Spielerando

When does repairing a worn tool stop being cheaper than making a new one?

If each repair makes the tool a bit weaker, the cheapest choice changes over its life. This entry shows how to work out the real cost per use and when a sensible player stops repairing, so you can tune repair prices.

Why this works

Each repair buys fewer uses than the one before, so the cost of a use rises over the tool's life. A sensible player repairs only while that is still cheaper than a new tool, which is what sets the real price.

When not to use it

Skip it when tools break outright, when a repair needs rare parts, or when the new tool is better than the old one. Then the choice is not about price alone, so compare the tools on what they can do.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 35 lines of example code with 4 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "When does repairing a worn tool stop being cheaper than making a new one?" (read_entry survival-tool-repair-or-replace-true-cost) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP