RimWorld

RimWorld

Smarter Construction
545 Comments
Hultis  [author] 14 Oct @ 8:50am 
Really cool, thanks for sharing!
Eric_Kei 6 Oct @ 11:29am 
Looks like the folks who make Going Medieval gave you a shout-out! Not sure if they mean that they took inspiration from your mod, or that they looked at the code, but it seems that your work is helping another game's devs & players out, not just RW's! Nice work! :2016imnotcrying:

https://store.steampowered.com/news/app/1029780/view/506214931042929089
Vril 27 Sep @ 2:03am 
Incredible that it's 2025, over a decade since rimworld was released and the colonists still seal themselves inside buildings. Do better ludeon...
DreamFree 22 Sep @ 2:29pm 
After years of using this mod I am going to uninstall it, not because the mod doesn't work. The mod works and is still great.

It's because I am trying to go as minimalist as possible.

I'll just have to strategise my construction better.

Thanks Hultis. o7 love you mang
Potato 20 Sep @ 5:18pm 
@······无言 - The difference between them is that construction is building so they don't get stuck inside of a building if there's no exit. Smart mining is making sure they don't mine a spot where the cave roof can fall on them since nothing is holding it up.
······无言 26 Aug @ 7:43am 
what is the difference between it and smart mining
Echo Ichor 24 Aug @ 12:13pm 
I second the question about building in corners. For the longest time, I could build conduits and piping in inside corners of perpendicular walls, but I no longer can. I...badly need that feature back, whatever it was that added it.
Illusia 14 Aug @ 11:06pm 
Read online this mod permits building in corners, but running it now doesn't seem to be the case. I know at one point I was able to.Probably shooting into the dark but does anybody maybe know the mod that did seeing as it may not be this one after all?
Ravarion 1 Aug @ 9:02am 
does this work the same for traps too?
Österreich-Ungarn 30 Jul @ 7:34pm 
does this also apply to trap halls?
斩尽世间挂壁 28 Jul @ 4:32am 
you are hero
ohz 26 Jul @ 2:21pm 
Ahahah the gif is hilarious
Cowfrog2025 19 Jul @ 11:38pm 
Thank you, my lord. No more braindead Pawns.
Sneed Fartbuckle 19 Jul @ 5:57pm 
Holy fuck, i didn't know this was a thing, I will send my first born
Hultis  [author] 19 Jul @ 5:54am 
Nice, then I can snooze on it.

@Smartkillerzo: seems very unlikely to be this mod, give log if you think it is.
Smartkillerzo 17 Jul @ 2:50am 
I'm experiencing an issue when running the game.
In the Odyssey DLC, the spaceship fails to land as expected during the landing sequence.
Freakonomicon 16 Jul @ 12:21pm 
Had no issues with this mod at all in 1.6, so kudos for your work. The getting stuck thing is also common with a few other mods. PU&H is completely broken in 1.6 and causes it and Mad Skillz also causes that behaviour in combination with other mods and mechanics like learning caps
Kasa 16 Jul @ 10:43am 
It usually happens when I have one pawn doing a large set of jobs and they stay stuck till I cancel all the jobs.

If I have them do a few at a time it's can be fine.

I haven't seen the glitch happen recently so idk if it's still there.
Hultis  [author] 16 Jul @ 7:31am 
It was a bit of a wild goose chase, but a fix is now live and it should work correctly without crashing. Enjoy!

As for pawns getting stuck I have seen it and have a hack for it, largely unchanged since RW 1.1. I personally almost never see it and when I do the hack quickly takes care of it. Do you see it often or do pawns get permanently stuck?
Kasa 14 Jul @ 4:23pm 
@soveriegn

It happens when pawns can complete jobs faster then they can move which leads to them queuing up over 10 jobs.

Try using this mod to fix it:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1266811081
Sovereign 14 Jul @ 4:21pm 
Yeah, pawns are just not moving anymore.
Auspician 13 Jul @ 7:10am 
Any update on the fix? I'd love to start using this again without worrying about issues.
Kasa 11 Jul @ 6:27am 
Does this mod still have that nasty bug that causes pawns to freeze in place?

