RimWorld

RimWorld

Dismantle Ancient Junk
152 Comments
Proxyer  [author] 6 Aug @ 2:55pm 
Update : 7 Aug, 2025
v1.6.11
- Fixed update Mechanoid Upgrades mod patch.
Proxyer  [author] 6 Aug @ 2:46pm 
Since Mechanoid Upgrades was updated, so experiencing issues with the mod patch. Now currently working on a fix, so please wait a little while.
KahirDragoon 4 Aug @ 1:27pm 
@Proxyer Thank you for your work and super fast fix
Proxyer  [author] 4 Aug @ 10:04am 
Update : 5 Aug, 2025
v1.6.10
- Added compatibility patch for Vehicles Wrecks Expanded .
- Fixed compatibility patch for Mechanoid Upgrades .

@KahirDragoon
Thank you for your report.
Proxyer  [author] 4 Aug @ 8:42am 
Hello KahirDragoon.
Thank you for reporting this. I think it's probably for the same reason as the error with other mods, so I'll need some time to check and fix it. Please wait a little while.
KahirDragoon 4 Aug @ 8:16am 
Causing red error with Vehicles Wrecks Expanded .

Posted it also there. Not sure which sides can solve it.

Log: https://gist.github.com/HugsLibRecordKeeper/7e509c76cbcf94ae669c87392d2f80f5
Proxyer  [author] 3 Aug @ 4:18pm 
Hello Alandauron.
To briefly explain your question, the "<killedLeavings>" setting in RimWorld's xml specifies what is dropped when an object is destroyed.

When an object is dismantled, the "<costList>" of building or creating that object is referenced. In vanilla RimWorld, only 50% of the resources are returned.

So, if you use the same resources and quantity for both, you will get 100% of the resources when destroying something, and 50% when dismantling it.
Alandauron 3 Aug @ 3:10pm 
Destroying granting more resources than deconstructing seems backward, is there a reason for this?
PvtGrumpy 31 Jul @ 4:00pm 
Just saw the ping notif, and noticed the new change in the game, THANK YOU!!!!
RogueCmdr 31 Jul @ 1:08pm 
yea but i only get slag for alot of that stuff
Proxyer  [author] 31 Jul @ 1:04pm 
Quick Tip:
For objects that can be destroyed by attacking them, destroying them will take longer than dismantling them, but you'll get more resources. Dismantling an object will only give you 50% of the resources set (50% off is vanilla settings).

For this reason, if only one material is specified, there's a higher chance of getting nothing.
RogueCmdr 31 Jul @ 12:56pm 
awesome - thanks I just landed at a abandon warehouse and so much wasnt scrapping until i grab ur mod but still feel some amounts bit low not worth the effort of scapping and gathering but i was early game so steel starved on grav ship scenario
Proxyer  [author] 31 Jul @ 12:39pm 
Hello RogueCmdr.
I'm currently testing a method that someone else suggested the other day (checking the Odyssey DLC to drop Biofuel). I'm testing it in conjunction with other updates, so please be patient. Thank you.
RogueCmdr 31 Jul @ 12:24pm 
any chance any of the odyssey stuff with chem fuel in the name, dropped extra chem fuel with steel
Proxyer  [author] 31 Jul @ 12:06am 
Update : 31 Jul, 2025
v1.6.9
- Updated the patch added in v1.6.8 (Preliminary problem fix.).
- Add new patches for Odyssey DLC, Gauss Cannon. (add HP, work time, cost, destructible, can dismantled)
Proxyer  [author] 30 Jul @ 5:14pm 
Update : 31 Jul, 2025
v1.6.8
- Update compatibility patch for Medieval Overhaul .

Thank you PvtGrumpy for your report.

- Add new patches for Odyssey DLC, Mech Pylon, Mechanoid Processor, Mechanoid DropPod, Ancient Terraformer.

Thank you PvtGrumpy for your request.
Proxyer  [author] 30 Jul @ 4:14pm 
@PvtGrumpy
Ok, I've reworked an old patch for Medieval Overhaul, so that ancient ruined battering rams and ancient ruined siege towers can now be properly deconstructed and will give half the resources when destroyed (compared to the vanilla system: 50% of the cost).

