Closed l29ah closed 2 years ago
Can confirm on 0.E-10474-g1ae66c97a0 [64-bit]
but I don't think this is really a bug.
It has more to deal with how armor values are calculated, the material thickness of 0.3
is probably too small for the clothing mods to have an effect on, ( increasing it to around ~1 is enough to see an effect ).
Can confirm on
0.E-10474-g1ae66c97a0 [64-bit]
but I don't think this is really a bug. It has more to deal with how armor values are calculated, the material thickness of0.3
is probably too small for the clothing mods to have an effect on, ( increasing it to around ~1 is enough to see an effect ).
In other words, this is a roundoff problem regarding display of the changes?
I haven't done much testing, the values are a float so there shouldn't be rounding errors, but when changing the values from 0.1 ~ 1.0, on both the rain hood and a leather gloves, I couldn't get any extra protection unless the material thickness was above 1.
tl;dr: modifying clothing with material_thickness
below 1 doesn't seem to be giving any protection.
edit: if it wasn't clear, hood_rain does not have the variable defined, I wasn't making a general overview just because. That is why you cannot reinforce it. -#-
Hmm. As discussions go for feature requests that are entered as issues... this might be one of those sounds simple enough things, but probably requires entire clothing / armour system re-factoring.
Like the OP says, try to reinforce say a knit hat, or cargo pants, or leather bikini even, with fur, leather, kevlar, whatever... nope No dice. No change in stats on the Modify Clothing pop-up, although it will apparently allow you to? I guess if you want to waste resources.
But tag your headlamp, binoculars, or your black leather trench, Blade... all of those are possible targets, with increased stats and encumbrance to go with. The difference is one single word in the item JSON array: armor. If an object has "type": "ARMOR", or "type": "TOOL_ARMOR", it's reinforcable.
But - arbitrarily changing these things, what should be armor and should not be armor to be just clothes and/or reinforcable, may have rippling repercussions on gameplay, especially early on. I would not recommend suggesting changing this until you get a few veteran cdda brains to discuss the implication(s).
( Nothing is stopping you from editing your local data/, of course. Ceramic ballistic plates in your boxers? Go for it! )
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The bug would appear to be that the interface doesn't tell you that it won't do anything. (There may be another issue to this effect, but I'm not finding it.) @l29ah: Could you change the issue title accordingly?
No longer applicable after #58035.
Describe the bug
Steps To Reproduce
Load the game.
a
ctivate the tailoring kit. ChooseModify Clothing
. Select++ rain hood
. Choosepad with Kevlar
. Note that it doesn't improve anything.Expected behavior
Improvement.
Screenshots
Versions and configuration
Additional context
2021.04.25.zip