RimWorld

RimWorld

Sand Castles
87 Comments
Svergithz 11 Jul @ 11:58pm 
Thanks for the update ^^
fireflyinthdark 11 Jul @ 9:29pm 
Thank you for the update to 1.6!!!
Zylleon  [author] 11 Jul @ 8:08pm 
Updated for 1.6
Jakov 2 Oct, 2024 @ 12:33am 
Same with Dewa, builder pawns will stand by sandcastles blueprints and wait and do nothing (I believe it may be due to the "Rebuild in home area" check for destroyed buildings)
Zylleon  [author] 30 Jul, 2024 @ 6:52am 
Is there anything in the log when that happens?
babyblue 30 Jul, 2024 @ 4:27am 
@Dewa same error for me...
ERROR_CODE 509 7 Jun, 2024 @ 6:07pm 
Looks like pawns will build sandcastles over crops grown in sand from VPE. Is this intended?
Lucky 19 Mar, 2024 @ 12:05am 
Just wanna stop by and let you know that this mod made me so happy after a long few hours of trying to fix my other mods. Thank you for such a cute addition! :gk_heart:
Zylleon  [author] 14 Mar, 2024 @ 4:32pm 
Updated for 1.5
Dewa 19 Dec, 2023 @ 4:29am 
mod seems to break with better construction enabled, i have pawns just idling and staring at "unfinished" sandcastles until i hit "cancel" on them
Zylleon  [author] 21 Oct, 2023 @ 7:14am 
Can you post the errors, if any?
tweezybbaby 20 Oct, 2023 @ 10:29pm 
Also having the issue with quality builder and this mod.
leandronbp 9 Aug, 2023 @ 7:22am 
this little mod puts a smile on my face.
Zylleon  [author] 27 Feb, 2023 @ 7:53am 
That's odd, how do those mods handle snowmen? Sand castles are coded to be functionally identical
ELLIOTTCABLE on Discord 25 Feb, 2023 @ 11:05pm 
This is a really cute mod, but sadly, it's a reliable source of buggy interactions with other mods, for me.

One historical issue, off the top of my head, is 'auto-rebuild in home area' leaving bugged blueprints for sandcastles that had deteriorated, which pawns would then bug out with the "started 10 jobs in one tick" failure when they tried to actually 'rebuild'; unsure if that one is fixed.

Most recently, is this seems to cause some significant lag and errors with QualityBuilder installed; I don't have the error-message to hand, sadly ... (yes, sorry, I'm a bad bug-reporter today!)
joseasoler 28 Jan, 2023 @ 12:28pm 
Awesome, thank you for looking into it :)
Zylleon  [author] 28 Jan, 2023 @ 12:14pm 
joseasoler: Good call and an easy fix. Updated!
joseasoler 28 Jan, 2023 @ 9:10am 
Thank you for creating such an awesome mod! I have a minor request. Currently, sand castles impact the meditation focus of anima trees. Would it be possible to disable this?
sandmann 23 Dec, 2022 @ 12:17am 
Always puts a smile on my face when I see those little sand castles. Love this mod.
DiscipleGeek 29 Oct, 2022 @ 10:51am 
My mechanite constructors apparently like building sandcastles as well.
Sprankles 21 Oct, 2022 @ 9:07pm 
This is the most important mod. Glad it's 1.4 compatible
fatburner 8 Oct, 2022 @ 11:17am 
wholesome mod. upvoted.
Nameless 7 Oct, 2022 @ 2:02am 
Hello @Zylleon, thank you for your kind reply and for your work!
Zylleon  [author] 6 Oct, 2022 @ 5:50pm 
The "joy ended" log has also been removed
Zylleon  [author] 6 Oct, 2022 @ 5:33pm 
This mod is now 1.4 compatible

And: sand castles made by guests are now flagged as factionless, rather than being the property of the guest faction
Nameless 17 Aug, 2022 @ 8:37am 
Dear @Zylleon, thank you for the fantastic mod! I think it adds a lot to the charm and atmosphere of the game :) I have one question to you. There were Hospitality guests in my colony and they built several sand castles in my base. They left and then I needed to expand my base. So I found out that damaging sand castles built by my guests severly angers their faction with the reasoning of 'structure damaged'. It seems incovenient and not logical. Is there a way to switch off such a behaviour? Or may I ask you to fix it please? Thank you so much!
-=JkJkLoL=- tk421storm 9 Aug, 2022 @ 7:31pm 
seems like the "pawns standing" bug has been hitting my colony. in my case my guess is that the sandcastle build gets interrupted (perhaps by draft) which leaves the blueprint. a construction pawn then comes by and stands next to it without moving for a while. love this mod but it's not worth the extra headache of manually cancelling them.
BowBoy1 9 May, 2022 @ 6:08pm 
petition to add the ability to make sand castles out of ashes from cremated people
Stubbs 20 Mar, 2022 @ 5:18pm 
Logs be like:

