I mistakenly made too many fibers for grow plot construction and fuel. I have almost no trees and now I need timber - the Deconstructor wont revert the fibers to timber for some reason, has anyone gotten this to work?
In the "Templates.ecf" file, at the top : ## Note on Deconstructor: The decon will split items and devices until the template only has ingredients made from BaseItems. Example: IronOre has 'BaseItem: true' > IronIngot will not be broken down into Ore! ## Add 'DeconOverride: Continue' to allow Deconstructor to split the device or item one more time ## Add 'DeconOverride: Stop' to prevent deconstruction of the device or item Down in that same file : { +Template Name: Fiber BaseItem: true #A1 << last "deconstruction step" OutputCount: 30 CraftTime: 5 Target: "SurvC,SmallC,HoverC,BaseC,LargeC,AdvC" { Child Inputs WoodLogs: 1 << to get this we need to add the " DeconOverride: Continue " option } } You can try the " DeconOverride: Continue" parameter as shown in the example here : { +Template Name: PlasticSmallBlocks CraftTime: 2 DeconOverride: Continue << will go 1 step further Target: "SurvC,SmallC,HoverC,BaseC,LargeC,AdvC" { Child Inputs PlasticMaterial: 1 } }
Just following instructions given to us in the files. There is no way to know if it will work of not without testing it. As in here : { +Template Name: GrowingPot BaseItem: true #C1 Ba CV 1 <<< this is base item DeconOverride: Continue <<< the override which is already there CraftTime: 10 Target: AdvC { Child Inputs Fiber: 4 NutrientSolution: 1 # PlasticMaterial: 2 SteelPlate: 5 CobaltAlloy: 5 } } At the top of the templates file : ## 'BaseItem: true' (i) Defines basic level for BP factory. (ii) Will be used for repairing in R2T Then for "IronOre" : BaseItem: true # even though flag is set, it is not used for R2T repairing (NoRepairInputItem: true) Now this new "NoRepairInputItem: true" can only be seen for Iron, Silicon, Copper, Pentaxid, and can't be found anywhere else, and there is no further explanation. So anyone's guess is as good as mine as to why these parameters will work in some cases, and not in other cases. I would have expected "Fiber" to follow the same principle and be deconstructed into its child input "woodlogs"... but it's not. Add to this that Fiber is described as an "intermediary product used to make other components" just like any other "intermediary product". That is pure Logic, of course. What else should we expect... At least we can use the console (itemmenu) as... a "consolation"... .
{ Template Name: Fiber BaseItem: true DeconOverride: Continue OutputCount: 60 # doubled CraftTime: 5 Target: "SurvC,SmallC,HoverC,BaseC,LargeC,AdvC" { Child Inputs WoodLogs: 1 } } This did not give me any joy on the fibers reverting to logs, almost as if a lot of hard coded logic in the game engine is special casing things. Fiber belongs to "FoodTemplate", but I can find nothing in FoodTemplate itself that might, explain what is wrong.
I'm sure there is a "logic" in there that has nothing to do with simple "coding" convenience. It's not like "scripts" would "complain" if they simply allowed component A to replace component B to yield product C... It is counter-intuitive to have a simple system like the recipes to have these kinds of limitations.
Agree, but it's not a real problem, just keen to keep exploring to discover the "domain" rules. I have a mind to hack together some kind of validator/checker tool.