Topic on Talk:Ruins

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Esredar (talkcontribs)

I wonder if it would be worth adding a technical property called isJunk or similar, that we could add to pages of ruins with no use for the player.

It would allow splitting the very long list on this page into two separate tables. As a reader I want to see a list of the useful ruins, I don’t care about the junk, except maybe to check that it’s indeed junk and I haven’t missed something.

The nav would also benefit from not showing the junk, it’s way too busy. Maybe a single link either to this page or to a category for junk would be enough.

It would require agreeing on what makes a ruin not junk. I think it’s not junk if colonists can use it (light, bed), open it (loot box), interact with it (terminal), deconstruct it for resources. Anything else?

Vilobion (talkcontribs)

Depending on the numbers, it might be less work to approach it from the opposite angle with a NotJunk property if the number of useful things is dwarfed by the number of junk things.

But I like your proposal.

Harakoni (talkcontribs)

Absolutely agree. I think this exact issue is in a recode for the Ruins nav already.

We need some way to separate put things that have functions (e.g. ancient terminals) and things that are just decorative (and maybe a third category for things that can be destroyed/deconstructed for resources?)

Esredar (talkcontribs)

Thank you both for your input. I think we need more information before moving forward. Since that information is not readily available by querying the wiki, I've started to compile data manually on all the ruins buildings on a spreadsheet, from the xml.

It's starting to take shape, at least for which ones are active. I'm still exploring how the game decides to give resources on destruction and deconstruction.

Arcangelus (talkcontribs)

Useful ruins:

  • Ancient lamp: Light
  • Explosive: Ancient explosives crate, Ancient mining charge
  • Special: Ancient cryptosleep pod (Also yield o destruction), Ancient uplink, Ancient mechanoid shell [may not belong here], Ancient toxic vent (Event related), Ancient comms console/Ancient terminal [quest related]
  • Has a Destroy yield:
 	Ancient car,
 	Ancient car frame,
	Ancient concrete barrier (ALSO DECONSTRUCT),
	Ancient dropship,
	Ancient dropship engine,
	Ancient exostrider (cannon, head, leg, midsection),
	Ancient jet engine,
	Ancient lamppost (ALSO DECONSTRUCT),
	Ancient pipeline section,
	Ancient pod car,
	Ancient ruined APC,
	Ancient ruined tank,
	Ancient troop carrier,
	Ancient truck,
	Ancient warspider remains,
	Ancient warsprinter remains,
	Ancient warwalker (claw, foot, leg, shell, torso)
  • Ruin related, yet not in Project Ruins: Advanced component box, Ancient bed, Chemfuel canister, Component box, Crashed shuttle, Hermetic crate, Life support unit, Malfunctioning transport pod, Mechanoid ship chunk, Medicine pallet, Rusted bed, Rusted double bed, Rusted safe, Sealed container, Sealed crate, Security crate, Ship chunk, Ship part (psychic droner), Steel scrap box, Steel scrap pallet, Survival meal pallet.
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