1,041 ratings
Replace Stuff
Mod, 1.0
File Size
0.442 MB
Apr 27, 2018 @ 9:53pm
Jun 20 @ 12:19am
46 Change Notes ( view )

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Replace Stuff

In 2 collections by Uuugggg
Uuugggg's RimWorld mods
22 items
All the RimWorld mods you need (1.0)
55 items
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")
-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.


Ludeon Forum (modlist) : https://ludeon.com/forums/index.php?topic=40701
GitHub source : https://github.com/alextd/RimWorld-ReplaceStuff
Popular Discussions View All (2)
Jun 1 @ 3:57am
Bug Reports
Jan 3 @ 12:37pm
Ideas & Requests
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Uuugggg  [author] Jun 20 @ 12:20am 
Ah yea, recent update made auto-blueprint things don't get placed over rocks/water - unfogging should not be treated like that,

quick fix
ShadowXIII Jun 20 @ 12:00am 
Since today the blueprints over stone doesn't work anymore. When the colonist mined the rock the blueprint vanish. Even the blueprints nearby vanish.
[Red]Moon Jun 18 @ 2:39am 
Still appreciate the late answer cx
Uuugggg  [author] Jun 17 @ 7:05pm 
@[Red]Moon, Double-wide coolers are in a drop-down menu when you select 'cooler'
Uuugggg  [author] Jun 17 @ 7:03pm 
Awell, I just managed to make a prisoner sleeping spot into a bedroll, so all I can say is /shrug
M4rv3l Jun 15 @ 7:54am 
Greetings. Thanks UuuGggg for this great mod. I'd like to report a bug. When you replace prisoners sleep spot for any material sleeping bag, work is done, material is expended but no upgrade happens to prisioners sleeping area ;( the replacement works with colonists beds
[Red]Moon Jun 9 @ 5:48am 
Where do I find the vent that go through 2 walls? ;O
Uuugggg  [author] Jun 4 @ 7:15am 
Ah yea German's up now
Paradies Jun 4 @ 7:02am 
Hi Uuugggg, are you able to use my dropbox link for the german translation? I posted it on 30.04
blind gamers uwu Jun 3 @ 2:05pm 
This mod has probably saved hours of my time by now.