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Too much materials required to initiate repairing #7561

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Nandorianen opened this issue May 6, 2014 · 13 comments

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@Nandorianen
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commented May 6, 2014

Game often stops you from repairing/fitting/reinforcing an item of clothing, saying that you do not have enough material. But actually it consumes less. I had a situation when game required me to have 20 kevlar plates to fiddle with armor piece, then consuming about 5. One part of the code got updated without the other?

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@KA101 KA101 added Bug labels May 6, 2014

@Wuzzy2

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commented May 7, 2014

I can’t follow you. Please give us a concrete example so we can try to reproduce it.

@BevapDin

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commented May 7, 2014

How do you know it needs 20 kevlar plates. The game only tells you that you don't have enough of them. This might be considered a UI glitch.

I did some test with a broken kevlar vest, all skills at 10, using a soldering iron (20). I need 6 kevlar plates to repair it completely. It does not work with 5 (the usual message: not enough). It works if I have 6 plates in inventory or on the map or both.

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commented May 7, 2014

Can't test specific item right now, but it works like this:

  1. you apply sewing kit to undamaged item X without spare materials around or in inventory;
  2. game tells you that you don't have enough materials to repair X;
  3. you get some materials and then you can make X fit;
  4. no materials used in the process, so it was pointless to ask for them.

Or you can try to reinforce, say, survivor suit. Game won't let you do that without 20 kevlar, but the actual reinforcing consume only 5 or so.

Maybe you use up less materials with high tailoring skill? If this is the case, checking-for-materials part of the code probably does not take this into account.

@Nandorianen

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commented May 7, 2014

How do you know it needs 20 kevlar plates

I know it requires 20 plates because it will say "you don't have enough" until you have 20. It's a random number, I don't remember exactly how much it wanted, but after getting that much (one-by-one to ensure it was the lowest accepted amount) and performing repairs, I had some left in my inventory.

@BevapDin

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commented May 7, 2014

For the consumption part (in iuse::solder_weld): game::consume_items is only called in some specific circumstances. But the amount of required spare parts (items_needed) is calculated and checked in all cases. In case of making it fit, the required item count is 6, but those items are not consumed.

@Wuzzy2

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commented May 7, 2014

Reproduced in d2da676.
I want to add this not only affects reinforcing, also improving the fit. Sometimes it actually costs nothing to improve the fit, but the game prevents you from do that until you have a certain amount. The required amount is never said

I made sure I haven’t had any items near me.

@Nandorianen

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commented May 7, 2014

As I said in the OP, it affects every "repairing" action - repairing, making fit, reinforcing. Don't know if there is any related issues in similar actions (applying basic repair kit, gunsmith kit, etc).

@kevingranade

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commented May 7, 2014

Some amount of this is intended, the code wants to reserve enough material
to complete the operation, but the amount consumed has a random factor, so
it might not consume all the reserved materials.
That having been said, 6/20 is pretty excessive, that sounds like a bug.

One alternative is to remove the prerequisite check and just have the
operation fail at the end if you don't have enough materials. That will
almost certainly make people unhappy as well.

@Nandorianen

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commented May 7, 2014

Maybe there should be no random factor? Convert it to fixed skill bonus so that you could predict it - then any discrepancies could easily be fixed. Randomness is already involved in determining your chances for success.

@Nandorianen

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commented May 7, 2014

Can't seem to reproduce it as I remember it (requiring 20 and using ~5), but I managed this.

ANBC suit will require 20 kevlar plates or plastic chunks to do anything.
Fitting it consumed no plates.
Reinforcing it consumed all 20 plates.
Repairing it completely from one level of damage consumed no plates.
Repairing it completely from two levels of damage consumed no plates.
Repairing it completely from three levels of damage consumed all 20 plates.

@Nandorianen

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commented Apr 1, 2016

Just curious, was this fixed or deemed working as intended?

@Coolthulhu

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commented Apr 1, 2016

Reworked, no longer applies.

New system always requires resources, but less of them.

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commented Apr 2, 2016

Nice. Thanks for the info.

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