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Please, Klei, add some trash can to the game.


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The amount of times I use c_remove(); command and have to constantly burn **** (sometimes quite literally) is terrible.

The amount of items you gather through a long gameplay and the clutter just causes lag and is aesthetically very unpleasing.

I really think we should have some form of trash can function within the constant, whether its a trash inventory slot like in Terraria or just some craftable item or creature like Chester.

We do have Lureplants, but this setup is annoying for so many reasons and also not functional during Winter. Sadly - not every item is burnable either.

So - some trash can could be really helpful.

Having the option to right click the hammer on something in your inventory to break it is for a single one of the components is something I've wanted, as a way to get rid of those annoying 1% axes, darkswords, and helmets lying around. Oars and Logsuits can be burnt, but most stuff can't, so it just tends to accumulate in a state where it's past using but there's no way to really get rid of it. Just being able to hammer an old darksword for a chance at an NMF or living log would go a long way

 

I use lureplant. Now since turfs are very cheap, simple build a trash can with wooden turfs surrounding one lureplant in the middle with only 1 eye spawned.

It takes sometimes to build (less than a day) and doesn't work during winter. But it works reasonably well.

I use lureplant trashcan setup too but honestly it would be nice to have another method. 

Perhaps an item with slots you put items in but then you have to active the item as well to actually delete everything inside to avoid accidental deletion of stuff.

Know what would be cool? Simply adding this function onto the already existing furnace we get from Dfly! Just let us enter items inside it to be incinerated (not just flammable items - anything). Doesn't increase its heat output or anything else whatsoever, just simply deletes the items. 

On 5/12/2022 at 8:10 AM, GelatinousCube said:

I use lureplant trashcan setup too but honestly it would be nice to have another method. 

Perhaps an item with slots you put items in but then you have to active the item as well to actually delete everything inside to avoid accidental deletion of stuff.

Know what would be cool? Simply adding this function onto the already existing furnace we get from Dfly! Just let us enter items inside it to be incinerated (not just flammable items - anything). Doesn't increase its heat output or anything else whatsoever, just simply deletes the items. 

Honestly loving this idea, reminds me of the trashcan item mod as well, which you have to incinerate with a torch in order to activate, could work great in DST.

On 5/11/2022 at 10:08 PM, goatt said:

I use lureplant. Now since turfs are very cheap, simple build a trash can with wooden turfs surrounding one lureplant in the middle with only 1 eye spawned.

It takes sometimes to build (less than a day) and doesn't work during winter. But it works reasonably well.

Setting this trashcan can be extremely annoying and limiting in base building, moreso - Winter as aforementioned doesnt allow for this trashcan to work, and for the life of me do I hate accidentally being hit by the eyeball. We should really get another option...

On 5/10/2022 at 4:09 PM, Bumber64 said:

Maybe a trash can that requires a lure bulb to craft?

 

Would love some integrity kept with the trashcan

On 5/10/2022 at 1:12 PM, kirihime said:

Having the option to right click the hammer on something in your inventory to break it is for a single one of the components is something I've wanted, as a way to get rid of those annoying 1% axes, darkswords, and helmets lying around. Oars and Logsuits can be burnt, but most stuff can't, so it just tends to accumulate in a state where it's past using but there's no way to really get rid of it. Just being able to hammer an old darksword for a chance at an NMF or living log would go a long way

 

Ugh these clutter up so badly over time, especially on public... I have like a dozen of golden axes laying around...

I think it'd be better to have ways of using the kinds of things that accumulate over long playthroughs instead of ways of throwing them away.

Near-broken armor? Great for harvesting cacti. Tools? Why not use them up before starting on your next tool? Weapons? Just break them over Chester, he won't complain.

It's things like gold, hound's teeth, and Deerclops eyeballs and Bearger fur need more uses, even if they're frivolous. Broken shells too ever since someone figured it'd be better to use a rock for every broken shells you process into turf instead of three broken shells.

Maybe broken shells and cookie cutter shells could be combined? Maybe you could make Advanced Tooth Traps that shoot teeth, doing AoE damage to enemies but require a full stack of teeth to make, or not but requires teeth to reload. Bearger fur, maybe luxury carpeting that helps players keep warm? Or maybe just looks different. Deerclops Eyeballs: maybe be able to smash them into milky whites? Gold: maybe variants of tools that are less durable but work faster?

Those ideas aren't important, what I think is important is that there's some alternative to cumulative resources being so useless that players want a new feature just to be able to throw them away.

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