These changes will be included in the next update, v1.6.8.
Proxyer  [author] 30 Jul @ 3:23pm 
Hello Alan Mandrake, thank you for your suggestion. I will decide what to do once I have reviewed and worked on the Medieval Overhaul Mod I am currently working on. Please wait a little while.
Alan Mandrake 30 Jul @ 1:45pm 
Hi, I dont know if this fits the scope of this mod becaust its not really junk, but could you include mech pylons, mechanoid processors and drop pods that are spawned in orbital stations? Also anicent tile currently does not yield any resources with the remove floor option, adding a unit of steel might fir the theme.
Proxyer  [author] 30 Jul @ 1:33pm 
@PvtGrumpy
Thank you for reporting this. I will also check the contents of the mod.
PvtGrumpy 30 Jul @ 12:01pm 
Hi, It's the "Ancient Ruined Siege Tower" and "Ancient Ruined Battering Ram" from Medieval Overhaul, now reloading my save and looking again, i'm able to deconstruct some of them but then the exact same building next to it won't allow me. So it might be just my modpack causing issues or I just need to update some things. But I apologize if i'm wasting time here. I mean it's not that big of a deal, I can dismantle all the vanilla buildings just fine which is the goal. I'll test later with just the mod installed if i'm still having that issue or not.
Proxyer  [author] 30 Jul @ 8:12am 
Hello PvtGrumpy.
This mod is an xml patch mod that does not include a dll, so there are no mod settings.

I may be able to help you if you tell me not only the object name but also which mod name added it.
PvtGrumpy 30 Jul @ 8:02am 
How do I access the settings? if there are any? Seems like I can't dismantle the Old battering rams/siege towers from medieval
Proxyer  [author] 27 Jul @ 3:30pm 
Update : 27 Jul, 2025
v1.6.7
- Added compatibility patch for Mechanoid Upgrades .

Thank you AshSmurf for your report.
Proxyer  [author] 27 Jul @ 3:29pm 
@AshSmurf
I figured out the answer to the quiz by myself.

The cause of the error was that Mechanoid Upgrades ignored the Core's Parent (Name = AncientMechBuildingBase) setting because each defs had <Mdeconstructible>false.

The error disappeared after adding a patch, and the demolition time and cost were added.
But, ancient light was not touched.
Proxyer  [author] 27 Jul @ 12:59pm 
Hello AshSmurf.
I don't know what mods use "MU_AncientMechUpgrader" or "MU_AncientBasicUpgradesAssembler" in defName or Name, so could you please tell me the names of mods that you have enabled in your mod list that use words like "Ancient", "Mech", or "Upgrad"? I'm not good at quizzes, so a no-hint would save me the trouble of having to search.
AshSmurf 27 Jul @ 8:52am 
Just FYI Getting config errors after change:
Config error in MU_AncientMechUpgrader: alwaysDeconstructible=true but deconstructible=false
MU_AncientBasicUpgradesAssembler
MU_AncientMechUpgrader
MU_AncientBasicUpgradesAssembler
MU_AncientAdvancedUpgradesAssembler
MU_AncientUpgradesStorage
MU_AncientLargeUpgradesStorage
MU_AncientAdvancedUpgradesAssembler
MU_AncientUpgradesStorage
MU_AncientLargeUpgradesStorage
Fralee 27 Jul @ 8:08am 
not sure if you are able to re-balance some of the items when you dismantle them?
thing like cars make sense to give a few pieces of slag but things like the wheel rims should give a few pieces of steel instead of 1-2 pieces of slag
Proxyer  [author] 27 Jul @ 7:44am 
Update : 27 Jul, 2025
v1.6.6
- As a temporary measure, until I can come up with a better solution, I have disabled the ability to minifiedDef and movable of "Life Support Unit" and "Ancient Emergency Lights" in the Odyssey DLC.

If you are unable to move a packed item after updating, please use "kill" command it in dev mode tool.
Luv N Hugz |UwU| 25 Jul @ 8:24pm 
A *welcome surprise
Luv N Hugz |UwU| 25 Jul @ 8:24pm 
I definitely didn't expect this mod to add uninstalling, but it was more like a surprise. I know how to self-regulate (sometimes) so it's not like I need this mod to change or I'll die.

Personally I think deconstruction only is the most balanced, but that's just my preference, I am 'one guy'.
Proxyer  [author] 25 Jul @ 7:55pm 
Alternatively, I think it would be a good concept for the mod to leave minified to other mods and have this mod just be only dismantlable, as the mod title suggests. In that case, I owe Infinityvy an apology.
Proxyer  [author] 25 Jul @ 7:42pm 
@Luv N Hugz |UwU|
I think that interpretation is probably correct.

In that sense, the options are to treat it as a simple panel, return it to an immovable state, and limit the material to that of the panel (about 5x steel), so that it can only be disassembled.

Or, treat it as the same material as the oxygen pump, make it disassembleable, add power (-150w) and an OxygenPusher to the comps, and then make it removable.

Is that about right?
Luv N Hugz |UwU| 25 Jul @ 4:58pm 
@Proxyer fair enough about it being a panel, I think I just headcanon'd it that it taps into the wall, which is somehow linked underground to a power network. Though obviously that's my own take on it.
Proxyer  [author] 25 Jul @ 10:32am 
By the way, the life support unit is a "wall-mounted panel structure" so it can be removed. It is the same structure as a wall light. It is not built into the structure. The description says "A unit connected to the orbital platform's larger life support network. It keeps rooms heated and pressurized.".
But, it is not pumping oxygen and only power source stuff.

