Stationeers

Stationeers

DeconSwap
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Update: 15 Oct @ 9:55pm

Removed "Frame and Wall" from the name, since the scope has expanded well beyond those things.
Updated the preview image, using the freed space for a subtitle.

Update: 13 Oct @ 10:55pm

Version 1.3.0 (fo' realsies this time):

Expanded scope to sanitize all welding/grinding operations I could find. The mod now switches deconstruction tools for (almost) every welding operation that is not undone with a grinder, and (almost) every grinding operation that was not undoing a weld, plus a small number of other deconstruction operations that used nonsensical tools. (A handful of exceptions are made where the components being installed via welding weren't metal/plastic sheets and that sort of thing, since I didn't want to change ANY tools used for assembly, at all.)

The full list of affected structures can be found in the mod's Steam description page.

Update: 10 Oct @ 2:13am

Version 1.2.3:

Fixed that clients could join a multiplayer server or host without both sides having the mod, causing client inability to dismantle affected prefabs.
Thanks to ViroMan for putting up with lots of repeated testing, and Inaki for finding the answer.

(Turns out Launchpad Booster defaults to overriding that setting. You use Mod.SetMultiplayerRequired() to turn that check back on for mods that need it. This one does!)

Update: 9 Oct @ 4:34am

Uploaded the REAL version 1.2.2, no longer masquerading as a greater version than it actually is!
(Fixes multiplayer join rejection due to "missing required mods: DeconSwap 1.3")

Update: 22 Sep @ 12:14am

Version 1.2.2:

Added a configuration setting for the dismantle time modifier applied to completed (airtight) frames.

Fixed: Landing pad runway threshold and 'Data and Power' pieces were not being modified due to being a different class. They are now handled as intended.

Update: 21 Sep @ 6:19pm

Version 1.2.1:

Fixed: In a recent beta, at least one of the entries in the SourcePrefabs list is now 'null'. This change caused F&WDS to crash while searching the list for specific PrefabNames. Added checks for that situation. (Thanks Sukasa for the debugging help!)

Update: 21 Sep @ 6:02pm

Revert 'Oops'

Update: 21 Sep @ 6:01pm

Oops, unintended 'update' due to fumblefingers

Update: 18 Aug @ 12:11pm

Version 1.2:

Added Landing Pad components (including Beta's larger tank), since they too use wrenches to unweld and grinders to pick up the bare handed placement stage. Landing Pad Tanks are adjusted to be consistent with other landing pad pieces and each other, using hand drill for tank removal.

Update: 14 Aug @ 3:58am

Version 1.1:

Exclude several prefabs from being checked. (Some are dismantled purely with crowbar, so checking their build states did nothing. But Reinforced Wall already uses the desired tools, and should NOT be swapped.)

Log completion message reports match/mismatch with expected number of changes.

Updated description and readme files.