why not combine idocs with treasure hunting. When an idoc falls, everything then goes into chests then needs to be dug up and then opened via treasure hunting chests. how could you run a script to pick idocs clean when only the person who dug up the chest has access to it? maybe include a counter with number of hidden chests at each idoc. who knows but at least its something
They already cause enough DMG on TMaps, dont make worst.
The best solution for idoc will be transfer everything into a moving crate for the owner when he comes back.
Either put it in crates, or delete it. It's gone too far too long, and they don't have the ability to make it all go into t-chests or overland spawn.
Hasn't been stated, but, I don't have the faith that they ccould do it at all.
Few reasons why this won't work:
1. I promise you a scripter can find/do/loot a chest faster than you probably can manually. This helps them, not hurts them.
2. All the loot going to "1 person" isn't exactly fair, if treasure chests are exclusive to the person who dug it up.
3. It's complicated. Not for you as a player - I mean for the Devs to code. I don't think it's something that would be easy to do. Just look at grubbers, something much simpler, but that don't work right at all. Now imagine them making it so every single item (sometimes 3000-5000+ items) from an idoc get automatically put in a tchest at precisely the "second" the house decays?
Also - it would probably break the tmap system in some ways. Bad idea
If there were a way to scatter items perhaps it could be a limited list. Off the top of my head, Weapons, Armor, Deeded items, Vet rewards, UO Store items, Holiday / Anniversary gifts and tokens, EM event and quest items get scattered. Player Crafted items and Resources go poof when the house falls.
If possible it would be nice if SoulStones landed in the player's bank box.