CleverRaven / Cataclysm-DDA

Cataclysm - Dark Days Ahead. A turn-based survival game set in a post-apocalyptic world.
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Repairing equipment made of multiple materials with secondary materials will generate more of the better material (like kevlar) when cutting them #39729

Open kaol opened 4 years ago

kaol commented 4 years ago

Describe the bug

Salvaging materials by cutting may fail when done on damaged clothing, but salvaging them from fully repaired equipment never fails. For clothes using multiple materials, any of them may be used to repair them. Lots of army equipment use kevlar and something common like cotton, plastic or leather and those can be used to increase the amount of kevlar generated.

Steps To Reproduce

  1. Get some damaged combat boots
  2. Repair them with a needle and leather
  3. Butcher them to get that sweet kevlar with no chance of failure

Expected behavior

To not have common materials generate more kevlar.

Perhaps repairing equipment could be made to require all of the materials they're made of? But that could mix tools as well, requiring charges from both a needle and a soldering iron.

Versions and configuration

Additional context

I feel that there's something off with the whole repair mechanism when multiple materials are applicable. There's the temptation to just carry all your kevlar half a screen away when repairing just to make sure that you'd rather use rags for the task.

jbytheway commented 4 years ago

I have thought about the repair issue in the past. My suggested solution is as follows:

Each item randomly selects one of its constituent materials (in an appropriately weighted manner) and only accepts that material for repairs. Each time a successful repair is performed it randomly (independently) selects a new material. The currently required material would be listed in the item description for any damaged item.

I had a vague intention to implement this at some point, but it's unlikely to be any time soon, so others are welcome to try it (or some other solution).

Tamiore commented 4 years ago

To be fair, the whole "damaged items cut into less material" has always been somewhat iffy. It makes sense that trying to disassemble a damaged item is more likely to fail, sure. But simply cutting an item into pieces should only result in less material if some of material has been torn away, not simply slashed/misshapen. And if it has been torn away, it's not unreasonable to expect that pieces of appropriate material should generate on the ground when said damage occurred.

stale[bot] commented 4 years ago

This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions. Please do not \'bump\' or comment on this issue unless you are actively working on it. Stale issues, and stale issues that are closed are still considered.

stale[bot] commented 4 years ago

This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions. Please do not \'bump\' or comment on this issue unless you are actively working on it. Stale issues, and stale issues that are closed are still considered.

stale[bot] commented 4 years ago

This issue has been automatically closed due to lack of activity. This does not mean that we do not value the issue. Feel free to request that it be re-opened if you are going to actively work on it