Wanna disassemble your psy helmet so you'll die helplessly in Brain Scorcher? Well now you can! This mod lets you disassemble everything.
Features
- You can disassemble everything including quest items and that annoying wallet except for few base items.
- Now maybe you can actually rely on crafting weapon/armor upgrades because you get the tier1 amount of the item back (eg. special gas tube).
- Unbalanced as hell. I just made disassembly recipes that seemed somewhat consistent considering the items. 2 kg toolkit might contain 20 kg of items, there might be infinite item loops with crafting, some base components may be abundant but others sparse and sometimes profit can be made by buying an item and selling back disassembled items. You just have to have an open mind and use your imagination (eg. trader always wanted to open that box and now you're selling your disassembly skills to him). You'll need self control to play with this mod.
- I made the disassembly recipes trying to put together logical components. However, I had to use imagination. If something doesn't seem logical then use your imagination to explain the situation (eg. you're disassembling next to an anomaly and that morfed your leatherman into shovel or something).
- I tried not to change vanilla disassembly recipes but I still changed a few. Also I made the mod with crafting in mind. On it's own it isn't as powerful as with a crafting recipes mod.
- DLTX and non-DLTX version. It's easy to make changes even to non-DLTX version because only last parts are taken into account. In other words you can take this mod for the base and write same already existing item sections to the end of the list, effectively overwriting my components.
- PLAYERS, you can practice modding or file editing with this mod. If you edit unconditional items then it's pretty much impossible to crash the game. Use the debug menu item spawner to see item sections.
Items that intentionally don't have disassembly recipes:
- Artefacts
- Items that can be opened (eg. medical package or artefact container with artefact). What's the point if the same stuff can be obtained anyway without tool degradation?
- Items that disappear when taken into the inventory (eg. monolith suicide grenade).
- Base items (eg. scrap, leather, paper).
- Items that didn't have any logical disassembly considering existing items (eg. rubber)
- Unused items that are only obtainable through debug menu or by only knowing it's code (eg. "stick_kolbasa" is an item that NPCs use to grill sausage over fire).
Contained mods:
- Luna's Master Disassembly List & Parts Fix v1.1.0 (1.5 1) ( Moddb.com )
Goes well with
- TheMrDemonized's "Disassemble All Items" ( Moddb.com ).
How did I do it?
I listed every item section from trader preset file together with debug menu item spawner and one by one added disassembly components to every item. I tried to make items logically consistent using the limited amount of items available. Then after a few days of work I spawned every item in the game into my inventory and tried to disassemble everything. At one moment I was sitting with 3500 armor repair kits and 11000 duct tapes and I was thinking "What am I doing with my life?" The game lagged like crazy (ca 1 FPS). Eventually game ran out of IDs and crashed (in the mod's preview image only few hundred IDs are left in that world). Anyway I fixed all items that I missed and tested those too. In the end I estimate that I chewed through 800-1500 leathermans. All in all I made sure that you can disassemble everything from vanilla Anomaly but I didn't test whether all components are correct. If you have a blank line in the list of gained components then let me know!
Known bug
Somewhy you can't disassemble bolts nor bullet casings. You'll get the components but the item doesn't disappear from the inventory. Having finite bolts option turned on doesn't fix the problem.
Installation
- Use mod manager or drop and merge gamedata folder to Anomaly main folder.
Choose type. Pick DLTX or non-DLTX version. DLTX version requires you to install DLTX ( Moddb.com ) but is compatible with mods that change other aspects of the LTX files (this version merges LTX files). Non-DLTX version is an ordinary mod, it simply overwrites the files.
- Install. Drop the picked version's gamedata folder into Anomaly's main folder or enable it from the Mod Organizer 2.
- Uninstall. Revert the file back to previous version or delete it to revert it back to vanilla. Or simply disable the mod in Mod Organizer 2.
Future plans
The list can be infinite with no reprecussions so I'm willing to add new (not overwrite old) disassembly recipes from other mods so that players wouldn't have to choose between mods. However in that case you'll have to actually create the disassembly recipes yourself and send them to me or at least point me to the mod you want to include.
Final words
You can modify my changes or ideas in any way you want. However if your work is based largely on my ideas then please give credit! In case you find bugs please let me know! Also if something is still not disassemblable or doesn't give components let me know! I tested all the items but because there were so many then some bugs might still be in there (but won't crash the game). Overall it seems components are handled well by the Anomaly code so I didn't get any crashes due to this mod.
Changelog
v1.0
- Edited "parts_conditional.ltx" and "parts_unconditional.ltx" by adding all (I think) vanilla itemIDs and assigning components to each one.
- Added components for r3zy's Glowsticks (my own initiative).
v1.1
- Removed Banjaji's Modular parts directory. That mod is obsolete (and actually causes more conflicts) because DLTX is just so good.
- Restructured the files back into only parts.ltx. Now the mod is again compatible with DLTX and thus most other mods.
- Added DLTX version of this mod.
[Notice board]
As of July 2022 I will be away from modding. I estimate the order of magnitude of my leave to be 6 months. In the mean time if something breaks then anyone proficient enough can take over/ make patch-mods.
My priority is that everything is disassemblable.
Second priority is to integrate new items that other modders add (and send to me).
Third priority is to modify my current recipes so that the mod would be more balanced. This process may span out in months or years and still not be done. Any balance ideas you have are welcome. In case of new ideas write the disassembly recipe and say why it's better than mine. If I agree then I'll include that in the mod.
As of v1.1 the mod uses vanilla parts.ltx system and is again compatible with DLTX.
Very good. Balance can be done later. 10/10
Updated to v1.1. I removed the old filesystem that had separate file for every section. Now the mod is again compatible with DLTX. Also added a DLTX version alongside with non-DLTX version.
Greetings Friend, I have a problem, I am using this addon Moddb.com and I have a problem using both addons simultaneously.
The disassembly of parts works perfectly and is really very necessary, but when you right click on the ax to collect the wood from said complement, the game closes. I don't see any conflicts in my MO2 mods list between these 2 addons, but the error occurs, and when I disable (Disassemblers Dream) in my list, the wood pickup works again, would you be so kind to do a compatibility patch?
PS: I will try to repeat the error to be able to show you the log
I think the crash has to do with the axe getting unusual item as a component. In other words instead of eg a spring the axe has a piece of wood as the component. Looking at the code I don't see why using/degrading the axe should have anything to do with the item components but that is the only explanation I have.
Anyways you can delete/comment out wpn_axe, wpn_axe2 and wpn_axe3 lines in my mod (lines 617-619). That reverts the axes back to vanilla behavior.
Oh and don't bother with the error log. The fix is quite straightforward and I don't want to debug the other mod (or vanilla Anomaly) anyways. So far degrading the axe through ordinary use doesn't have bugs.
thank you very much friend, that solved the problem, now I can use both complements simultaneously
As of July 2022 I will be away from modding. I estimate the order of magnitude of my leave to be 6 months. In the mean time if something breaks then anyone proficient enough can take over/ make patch-mods.
No Work For me...
The most probable issue is that some other mod overwrites parts.ltx. You can use Mod Organizer 2 to see file conflicts. Let my mod overwrite others and the functionality should return.
Stalkers beware: this mod is not balanced, rather cheesy, but it will not break progression too much
Yup, it's the 3rd feature in the list. But if you have suggestions for balance then shoot! If it makes sense then I'll happily change the disassembly recipes. I'm busy with other stuff, so I don't think I'll ever get to properly balancing this mod.