Ugh sorry y’all I didn’t mean to poke the CDDA bear. I also wonder if I just said “the problem” instead of “the real problem” as I feel that came off antagonist and aggressive and bothered some of you guys even though I totally didn’t mean to.
What I was referring to was the recent-ish health related changes like the obesity mechanics and food item affects etc and how it will all get overhauled instead of being incrementally adjusted/updated, which I understand as it is much easier to do that as mlangsdorf has mentioned with a game as complex as CDDA. I totally respect and understand all the work involved with coding and the stuff you guys do regularly and we all thank you for that. We wouldn’t have this awesome game to play without you guys.
And I wasn’t harping on or laughing that people don’t know the code etc, I was just trying to say this game is still such an enigma and has changed so much in the past while that it’s worth documenting mechanics as much as possible. We shouldn’t rely on Vormithrax to find major errors lol.
I have to also admit though that I’ve learned what I know about the game from code diving and old docs since other modding communities etc I’ve been in are so rude that I didn’t even think to message a regular contributor.
BTW I think there might be some potential solutions, and ironically might be because of some old lingering code constructs lol.
You can use a custom ammo type with no magazine or a useless coded magazine for the item so that way once it spawns and is used up it’s empty and can be broken into plastic chunks. It kinda works because somebody has to go Boondock Saints and sacrifice carrying capacity to fight but the ammo might load in ammo spots which would be completely useless for the player without using the debug menu to cheat/conjure more appropriate ammo instead. I guess it should work also with a common ammo type, the weapon just has to not be reloadable.
Again, sorry, but I haven’t looked at the code in a while, but the nailgun is a tool and also a gun and there might be a loophole there making the 3d-printed guns tools instead of guns which might have some more degradation options. What I was thinking of in my post was the “transform” mechanic but then I realized that requires activating via menu and not through combat so maybe not a good idea, but something there could still maybe work? Code it as a tool so that the effect when you activate is a ranged attack and could maybe be coded so every time you activate it through the menu it can degrade as well? Again, sorry guys if I’m wrong I’ve been out of the game for a bit.