RimWorld

RimWorld

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[WYD] Worthless Junk (Adjusted)
   
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Mod, 1.5, 1.6
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12 Jun @ 4:37pm
17 Sep @ 12:34pm
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[WYD] Worthless Junk (Adjusted)

In 2 collections by Monkey Magic
My Full Build [1.5]
199 items
Ideology [1.5]
7 items
Description
This is an adjusted version to Bickley's Worthless Junk Mod.

It kinda bugged me that the resources obtained by deconstruction, and/or destruction of the items in the original mod were seemingly random. Every item regardless of size or composition offered up a small amount of steel, or scrap and maybe a component - especially given the length of time required for the larger items.

The default returns for deconstruction of a building is approx 50% of the material, and the default returns of destruction are either 25% of the material, or nothing depending on the building in question.

In this version, I painstakingly went through all the vanilla buildings, comparing ancient junk to player-craftable counterparts, and opted for a similar yield for those which are deconstructable, and likewise for those that are destructable. For buildings which are ancient specific, I applied common sense based on the building function, and composition.

For example:

The player built Wood-fired generator requires 100 Steel, and 2 compontents. Deconstructing this will refund 50 steel, and 1 component. Destroying this will return 1 metal slag chunk, 10 steel, and 1 component.

Using this as a guide, I configured the Ancient generator to require 80 Steel, and 1 component. Deconstucting this generator will return 40 steel, and sometimes 1 component. Destroying this generator will return 1 metal slag chunk, 5 steel and sometimes 1 component.

Please note that deconstruction is only available for buildings which already had that option in vanilla. Most buildings will still need to be destroyed, but this action is worthwhile now. Like the continued version of Bickley's original, this mod patches the vanilla files so as to cause as little issue with other mods as possible.

Now with Dubs Bad Hygiene support!

- usable, if barely functional ancient toilets
- usable, albiet manually refilled ancient sink
- new Relieving Spot for those in dire need
- replacement graphic for the ancient sink, and Dub's faecal sludge

[ko-fi.com]
Popular Discussions View All (1)
8
23 Aug @ 4:41am
Error After Update
Lemniscate_Mike
29 Comments
Monkey Magic  [author] 4 Sep @ 8:37am 
@veoba - Oh, FFS ==

Never mind dude, I mixed your initial question up with Kio's there -facepalm-

Regarding your question, if [FSF] FrozenSnowFox Tweaks adds deconstruction by patch, they should probably work fine together. Bare in mind though that the items in this mod that don't already have a deconstruction option, use killed leaving rather than a cost list, so you won't be getting any materials from them that way.
veoba 4 Sep @ 8:04am 
ok. i understood now that using vve which i don't like and don't use is bad idea.
Monkey Magic  [author] 4 Sep @ 5:27am 
Like I said - the best option is not to use them together, since both mods are attempting to patch the same item in the same location. That mod states "This mod adds the ability to deconstruct old vehicles and junk to try and find working parts for your new cars" and in the case vehicles, this appears to be true:

For example, the pod car's cost list is changed to:

<costList>
<VVE_CarWiring>1</VVE_CarWiring>
<VVE_CarAlternator>1</VVE_CarAlternator>
<VVE_CarExhaust>1</VVE_CarExhaust>
<VVE_CarSuspension>2</VVE_CarSuspension>
<ComponentIndustrial>2</ComponentIndustrial>
<ChunkSlagSteel>6</ChunkSlagSteel>
<Steel>10</Steel>
</costList>

But they are also changing much of the other worthless junk out there which this mod patches all of, making the two mod pretty much incompatible.
veoba 4 Sep @ 5:14am 
Now im even more confused.
So im using vehicles framework and dont - Vanilla Vehicles Expanded.
Also - [FSF] FrozenSnowFox Tweaks.
Monkey Magic  [author] 4 Sep @ 5:07am 
@veoba - I don't use Vanilla Vehicles Expanded and so haven't tested the mod, but from the files in the mod you mentioned, it is supposed to drop parts for the mod. If you are not using the vehicles mod, you don't need to use either of them in any case.
veoba 4 Sep @ 4:40am 
As i understand that option, in foxs mod, only makes them deconsructble. That tweak didnt add any materials. I think it just a tag.
Monkey Magic  [author] 3 Sep @ 11:35pm 
@Kio - since you've not linked an error report, I can't say whether ignoring the errors is a good idea or not, but from the look of the mod, I'd say they are probably due to both mods attempting to patch the same items.

TBH, I would not recommend using both mods together without a compatibility patch, but if you insist on doing so I would suggest making sure to load my mod first, given that mod appears to be vehicle specific, adding in modded items. This should replace the loot drops from my mod for vehicles, and vehicle parts which are mostly just metal slag chunks, and industrial components.
kio 3 Sep @ 10:47pm 
I'm getting a bunch of red errors with this mod:

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3108171008
Is it okay to ignore these? I've noticed both work for the most part.
veoba 25 Aug @ 6:34am 
As i remember FOX tweaks let you deconstract every ancient junk. So, how will this fit to this mod?
Kosm 23 Aug @ 5:01am 
Good stuff mate, just picked this up for my Junkyard start and works a treat. Are you considering adding the ability to salvage default Odyssey vehicle wrecks or is that beyond the scope? Anyway much appreciated!