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Can't use both the container a liquid is in and the container in the same recipe. #171
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Yes, please fix this. It's massively annoying from a survival perspective. |
Version: 0.7.1-1575-gea23a84 7-Sep-13 In respect to Molotov's, the bottles that hard liquor come in are 21 units, and the recipe calls for 14, so as it is, you have to do some creative juggling to end up with a bottle of exactly the right amount. But beyond that, the bug still exists. |
This bug still exists. Furthermore, whatever container you have the alcohol in is consumed. I had a plastic bottle of vodka disappear in Windows 0.8 stable when crafting a molotov. |
Just came in to post this bug but found this thread. Making molotovs is a somewhat silly workflow right now: empty (the same type) of alcohol into a larger container to get an empty glass bottle, then make the molotov. "But wait, I already had a glass bottle of gin!?" |
Couldn't this be fixed by just requiring the Molotov to have 21 units rather then 14? At least just for Molotov's. However probably should be fixed for other recipes too. |
No, it's a matter of how the code handles crafting requirements, it checks
to make sure it has 'X units of flammable liquid' and 'a suitable container
for a molotov'. It doesn't consider containers with contents, because if
you use them you have to have a weird workflow where you empty that
container into another container before crafting, which might invalidate
other things it has checked for.
Basically while it's easy to describe how it should work, it's very
difficult to make that work within a crafting system.
|
Looks at calendar |
@Epictyphlosion |
Discussion around this issue seems to imply that some of the problem is how hard it is to keep track of items used in crafting. Save/load and interrupted activities both tend to get in the way. My first instinct after reading said discussion, especially that closed PR way up there, is to try to make the saving of crafting progress more solid somehow. A new "crafting project" class of item, maybe? I've considered three possibilities for this:
Second option sounds easiest to me, but I'm not sure -- especially since it could mess with spoilage, which the first option would handle better. Second option could still handle spoilage by e.g. spoiling and decomposing back into the ingredients (updating their individual spoil timers in the process) as soon as any one of its ingredients would spoil. Could also be other approaches I failed to consider. Any (other) ideas? Tools: could either be included in this process and returned once the craft concludes (and possibly if it gets interrupted, to let the player switch to another craft with the same tools), or just need to be nearby like they are now. Either way, potentially fragile/hard-to-locate/etc. ingredients would be consolidated into one easy-to-track spot before the time-passing part of crafting (which makes those properties into big problems) happens. |
I don't recall if this happens or not with nested containers. |
This primarily comes up with Molotov cocktails, but it comes up in other recipes too, where you have a bottle of water or alcohol and any other required ingredients, but cannot craft without another bottle.
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