About
[b]Keep Building[/b] makes your pawns more self-sufficient.
When you place a construction order, your pawns will no longer wait for you to manually tell them which resources to gather, what to process, or where exactly to get everything. They understand what is missing for construction, find the required material sources on their own, and start production themselves when finished resources are not available in sufficient amounts.
If completing a building requires more than simply chopping some wood and instead involves a full production chain, your pawns will begin working at the appropriate workbenches, producing intermediate resources, and preparing everything needed to finish the construction.
The mod removes a lot of unnecessary routine and makes the colony behave more naturally: you assign the task, and your pawns figure out how to carry it through to completion.
How it works
Pawns do not just react to one specific structure. They treat the construction project as a complete task: what is missing, where it can be obtained, whether it can be gathered directly, processed from another resource, or produced at the right workstation.
When you place blueprints, pawns first check whether the required materials are already available on the map, in storage, in inventories, or already being gathered and produced. If the resources are already somewhere in the colony, they simply continue working without unnecessary intervention.
If finished materials are not available, pawns begin acting on their own. For simple resources, they will find suitable trees, wreckage, or deposits. For more complex materials, they can automatically use the required workbenches and work through the production chain until the construction receives everything it needs.
Pawns can also rely not only on gathering and production, but on deconstructing ruins, fallen mechanoids, and ship chunks as additional sources of materials. In other words, the colony does not just wait for ready-made resources to appear in storage, but tries to organize construction supply on its own using the means available.
Examples
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[*] You place a wooden wall, but there is no wood in storage. Pawns find suitable trees on their own, mark them for cutting, and haul the wood to the construction site.
[*] A building requires not a basic resource, but an intermediate material from another mod. Pawns first gather or obtain the raw material, then go to the correct workstation and produce what is actually needed for construction.
[*] If a structure requires metal and none is available in storage, pawns can move from finding suitable deposits to smelting and further production, as long as that chain exists in your mod setup.
[*] If the corresponding option is enabled, the same logic also works for fuel: pawns will try to keep refuelable buildings supplied with the appropriate resources without constant manual control.
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What is taken into account
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[*] Resources already lying on the map.
[*] Items that pawns are already carrying or holding in their inventories.
[*] Trees, wreckage, and deposits that have already been designated.
[*] Resources that are already being produced or processed.
[*] Source accessibility and distance, so the map is not designated in a chaotic way.
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Compatibility
[list]
[*] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3576156542]Expanded Woodworking 2[/url]
[*] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3219596926]Medieval Overhaul[/url]
[*] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3333419387]Expanded Materials - Metals[/url]
[*] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2946610051][LYN] Cheap Materials 2.0[/url]
[*] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3424121395]Simple Chains: Lumber (Continued)[/url]
[*] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2819002574]Simple Mining Extension (Continued)[/url]
[*] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3599364171][Ry]Rimcraft Metals (Continued)[/url]
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These are the mods that I have tested separately in practice. [b]Keep Building[/b] should also automatically pick up other mods that add new resources, materials, and production chains, but that depends on how exactly those mods are implemented.