Cataclysm: DDA is a fairly accurate depiction of the post-apocalypse, which means it's a highly complex inventory simulator. Just like if you were stuck surviving with random shit in the world, you end up collecting not just immediately useful items but things that MAY be useful later on, whether through modification or combination. There is a great specificity to DDA that should be commended.
However, the game lacks a procedurality that would make this kind of thing fun. As a player, if you want to pursue an interesting strategy or create some contraption, someone else must have thought of that idea and already added it into the game. Modding exists, sure, and I think you can fix a lot of issues that way. However, that won't fix the underlying issue I experience when playing. There is a huge, complex, evolving list of creative recipes that must be swam through in order to simply survive. In addition, there are multiple places to access these recipes or construction or action, and the organization of these menus is sometimes vague. Each recipe brings with it the writer's misconceptions and poor choice of tone. Sometimes, things that are highly 'unrealistic' are present, breaking tone, and other times, there is an unfun level of realistic detail that often leads to busywork. Gee, this apocalypse is so tough to survive, I must press this combination of keys 50 times in the next 3 minutes and then I have 7 minutes to roam around the map before I must return to repeat the banal process yet again. Yes, that's just like real life (work, food, energy, it's all repetitive), but you've forgotten - it's a game!
Often you find yourself punished for making assumptions according to your own knowledge of our shared physical reality. It's like the game is arguing with you, lol. Is that not the appeal of a realistic game, to encourage players to bring outside knowledge into the systems of play? What recourse does the average player have in that situation? I wouldn't mind it if the tone was consistent, but with development-by-piecemeal that's probably impossible. Why do I even write this stuff. It's such a tempting game, what complexity!, yet ultimately it's just kind of dissatisfying to play someone else's apocalypse.