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A deconstructor craft would do wonders for item clutter


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The idea is simple, have a structure craft that breaks apart crafted items and refunds a portion of the crafting cost. The premise is very similar to the hammer (50% refund) but instead of breaking structures it breaks apart tools, equipment, and clothing that a hammer can't. I know the deconstruction staff exists but that is when you want 100% of the materials back and is very expensive just to get rid of junk.

Can anyone relate to this situation?

image.png.ca40487542a3e048f31445f2ba5143d8.png

useless items like low percent tools and equipment will cutter up a base and there are very few ways to actually delete items from the game.  ("trash" lure plants are clunky to set up and post a risk to your health, the ocean only disposes items that sink, and Krampus can steal items that you don't want stolen). Yes you can use them as intended but I don't think people want to go out of their way to intentionally get hit and use up that night armor in the above example. A deconstructor will solve all that, it will be a cheap way of getting rid of unwanted items and get a small portion of the crafting cost back based on the item's remaining durability. 

If economy poses an issue I'm also fine with it returning 0% of the crafting cost, as long a "trash can" type stature exists it can be a great QoL for bases.

Trash was not a problem for DS, but it's definitely a big problem for multiplayer. Rots, tamed beefalo poops, every new player torch, straw hat or earmuffs after they die and leave, low percent tools, forest debris after bearger mania, plus dirty cave.

 

I think trash lifecyle should be a QoL update to improve server quality.

7 minutes ago, NoodlemanNed said:

i think its about time we got a proper garbage can in the form of an item or at least a structure

 

Personally, I vote for a plant. It could like...eat them. That would be cool.

imagine

4 hours ago, Wurtstool said:

The idea is simple, have a structure craft that breaks apart crafted items and refunds a portion of the crafting cost. The premise is very similar to the hammer (50% refund) but instead of breaking structures it breaks apart tools, equipment, and clothing that a hammer can't. I know the deconstruction staff exists but that is when you want 100% of the materials back and is very expensive just to get rid of junk.

Can anyone relate to this situation?

image.png.ca40487542a3e048f31445f2ba5143d8.png

useless items like low percent tools and equipment will cutter up a base and there are very few ways to actually delete items from the game.  ("trash" lure plants are clunky to set up and post a risk to your health, the ocean only disposes items that sink, and Krampus can steal items that you don't want stolen). Yes you can use them as intended but I don't think people want to go out of their way to intentionally get hit and use up that night armor in the above example. A deconstructor will solve all that, it will be a cheap way of getting rid of unwanted items and get a small portion of the crafting cost back based on the item's remaining durability. 

If economy poses an issue I'm also fine with it returning 0% of the crafting cost, as long a "trash can" type stature exists it can be a great QoL for bases.

I'd love this, my lureplant "trash can" is fairly tedious and I have it a little ways off from my base because of the space and turf needed etc. It also rudely bites me on occasion if I don't drop the first item fast enough. 

Even if a deconstructor/bin structure didn't give anything back I'd still use it a ton. 

I have this Lureplant setup to get rid of unwanted items but I rarely ever use it to be honest, mostly low % hammers. If you plant them in a certain spot you're guaranteed it will spawn only one Eyeplant (Although not passive, being near the edge makes it so it won't attack but still eats anything you drop, also they prioritize eating items on the floor instead of attacking if you're fast enough). Would be great to have a structure just for that purpose regardless, maybe a Winona craft?

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18 hours ago, Szczuku said:

Let us collect acid by leaving empty bottles in the caves.

Then we could craft an 'Acid Bin' where we can dump items to delete them

This... this gave me a genuine brilliant idea... yes... yes, this'll do.

On 7/13/2023 at 5:04 PM, Szczuku said:

Let us collect acid by leaving empty bottles in the caves.

Then we could craft an 'Acid Bin' where we can dump items to delete them

ah, finally

a way to delete Walter, lmao

Maybe DST is a datamine.

Currently in the real world, we have legitimate issues when it comes to garbage disposal.

Why do you think data collection is mandatorily enabled?

 

It's like in world of warcraft where an epidemiology study was undertaken when an in game illness ravaged players, and through cooperation and quarantine, they learned about measures taken in an epidemic.

What if that's what is happening in dst?

Also, I think there should be a green moonlense craft that enables us to deconstruct items in a radius.

On 7/13/2023 at 1:44 AM, maradyne said:

Personally, I vote for a plant. It could like...eat them. That would be cool.

imagine

That is the lure Plant, maybe add the ability to the lure Plant to directly feed items to the bulb?

poop/rot/guano should simply despawn after a while, I can't imagine there are many people who use those for decoration purposes. 

We already have a trashcan as it's been pointed out, I don't think a structure with that purpose would add much. 

Would if many things could be deconstructed based on durability.  

Pickaxe
100% - 2 twigs 2 flint
50%<100%0 1 twig 1 flint
1%<50% < 1 twig 

People would say 1%<50% should be noting but then there's as much reason to deconstruct as to make clutter in someone's base.

4 hours ago, BeeClops said:

poop/rot/guano should simply despawn after a while, I can't imagine there are many people who use those for decoration purposes. 

We already have a trashcan as it's been pointed out, I don't think a structure with that purpose would add much. 

Instead of despawning i think they should add a mob that cleans them up, like moleworms do for minerals because otherwise it will mess up some farms, and this is a more creative and funny solution, maybe add a dung beetle that eats it, or gathers it? We have the dung beetle in hamlet though that is different in idea and purpouse.

2 minutes ago, Jakepeng99 said:
4 hours ago, BeeClops said:

poop/rot/guano should simply despawn after a while, I can't imagine there are many people who use those for decoration purposes. 

We already have a trashcan as it's been pointed out, I don't think a structure with that purpose would add much. 

Instead of despawning i think they should add a mob that cleans them up, like moleworms do for minerals because otherwise it will mess up some farms, and this is a more creative and funny solution, maybe add a dung beetle that eats it, or gathers it? We have the dung beetle in hamlet though that is different in idea and purpouse.

Dung bettle
 image.png.4533c6157023c0d9bb528bb04667fd0a.png

Dung bettle

What if it collected the poops to clog the cave entrances? If there' too many poops then probably someone is being bothered by bats often so they will help them catch a break, if they need poop then they will mine the poop entrance.  

6 minutes ago, Wonz said:

Dung bettle
 image.png.4533c6157023c0d9bb528bb04667fd0a.png

Dung bettle

It would legit be cool though, imagine transporting a few to your base to clean up the beefalo poop, or to easily just drop all the rot from the fridge on the floor for quickness, and for them to take it from the floor and into their home for you to collect later likr a chest if you really want it, or imagine sticking some near beefalos or bats to farm poop, or sticking them near Wickerbottom fish farms for a bone shard farm. I think they should also be able to swim.

4 hours ago, BeeClops said:

I can't imagine there are many people who use those for decoration purposes.

people who make wasteland builds:

49 minutes ago, Jakepeng99 said:

Instead of despawning i think they should add a mob that cleans them up, like moleworms do for minerals because otherwise it will mess up some farms, and this is a more creative and funny solution, maybe add a dung beetle that eats it, or gathers it? We have the dung beetle in hamlet though that is different in idea and purpouse.

dust moths from the lunar archives perhaps? maybe add an ability to 'tame' them and bring them outside the archives (new collected dust recipe?)

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