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IDProjectCategoryView StatusLast Update
0000259Medieval EngineersFeature Requestpublic2022-05-09 06:44
Reportermorshuartsinc Assigned To 
PrioritynormalSeverityminorReproducibilityhave not tried
Status newResolutionopen 
PlatformWindows 
Target VersionTBD 
Summary0000259: Item disposal (e.g. trash can), further recycling
Description

Sometimes, you don't need stuff anymore, or didn't need them in the first place. Many things you can at least smelt or use as fuel, but some will just clutter your inventories or your surroundings. All those antlers and barbarian skulls, and some stuff from mods, for example.
So a way to completely dispose of unneeded items would be handy, for instance a trash can.
And since people in the middle ages did not like to just throw stuff away like we do today, it would be good if there were a means to salvage and recycle some components that you don't need anymore.
For example, let's say you crafted a rope tension spring, which cost you good wood, and very valuable rope, but you have no use for it other than unlocking the next research. So, it would be cool if you could disassemble it to get at least some of the rope and timber back.

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ramblinrick

2022-04-19 04:23

reporter   #~0000184

Agreed. I've been really wanting this as well. Please, make it so.

shad

2022-05-09 06:44

reporter   #~0000262

For example, let's say you crafted a rope tension spring, which cost you good wood, and very valuable rope, but you have no use for it other than unlocking the next research. So, it would be cool if you could disassemble it to get at least some of the rope and timber back.

This is how it worked before 0.7: you could deconstruct most (all) blocks with your hammer to get the components back. Now, only large grid blocks can be deconstructed so that you regain their components defined in their block definition, i.e.:

  <Definition xsi:type="MyObjectBuilder_BuildableBlockDefinition">
    <Id Type="Block" Subtype="TransmissionWood" />
    [...]
    <Components>
      <Component Tag="ScrapWood" Count="1" />
      <Component Type="Block" Subtype="Timber10" Count="4" />
      <Component Type="Block" Subtype="TimberRound10" Count="1" />
      <Component Type="InventoryItem" Subtype="JarClayWithLinseedOil" Count="1">
        <ReturnedItem Type="InventoryItem" Subtype="JarClay" />
      </Component>
    </Components>
    [...]
  </Definition>

It looks like the components for all the small grid blocks have been changed in a way they only return the block itself:

xml
  <Definition xsi:type="MyObjectBuilder_BuildableBlockDefinition">
    <Id Type="Block" Subtype="Smithy" />
    [...]
    <Components>
      <Component Type="Block" Subtype="Smithy" Count="1" />
    </Components>
    [...]
  </Definition>

This must have been a decision by the game designers, which I can't really understand. I agree with the OP that small grid blocks should return their components upon deconstructing them where it makes sense or return different items than were put in eventually (see mechanical transmission block above).
For instance, the crafting table needs wooden logs to craft, but it looks like the logs were cut into proper timbers. If you deconstruct it again, it shouldn't return logs again, but timbers or scrap wood for example.

Issue History

Date Modified Username Field Change
2022-04-18 07:50 morshuartsinc New Issue
2022-04-19 04:23 ramblinrick Note Added: 0000184
2022-04-28 19:58 equinox Target Version => TBD
2022-05-09 06:44 shad Note Added: 0000262