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Keep Building

This mod removes the need for tedious manual resource designation during construction. Colonists will no longer stand next to unfinished walls waiting for you to manually mark which tree to cut or which ore to mine. The mod works on top of RimWorld’s vanilla construction logic and automatically helps in situations where construction stalls due to missing resources. How it works RimWorld already has a standard system: when a pawn looks for work, the game tries to assign a job to deliver materials to an unfinished building. [list] [*] If the required materials are already available (stored in stockpiles, nearby, or otherwise deliverable), the game assigns a normal “deliver resources” job, and the mod does not interfere in any way. [*] If the materials are missing, the vanilla game simply does not assign a delivery job, because there is nothing to deliver. [/list] This is exactly where Keep Building steps in: [list] [*] the mod determines which resources are missing and in what quantities for the specific construction; [*] then it designates suitable sources of those resources on the map: [list] [*] trees — for cutting [*] ore veins and stone — for mining [*] stone chunks — for hauling to the stonecutting table [*] ruins — for deconstruction into stone blocks, steel, and other materials [/list] [/list] In other words, the mod piggybacks on the vanilla material delivery logic and only intervenes when construction is genuinely stalled due to the lack of designated resource sources. [img]https://allwebs.ru/images/2026/01/04/f3d86796ed895eff171addac216c342c.gif[/img] Settings [list] [*] minimum tree growth required for cutting [*] preferred tree growth [*] maximum distance for fully grown trees [*] limit on the number of trees designated per check [*] limit on the number of ore deposits designated per check [*] optional validation of path accessibility and safety [/list] And more. [hr] [b]Q&A[/b] [b]Q: Why use this mod if Colony Manager Redux exists?[/b] [b]A:[/b] Colony Manager Redux helps maintain a desired stockpile level of resources. Keep Building solves a different problem: it looks at which resources, and how many of them, are needed right now for a specific construction project and automatically designates their extraction when construction stalls due to missing materials. [b]Q: Does this mod affect performance?[/b] [b]A:[/b] Yes, but only slightly and only when there are active construction projects on the map that are missing resources. The main logic runs on top of vanilla checks and does not execute constantly. However, enabling path accessibility and safety validation may cause occasional FPS drops on large maps. If you encounter such issues, you can disable this option in the settings. [b]Q: How does this mod interact with Combat Extended?[/b] [b]A:[/b] It doesn’t.

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Harmony

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