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How to "repair" "in use" items that aren't? #80865

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PatrikLundell opened this issue May 8, 2025 · 2 comments
Open

How to "repair" "in use" items that aren't? #80865

PatrikLundell opened this issue May 8, 2025 · 2 comments
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<Suggestion / Discussion> Talk it out before implementing

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@PatrikLundell
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Is your feature request related to a problem? Please describe.

I've got a bunch of tools that can't be used by my companion because they're marked as being "in use" due to previous bugs.

I'm not the worst off, and may be able to debug hack the items one at a time, but that's not a reasonable option for someone who has felled trees or harvested crops.

Solution you would like.

  • Some kind of script that can be run over a save, but only when no work is in progress (or removal of tools from being locked won't cause trouble).
  • An in-game command to process items within an area. May not be suitable for recovery from a past bug, though.

Describe alternatives you have considered.

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Additional context

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@PatrikLundell PatrikLundell added the <Suggestion / Discussion> Talk it out before implementing label May 8, 2025
@typeryougishiki
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A relatively crude method is to use vscode or other similar tools to open the archive folder, search for the regular expression "activity_var":\{"str":"[^"]+?"\},? and replace it with empty in batches.

If I want to submit a processing method to the project code, which one is more appropriate: providing a batch cleanup function in the debug menu or providing a batch processing archive script in the tools folder?

@PatrikLundell
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I would suggest a script in the tools folder, as I think that would be more accessible (with instructions) for the average player than functionality in the debug menu, as that menu is not accessible by default (you have to bind a key to it to get access to it).

That's only my assessment, however. Others may other insights.

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