CleverRaven / CleverRaven/Cataclysm-DDA
Repairing equipment made of multiple materials with secondary materials will generate more of the better material (like kevlar) when cutting them
- Dominant language
- C++
- Stars
- 13.1k
- Forks
- 4.6k
- Avg merge
- 2d 1h
- Merged PRs (30d)
- 200
Description
# 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
- OS: Linux
- OS Version: Distributor ID: Debian; Description: Debian GNU/Linux bullseye/sid; Release: unstable; Codename: sid;
- Game Version: 0.E [64-bit]
- Graphics Version: Curses
- Game Language: System language []
- Mods loaded: [
Dark Days Ahead [dda],
Disable NPC Needs [no_npc_food],
Simplified Nutrition [novitamins]
]
# 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.
Contributor guide
Research direction
No files, tests, or entry points are named. Reproduce with damaged combat boots, repair them using a needle and leather, then butcher them; trace how repair material selection affects salvage yields. Done means common secondary materials no longer increase the recovered kevlar, with the expected behavior covered by a regression test.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp
- Domain
- game-dev
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100