In #22246, I added a recipe for turning the massive stacks of empty cash cards that always accumulates into plastic chunks. As they are in fact plastic, this should be reasonable.
However, after looking at iexamine.cpp, I noticed there doesn't appear to be a limit on the number of new cards you can get from an atm. This in theory means that with tedium and a fire, you can convert money into plastic chunks endlessly. Not sure if this should be considered a bug or just the result of a robot refilling them even during the cataclysm.
`bool do_purchase_card() {
const char *prompt = _("This will automatically deduct $1.00 from your bank account. Continue?");
if (!query_yn(prompt)) {
return false;
}
item card("cash_card", calendar::turn);
card.charges = 0;
u.i_add(card);
u.cash -= 100;
u.moves -= 100;
finish_interaction();
return true;
}`
I'd just scrap the ability to produce cards from ATM. I don't think anyone ever used that capability seriously.
This would most definitely be something that an adventurer would look at and exploit. Perhaps just generating a random number of cards inside the machine is the best choice of action.
Also, removing functionality is easy, but it still takes away a little something away from the game.
I think limiting the number of cards is the proper fix. Given the tedium involved in exploiting this and that I would never have noticed this if I wasn't reading iexamine.cpp just after adding the recipe, fixing this can wait until someone wants to do it properly.
Limiting numbers definitely sounds better than just reflexively shutting
off features.
Limiting the number of cards is few orders of magnitude more work for an incredibly minor feature.
Or just ignore that you can do this completely, never fix it, and live with a bug that is tedious to do anyway...
Tediously exploitable exploits are the worst possible kind - worse than "free win" buttons.
Tediously exploitable exploits are the worst possible kind - worse than "free win" buttons.
Shush, don't mention the eyebot and the police bot infinite spawn for rare tech stuff and steel.
Is there any compilation of current exploits somewhere?
It is not infinite, it cost $1, just increase the price would be sufficient.
It is not infinite, it cost $1, just increase the price would be sufficient.
While that would squash the usefulness, money tend to pile up and at some point someone is going to build a plastic 1:1 scale godzilla figurine with the contents of a single atm. However, given that a visa gift card costs like $4-10 depending on options/value, increasing the fee seems reasonable. Presumably if cash cards the only currency, the government would subsidise/regulate the fees but atms could charge more for the convenience of not dealing with not needing to get a government voucher.
Is there any compilation of current exploits somewhere?
@kevingranade -> How about adding another project to the repo for fixing exploits? That way a list can be compiled as individual issues.
How about adding another project
It's a lot simpler to add an exploit label, which I've done.
took a quick gander through the issues and jotted down the ones that looked exploitable:
That didn't seem to actually work so here potentially exploitable issues:
21463
21260
21054
18180
18153
17935
17907
17681
17682
16957
15905
13521
12897
12697
21284
20966
20847
20520
19933
19864
18464
182?8 -can't read my handwriting...
14645
14169
14151
14117
11621
8830
6484
Yeah, there's an endless number of cash cards in the game. It's the most worthless resource besides empty boxes, wrappers, etc. Would suggest removing the ability to get cash cards at all from the ATM, and maybe even add a mechanic where the ATM will shred a card internally after you emptied it. This is the future. ATM could have a card shredder built-in.
A possibility is to add the amount of cash cards each atm have, even adding that amount to the disassembly result of a ATM to make the exploit useless
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Most helpful comment
Limiting the number of cards is few orders of magnitude more work for an incredibly minor feature.