Deconstruction Planner Overhaul.

Post your ideas and suggestions how to improve the game.

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Unfigureoutable
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Deconstruction Planner Overhaul.

Post by Unfigureoutable »

Current default DP has so severe issued and isn't customizable by mods (because it happens on engine lvl (or something like that that i don't understand)) and the filtered one is limited, would require multiple DPs and isn't bindable to a SINGLE fixed shortcut when placed on the hot bar.

It already has a great mechanic where certain things are prioritized over other like buildings over tiles and tiles over landfill.
However there are even more shortcomings.
Ghost tiles aren't immune like tiles in case of building removal and should be placed in the same tier.
Same prioritization/ignoration mechanism ranking should be extended and be customizable or:
1. stuff laying on the ground (like stuff you drop) 2. removable environment (rocks trees cliffs) 3. build stuff including ghosts 4. tiles including ghosts. 5. landfill (including ghosts)
where only the highest tier in a selected area is active.

And even if that is achievable with a few filtered BP (and i assume it's not) i'ts way too much work to customize and especially implement frequently for something that can be drastically and presumably easily reprogrammed.

The mentioned improvements would make the default DP way more versatile, efficient and easy to use and would require the use of a custom one only to filter out items Within each tier.
Alfonse215
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Re: Deconstruction Planner Overhaul.

Post by Alfonse215 »

Unfigureoutable wrote: Mon Sep 28, 2026 8:02 am It already has a great mechanic where certain things are prioritized over other like buildings over tiles and tiles over landfill.
However there are even more shortcomings.
Ghost tiles aren't immune like tiles in case of building removal and should be placed in the same tier.
Same prioritization/ignoration mechanism ranking should be extended and be customizable or:
1. stuff laying on the ground (like stuff you drop) 2. removable environment (rocks trees cliffs) 3. build stuff including ghosts 4. tiles including ghosts. 5. landfill (including ghosts)
where only the highest tier in a selected area is active.
I'm confused as to precisely what you're asking for. I think you're talking about the functionality where a blank deconstruction planner will remove stuff on the ground if that's all that is in the area, but if you include a building while you're dragging, it will ignore the stuff on the ground in favor of buildings. And you want to change that prioritization to include different kinds of stuff.

If that's the case, the priorities you're suggesting seem... undesireable.

Landfill (and presumably other kinds of tiles like Space Age foundations and the like) absolutely should not have the highest priority. This would mean that if you're trying to clear stuff that's built on landfill, it will prioritize the landfill and not deconstruct the buildings on it. Same goes for concrete and other tiles on top of buildable terrain tiles.

I also don't much care for the idea that you can't remove trees and such in the same drag that you're removing buildings. They're both obstacles; why do I need to drag twice to remove them?

To me, the point of an unfiltered deconstruction planner is that you want some stuff gone and aren't that picky about which stuff it is. The current set of priorities seem tailored towards that end.
Unfigureoutable
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Re: Deconstruction Planner Overhaul.

Post by Unfigureoutable »

reverse the list... by higher tier i mean lower number is higher priority.
also those are MY preferences and that should be customizable OR AT LEAST MODDABLE bc now all the modders say i don't know what im talking about and that it's (almost) impossible.
especially things like ghost tiles being removed with buildings is bad.
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