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Make grid appliances refund solder on deconstruction #3475
Make grid appliances refund solder on deconstruction #3475
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@YeOldeMiller i think this PR is good as-is, please feel free to tell me if anything's wrong. it's perfectly fine for autofix bot to apply fixes. |
Sorry, just discovered a few entries I missed. I'll reopen as soon as I sort them out. |
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Good to know, thanks, will do that next time. |
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Hell ye, one of my misc. entries on my todo list is to make deconstructs for stuff you can build no longer absurdly lossy so this makes things easier for when I eventually actually tackle that.
Getting back solder is probably unrealismic but it's currently such CBT to make and such a crapshoot to find reliably that this is probably reasonable. If I ever rework the recipe for copper wire and solder then maybe making them go back to being lossy is probably fine, but for now...
Also ported the file change to my build and no errors, so. :3
If we were DDA, we'd probably just split solder into a version with flux and a version without, then make any sort of deconstruct or uncraft give back the unfluxed version. But that seems a bit too asinine for us :P |
I mean, in DDA you just plug and unplug stuff at no expense at all... |
i'm not against removing soldering iron requirement entirely. or any requirements, even. the UI already is painful, no need to add more. |
I don't actually mind the crafting requirements. Hell, I started playing Cata for the complex crafting system. It's just that I'm OCD enough about my base layout even without the knowledge that I'll be taxed every time I decide to change placement of certain items. That I can do without xD |
Summary
SUMMARY: Balance "Make grid appliances refund solder on deconstruction"
Purpose of change
Deconstructing grid furniture does not return the 20 solder spent on connecting it. Solder can be somewhat hard to procure early on, so simply rearranging items in player's base comes at an unreasonable cost that's both unrealistic and adds nothing gameplay-wise, especially considering that installing those same appliances into a vehicle is free, not counting tool charges.
In short, moving around things player already has should not have noticeable resource costs.
Describe the solution
Adjust JSON entries for all grid furniture, adding 20 solder to deconstruct items, as well as range of 10-20 solder to bash items (10 and 5-10 respectively for the few articles that cost 10 to install). Additionally, adjust both battery chargers to always return 5 copper wire, and both types of solar panels to return 5 steel chunks, to follow the pattern of grid appliances always refunding full amount of resources required for their installation.
UPD: also make fixed the material costs for storage battery grid housing (metal sheets and copper wires).
Describe alternatives you've considered
Removing the solder cost altogether comes to mind, but that's a bit too easy, and likely more work than this.
Testing
Deconstruct various existing and newly installed grid furniture items, making sure the resources refunded include solder, and amounts are no longer random where applicable.
Additional context
Disassembling other electronic items in the game already yields solder, and craftable items refund 100% solder, so the change is consistent with that.
Recovering used solder is fairly realistic and something repairmen do when short. The only thing permanently expended is negligible amounts of rosin, which isn't at all a scarce resource in the game and thus can be ignored.