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[WYD] Seperate Deconstruction
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Mod, 1.4, 1.5, 1.6
File Size
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96.932 KB
25 Feb, 2024 @ 12:18am
3 Aug @ 8:17am
5 Change Notes ( view )

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[WYD] Seperate Deconstruction

In 2 collections by Monkey Magic
My Full Build [1.5]
199 items
Basic Changes [1.5]
25 items
Description
Important! Please unsub and resub for 1.6 latest update. This will clean out old files that will otherwise probably cause an issue.

I was looking for a mod that does for Construction what Separate Tree Chopping does for Plants. Only I couldn't fond one...so I made one! D:

This mod separates Deconstruction from Construction so you can safely have your scrub construction pawns do simple tasks without fear of them botching construction jobs and wasting materials....won't help much if they are also your only construction worker though..

Disclaimer: TNT for display purposes only :P

[ko-fi.com]
14 Comments
Monkey Magic  [author] 3 Aug @ 8:23am 
I posted in Change Notes, I posted a note in description, but I'll post again here:

Please unsub and resub for the latest update. I reorganized files, and just updating will probably cause issues for you.
Monkey Magic  [author] 27 Jun @ 9:24am 
@nononon - Not sure what issue you may be having there, but my guess is it is some other mod responsible. All Separate Deconstruction does is make deconstruction it's own job. Pawns should be capable of performing this job regardless of their health.
nononon 27 Jun @ 6:15am 
On 1.6 Separate Deconstruction is disabled for all of my pawns because of health reason. They are all fully healthy and are capable of construction.
Monkey Magic  [author] 13 Mar @ 2:58am 
@Destro - Okay so I took a look at it. Seems like it's not just Separare Deconstruction that Constructoids lose their ability to deconstruct, but in Separate Tree Chopping Agrihands lose the ability to cut trees down too.

The problem is, as this is specific to BioTech issue, a direct change isn't the way to go. Now I could have gone with a patch mod to fix the two Mechs with issues, but I figured I may as well just add new mechs to my Worker Droids mod instead, and have the ability to assign specific tasks to new mechs.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3260571634
Destro 12 Mar @ 12:35pm 
No they were wandering aimlessly, there was no construction to do, only deconstruction, if i set something to build they would go to it, but they would wander with deconstruction to do.

Disabling the mod, they started deconstructing again, if you pulled deconstruction tasks out of the construction job, to put them in their own category, the constructoids who are only set to do tasks in the construction job wont do them.
Monkey Magic  [author] 12 Mar @ 12:09pm 
Dunno to be honest. They should still see it as a possible task coz it should be in their list of work jobs. Probably they just have higher priority tasks to do first? Try clearing all tasks and just assign some deconstruction.
Destro 12 Mar @ 11:24am 
Playing with this, it seems to be stopping my constructoid mecahnoids from doing deconstruction tasks, is there a way to make them do the new category you made?
Monkey Magic  [author] 7 Apr, 2024 @ 7:30am 
Please note, if you have a wall of screaming red errors, please either ignore them (not recommended) or disable all your mods, and repopulate them to remove any issues caused by the name changes in the 7th April 2024 update
Monkey Magic  [author] 26 Feb, 2024 @ 9:15pm 
It's a cartoon clip art image. There's no actual dynamite, nor TNT in the mod, it's just for a visual representation of the term "deconstruction." Also, the letters "TNT" is literally printed on the sticks, so yeah..
TheCarrierPrimoris 26 Feb, 2024 @ 11:07am 
I hate to be an ass, but explosives in that form, the cylinders like that, are almost always dynamite. TNT is a waxy brown material that usually comes in blocks. Dynamite is nitroglycerine that's been stabilized by soaking it in a solid medium. Stabilized is relative here, since dynamite can still explode with enough shock or heat, especially if it's very old. TNT is so stable that it actually requires a little bit of a less stable explosive to set it off. It replaced dynamite in most applications due to safety in handling, transport and storage. You can even melt TNT into a liquid, and that was how it was used to fill shell casing easily after it was adopted by major militaries not long after 1900. Neat, huh?