RimWorld

RimWorld

Destroy Item
161 Comments
Sally smithson 28 Jul @ 11:14pm 
TBH is you see politics from one hashtag and you just had to make a comment about it.
You are looking for politics. I am subbed to this comment section and have never seen that hashtag until you mentioned it.
Be an adult and ignore things you dont like
Chromium 28 Jul @ 10:12pm 
So if someone writes down the name of a country that is politics for you? Funny you:buzzed:
The Khazar Commisar 28 Jul @ 9:59pm 
Would've subbed had politics not been the first line of the description
kiraam 27 Jul @ 9:39pm 
Is it possible to make it an option to enable filth when an item gets destroyed? Just a way to make it seem more balanced if possible.
box_ 25 Jul @ 7:23pm 
how can I set pawns to destroy automatically?anyone knows?
i like sprigatito 25 Jul @ 3:07pm 
Danke, mein heart warming Freund!
Chromium 25 Jul @ 12:59am 
So pawns that are set to haul job they destroy too?
Garwel  [author] 25 Jul @ 12:52am 
@Chromium It shouldn't be hard, I just don't want to clutter the Work tab with yet another option. But let me know everyone what you think is better: keep destruction under Hauling or have it as a separate work type?
Chromium 22 Jul @ 4:49am 
I like the icon, Garwel this mod is super handy when you get raids every 4-5 hours , sometimes not just one but 3 at the same time, it would be hard to create a job type for it? So you can assign colonist to it and the pawns can destroy them from they own, gigachad mod:steamthumbsup:
Dealer Mangan 17 Jul @ 7:18pm 
I love the mod but i can't stand the icon...
Guarwo 14 Jul @ 3:09pm 
Thanks for updating this to 1.6 just got back into rimworld and this is very useful. Mostly for deleting all the random equipment colonist pick up.
PKPenguin 11 Jul @ 11:31pm 
My bad, should have but I instead enabled instant destruction in the config which fixed it for me. Already lost the log by restarting.
Garwel  [author] 11 Jul @ 11:12pm 
@PKPenguin Can you share the log?
PKPenguin 11 Jul @ 11:03pm 
As of 1.6 is appears to fail for certain articles of clothing? Instructed a colonist to destroy "bison wool gloves (poor 39%)" and colonists get stuck attempting to destroy it without actually reducing its quality.
3174043254 28 Jun @ 6:56pm 
good
젤리킹 JellyKing 24 May @ 8:36pm 
This mod is God
Raiseo 8 May @ 4:23am 
Simple QoL, thanks
RAD EMERALD 15 Apr @ 8:37am 
Perfect!
InVinoVeritas 25 Dec, 2024 @ 10:52pm 
No offence, but dev mode, plus "destroy" command exists already...
caroline 6 Dec, 2024 @ 11:46am 
Слава Україні
Deankiller Turnupseed 18 Oct, 2024 @ 7:20pm 
fuck ukraine
kev675243 13 Oct, 2024 @ 3:35pm 
mod lacks ability to instantly destroy items when god mode enabled
The_Last_Mando 4 Aug, 2024 @ 12:23pm 
Well you could create a new work category instead of putting it under hauling, right?
<color=#FF228F>kad 23 Jul, 2024 @ 2:30am 
Slava Ukraini
Garwel  [author] 7 Jul, 2024 @ 10:22am 
@Brother-Toaster I haven't tried, but I suspect it'll need to change vanilla hauling behavious. This may cause all sorts of compatibility issues (and likely require Harmony). I try to keep this mod straightforward and lightweight.
Nikkö 7 Jul, 2024 @ 7:01am 
After all these years, i still cannot understand how this feature is not in the base game, thank you for this mod.
wusky husky 5 Jul, 2024 @ 3:01pm 
this mod is amazing it's so usefull i doubled my tps almost after destroying all the garbage and corpses on the map. Thank you so much :steamhappy:
大番薯之怒 8 Jun, 2024 @ 2:43am 
Can you provide a translation interface? Thank you
Brother-Toaster 10 May, 2024 @ 2:22am 
Small suggestion:
Could you add a toggle or is it possible so that items marked by your "Destroy" command are not hauled into a stockpile (where they loose that designation)?

