-
Notifications
You must be signed in to change notification settings - Fork 287
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
perf: make more items stackable #3489
perf: make more items stackable #3489
Conversation
|
ah, will fix the script (tomorrow) |
You'll definitely want to test the use action of rags to see whether they can get away with being ammo, or whether they should be comestibles instead. |
i forgor other item types could be stackable, will try to preserve their types as before using |
oww |
cbe5535
to
302a7e3
Compare
Test failures seem to be related to the change, no other PR has them. |
i've reduced rag weight and volume, so vehicle distance travelled test was failing. |
Hmm, this is gonna run into the same issue as #3414 in opening up a lot of potential material duplication exploits. :/ That said, maybe a saner answer will end up being to just tweak recipes to fit instead of worrying about that since #3419 is kinda stalled by just how painfully slow it is to sanity-check every item in the game. XD |
probably this indicates we need a saner recipe and uncrafts system, but anyways will rollback rag weights |
Either way is fine I guess, the fix PR is kinda slow going since it's absolute hell to work with each item so do whichever works. XD |
well that sounds painful, let's don't, you deserve better |
Eh, items and recipes kinda need a big cleanup either way and have needed it ever since salvage-by-weight was merged, just still unsure which direction it should go in. |
currently vehicle tests fail because apparently item weights are calculated differently for stacks. |
see: cataclysmbnteam#3489 (comment) Co-authored-by: Coolthulhu <[email protected]>
bac3526
to
a0e8f2b
Compare
see: cataclysmbnteam#3489 (comment) Co-authored-by: Coolthulhu <[email protected]>
Side note: just in case, test if having rags be stackable affects them being usable for raw materials, both for sewing repairs and for modifying with clothing_mods (now that we have a vanilla clothing mod that uses rags). I recall in the past running in an issue where I tried to use a stacking item as the material for a tailor's kit mod (was either bones or rocks) and it always said it didn't have any available. |
a0e8f2b
to
1b9a92b
Compare
found the curprit, it was |
RIP. Did it only affect using them as reagents to add |
Cataclysm-BN/src/visitable.cpp Lines 1109 to 1115 in 7143dfd
haven't tested but probably both as |
rag was also made GENERIC because TOOL worked poorly
1b9a92b
to
2365747
Compare
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
-
Compiled and load-tested.
-
Took down some curtains and disassembled the sheet, got 20 rags as expected.
-
Cut up the other rags, message is a lil weird (see below) but yield was as expected, and amount spawned matches what it said spawned.
-
Uncrafted the long string into short strings then thread, correctly got 300 thread out of it.
-
Repeated on another curtain and hauled the two piles of items together, items stack up correctly.
-
Made a french maid dress, it correctly used the 30 rags it said it should.
-
Reinforced some items, it consumes rags as expected.
-
Checked via yeeting remaining rags away that a sheet says it takes 2 rags per repair operation, destroyed another sheet and confirmed it takes the stated number of rags when sewing.
-
Enlarge-ified my shirt, it correctly consumed 2 rags.
-
Constructed and deconstructed a wire fence, it correctly takes 2, and yields 2 wires.
-
And the bad bit: Bloodied myself up and used a rag, it generates a blood-stained rag but doesn't consume the rag.
The "wash hard items" action seems to work as expected tho.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Tested it again and I still don't understand the firewood source behavior. What I did, in order:
I have a save from right after this moment of it having not worked: After I saved I try the brazier, it works. I quit without saving, load save, try again and this time it doesn't work. So whatever the hell this is, it's literally random if it works or not. I figured maybe it was a wind effect because my earlier test was outside and it was just being a shit and not printing a message about wind causing fires to not work or something, but this save's test is purely indoors. Loading that save and having it work the turn after loading: Loading that save and having it NOT work the turn after loading: |
Lines 8300 to 8305 in 7143dfd
I'm suspecting that this line is making random failure. |
now it should work. |
this makes fire source calculation flaky.
eb9cf15
to
b8b408d
Compare
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Yep, that seems to have done it. :3
Purpose of change
Describe the solution
AMMOstackablerags are heavily buffed, weighs only 10g/20ml(should be a separate balance PR)TOOL
s are nowGENERIC
Describe alternatives you've considered
make everything stackable?
Testing
haven't tested disassembly and crafting, so weird stuff might happen.
rag.mp4
interestingly,
use_action
works as before.Additional context
context: https://discord.com/channels/830879262763909202/830916329053487124/1166006575664738307