CleverRaven / Cataclysm-DDA

Cataclysm - Dark Days Ahead. A turn-based survival game set in a post-apocalyptic world.
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Tailoring kit mods don't improve armor #48781

Closed l29ah closed 2 years ago

l29ah commented 3 years ago

Describe the bug

Steps To Reproduce

Load the game. activate the tailoring kit. Choose Modify Clothing. Select ++ rain hood. Choose pad with Kevlar. Note that it doesn't improve anything.

Expected behavior

Improvement.

Screenshots

screenshot-shit

Versions and configuration

Additional context

2021.04.25.zip

Saicchi commented 3 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 ).

actual-nh commented 3 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 ).

In other words, this is a roundoff problem regarding display of the changes?

Saicchi commented 3 years ago

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.

Anaglyphic commented 3 years ago

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! )

stale[bot] commented 3 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.

actual-nh commented 3 years ago

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?

Night-Pryanik commented 2 years ago

No longer applicable after #58035.