ThorfinnS wrote:Hamlet wrote:Ideally something really simple like:
Code: Select all
recycleage.disassemble("modname:itemname", scrap_material, max_output)
Think about things like steel ladders, where 15 ladder sections are crafted from 7 bars. We just chose to call it 2 sections merge into one ingot's worth of scrap. But there are other goofy recipes to consider as well.
Hamlet wrote:Note: about the scaling factor, I still have to think about it.
Ours is user-defined in settingtypes.txt, default to 0.7. Right now we are using max(1,int(0.7*input materials)) So 3d armor's boots returns 2, helm returns 3. Buckets return 2. Obviously, we had to use an intermediate step for the aforementioned steel ladders.
Thank you, notes taken, I'm working on it. It turns out it is a bit trickier than what I expected, but eventually I'll sort it out. :)
ThorfinnS wrote:Hamlet wrote:...repairing it with an anvil would require no new materials (i.e. almost no effort): we could grab the almost broken chestplate, repair it to "brand new" state and then recycle it getting the maximum amount of scrap metals.
This sounds like cheating to me.
The conclusion is that repairing is cheating.
Well, since you bring up the topic...
Laughs out loud.
Ok, I wrote a textwall. Please don't take what follows personally, it's just my point of view on the actual situation (situation that I am trying to change at least for my gaming experience). :)
Method #1 - Minetest Game's default:
I've got a pickaxe, I smash it around, it loses pieces.
I take another pickaxe, I use it as patch for the former pickaxe.
I've got a less or more repaired pickaxe.
Method #2 - Anvil mod:
I've got a pickaxe, I smash it around, it loses pieces.
I put it on an anvil, I smash it with an hammer.
The hammer replaces the lost pieces of my pickaxe.
In fact, the anvil has the ability of replacing lost matter.
Unless smashing a pickaxe on stone does not make it lose pieces.
It can repair one "Anvil Hammer" with another one (unless you toggle that option off), virtually making a couple of anvil hammers ethernal.
It could refill "Thirst" mod's steelcans, and it could regenerate wasted "Hardtorch" torches.
Probably it can recharge powered tools, like digging laser guns and alike.
Basically if <insert_name_here> has a "wear" rating, the anvil allows you to reset it.
My point is: if we were using it on a pencil, so used that one could barely hold it, the anvil would regrow it to its former dimension.
So, repairing is not cheating in itself: it depends on how one can do it.
This said, I've used the Anvil mod since the first days of my game (Hamlet's Quest), as I consider it a valid mod.
But in my opinion nowadays it should do what "Toolranks" is doing: tempering.
Hammering a metal beam tempers it, so why not?
Make it temper ingots from where people then can craft longer lasting tools.
The more time you spend hammering (experience gain), the stronger the tempering will be.
But I already hear someone saying: "I don't want to spend half my life hammering on a metal beam."
Well, to each one its own, isn't it?
I'm more the kind of hardcore gamer, I won't push my tastes on others, but I won't even pretend that what said above is
realistic for a game.
[humor]Long Live to the Anvil, which grants ethernal tools only with a few hammer hits.[/humor]
:DDD