rimworld мод замена стен

JTReplaceWalls

Мод JTReplaceWalls для Rimworld — позволяет наносить проекты для постройки на места, где уже построены объекты. Другими словами, если вам нужно будет заменить деревянную стену на стену из стали, то не нужно ее разбирать и строить заново. Достаточно нанести новый проект стены из стали поверх стены из дерева. Колонисты сами разберутся 🙂

Мод пока работает только для чертежей стен и дверей.

Автор мода — Touchable
https://steamcommunity.com/sharedfiles/filedetails/?id=1372003680

Добавьте пожалуйста Change When Drafted — Change Dresser Add-on

Смотрим внимательно, аддон вместе с модом Change Dresser, т.к. аддон для этого мода

Не работает, крашит игру черным экраном.

Я тестировал, чтобы сделать скриншот — мод не вылетал. Возможно несовместимость + возможно коряво ложится на сохранение

Возможно не совместим с модом на пожарные миномёты

не действует на бетонные стены

Мод рабочий, но теперь они не рубят деревья мешающие проектам, т.е. приходится их в ручную указывать, тогда рубят, а так оставляют и не трогают. Так же каждый раз ни одной стены до конца не достроили, остается 1-2 участка которые так же как с деревьями приходится тыкать в ручную. Если автор это когда-нибудь прочтет, поправьте если возможно. Т.к. мод ну оооочень полезный, но эти пара моментов очень раздражают.

в тегах есть v1, ссылки нет

Нету этого мода для v1, это я промазал

lttlword, Ссылка на стим тут ведет на другой мод.

Источник

Последнее обновление: 08.09.21.
Причина: Мод обновлен до версии 05.09.21

Мод Replace Stuff для Rimworld — позволяет заменить тип материала, из которого сделан объект. При этом, сам объект не разрушается, а только изменяется материал. Свойства комнаты, температура и другие параметры на момент замены не будут затронуты.

Для того, чтобы установить мод для игры Rimworld необходимо скопировать папку из скачанного архива по пути Путь к установленной игре\Rimworld\mods и включить мод в меню.

Рекомендуем ознакомиться с полным руководством на тему: «Как установить моды для Rimworld?»

Информация о файле

    Добавил: Den Martin Автор: Uuugggg Формат файла: ZIP Размер: 0.7 mb Источник: Перейти

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ТОП группа по RimWorld

Помощь по игре и масса полезного контента. Подписывайся!

Источник

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Replace Stuff

Place buildings anywhere, on top of existing things, and the game will handle it

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

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.

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»)
-Tables
-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.

Again, the settings saving process has to be defined for each type, so the list is just what I thought to do.

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)

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.

(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.

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)

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-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

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.

Don’t use Better Coolers/Better Vents. It breaks replacing walls with doors. It only adds the same over-wall coolers anyway.

ED’s Reverse Cycle Coolers changes the vanilla Cooler and re-writes a bunch of code so it’s 100% not compatible with other mods.

Источник

Replace Stuff

Uploaded · Published April 28, 2018 · Updated September 9, 2021

Author: Uuugggg

Last revision: 5 Sep at 05:50 UTC (18)

File size: 717.82 KB

Description:

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.

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.

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»)
-Tables
-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.

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.

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.

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You can build in undiscovered areas (but after revealing a new area, invalid blueprints are canceled, often due to terrain)

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.

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.

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.

Don’t use Better Coolers/Better Vents. It breaks replacing walls with doors. It only adds the same over-wall coolers anyway.

ED’s Reverse Cycle Coolers changes the vanilla Cooler and re-writes a bunch of code so it’s 100% not compatible with other mods.

Revisions:

Old revisions of this mod are available below. Click the link to download.

Источник

Описание мода «Заменяйте Вещи» на русском языке (автоматический перевод)

Размещайте здания где угодно, поверх существующих вещей, и игра справится с этим.

Заменить материал

Используйте новый инструмент Заменить в меню «Строительство/Конструкция», чтобы заменить любые материалы здания. Или поместите здание с новым материалом поверх старого здания. Новый материал даже применяется к чертежам и рамкам.

Поскольку Replace Stuff не разрушает существующее здание, это означает:

Обновление зданий

Обновление зданий означает, что вы можете построить новое здание поверх старой версии, и оно будет сохранять старое на месте до завершения строительства, а новое должно сохранять настройки.

Список зданий, которые можно обновить:

Этот тип замены разрушает/создает вещь, поэтому некоторые внутренние структуры данных перестраиваются, но такие вещи, как температура помещений, сохраняются. Процесс обновления должен быть определен для каждого типа, поэтому список — это то, что я и думал.

Автоматическое восстановление настроек с сохранением

Вещи, которые запоминают настройки при автоматическом восстановлении:

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Опять же, процесс сохранения настроек должен быть определен для каждого типа, поэтому список — это то, что я и думал.

Строить над камнями/водой/туманом

Поместите чертежи на горную скалу, и будет создана работа по очистке скалы, чтобы здание можно было разместить.

В правом нижнем углу экрана есть переключатель, чтобы отключить добычу камня при размещении чертежей — поэтому, если вы добавляете этажи в горные комнаты, они не будут вырезать горные стены)

Поместите чертежи над водой, и будет построено задание, чтобы построить здание.

Вы можете строить в неоткрытых областях (но после открытия новой области, недействительные чертежи отменяются, часто из-за местности)

Настенные кулеры

Новый настенный кулер и вентиляционные отверстия ведут себя точно так же, как и обычные кулеры, но не выступают в качестве стен и должны быть размещены поверх стен (что означает, что добавление кулера не разрушает стены).

НЕ работает над горным камнем. Скалы не стены. Сначала выровняй это в стену.

Также — Новые двухстенные кулеры для толстостенных морозильных камер (в выпадающем меню при выборе кулеров).

(Мне бы очень хотелось, чтобы базовые кулеры работали таким образом, но есть много вещей, препятствующих этому, и тогда это не будет работать с текущими играми, поскольку под ними нет стены).

В настройках вы можете отключить показ ванильных или настенных кулеров/вентиляционных отверстий в меню сборки.

И, почему бы и нет, вы можете разместить кулеры/вентиляционные отверстия, даже если горячие/холодные плитки заблокированы, потому что позже вы сможете устранить засорение.

Некоторые подробности

Замена материалов

Замена камня

Мосты над водой

Хорошо, может быть, не где-нибудь — этот мод позволяет вам размещать здания в местах, которые вы, вероятно, хотите, но не буквально где угодно. В предыдущем списке функций вы теперь можете размещать здания, но это не значит, что вы можете поместить стену над башней, и будет решено разобрать башню, чтобы освободить место.

Это не требует нового сохранения, но это, конечно, повлияет на сохранение, если у вас есть новые кулеры или выполняется замена рабочих мест. Удалить те, прежде чем удалить мод.

Проблемы совместимости

Видео

Description of the mod in English

Place buildings anywhere, on top of existing things, and the game will handle it

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:

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:

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:

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.

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

Rock replacement

Bridges over water

* 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.

Notes

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:

Video

Источник

Компьютерный онлайн портал