls. Smooth it into a wall first.

Also - New Double-width over-wall coolers for your two-wall thick freezers. (In a drop-down menu when you select coolers)

(I'd really like to make the base coolers work this way, but there is a lot of stuff preventing that, and then it would not work with current games since there isn't a wall under them)

In the settings, you can disable either vanilla or over-wall coolers/vents from showing up in your build menu.

And, why not, you can place coolers/vents even if the hot/cold tiles are blocked, because you can later remove the blockage.


Some details
Replacing stuff:
-The goal for the mod is to remain the same as vanilla deconstruction/reconstruction without the hassle of empty holes or moving parts around.
--Work Needed to build is the same as normal deconstruction and construction.
--Materials Needed is just the stuff to be replaced. (Some buildings require something like wood and your choice of another material: This keeps the wood, replaces the other stuff)
--The materials left behind is only the replaced stuff at the normal deconstruction amount (usually 75%)
--The material that didn't get replaced is preserved in the building, so you don't lose any, nor need any. (This is technically a slight buff to normal deconstruction/reconstruction, but with the idea you're not deconstructing it for good, this is how it'll work)

-Buildings with quality are assigned a new quality level. (as if it were reconstructed)
-Damage done is reset (as normal deconstruction/reconstruction would reset the HP).
-Buildings generally can't be used when being replaced. (a tricky thing to handle)

-Replacement jobs can fail just like normal construction can fail, which loses 50% materials and resets work done.
--Replacement failure does account for the fraction of work that is deconstruction work, so it doesn't fail on the first part and doesn't reset work done past that mark.


Rock replacement:
-When building over rock, miners and builders will both mine away the rock to make way for the building. If it's valuable ore, your builders who are unskilled miners will lose potential ore. You may want to cancel your building projects until the skilled miners do their job.
-Resources are delivered to frames blocked by mountain rock (otherwise clearing out one rock tile for a wall would make you deliver only to that frame, so now it delivers to all wall frames even if they are not yet cleared for building)

Bridges over water
-Building things that needs a bridge will show the bridge cost
-Removing a bridge blueprint will remove the blueprint above it
-Modded bridges and foundations should work
--I would describe more but Steam Workshop descriptions have a size limit


* Okay maybe not anywhere - This mod lets you place buildings in places you probably want to, but not literally anywhere. The previous list of features is where you can now place buildings, but it's not like this lets you place a wall over a turret and it'll decide to deconstruct the turret to make room.

Corner walls are buildable and mineable from the inner corner. Vanilla allowed frames and smoothed walls to be mined, ?!? So now blueprints and rock/ore are workable too. (not entirely in 1.5)

Smarter Construction mod make it so the corner wall is built first and won't get blocked to begin with.

---

This doesn't need a new save, but this will affect saves of course, if you have the new coolers or replacing jobs in progress. Remove those before removing the mod.
กระดานสนทนายอดนิยม ดูทั้งหมด (3)
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18 พ.ย. @ 7: 32pm
Bridge change causing error?
dcrookston
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4 ส.ค. @ 10: 08pm
Thank you for picking up this mod
Lamentdec
0
9 ก.ย. @ 2: 53am
Strange Error? Possibly?
Eris Luuvan
1,071 ความเห็น
Maya 5 ชั่วโมงที่ผ่านมา 
@Meme Goddess Don't worry, it's definitely the other mods at fault not this one. XD
life4trinity 6 ชั่วโมงที่ผ่านมา 
WHY IS THIS NOT IN THE BASE GAME?!
cuuva 1 ธ.ค. @ 7: 44pm 
Thank you
Meme Goddess  [ผู้สร้าง] 30 พ.ย. @ 7: 02pm 
@Olmec CH ~ I've added it to my list to take a look at <3
Olmec CH 30 พ.ย. @ 5: 51pm 
The auto-bridge functionality seems to allow building a heavy bridge without the heavy bridge research.

Did a tribal start and trying to build a steel wall over water placed a blueprint for heavy bridges that my pawn was able to work on, despite only having the default tribal research.
Meme Goddess  [ผู้สร้าง] 30 พ.ย. @ 3: 11pm 
@Maya ~ Let me know if you need any help with any of those conflicts ^.^

@Conit ~ Haha, ok ^.^ Glad to hear it's fixed regardless

@blazescott202 ~ I'll give it a try and see if I can replicate the issue
blazescott202 30 พ.ย. @ 3: 01pm 
The wall mounted cooler from Vanilla temperature expanded does not let you build it with since the pawn will break the wall you try to put it on to "replace" it with the cooler
Conit 30 พ.ย. @ 10: 34am 
Nvm my version of the mod was just outdated
Conit 30 พ.ย. @ 10: 31am 
Having issue where pawns cannot exit the starting drop pods and terrain seems to spawn without any plants or trees.

Getting this warning spammed:
Trying to get valid region at (13, 0, 241) but RegionAndRoomUpdater is disabled. The result may be incorrect.

It happens with just this mod and harmony enabled so it's not a conflict. I don't have the Odyssey DLC so that may be relevant.
Maya 30 พ.ย. @ 4: 42am 
Yup, but it seems to have been removed from the Steam workshop, also replacing it with this one seems to have greatly offended Rimworld in such a way other mods are now conflicting when they shouldn't. XD