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adjust material size for melting for armor parts, weapons, trap components and tools... #4958
adjust material size for melting for armor parts, weapons, trap components and tools... #4958
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…nents and tools to minimize differences between cost of forging and melting return, heavily inspired by adamantine-cloth-wear.h
…s, trap components, armor parts, shields and tools will return 95% of their forging cost. Each wear level will decrease melt return by additional 10%
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This could use inclusion in control panel. Just not sure in what category it should be included: bugfix or gameplay tools. It's fixing Bug 6027 by preventing creation of metal when melting items, but at the same time base melting return set to 95% and decrease by 10% per wear level are arbitrary and might better fit gameplay tools category. |
Fully agree that it should be added to the control panel. I'd call it a gameplay mod and not enable it by default. Lots of people have come to depend on melt-based metal duplication schemes. |
DEFINE_MATERIAL_SIZE_FOR_MELTING_TWEAK(armor, 1.0f) | ||
DEFINE_MATERIAL_SIZE_FOR_MELTING_TWEAK(gloves, 2.0f) | ||
DEFINE_MATERIAL_SIZE_FOR_MELTING_TWEAK(shoes, 2.0f) | ||
DEFINE_MATERIAL_SIZE_FOR_MELTING_TWEAK(helm, 1.0f) | ||
DEFINE_MATERIAL_SIZE_FOR_MELTING_TWEAK(pants, 1.0f) | ||
DEFINE_MATERIAL_SIZE_FOR_MELTING_TWEAK(weapon, 1.0f) | ||
DEFINE_MATERIAL_SIZE_FOR_MELTING_TWEAK(trapcomp, 1.0f) | ||
DEFINE_MATERIAL_SIZE_FOR_MELTING_TWEAK(tool, 1.0f) |
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can these vary if the game is modded?
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No idea, will have to look into it and probably factor in if reaction-gloves tweak is enabled. It looks like it could alter how many gloves are produced in custom reactions.
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Getting forging cost for modded in items created in custom reactions should be possible. If vanilla items are created in modded reactions this can be challenging. Not sure if it is possible to determine what reaction was used to create item if multiple ones exist with different forging cost per item. Probably should use one with lowest forging unit cost as base.
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Added information in description that melting returns are calculated for base game production cost., Might not be correct for modded items or custom reactions.
Co-authored-by: Myk <[email protected]>
Co-authored-by: Myk <[email protected]>
…ial_size_for_melting
added pull request in scripts repo adding tweak to control-panel DFHack/scripts#1311 |
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Code looks great! Thanks! What should we do about modded items? If they aren't handled, or are just assumed to have vanilla production costs, that is ok, but it should be documented as a limitation.
Perfect is enemy of done ;), I think that initial release can be limited to consider vanilla forging costs only. I will have to investigate how custom reactions work and play with them a bit before I can start calculating forging cost for them. Especially if there are reactions creating multiple different items at the same time like whole armor set or different amount of items based on target race e.g. reaction-gloves tweak and antmen. |
That sounds good -- maybe just add a note at the end of the description that it is tuned for vanilla production costs and may not calculate correct returns for modded items with non-vanilla production costs |
Change how material size for melting is calculated. On average weapons, trap components, armor parts, shields and tools will return 95% of their forging cost. Each wear level will decrease melt return by additional 10%