703 ratings
Replace Stuff
Mod, 1.0
File Size
0.425 MB
Apr 27, 2018 @ 9:53pm
Jan 22 @ 7:33pm
38 Change Notes ( view )

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Replace Stuff

In 3 collections by Uuugggg
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Things are easier to replace, without the tedious extra steps

- Replace the stuff that a thing is made from, e.g. replace a wooden wall with slate wall
- Replace/upgrade things: like doors upgraded to autodoors, beds upgraded to bigger beds
- Build over rocks, water, or undiscovered areas and it will be mined away, or bridges built, to make way for construction.
- Over-wall Coolers so you don't need to break a wall to install a cooler

This mod does NOT deconstruct and reconstruct. It preserves the existing building and replaces materials in-place.

A new Replace button in the Architect/Structure menu to replace any building's materials.
Or Place buildings on top of existing buildings with new stuff, and their materials will be replaced, or they will be upgraded to the new building.

Minor improvements:
- Corner walls are buildable and mineable from inside. Now you can finish that cave-tunneled room.
- Pawns don't block construction.


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.


Things that can be upgraded (you can build the new thing over the old thing, it keeps the thing in place until the construction is done, and it should keep settings*):
-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")

*upgraded settings are defined for each type, so it's just what I thought of to be transferred.

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

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.

(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.


Some details:
-The idea is to remain the same as deconstruction/reconstruction without the hassle of empty holes or moving parts around.
-You can set replacement stuff and even blueprints and frames are set to the new stuff.
-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)
-- (Upgrading to a new building, not replacing materials, requires all materials like normal)

-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.

-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.
-There's a toggle on the bottom-right to disable mining rock when placing blueprints (e.g. adding floors to mountain rooms doesn't carve out the mountain walls)
-Resources are delivered to blocked frames (clearing out one rock tile for a wall doesn't deliver one brick at a time)
-You can build in undiscovered areas, but after revealing a new area, invalid blueprints are canceled, often due to terrain.


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. That being said, Replace Stuff does use QualityBuilder to restrict building quality items to skilled builders only.


Ludeon Forum (modlist) : https://ludeon.com/forums/index.php?topic=40701
GitHub source : https://github.com/alextd/RimWorld-ReplaceStuff
Popular Discussions View All (2)
Jan 26 @ 9:56pm
Bug Reports
Jan 3 @ 12:37pm
Ideas & Requests
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Uuugggg  [author] Feb 8 @ 6:47am 
One of these days, someone could figure out what mod is causing those problems
GenBOOM Feb 8 @ 5:48am 
an incompatibility I am having is with through wall vents and coolers (clutter structures, ed reversecyclecooler). when I try to build them in the wall instead it tears down the wall. the only way to get it to work is if you supply both the wall and the vent/cooler at the same time before either one starts getting constructed. it took me awhile before I noticed it, but its quite annoying and so I had to remove this mod.
not just due to that but also because when replacing things I don't get any materials from the original thing back, so meh. thats another incompatibility I suppose. (bricks don't vanish)
Natalo77 Feb 6 @ 3:43am 
Any hard incompatabilites?
Fallion Feb 4 @ 1:09pm 
A must have in my opinion. It saves so much time.
"The" SeanMacLeod Jan 23 @ 8:18pm 
Clicking on a single section of wall should let you select that section, and clicking-and-dragging a line through multiple sections should select all sections the line touches. If that's not working on your computer, you might need to either uninstall/reload RimWorld or switch to a different system.
cherbata007 Jan 23 @ 1:58pm 
How do I select walls? I am a idiot or mod does not work correctly on my computer.
Kenpachi Jan 23 @ 3:40am 
Cool ^^ Thank You For the fix and for your mods/work :)
Uuugggg  [author] Jan 22 @ 7:38pm 
That log makes it clear what to fix ; fixed in update.
Kenpachi Jan 22 @ 6:11pm 
Got lag and the log is spammed by https://git.io/fhaqy is a problem with replace stuff ?
Aquiles Jan 21 @ 10:55pm 
@Uuugggg: thank you very much.