RimWorld

RimWorld

11,010 ratings
Replace Stuff
24
13
75
50
3
10
8
3
5
2
5
4
3
2
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
1.348 MB
Apr 27, 2018 @ 9:53pm
Apr 13 @ 2:48pm
94 Change Notes ( view )

Subscribe to download
Replace Stuff

In 2 collections by Uuugggg
Uuugggg's RimWorld mods
29 items
All the RimWorld mods you need
56 items
Description
Place buildings anywhere, on top of existing things, and the game will handle it

- 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.

---

Click for Compatibility issues,

---

Ludeon Forum (modlist) : https://ludeon.com/forums/index.php?topic=40701
GitHub source : https://github.com/alextd/RimWorld-ReplaceStuff
People seem to like donating so why not: https://ko-fi.com/alextd
Popular Discussions View All (7)
333
Apr 15 @ 7:18pm
Bug Reports
Uuugggg
64
Nov 15, 2023 @ 3:05pm
Ideas & Requests
nephilimnexus
2
Feb 13, 2022 @ 5:50pm
Corners option
Telkar
1,505 Comments
Kasumi 3 hours ago 
I went back to vanilla for 1.5 while I waited for mods to get updated and I forgot this feature wasn't just part of the game. Definitely a must have mod for me.
Kavvi Apr 14 @ 11:05pm 
had a issue on 1.4 branch trying to replace a steel spike trap to a plasteel spike trap that had been activated and was set to be rebuilt but replaced simultaneously, easy to self fix but thought id say. Would have uploaded log but hugslib is throwing authorization errors on attempting.
Holgast Apr 14 @ 4:06am 
could you make wall lights behave like the modded one did? right now the 1.5 wall lights fall off the wall when the wall is replaced. in the mod they stayed on the wall
Ender's games Apr 13 @ 10:35pm 
hi @uuugggg,

"so that's how this mod also works for mining rock to make way for blueprints."

For wood and trees it works because there isn't any intermediate process but with stone, when you mine you get chunks that then you have to convert. So your mod now could be ignoring that.

Apart from that <kind words> I love your mod. </kind words>
Pos 5 Apr 13 @ 9:05pm 
Thank you so much!
Uuugggg  [author] Apr 13 @ 2:58pm 
Replacing vertical doors, fixed
Canceling replacements killing wall lights, fixed
Walls placed with fluffy's blueprints not replaceable, fixed

Corner building seems to work now?

Vanilla haulers will cut trees to make way for blueprints ; so that's how this mod also works for mining rock to make way for blueprints.

Hauler mechanoids doing mining work is going on the todo-but-never-really list
Nirahiel Apr 13 @ 2:04pm 
So you see them uninstall the whole set of tiles ? Are you replacing a floor made of wood with another floor made of wood ? Or like a floor made of stuff with another floor made of the same stuff ?
Uuugggg  [author] Apr 13 @ 1:49pm 
I mean I'm telling you that's not what I'm seeing.
Nirahiel Apr 13 @ 1:48pm 
Well, that's the thing, they'll uninstall one tile, then build the replacement tile on the same spot. Then uninstall the next tile and build the replacement tile. And so on. But yeah I guess, if it's not a pressing matter. At least I can queue deconstruct orders on the tiles as well as blueprinting the new tiles, and use Achtung! to force a pawn to deconstruct all the tiles first. Less back and forth this way..
Uuugggg  [author] Apr 13 @ 1:40pm 
Re: "constructions come before deconstructions", Well, I'm seeing people uninstall floors before building. Even if I direct them to build one tile, they actually remove other tile in the room first.

#2 is legit

But in any case though. Not a pressing matter to actually do this. At least you *can* build floors where there are floors - can't build walls where there are walls without ReplaceStuff