RimWorld

RimWorld

Replace Stuff
1,630 Comments
Stinger 18 hours ago 
best mod
Nomad May 5 @ 12:11pm 
@Monkey Magic the over-wall cooler (wide) is an option on the standard over-wall cooler but I only have the over-wall vent and it doesn't have an option for the (wide) version, right clicking does nothing.
Monkey Magic May 5 @ 4:30am 
Please note these coolers/vents can be placed regardless of whether a wall exists. Pretty sure this is not intended

@Nomad - it's a shared graphic. Right click to switch
Nomad May 1 @ 2:09pm 
over-wall vent (wide) appears to be missing
Dynoh Apr 26 @ 12:35am 
best mod ever
Thorril Apr 25 @ 9:07am 
Shame on me. I have also 4000 hrs in Rimworld and made exactly the same mistake. "Replace Stuff" didn't stop working for me, my brain did :steamfacepalm:
Hadley Apr 24 @ 4:31am 
Damn, 4000hrs in Rimworld and I never noticed that Icon.

Thanks, that worked. :o
Lance Axiom Apr 23 @ 11:19am 
check the pickaxe icon on the bottom right of the screen.
Hadley Apr 22 @ 4:26pm 
Somehow the Mods stopped working for me. I can't place walls over mountains anymore. I still works when I want to replace walls, but anything over mountain does not work anymore and it tells me "space already occupied" even though its just Mountain.
Talic (FIN) Apr 21 @ 5:31am 
Over the Wall cooler removes the wall
Thorril Apr 20 @ 2:32pm 
Replace Stuff stopped working for me. I can't place blue prints and power lines over rocks anymore. This happens in actual saves and in new ones. Started to happen a few months ago, I thought I had to wait for an update but it still doesn't work for me. Anyone having an idea?
Captain Apr 20 @ 2:55am 
Very useful mod, love it
Jellicoe Cats Apr 6 @ 12:17pm 
Okay not fixed. Pawns just destroyed an advanced research table to put up a wall light again.
Jellicoe Cats Apr 1 @ 6:16pm 
More info. I think the replace stuff completely mod fixes the issue. Still testing.
Jellicoe Cats Mar 30 @ 7:37pm 
I just started a new run with a bunch of new mods and this mod, a staple I have used for years, is behaving oddly. It is like everything is happening backwards. For an over the wall cooler the pawns build the cooler, then remove the wall and leave the cooler floating in mid air. I also think the pawns are also randomly disassembling already built items in proximity to other builds. I didn’t see the do it but I think the pawns disassembled an advanced research bench in order to build a wall light over it.
WJSabey Mar 29 @ 2:45pm 
Can you add compatibility with VFE Production and VHGE please?
CiKi Mar 25 @ 7:16pm 
this is not working for me , any idea?
Karn Liberated Mar 22 @ 5:10pm 
Hello! Curious to know if there is a 1.0 compatible version of this mod?
Locs. Mar 19 @ 8:32pm 
This mod is causing problems, it is not showing the cooler even with dev mode activated.
DarkXess Mar 13 @ 12:10am 
It needs an update, it isn't working as it did before.
WJSabey Mar 7 @ 3:09am 
This is really useful. Would it be possible to have it work with floors too? Being able to replace floors without having to remove the old ones first would be handy, it would be nice to be able to do this under walls too.
eligos Mar 4 @ 5:18pm 
Is there any performance impact in this mod
Delophantae_ Feb 23 @ 4:27pm 
First time modding rimworld and this doesnt really work, it shows a red x on the architect menu and it doesnt let me replace anything, Idk what im doing wrong
Limonti Feb 21 @ 4:45am 
топ
TheBronzeWarrior Feb 1 @ 7:10pm 
please add a patch that prevents lifters from doing normal work when hauling
Redstark Magnusson Jan 29 @ 2:32am 
Has been a essential mod for me, for a long time, but the "builders will mine walls" has become too big of a issue that actively causes other issues. Shame that's not an option we can disable.
Imperum Jan 25 @ 3:00pm 
It's not just conduit blueprints, it's any and all types of blueprints getting removed in a 3x3 area around doors the moment a pawn goes thru. Redownloaded and issue still there, so sadly the quick fix might not have fixed everything.
奇怪的胖子 Jan 22 @ 4:30pm 
oh,My Game Version is 1.5.4297
奇怪的胖子 Jan 22 @ 4:27pm 
Issue Report for Replace Stuff Mod

I encountered a recurring issue with Replace Stuff causing a NullReferenceException during map interactions.

