A placeable Recycle Bin which allows you to permanently delete any non-quest items you choose. Fully configurable in MCM.
Why would you want something like this, if it can't get rid of stuck quest items?
Inventory lag is the way that after a while, the sheer quantity of items in one place--like your home base--can start to significantly slow down inventory interacts, even cause the game to pause or freeze while it goes through the lists. That can get painful, especially if you're as much of a pack rat as I am.
Don't want to go through the extra steps of placing and picking back up the bin every time you want to trash something? Just want to carry it with you as a portable trash can? Right-clicking on the inventory item now also offers the option to open the bin directly from there. Enjoy the QoL gain.
Install using a mod organizer. You can manually move them over if you're more comfortable doing that, but there are a number of files in different places, and an organizer like MO2 is recommended. I can't support manual installs.
If you are manually upgrading to 2.0 from a previous version, you must ensure that all files from the previous version are deleted first. If you use MO2, you need only install the new archive.
A new game is not required, and removing the mod will not affect a game in progess--however, you should get rid of the placeable item first, as the existence of any item that is no longer in the config files can cause crashes.
The "uninstall" option will delete any copies of the item in the player's inventory to avoid crashes.
If you have already spawned or used a Recycle Bin item, and have MCM, do the following:
If you don't have MCM, then:
It is then safe to uninstall this addon.
To do so, use MO2 (recommended) or delete the files manually.
If you install the Non-DLTX option, this mod uses the monkeypatch script workshop_autoinject.script to inject a new crafting recipe, a tool which is also used by various other mods. I am only using the basic unaltered functionality of adding or removing a recipe, so if you already have this file from another mod, you probably don't need to overwrite it with mine.
You also do not need--and should NOT install!--the Non-DLTX option if you are using the demonized modded exes or binaries based on them such as GAMMA, EFP, or Screen Space Shaders. Just install the base option.
If you install the 02 legacy option, this mod will conflict with any that modifies map_spots_relations.xml.
However, this conflict is extremely easy to resolve. Only a single "include" line needs to be added, and there are instructions in map_spots_zrb.xml.
It should be fairly simple, but this information is provided "as-is", and I cannot assist with troubleshooting merge issues.
If you already use a mod which includes demonized_time_events.script, it should not matter which one you use.
Everything else should get along fine; the scripting and assets are all self-contained.
If you spam a large number of items into the bin at once, some may not get deleted. Just remove and re-add the missed items.
There is an increasingly high likelihood that this addon won't work in 1.5.1, and I honestly don't care. Just upgrade already. In fact, please use the modded exes by demonized.
Thank you to Asametar for RUS and UKR translations!
2.0: Major overhaul, please perform a fresh reinstall of the mod. The ZRB can now be opened from the player's inventory, and items disposed of without having to place it first. Placing the ZRB no longer prompts for a name, and uses a standard one; most backpack code has been removed. If you have modded exes, mapspot files are no longer replaced, and the workshop autoinject is no longer needed--both are now handled by DXML and DLTX, respectively, and the GAMMA patch is no longer needed. Recipe option removed from MCM, since it is always added now. Fix for ZRB placement triggering when other items were used. Fix for custom search tip not appearing.
1.4: Significant internal changes to the way items are queued and tracked, including use of demonized's time events. All of this should be invisible to the player, but with a huge benefit: most issues with items not being deleted (especially when adding many items at once) should be resolved. Added garbage collection on map load so that any missed items get cleaned up--you may need to remove and re-add old missed items once. Changed the default use_mapspots to false, to reduce conflicts for players who don't need that option and have other mods changing mapspots files.
1.3: Fixed a bug that could result in duplicate crafting recipes being added. This was a harmless visual bug that will not persist through saves; Anomaly reloads recipes from its own files every game load. Fixed a crash that could happen if uninstall was checked but actor was not loaded.
1.2: Added an optional crafting recipe. This relies on workshop_autoinject.script, a monkeypatch from Outfit Parts Overhaul (and other mods as well). Also cleaned up the script and its comments a bit.
1.1: Added new option to aid in uninstalling the mod. Added RUS and UKR localization courtesy of Asametar. Updated the bin's world model with one that has cleaner surface smoothing, thanks to PYP.
1.0: Initial public release.
Average
9.524 votes submitted.
nice quality of life addon, thanks :)
Very nice!
