RimWorld

RimWorld

5,487 ratings
Replace Stuff
46
28
3
4
2
2
3
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.0, 1.1, 1.2, 1.3
File Size
Posted
Updated
0.697 MB
Apr 27, 2018 @ 9:53pm
Jul 14 @ 1:23am
63 Change Notes ( view )

Subscribe to download
Replace Stuff

In 2 collections by Uuugggg
Uuugggg's RimWorld mods
22 items
All the RimWorld mods you need
55 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:
- Corner walls are buildable and mineable from inside. Now you can finish that cave-tunneled room.
- Pawns don't block construction.

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 that auto-placed bridge blueprint will remove the blueprint above it


* 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.

---

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.

---

Compatibility issues:

QualityBuilder doesn't use the minimum quality setting when replacing building material - it won't re-build to get a better quality. That being said, it can still restrict building to skilled builders only.

Don't use Better Coolers/Better Vents. It breaks replacing walls with doors. It only adds the same over-wall coolers anyway.

ED's Reverse Cycle Coolers changes the vanilla Cooler and re-writes a bunch of code so it's 100% not compatible with other mods.

---

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 (2)
198
5 hours ago
Bug Reports
Uuugggg
48
Jul 22 @ 2:33pm
Ideas & Requests
nephilimnexus
< >
988 Comments
mrviruz0 1 hour ago 
aa okey, thanks :)
But I get an error that I did not before, the log is constantly opened in red

System.InvalidOperationException: Sequence contains no elements
at System.Linq.Enumerable.First[TSource] (System.Collections.Generic.IEnumerable`1[T] source) [0x00010] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
at Verse.RoomTempTracker.EqualizeTemperature () [0x0004d] in <f81f052e138344458cc870569c2ab66f>:0
at Verse.MapTemperature.MapTemperatureTick () [0x00038] in <f81f052e138344458cc870569c2ab66f>:0
at (wrapper dynamic-method) Verse.Map.Verse.Map.MapPreTick_Patch1(Verse.Map)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
(wrapper dynamic-method) Verse.Map:Verse.Map.MapPreTick_Patch1 (Verse.Map)
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.DoSingleTick_Patch1 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
Verse.Game:UpdatePlay ()
Verse.Root_Play:Update ()
Jan2607 1 hour ago 
No, they didn't postpone it, they did another update to fix the issue on their side. 3072 is the current build.
mrviruz0 1 hour ago 
hi, they have updated and had errors with replace stuff. I have seen that this update would be postponed and that everything should stay as it was but I have 1.3.3072 instead of 3071, any help? in steam-betas I don't get 1.3.3071 :(
=EaSy= matou78 3 hours ago 
idk if there was a change but with BetterLoading , it's working
Mandrid 3 hours ago 
Confirmed. A Rimworld update was just released, everything is working again.
Pumpking 3 hours ago 
F
[Cobras] Tomek 3 hours ago 
thanks skullywag, i was about to ask
Skullywag 3 hours ago 
For anyone having issues with building, quit the game and update, Tynan has pulled the update which will this mod to work again, a new build will be incoming shortly which shouldnt have this issue.
Lime012 3 hours ago 
heads up- your mod breaks compatibility with placing structures using laptop trackpads
weregamer 3 hours ago 
Oh phrak. I don't want to restart yet again - finally have a map I really like and a set of mods that don't cause breakage after 20 hours of play.

Given the QOL from this mod, I think I'll revert to the last release (assuming it's available as a Steam option) because the bugs fixed aren't as annoying as losing the replace command or finding out that removing the mod now will cause a game-ending problem next week.