RimWorld

RimWorld

9,835 ratings
Smarter Construction
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
1.182 MB
Aug 19, 2020 @ 1:37am
Aug 7 @ 12:16pm
34 Change Notes ( view )

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Smarter Construction

Description
Stop your pawns from constantly building themselves into a wall or blocking something that hasn't been built yet. Great for filling sapper tunnels and rebuilding walls.

Currently only affects construction (not installing minified structures). Right click => construct will bypass the mod so you can trap things intentionally. Can be added and removed from saves, removing gives some one-time errors you can ignore.

Compatibility
  • Blueprints: fully compatible
  • Misc. Robots++: fully compatible
  • Home Mover: uses minify and install so it can still trap pawns
  • Replace Stuff: uses custom code so it can still trap pawns
  • Achtung!: if you force construction this mod won't apply, but it isn't really an issue since it has custom forced job logic
  • Linux: compatible again!

Performance
Now even faster, and with much less fps drop! Profiling revealed a 1.5% slowdown at the peak of the second gif (10 builders and ~600 wall segments at max speed), and no impact when not constructing anything. For optimization purposes areas of 50 100 tiles+ are considered open.

Found a bug?
Please post it in the bug reports thread with a full log and a screenshot if applicable.

Source and older versions
Can be found on GitHub: https://github.com/dhultgren/rimworld-smarter-construction
Popular Discussions View All (4)
85
Aug 21 @ 1:58pm
PINNED: Bug Reports
Hultis
7
1
Sep 20, 2020 @ 5:27pm
PAWN started 10 jobs in 10 ticks error
Kittamaru
1
Aug 11, 2022 @ 7:04pm
GitHub version out of date?
Irritant
567 Comments
Aug 25 @ 6:39pm 
Would it be possible for this to also make pawns prioritize the nearest task to them when building or delivering rather than a random one?
Hultis  [author]
Aug 14 @ 3:39pm 
@OutaSpite Which search logic are we talking about? Turning off any part of this mod would result in trapped pawns, then it's better to just remove the mod. I'm curious about performance issues though, I test using way more blueprints and pawns than you'd see in a real run and still see negligible impact. It could be some bad interaction with sos2 though. Does removing this mod immediately improve performance? Before all the pawns get trapped that is :)
Aug 14 @ 3:46am 
Made 6 years ago and still being updated? Can fully appreciate that :)
Aug 13 @ 1:08pm 
@Hultis Is there an option too turn off search logic ingame, without removing the mod from a modlist? It's so laggy with huge bilds like sos2 ships, like 4tps (forcing build with achtung helps but not much)
Hultis  [author]
Aug 13 @ 11:12am 
@Max That's really generous, but I'll have to pass as I really don't have the time to play it. Thanks though <3
Aug 7 @ 6:40pm 
@Hultis Do you WANT Odyssey? I am willing to gift you a copy if you would like, but only if you actually want the DLC.
Hultis  [author]
Aug 7 @ 12:33pm 
coffeediction + parknich: Agreed, something has changed. I found one issue: the mod allowed pawns to finish buildings while standing on top of them which made Rimworld force move them to a nearby spot that wasn't always safe. I've fixed it now and also made them actually walk there (finally!). Now I can't reproduce the issue anymore.

nuyrod: I don't have Odyssey so it's kinda hard, but feel free to submit a PR

FireBeard: see github issue
Aug 2 @ 6:44pm 
https://github.com/Refzlund/haulers-dream/issues/235
Reported conflict bug here with Hauler's Dream, includes player.log.
Jul 31 @ 1:21am 
Please update so it works with Odyssey's substructures.
Jul 26 @ 9:05am 
i swear this isnt working like it used to in 1.4