Greetings, medievalists!
This is one of the most requested features from the community, and we know why. You start small, with limited resources but a grand vision. Over time, your small hut turns into a village, and years of work and commitment turn it into a proper settlement, with a castle and all the bells and whistles.
But what about those early constructions? Sure, they are a nice echo of the past and a reminder of how far you’ve come, but raiders and harsh weather do not really care about nostalgia.

Until now, upgrading old buildings meant destroying old walls, floors, and roofs, which could cause plenty of annoyance and complications, especially if those buildings contained dedicated rooms.
But with the Replace Structure function, that process becomes super easy, barely an inconvenience.
Certain building elements, once selected, will now have a Replace Structure option in the bottom-right corner of the screen. From there, you’ll see all the available options you can replace them with. Keep in mind that some replacement options may not be available if the required construction material is missing.

Ignore the grammar, it’s a work in progress
You will be able to replace doors with different doors, and windows with other windows. When it comes to walls, you will be able to replace them with walls, windows, or doors. However, you cannot replace windows and doors with walls.
And best of all? This option works with multi-select. Check out how it works in practice:
Structures that support this function include walls, floors, stairs, beams, windows, doors, ladders, gates, tall gates, pen gates, pen fences, and merlons. In other words, enough to redesign your settlement without breaking a sweat.
And while we’re here, let’s throw in another bonus.
You know that situation where you overdesign a building with beams and extra walls, only to realize later that some of those walls were not really necessary and the space could be used better? The problem was that destroying one of those walls could cause the beams attached to it to collapse, which could then lead to a lovely little destructive chain reaction throughout the building.
Well, in the upcoming update, once such a wall is destroyed, the attached beam will extend its reach, but only by one voxel, and help prevent those collapse scenarios.
It took us a while to implement these features because there were always more urgent things that needed to be done for the game. But now that the core experience is there, nothing is stopping us from adding some much-needed quality-of-life improvements.
So how does this look to you? Stay tuned for more MMTs and don’t forget to…
Stay medieval!

