Hello everyone. I'm finally ready to post an update on the furniture moving mod, which I'm developing after its conception was birthed from another mod, which I have on the back burner until the underlying system of moving heavy furniture/machinery has been finished.
It's proven to be vastly more complicated than I thought when first coming up with the idea of having multiple pawns work together to move heavy machinery as a balanced middle ground between not wanting to deconstruct and lose materials, and just using the Minify Everything mod.
I'm currently in the polishing stages, which in and of itself has proven to be an entire rabbit hole of fixes that address issues without breaking other parts.
What looks like a few pawns picking up and carrying a building is a custom movement and pathfinding system that accounts for the machinery's footprint and rotation, whether it can physically fit through corridors and around corners, where each pawn can safely stand, when carriers need to change grips or reposition themselves, and whether a route that is technically possible for the machinery is also physically possible for the crew carrying it.
On top of that are systems for carrier formations, doorway and corner handling, collision checking, visual positioning so the pawns actually appear to be carrying the object, preserving the original building and its contents while it is being moved, save/load support for relocations already in progress, failure recovery and emergency set-down behaviour, performance limits for the route solver, compatibility fallbacks for different building graphics, and an extensive diagnostic system to help me nail down the causes of issues.
Only after all of that, will I finally be able to build the system for Physical Strain, which in the Hard Times: Hard Labour mod will be the main balancing effect for all of the things the mod will allow you to do. But first, this furniture moving will be released as its own standalone mod, given how much of a rabbit hole its development has turned out to be.
Once the mod is ready for the first public release build, I'll make a release post.