Thank you for nice life addon, but make compatibility with ZVER Minimap please, because that addon have conflict
It's very easy to do it yourself. Just open the file [gamedata\configs\ui\map_spots_16.xml] from "Zver Minimap" mod and almost at the very beginning of the file find the line
#include "ui\map_spots_complex.xml"
and add after it the line from "Zone Recycle Bin" mod
#include "ui\map_spots_trash.xml"
As a result should be like this
#include "ui\map_spots_complex.xml"
#include "ui\map_spots_trash.xml"
That's all. Do the same with the [gamedata\configs\ui\map_spots.xml] file
Put "Zver Minimap" in load order after "Zone Recycle Bin"
Thank you! You can also simply add the line:
#include "ui\map_spots_trash.xml"
To the map spots files for anyone else's mod. This is the only line required for the ZRB to work.
Is it craftable?
It is not, but it wouldn't be difficult to make it craftable. I'll look into that for the next version.
Edit: it is now!
This could be spawned as a new artifact so it would even be explainable by Lore .. somehow.
I mean is it possible to let it appear as an artifact?
That’s a great idea because then the recycler becomes part of the universe; more like a black hole anomoly.
You mean artifact: An object that is physically altered.
An Anomaly is not physically present in our time/space we can only observe it´s effects. Which lead to the theory that they are "cracks" in the boundary to other dimensions or planes of existence.
Sry for being a fckn nerd lol :P
It's certainly not impossible, but it would be a fair bit more work. I'll have a think about what would be required and whether it's something I want to tackle.
Oh i didn´t even expect you to do it i was just curious hehe.
You already did a fantastic job mate!
If you decide you want to tackle it let me know and i gladly will design some custom sounds for it!
I might also contact a modder or two i know because my talent lies not in coding but in creating soundfiles
I do like the idea, so I'll give it a think and keep it in mind. Thanks!
Or just add it to traders.
I added it to ecos xd like they made it based on some "new" investigations and this was a failed one but work as a bin xdd
I added to night flea market too like it was stolen from eco labs :D
Yeah, injecting new items into traders is not difficult at all, there's an existing script for it. I might add that as an option.
Yeah, I use that script for some addons but when I just need to add items for some traders no the whole faction, I use the dltx version
я не понял - где мне найти или купить эту корзину в игре?
В игре , в конфигах мода отметь последнюю опцию и нажми "применить" :- фляга будет в инвентаре.
перестал работать крафт патронов
Привет,
Извините, но я не могу воспроизвести эту проблему. Я не трогаю никакие файлы, связанные с созданием боеприпасов, поэтому эту проблему должен вызывать другой аддон.
(Google Translate)
Will you made "Simplified Vision UI" patch (conflicts with 2 files: "\gamedata\configs\ui\map_spots_16.xml" and "\gamedata\configs\ui\map_spots.xml")?
you just need to add 1 line to any of those files, just read the addon description or just open those files and you will find the line
Doesn't work. I mean, a placed bin does not delete anything put into it. Moreover, a bin icon disappears from the map after reloading the save. Altering the MCM options doesn't lead to any noticeable result.
I've got a lot of addons installed (200+), maybe your mod silently conflicts with something. Some callback is overwritten or whatever. Although your mod was placed last in MO2 list.
Sorry to hear that. It's possible that something is quietly monkeypatching the backpack or workshop classes, interfering in some way, or that some base property of some object or another has changed. With 200+ mods, it's really hard to speculate without more information. No errors if you turn on debug logging?
does this resolve/ address the "object ID limit" issue? Stalker has a limit of a total of 65535 objects in the game and once reached CTD's...
If multiple of the same item are added (for example 3x shovel) only 1 is deleted.
The other 2 will remain.
Is there any way to make it so that all of them are deleted?
This should be resolved in the latest version (1.4).
having this as placeable object in hideout furniture mod would be neat idea
Can't take the trash can back after placing it?
Yes, it works precisely the same as a backpack stash--you pick it up by taking the last item from it. So put something disposable in and take it immediately back out.
Strange, I already tried to do this right away, but nothing happened.
I pressed "Take everything", only things are taken away, but the trash can remains.
Can you make it so that the trashcan can be opened directly from the inventory?
If the bin is not returning to your inventory when the last item is taken, some factor outside of this addon is interfering. The code that does this is effectively identical to the backpack stash code.
I will look into alternate ways to access the bin.
But Sidorovich already exists!