IIRC it happens when a pawn has to many jobs qued up at one time.
Utopia 8 Jul @ 9:34pm 
This mod and replace stuff make the game playable, I cannot survive without them. Thank you for your service. I'd buy you a ko-fi if I could.
Teemo 4 Jul @ 12:10pm 
I did manage to get rid of the crashing with cursors help, but other things broke. I decided to shelve working on it until this weekend. The crashing isn't a big deal, since its on close and 1.6 loads up super fast
Wintermist 4 Jul @ 2:41am 
All good, just happy someone does this stuff :D It takes the time it does
Hultis  [author] 3 Jul @ 2:36pm 
I can confirm that the 1.6 version is a bit broken and am working on a fix. If you load saves more than once without exiting the game it may crash Unity, stop working or work normally depending on order of thread operation which is essentially random. So currently I only recommend using it for 1.6 if you don't save scum :)
NotoriousSpy 2 Jul @ 6:15pm 
@Wintermist Just noticed this too. Kinda surprising it isn't vanilla.
Wintermist 1 Jul @ 9:47pm 
Also, did the building diagonally get removed? Powerlines specifically
Teemo 1 Jul @ 5:30pm 
I managed to consistently get pawns stuck by making a lot of paths, see images I put here https://github.com/dhultgren/rimworld-smarter-construction/issues/4 I got the pawns to seal themselves inside multiple times in the last image. just breaking a wall and having them rebuild it.
Wintermist 30 Jun @ 10:33pm 
I'm not sure it's actually working perfectly. I just had builders trap themselves on the wrong side of the walls :D

I was building a wall that left an open area with mountains still blocking off any exit, so perhaps that was a unique case.
Shazza 30 Jun @ 7:00pm 
@Potato Gaming
Build logic wasn't touched, 1.6 still has the problem demonstrated in this mod's .gif.
Potato Gaming 30 Jun @ 4:44pm 
does 1.6 already have this in the game now or is this mod not obsolete still?
Maxim Zelenyuk 30 Jun @ 8:00am 
спасибо за 1.6 братан
CEO of Greed 29 Jun @ 3:01am 
Thanks for the quick update to 1.6, game is unplayable without your mod <3
大番薯之怒 29 Jun @ 1:29am 
COOL!
Shazza 28 Jun @ 4:13am 
Hooray for 1.6! You're an absolute lifesaver - literally, I only got a few days into a 1.6 save before realising how many deaths I'd been avoiding from pawns building themselves into boxes!
Hultis  [author] 27 Jun @ 2:30pm 
Okay, that wasn't too bad! 1.6 support ✔️

Disclaimer: 1.6 is unstable and I had some game crashes when loading and going to main menu, proceed with caution
Chaosllama 26 Jun @ 12:08pm 
Wishing you well, Hultis. I hope that an amazing modder can come to the rescue at this difficult time.
『 』Petritant 26 Jun @ 11:11am 
Hi, Big fan of your mod here since 1.1.

Since Home mover is now tagged as abandonned (at least the one from jellypowered), it might be a good idea to say if next update is compatible with "Multi-Reinstall" if it comes to 1.6.

I'm really looking forward for your 1.6 version
Grey Zone Wanderers 26 Jun @ 4:39am 
Although I can edit code, I am not clear about the relationships involved. I hope the author has time to update it. This is a very good feature, perhaps it should be implemented and supported by game publishers.
Pos 4/5 24 Jun @ 8:03pm 
Thank you!
Hultis  [author] 24 Jun @ 9:34am 
Oof, this looks like it will require some changes for 1.6. I'll see what I can do but unfortunately it comes at a bad time for me. If anyone wants to help feel free to submit a PR!

I also see some comments about lag. A lot of things have changed since I originally wrote this and while it has miraculously kept working it probably doesn't fit as well into the game code. The pathfinding was completely rewritten for 1.6 so that integration will obviously need to change, and maybe the other patches could also be optimized. I'll just have to profile a bit and see.
CallMeChunLi 22 Jun @ 1:03pm 
1.6 pls update
CEO of Greed 22 Jun @ 4:18am 
Im begging you brother please update it to 1.6, game is unplayable without it
Ancient0fDaze 21 Jun @ 8:45am 
I'm on 1.6 and pawns are still finding amazing ways to build themselves into walls. Looking forward to the update.
SaitO 20 Jun @ 1:43pm 
This mod will be essential for another year, when will it be integrated into vanilla Rimworld? Thank you so much for this wonderful mod. It will always be in all my games. Learn from Ludeon Studios.
Kokutenko 19 Jun @ 2:07am 
1.6 please!
Utopia 17 Jun @ 9:55am 
Never realized just how much I desperately need this mod to play the game. 1.6 is brutal without it.
AzoorFox 15 Jun @ 12:53pm 
UPDATE WHEN?????????????????