I Think i’m getting the picture slowly as i’m writing the replay ( which i now feel is rather negligible )
What seems to be an exception to the set of rules you’ve described comes to mind however
That’s Cauterizing / making zombie slaves / cutting up fabric / carving a writing into an item. all using the same sword
[sub]-negligible reply, in honour of the time i’ve spent fantasizing about code-[/sub]
[spoiler]Pardon me for talking about the coding part without any programming experience, but…
@survivors toolbelt ( Unless it identifies itself as a toolbox ) Could it- unlike the toolbox, provide all the non charge-consuming functions related to the tools in it? i.e. simply unable to repair wooden items
The toolbox already provides it’s tools to be used actively by [a]ctivating it ( Those which do not consume charge ), But there’s only one tool available on the action menu
Just to make sure, is that related to the issue? or more of a case of ‘clutter reduction’
@integrated toolset
If “The code that consumes charges from the player” is a code that’s only executed when you’re [a]ctivating the item(set)
As it stands, one cannot simply [a]ctivate the integrated toolset, But i’m assuming the hammer in it is linked to the action menu as the only action it performs outside providing tools for recipes?
Wouldn’t it be more beneficial for the heating/soldering/welding implement to take priority as the only tool you’re able to activate?
Being somewhat rarer and far more cumbersome to haul around[/spoiler]