The station's network system cannot be removed, but the life support unit is just a panel, so I think it can be removed. However, the 3200W power generation capacity set in the DLC may be too large.
Proxyer  [author] 25 Jul @ 10:13am 
Hello Luv N Hugz |UwU|.
Thank you for your valuable opinion. I will use it to decide what to do next.
Luv N Hugz |UwU| 25 Jul @ 10:08am 
Since you made the ancient lights minifiable, why not make the ancient lamps minifiable too? The ones that give off like 2 tiles of light. Also being able to move the ancient life support is kind of crazy, the idea for those is that they're built into a mega structure I think, hardwired.
Proxyer  [author] 24 Jul @ 12:34pm 
If you think it's too powerful, there's a way not to use it.

Rimworld is a game where you can butcher human corpses and turn them into human meat. But it's possible, and it's not something players are forced to do.

I am not forcing you or the player to use life support units, I am just giving you the option to do so. Please, do not force your ideology on others out-game.
Proxyer  [author] 24 Jul @ 12:21pm 
It is up to the player to decide whether or not to bring back the units and use them. I do not intend to provide a situation where there are no options at all.

The basic concept of this mod is to simply create options as to whether they are possible or not. Ancient scrap can also be destroyed by attacking it, just like before the patch.
Infinityvy 24 Jul @ 11:24am 
I just said this because I thought it was an accidental change. it is broken because life support systems spawn in these space stations in abundance and grant permanent 3400 power for free. Being able to move them breaks the games balance quite severely. I don't think that is a change anyone would expect from a mod like this.
I did not come here to offend you, if you want to keep it this way, that is you decision alone.
Proxyer  [author] 24 Jul @ 8:49am 
If you absolutely cannot stand it, delete lines 1040 to 1125 of "Odyssey_ThingDef_Buildings_Ancient_Cost_Patches.xml" in "DLC\Odyssey\Patches". This will revert all parts related to the life support unit return to vanilla.
Proxyer  [author] 24 Jul @ 8:43am 
They has a claimable tag, so just like the ancient bed, it's up to the player to decide whether or not they want to make it their own. This mod gives players the possibility to choose.
Proxyer  [author] 24 Jul @ 8:33am 
@Infinityvy
If you think moving life support units is a problem, then you should also think that being allow deconstructible ancient scrap that cannot be dismantled, and making items that normally drop nothing when dismantled drop resources, are similarly problematic, and I would recommend stopping using this mod immediately.

This mod makes it possible to do things that cannot be done in vanilla.
Proxyer  [author] 24 Jul @ 8:18am 
@Infinityvy
"hey, this mod causes life support units from abandoned space stations in the odyssey system to be uninstallable/reinstallable, which is incredibly broken. I believe that is an accidental change"

Please read your own comments. What is "incredibly broken"? What specifically is wrong?
Infinityvy 24 Jul @ 6:41am 
I am not quite following. Why is it not this mod's fault? I can confirm that with only this mod installed and no other mods, life support systems become movable, which they shouldn't be. It seems you are confirming it too, right?
Proxyer  [author] 24 Jul @ 3:11am 
@Infinityvy
Final conclusion:
It was not the mod's fault. For reference, I have prepared a comparison image with and without the patch. You can check it yourself by disabling the mod.

Comparison image with and without the patch
Proxyer  [author] 24 Jul @ 2:42am 
In gameplay, I confirmed that the "life support unit" installed in the enemy space station cannot be moved. This mod adds a "patch to make it movable", but it does not make it impossible. Next, I will check whether the patch is working properly.
Proxyer  [author] 24 Jul @ 1:41am 
I confirmed it. In terms of Odyssey and Core's defs, it is not originally set up to be movable.

What was confirmed:
The description "<minifiedDef>MinifiedThing</minifiedDef>" does not exist from the beginning in "<defName>LifeSupportUnit" in Odessey/Defs/ThingDefs_Buildings/Buildings_Natural.xml and "Name="BuildingBase"" in Core/Defs/ThingDefs_Buildings/Buildings_Base.xml.

Therefore, if you have installed the "MinifyEverything" mod, please check the mod options to see if permission LifeSupportUnit has been granted.

Also, please remove this mod from the mod list, try loading the game, check if you can move and report back.

Reference:
The RimWorld 1.6.4528 rev1222 update has made some fixes to LifeSupportUnit, such as stopping it from spawning on some maps.

I will continue to check the content in the actual game.
Proxyer  [author] 24 Jul @ 12:36am 
Hello Infinityvy. Thank you for your report.
I'll check it out.