[mod request] Item deletion

Started by 6135, January 02, 2015, 06:39:40 PM

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6135

Hello, I've been having a hard time with too much stuff on stockpiles
SO i think that i mod that would add a furnace that would let you melt whatever you need in to nothing, so you can free up some space in your stockpiles.  ;)

CB elite

Maybe an incinerator that requires the same amount of research as the crematorium? :)

I would like to see something like this, too. It's kind of annoying having to wait for a trader to pass by (who will actually buy whatever you have stocked up).

6135

yes, that is what i meant, an incinerator. i just lacked the words

unifex

Yeah I like the idea of this, but I think its a definite candidate for something that needs to go in the core code.

Igabod

#4
you can already delete items by destroying them, either through use of weapons or through the use of the Development mode. There is a dev tool labeled Destroy which does exactly what you are wanting. Though I've never found an item in the game that didn't have some use. Everything can be used for something. Sell all your extra crap and then use the silver to buy gold for statues to place all around your colony. If you have items you can't use then you are doing things the wrong way.

[edit to add] You can improve your shooting skill by having a colonist shoot an item till it disappears. So just throw all your "useless" stuff in a corner next to a wall and line up your colonists and execute those extra spears and bows and shivs. I don't really know what else you would consider to be a useless item except clothes which are already burnable in the crematorium.

6135

Shooting stuff feels stupid (one of my colonist died because of that) and using the dev tool kinda cheating lol.
Also, it should work for every item in-game even modded ones. (i use lot of mods)
And for someone who has as 2 10x10 stockpiles full of potatoes, it would be useful.
They could also add a way to generate power from potatoes ??

Igabod

#6
Quote from: 6135 on January 03, 2015, 10:23:37 AM
Shooting stuff feels stupid (one of my colonist died because of that) and using the dev tool kinda cheating lol.
Also, it should work for every item in-game even modded ones. (i use lot of mods)
And for someone who has as 2 10x10 stockpiles full of potatoes, it would be useful.
They could also add a way to generate power from potatoes ??

I for one have personally shot several household items that stopped working or being of any use anymore in real life. I've used a shotgun on a broken TV and old bathroom door and all sorts of other things before. So to me it makes sense to set up a shooting range in your colony which has walls on 3 sides and a stockpile full of crap you don't want anymore. Then you just select a group of 5 or 6 colonists and recruit them and line them up at the opening of the shooting range. RP it out like they are just having a little fun and taking a break from the constant grind of work. They improve their shooting skills and get rid of the items you don't want all at the same time and it isn't a farfetched practice either.

having 2 10x10 stockpiles of any raw food just means you are either growing too much food and should probably dedicate some of that garden space to stuff that can earn you money like devilstrand or cotton. Or you aren't taking full advantage of the fact that frozen meals don't spoil. I have started building a big freezer just to store cooked meals. I switch all of my fields to food items at the beginning of spring and go through 2 harvests with that. Then I switch to money making crops for the rest of the growing season. After I do the 2 harvests of food crops I switch half of my growers to do cooking and they convert all that food into meals which are then placed in the freezer. I always have prepared meals (sometimes I even have up to 200 stocked in the freezer at any given moment), even when power goes out. And I never have a ton of potatoes just laying around taking up space. Any potatoes that are left over after I reach my personal preference maximum of 200 meals get sold to the next trader that happens to be willing to buy them, no matter how much he is willing to pay.

TL:DR Build a shooting range and recruit several guys to shoot your unwanted items. It is a legitimate practice and it works. And never store raw ingredients, only store prepared meals.

[edit to add] Also, you can just throw a molotov cocktail at your stockpile and burn your items that way. Just surround it with stone walls and a stone floor to keep the fire from spreading.

6135

Hmm, i can't seem to be able to shoot cotton

Igabod

#8
Quote from: 6135 on January 03, 2015, 01:55:59 PM
Hmm, i can't seem to be able to shoot cotton

You have to recruit the colonist and then hit the button with their weapon on it to force them to target it. I haven't tried this specifically with cotton, but I've done it with other items before (human meat).

[edit to add] After testing, it seems it has changed since last time I did it. Though molotov cocktails still work. Just go with molotov cocktails.

6135

Thanks, I've seen your mods, you are a pretty good one.
edit: and your post in threads like this

Hayhorse

Also with unwanted weapons you can melt them down in the slag furnace, and make metal from slag......

6135

Quote from: Hayhorse on January 03, 2015, 03:26:20 PM
Also with unwanted weapons you can melt them down in the slag furnace, and make metal from slag......
you can do that already i think, using the electric furnace.

unifex

I was thinking it'd need to be core as it might involve adding an attribute to one of the base classes (Thing I suppose). Didn't realize you could shoot things, I guess if that's too slow one thing that might be worth looking at is a new verb based on Verb_MeleeAttack that Destroy'ed the item it hit (perhaps after a sufficient delay and cool sound), and attach that to a MobileAtomicShredder weapon or something (that did no damage to Pawn's). Or perhaps recycled things into constituent parts if you wanted.