Revived
Active Member
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- 289
When the mod is set to "Scrap Categories" for difficulty :
Seems that when the player is paying for a plot to be constructed or upgraded (our physical inventory when the virtual can not cover it), the resources are drawn out in alphabetical order from the recourse category needed. ie, if "Building Material" class resources are needed then they are pulled - Aluminum, Asbestos, Concrete, Fiberglass, Glass, Steel, Wood.
100% of our Aluminum will be used, then starts pulling Asbestos... ect. Likely to have only 20 or so Aluminum early game, but over 2000 wood. Lots of trees in Sanctuary!
Later when upgrading several plots to lvl 2 or 3, "Machine Parts" are needed. Having only recently unlocked that plot type, much if it comes from the player - Circuitry, Copper, Gears, Lead, Plastic, Screws, Silver, Springs, Rubber. Circuitry and Copper are not too widely available early on, but have more rubber available then then I'll ever use.
Part of the problem is when the game calculates and presents the costs to be paid, the amount of available resources are not shown. All Hud elements are removed when the cost acceptance screen is presented.
Either the cost screen should show us exactly which resource will be used, or they should be used proportionally to the on-hand available quantity.
Seems that when the player is paying for a plot to be constructed or upgraded (our physical inventory when the virtual can not cover it), the resources are drawn out in alphabetical order from the recourse category needed. ie, if "Building Material" class resources are needed then they are pulled - Aluminum, Asbestos, Concrete, Fiberglass, Glass, Steel, Wood.
100% of our Aluminum will be used, then starts pulling Asbestos... ect. Likely to have only 20 or so Aluminum early game, but over 2000 wood. Lots of trees in Sanctuary!
Later when upgrading several plots to lvl 2 or 3, "Machine Parts" are needed. Having only recently unlocked that plot type, much if it comes from the player - Circuitry, Copper, Gears, Lead, Plastic, Screws, Silver, Springs, Rubber. Circuitry and Copper are not too widely available early on, but have more rubber available then then I'll ever use.
Part of the problem is when the game calculates and presents the costs to be paid, the amount of available resources are not shown. All Hud elements are removed when the cost acceptance screen is presented.
Either the cost screen should show us exactly which resource will be used, or they should be used proportionally to the on-hand available quantity.