Error Message:
System.NullReferenceException: Object reference not set to an instance of an object

Relevant Stack Trace:
at RimWorld.ThingSelectionUtility.SelectableByMapClick (Verse.Thing t)
- PREFIX Uuugggg.rimworld.Replace_Stuff.main: Boolean Replace_Stuff.OverMineable.FoggedSelectable:Prefix(Boolean& __result, Thing t)
Context: The error happens when selecting objects on the map. It appears to originate from the FoggedSelectable method.

Steps to Reproduce:

Enable Replace Stuff with other mods (e.g., Vanilla Expanded, Achtung).
Start a game and interact with objects.
Check the log for the exception.
Game Version: [Your Version]
Mod Version: [Your Replace Stuff Version]

Let me know if additional details or logs are needed!
The above is generated by AI, so there may be some errors
Akry Jan 13 @ 12:05pm 
Anything on the conflict with LWM.DeepStorage? or is the other mod that needs a fix?
Null map for Wall_ReplaceStuff...
Exception in JobDriver tick for pawn... ect
Tek Aevl Jan 5 @ 11:27pm 
I just had this issue while on steamdeck.
Clearwater Jan 5 @ 9:14am 
Oops turns out it did not update. Can confirm new update fixed the issue, thanks a lot!
Clearwater Jan 5 @ 9:10am 
The conduit blueprints disappear whenever a pawn uses a door in a 3x3 radius centered on the door. :(
Thanks for the otherwise awesome mod!
WaffleKing Jan 1 @ 9:49am 
I don't know if this is a compatibility issue or not, but. If I put a blueprint to replace a wall with another wall, and that wall has a wall lamp on it. If I then delete the blueprint, the wall lamp is also deleted.
Uuugggg  [author] Dec 31, 2024 @ 10:41am 
Aye yup, that's a quick fix
Gold Plated Diaper Dec 31, 2024 @ 10:28am 
seconding the same issue with doors and conduits around doors, conduit blueprints vanish after few seconds when being placed on door tile and adjacent tiles
YTho321 Dec 31, 2024 @ 6:54am 
It seems the latest update has introduced an issue that I did not experience before. Issue being that if a door is opened/closed with surrounding power conduit blueprints the blueprints will be removed. I tested this again with only replace stuff and harmony and the issue still persisted.

Would be great if this is looked into. Thanks.
Pablo Discobar Dec 31, 2024 @ 1:46am 
Hey, checked out the ChangeNotes and it says Conduits. This makes it possible for Hidden ones and certain modded ones, correct? :)
uwu Dec 28, 2024 @ 8:22am 
It would be nice if there were wide over-wall vents
Uuugggg  [author] Dec 24, 2024 @ 8:01pm 
Anyone wondering why I am not fixing things should check out https://tdsgames.com/word-limit
悲嬴欢阙 Dec 24, 2024 @ 11:19am 
The floor blueprints on bridges would make colonists try to destroy these bridge but can't build floor after that. May add a check mechanic to this situation?
International Dec 19, 2024 @ 6:57am 
Skif
ChopSushiii Dec 10, 2024 @ 9:33pm 
I've noticed the wide over-wall cooler does not actually show which side is which, which makes it a little annoying to place.
peterson.vaz Dec 6, 2024 @ 10:21am 
If you place floor blueprints over stone, constructoids and lifters will happily mine for you. Do what you will with this information.
TheTrueJohnMadden Dec 5, 2024 @ 7:55pm 
@Kage_Hono- I had a similar issue, whenever I placed a door on an existing wall it would minify the wall. I fixed it just by changing minify everything mod settings to make walls un-minifiable. I'd recommend the same thing unless minified doors are somehow crucial to your playstyle.
vincent_renevot Nov 26, 2024 @ 4:02am 
Mééh in my game i made the bridge tech dependent so in tribal start you can't directly build a bridge. With this mod on, when i do a wall on light terrain, that put a bridge on terrain even if i can't build it. After the bridge is build it disapear and i can build a wall on, directly on water.
Kage_Hono- Nov 26, 2024 @ 1:51am 
Noticed a slight incompatibility with (i think) the "Minify Everything" mod where if you replace a door with another door the first door will minify instead of being deconstructed. Basically a non-issue as you can just deconstruct the minified door, but I thought I'd leave a comment anyways. Great mod, have used it for every playthrough and has a permanent spot in my "necessary" mods
Dasfaza Nov 22, 2024 @ 1:42pm 
Did I accidently turn it off? Like it was working but then suddenly it stopped working? Is there like an off button I accidently turned on? Or is it a mod compatibility issue?
Caz Nov 16, 2024 @ 8:00pm 
@Spark the Saint - What were you expecting? It literally does what it says on the tin.
Spark the Saint Nov 16, 2024 @ 3:43pm 
Horrible, rushed tutorial