Closed jeremyosborne closed 9 years ago
I'm not hugely concerned about lost material from cutting fabric items: there's no shortage of 'em in the game. 50/50 shot seems kinda high but wev.
I like the concept. Will take a look at the code in due course.
I like the proposed changes.
I'm onboard with everything you suggested, really well thought out. Also consider making space for tool quality, though that probably makes more sense on the 'how long does it take' side of the equation. One volume = one 'scrap item' might be reasonable, or it might not, just sanity-check that that makes sense for all materials.
Thanks Kevin and Zireael07.
After playing the game last night, I'd like to make some tweaks to the formula:
Potentially bad example: I reuse old socks as rags fairly often IRL, so IMO saying that I can't simply slit them open seems unrealistically "game-based". ("Sorry, KA101, but you have to lose material because you weren't content with it in its current configuration.")
So losing 20% merely for wanting to convert, maybe not. Agreed that tool quality should factor in.
@KA101 fair. You're right. I do the same thing too, have a closet full of them right now. Perhaps I sort of want some of them to just disappear ;)
I won't make that change.
Woo #7805!
I've started calling "cut item up with knife" item salvaging, and I'm cleaning up the code that goes along with it.
This goes along with issue #7508 and associated pull request #7805.
As this is a work in progress, I'd like some comments on the current logic that exists in the code for determining just how many items you get back and my suggestions for a next-step change. I'd also welcome any longer term changes, as I'd like to get salvaging to be a bit more law-of-thermodynamics friendly as well as in game immersion friendly.
I've regrouped the code in my branch. Here's the basic code for determining the total number of raw components that can be salvaged from an item cut with a knife:
If I understand this right:
In the very near term I've already got the division of items up based on materials and am using a 70/30 split as Kevin suggested if and when an item is made up of more than 1 material (only 2 maximum items at the moment I'm told).
Changes that I propose in the very near term:
a
pply knife to things and will be for at least a bit longer) uses fabrication skill instead of tailoring.Performing the act of salvage on something always has a percentage chance of losing an additional 1 material component to appease the gods of entropy:
a
pply knife doesn't train any skill that I can see.This isn't meant to nerf anything really, but it is designed to create a bit more scarcity.