Refactorio / RedMew

The RedMew scenario code for Factorio.
https://redmew.com
GNU General Public License v3.0
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crashsite loot chests cannot be deconstructed #1330

Open DeadlyKitten37 opened 2 years ago

DeadlyKitten37 commented 2 years ago

Problem description: On Crash site loot chests are hard to get because they are neutral. this means they cannot be deconstructed by the player.

Suggested solution: When a player deconstructs the scenario checks if there are any neutral chests in deconstruction range, if there are then the chests are switched to the player force and marked for deconstruction.

Possible alternate solutions: -chests switched to the player force when the outpost is capatured (chests might be attached by biters) -chests switched to the player force when deconstructed by a filtered deconstruction planner (works but harder to code and harder to use)

grilledham commented 2 years ago

Possibly we could switch the chests to player force when the outpost is captured but I can think of two issues with that.

  1. Not letting players quickly remove the loot was a feature to stop one player grabbing it all.
  2. Coins earned only counts for coin mined from inventories not owned by the player force.
DeadlyKitten37 commented 2 years ago

I do not have a good answer for 2, but 1 is solved just by the fact the the loot cannot fit in 1 inventory, i usually take several cycles of fill my entire inventory, empty it into chests. There is also the issue that as is the loot is long and tedious to get out of the chests (mining 50+ chests interspersed only by dumping your inventory gets old very fast)