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

Open
#39,729 5 comments 0 reactions 0 assignees View on GitHub
<Bug> <Exploit>
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

Open the contributing 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

Get new issues in your inbox

A short digest of beginner-friendly GitHub issues.