Joy ended
Joy ended
Joy ended
Joy ended
Kopp 23 Nov, 2021 @ 4:34pm 
Hey Zylleon,
if you are pushing a update maybe you can consider turning off the log message which says "Joy ended".
It makes the log stop logging because of how numerous the message is.
Greetings!
Harry_Robinson1 5 Nov, 2021 @ 5:08pm 
I had the 17 work units bug for a while but my pawns would only get stuck for a few seconds at a time before leaving, but I could cancel the blueprints easily, and even this seriously reduced my colony's productivity. I didn't need to remove the mod though as it hasn't happened since winter hit my colony, although the amount of sandcastles has been much lower. I wonder if its tied to temperature since I seemed to be getting the bug in autumn then they stopped spawning completely over winter but now in summer they are back and working properly,
sanicek 16 Aug, 2021 @ 2:40am 
I had the "standing at 17 work units" bug happen, no ancient debris in sight. The blueprint wasn't cancellable, I could only forbid it so pawns would go on their business. Had to remove the mod eventually as they were getting stuck half the time.
Zalek 29 Jul, 2021 @ 3:43am 
"Ancient warwalker shell" was the culprit in my case. The highlighted unit on this imgur https://i.imgur.com/D8ooUqU.png
Zalek 29 Jul, 2021 @ 3:39am 
The source of pawns "standing" is sandcastles being built underneath the new "ancient debris/remains" These should all share a class / flag so the author will need to update castles not to be constructed on the same tiles as these new objects. At least for my edge case.
Laser Maxxing 27 Jul, 2021 @ 3:59pm 
I've noticed that this causes pawns to stand by sandcastle blueprints they spawn and just get stuck in "Standing", rather than actually build the sandcastle, which is stuck at 17 work units, removing the blueprints make them go back to work/play/whatever.

I haven't seen any errors in the logs that i'm able to see (perhaps due to being swarmed out by a fish spawning in a "non walkable tile" and getting teleported out), nor changing it in the load order seems to help.
I'm sorry I can't give more detail to help with this, it's a great, adorable little mod.
Pan_Zurkon 18 Jul, 2021 @ 9:14am 
definitely don't remove faction penalties for attacking faction's built sandcastles (maybe allow it in mod options), this sounds hilarous!
qux 9 Jul, 2021 @ 11:25am 
1.2, I have many mods, which change recreation activities ?
Zylleon  [author] 9 Jul, 2021 @ 11:05am 
qux- which version of Rimworld are you using, and do you have any other mods that change recreation activities?
qux 9 Jul, 2021 @ 10:25am 
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch3(Pawn_JobTracker, JobCondition, Boolean, Boolean)
Verse.AI.Pawn_JobTracker:Verse.AI.Pawn_JobTracker.JobTrackerTick_Patch0(Pawn_JobTracker)
Verse.Pawn:Verse.Pawn.Tick_Patch4(Pawn)
Verse.TickList:Tick()
Verse.TickManager:Verse.TickManager.DoSingleTick_Patch3(TickManager)
Verse.TickManager:Verse.TickManager.TickManagerUpdate_Patch1(TickManager)
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
qux 9 Jul, 2021 @ 10:25am 
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:Verse.AI.Pawn_JobTracker.DetermineNextJob_Patch3(Pawn_JobTracker, ThinkTreeDef&)
qux 9 Jul, 2021 @ 10:25am 
at RimWorld.JobGiver_GetJoy.TryGiveJobFromJoyGiverDefDirect (RimWorld.JoyGiverDef def, Verse.Pawn pawn) [0x00006] in <7927e938de4c4089b4add4215e58d5b1>:0
at (wrapper dynamic-method) RimWorld.JobGiver_GetJoy.RimWorld.JobGiver_GetJoy.TryGiveJob_Patch1(RimWorld.JobGiver_GetJoy,Verse.Pawn)
at RimWorld.JobGiver_IdleJoy.TryGiveJob (Verse.Pawn pawn) [0x00034] in <7927e938de4c4089b4add4215e58d5b1>:0
at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn, Verse.AI.JobIssueParams jobParams) [0x00000] in <7927e938de4c4089b4add4215e58d5b1>:0
at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn, Verse.AI.JobIssueParams jobParams) [0x00022] in <7927e938de4c4089b4add4215e58d5b1>:0
Verse.Log:Error(String, Boolean)
qux 9 Jul, 2021 @ 10:25am 
Hi ! I have an error with your mod :

Exception in RimWorld.ThinkNode_ConditionalNeedPercentageAbove TryIssueJobPackage: System.MissingMethodException: Verse.TraverseParms Verse.TraverseParms.For(Verse.Pawn,Verse.Danger,Verse.TraverseMode,bool,bool,bool)
at SandCastleMod.JoyGiver_BuildSandCastle.TryGiveJob (Verse.Pawn pawn) [0x0004a] in <cc9fa5e215e240cda0a9bb38d122c1aa>:0

diabolical sandwich 3 May, 2021 @ 3:13am 
@Snake whats your story
Snake 5 Nov, 2020 @ 4:21pm 
REMOVE FACTION PENALTIES FOR ATTACKING SAND CASTLES GUESTS BUILD!
So 25 Sep, 2020 @ 10:39am 
So you guys know this is one of the most important MODS ever made for Rimworld! :winter2019happydog:
LordXamon 12 Aug, 2020 @ 6:15am 
Thnks for the update
Roque the Rogue 2 Jul, 2020 @ 9:59am 
Should have been something in game
Arylice 1 Jul, 2020 @ 11:41pm 
This is cute AF if the colony is starting on the beach :steamhappy:
Primal_DLove 6 May, 2020 @ 8:18pm 
using this with a children mod, and a terraforming mod, can someone say sandboxes?
君MOD本当上手,Real Champion Mod