I hoped this would enable me to just destroy raider-equipment i don't want. So i marked all their weapons and such with destroy, but my pawns keep hauling them into a shelf, where it remains because the command has vanished sadly
Sally smithson 29 Apr, 2024 @ 10:57pm 
sadly doesn't work, the cube remains when using <destroyable>false</destroyable>

No matter though, its a matter of self control at that point.
Thanks for the help though!
Sally smithson 29 Apr, 2024 @ 10:42pm 
ill do a bit of experimentation. If it doesn't work, still no biggie. The conciquences of destroying the cube with the gizmo is still very crippling
Garwel  [author] 29 Apr, 2024 @ 1:37pm 
But I can't guarantee that it won't affect the normal way of destroying the cube.
Garwel  [author] 29 Apr, 2024 @ 1:36pm 
@Sally smithson The mod doesn't add any comps, and I'd like it to stay this way. What can be done is a patch that adds <destroyable>false</destroyable> to the relevant ThingDef.
Sally smithson 29 Apr, 2024 @ 12:08am 
Not to say that destroying the cube this way is an easy way out. All afflicted colonists will be put in a coma for 3 days at minimum when their cube withdrawl reaches 100%
Sally smithson 29 Apr, 2024 @ 12:05am 
I checked the ThingDev. It doesn't explicitly say its indestructable, However it does not have a max health line. In the game it also does not have a health bar.

The only way to get rid of it is through a special interaction after studying the cube for long enough.

Do you have a comp that allows an item to be excluded from the destroy gizmo?
Garwel  [author] 28 Apr, 2024 @ 2:00pm 
@Sally smithson I don't own Anomaly, so honestly I have no idea how it's supposed to work. If its ThingDef says that it's an item and it's destroyable, then you can do it.
Sally smithson 28 Apr, 2024 @ 12:52pm 
am i supposed to be able to destroy The Golden Cube using this?
Because i just did. My own fault, but i wanted to make sure this is intended design
Otoya 18 Apr, 2024 @ 7:30pm 
@Garwel could be an option. I actually use the button and not the architect menu because I use it when I see the item or sometimes I use "select all visible on map" and then destroy, for useless weapons and apparel not that you can't smelt apparel.
Garwel  [author] 16 Apr, 2024 @ 1:42pm 
@Visoth Probably shouldn't be hard to do, but is there really a need for it? You can just ignore the button you don't need. Even if you accidently click it, you can always cancel the action before the item is destroyed. What do other players think?
Visoth 16 Apr, 2024 @ 8:21am 
I would like to suggest a setting to toggle the button that destroys, when selecting items. For example, with the toggle off in mod settings, selecting an item anywhere on the map wouldn't display the "destroy x" button.

That way the only way to actually destroy an item would be through the architect "destroy item" button.

I hope this makes sense. It was difficult to word it properly without an example.
Pos 4/5 15 Mar, 2024 @ 1:57pm 
Thanks for the update! I love it!
美少女战士婷婷 16 Dec, 2023 @ 10:05am 
@萌王喵酱 if you don't want it to be balanced just use dev commands lol
萌王喵酱 15 Dec, 2023 @ 10:14pm 
Is there a way to immediately destroy an item? Instead of letting the colonizers operate.
sundae 15 Oct, 2023 @ 3:26pm 
how can i get destroying work to have priority over hauling? my colonists keep hauling corpses as soon as i mark them to be destroyed
Garwel  [author] 2 Oct, 2023 @ 1:06pm 
@Rassmond It's mainly to balance against two other options of getting rid of unwanted stuff: smelting it and carrying it to a dump.
Rassmond 2 Oct, 2023 @ 4:46am 
logically it would be fair then destroying generates filth(and blood if applied to corpses or smth)
Garwel  [author] 11 Aug, 2023 @ 2:25pm 
@Cheeseypoofs Sure
Cheeseypoofs 11 Aug, 2023 @ 10:45am 
Can I add this to my existing save?
Logbuzz 3 Aug, 2023 @ 7:28am 
Both countries are bad, Russia worse but Ukraine is still corrupt.
Snakeempire 31 Jul, 2023 @ 8:25pm 
thanks:P