518 ratings
Conduit Deconstruct
File Size
0.021 MB
Jan 8, 2017 @ 3:59pm
May 9 @ 8:25am
7 Change Notes ( view )

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Conduit Deconstruct

This mod was designed to help those players, like myself, that find it annoying to have to delete a single power conduit at a time.

With this mod you will be able to not only view your entire power grid (like the blue lines that show up only when using the "Place Conduit" tool) but also designate mass amounts of conduits to be deconstructed.

It is a very simple concept that I believe will be very useful to players out there like me.

Alpha 16 (A16) and Alpha 17 (A17) versions can be found at the GitHub link below.
GitHub: https://github.com/TheWireLord/ConduitDeconstructMod

[v1.1] - Added the ability to cancel conduit plans ("frames") with the Conduit Deconstruct Tool.

[v1.2] - Added mod support for Haplo_X1's PowerSwitch mod and it's Invisible Power Conduits.

11/19/17 - Updated mod for B18.

Compatibility/Save Game:
This mod DOES work with Haplo_X1's PowerSwitch Mod.

This mod has not seemed to cause any issues with any known mods. (Will update if any are found.)

This mod does NOT require a new save game! It should work just fine with any current saves.

Side Note:
This is my first mod I've ever created..ever. Please feel free to leave ideas and comments.

Special Thanks:
To the friendly people over at the RimWorld Discord server for helping me out with this mod! and T-REX for lending me a hand in the v1.2 update!

Ludeon Forums: https://ludeon.com/forums/index.php?topic=29320.msg295906#msg295906

GitHub: https://github.com/TheWireLord/ConduitDeconstructMod

Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=838336462

Discord Invite Link:
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⚝SheiFoxy⚝ May 10 @ 12:27am 
@TheWireLord No problem! I had run RCC and it had listed to me some mods that were showing up as newer versions than mine. Since I had the latest version, I scratched my head then realized they mostly looked like typos. ^^ Apparently they actually *will* load since they're the right version, just labeled incorrectly, but RCC made me think it was worth mentioning to mod authors. I'm glad it's helpful. And thank you! :rimefox:
Wire  [author] May 9 @ 8:21am 
Thanks, ShelFoxy! I had no clue. Should be fixed now.
⚝SheiFoxy⚝ May 6 @ 11:18am 
You appear to have a typo in your version number. You have it as 0.18.15772 but the current version is 0.18.1722.
Since the version number is higher than the game's version, this may cause errors. Please fix it. Thank you! :rimefox:
someonesneaky Apr 19 @ 1:57am 
@Zymex I think this is the mod you want!
Artyom Mar 12 @ 4:34am 
Can you add support for another conduit types, please?
Wire  [author] Feb 14 @ 9:10pm 
Thnak you a lot! I'm really glad you enjoy it! I never thought it would get as big as it is and it means a lot!
bearhiderug Feb 14 @ 4:26pm 
I ahve a few conduit mods, invisible, conduit+, and a firproof varient for vahnilla. I pasted my last comment on the pages so everyone was aware. Not to many conduit mods, this one here (deconstruct) is simply amazingly usefull when rebuilding or redesigning portions of a base.
Wire  [author] Feb 14 @ 8:29am 
Thank you for the comment Bearhiderug. From the post, it seems that mods which add conduits are the mods being affected. My mod simply makes it easier to deconstruct said conduits. As far as I can tell, we may have to get with the authors of the mods that create new conduits (Haplo_X1's PowerSwitch mod for example). Thank you again for the heads up. I really apreciate it!
bearhiderug Feb 14 @ 3:06am 
@ mod author, may want to check out this post. It seems power conduits function differently and some conduit mods behave incorrectly with walls.
Heresy Jan 16 @ 4:52pm 
Could you add in support for modded conduits? this is just a stupidly useful QoL mod that I'm sure helps players from pulling out their hair.