This mods allows you to remove most of the clutter in TLD. In reality it's a system to add the break down functionality to almost any object through config files. It's possible to edit the added items properties (which tool can be used, if tools are required, how much time it takes, what sound it plays and what objects it yields), and also you can add your own.
In the Mod Options menu, you have four options:
The effects aren't immediate and require a scene load to be applied, going out and back inside will apply them.
The config files are located in TLD_FOLDER/Mods/remove-clutter/definitions. Inside you will find .json files, divided by categories.
When you open one, you can see a json array of objects, each defining one object to apply to, for example, a laptop is defined like this:
{
"filter": "ComputerLaptop", // This will be the search used to find the object in the scene.
"sound": "Generic", // Sound it will make when broken down.
"minutesToHarvest": 45.0, // Minutes it takes to break the object down.
"requireTool":true, // If true, removes the option to break down by hand.
"tools": [ // Array of tools that can be used.
"hacksaw",
"hammer"
],
"yield": [{ // Array of objects that will be yield.
"item":"scrap",
"num":1
}]
}
Or the podium from Milton's church:
{
"filter": "Podium",
"sound": "WoodReclaimedNoAxe",
"minutesToHarvest": 45.0,
"requireTool":true,
"tools": [
"hatchet"
],
"yield": [{
"item":"wood",
"num":3
}]
}
You can edit these values and save the file, and next time you start the game, the new values will be used. Definition files are loaded in alphabetical order, so adding for example a 0 or something like that at the start of the custom.json file will make your custom definitions load before the mod ones. Also, since definitions don't overwrite, if you redefine something in your custom file, it will override the mod's default. This is helpful so when the mod updates your edits are kept (remember to change the custom.json file name)
You can take a look at the definiton files here
You can read a simple tutorial on how to create new item definitions here
Break down won't be applied to objects that act as container, bed or if it contains a buffer memory screen. So if you find something that you can't remove but it is defined in the JSON files, that might be the reason. Due to performance reasons, the mod will only work with interiors.
Some objects don't drop down to the closest surface when something underneath is harvested. This is partly due to all objects not being created equal, so will be reviewed case by case. Best fix for this is... starting with the topmost objects.