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RimWorld => Releases => Mods => Outdated => Topic started by: Wastelander on February 25, 2015, 08:58:11 PM

Title: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
Post by: Wastelander on February 25, 2015, 08:58:11 PM
I'm creating this thread as a spot to host my minor mods. My goal with these is to keep them simple and compatible with other mods.

Alpha 12d

Mending
(http://i.imgur.com/InvjXui.png)
Version 1.0
This mod allows colonists to repair damaged items. It adds a 'mending' work type and a mending workbench where the work takes place. Colonists with the mending labor enabled will automatically find damaged items, haul them to the workbench, and fix them up to 100%, then haul them to a storage zone. The workbench also has a filter to define what items should be mended and a radius like bills do. Mending does not require any resources. At the moment, items, weapons and apparel can be mended.
DOWNLOAD: A12d (https://yadi.sk/d/A28HqaiGicJvy) A11 (https://ludeon.com/forums/index.php?action=dlattach;topic=10908.0;attach=8695) A11b patch (http://www.mediafire.com/download/86z7cd6lg0pkcsn/Mending.zip)

Alpha 9

Outfitter
Version 1.0
This mod will cause colonists to automatically swap out frayed or damaged clothing (any clothing damaged enough to cause the thought) with other clothing on the ground. Colonists will only swap the same type of clothing for the same type, so for example a colonist with a damaged cowboy hat will only look for other cowboy hats. Colonists who want to wear pants will also automatically find and put them on.
DOWNLOAD: http://www19.zippyshare.com/v/BQ2K10aW/file.html

Skill Lock
(http://i.imgur.com/2WekrXC.jpg)
Version 1.0
This mod adds a "Skill Lock" tab to all production buildings. This tab will allow you to restrict who can use the building based on how skilled they are. No more food poisoning from bad cooks or awful art you have to hide away! Note that the "number of colonists in this range" does not take into account labor settings, just the skills of your colonists.
This mod should work with any production buildings added by other mods, as long as they have a bills tab.
DOWNLOAD: http://www50.zippyshare.com/v/KtUMmI2X/file.html


How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
Title: Re: [MOD](Alpha 9) Minor mods: Outfitter
Post by: 1000101 on February 25, 2015, 11:26:38 PM
I haven't tried yet, but I hope it plays nicely with this mod?

[MOD] (Alpha9) Seasonal Wardrobe (1.0-9) A smart closet for your colonists! (https://ludeon.com/forums/index.php?topic=10814.0)
Title: Re: [MOD](Alpha 9) Minor mods: Outfitter
Post by: RemingtonRyder on February 26, 2015, 05:55:39 AM
Nice! I'll try this out later this day. :)
Title: Re: [MOD](Alpha 9) Minor mods: Outfitter
Post by: Tynan on February 26, 2015, 01:31:47 PM
Do they care about the quality of what they're wearing? Or just the health?
Title: Re: [MOD](Alpha 9) Minor mods: Outfitter
Post by: Wastelander on February 26, 2015, 01:48:09 PM
QuoteI haven't tried yet, but I hope it plays nicely with this mod?
I think it should, yeah!

QuoteDo they care about the quality of what they're wearing? Or just the health?
Just the health. My objective was to have colonists get rid of the tattered clothing thought automatically, and I don't think they care about the quality of the clothing, do they?
Title: Re: [MOD](Alpha 9) Minor mods: Outfitter
Post by: Gammro on February 26, 2015, 03:06:05 PM
Thanks, this mod made my life so much easier! Now I just have to make sure I have some good quality clothes in stock.
Title: Re: [MOD](Alpha 9) Minor mods: Outfitter
Post by: kingtyris on February 26, 2015, 06:14:07 PM
You sir(or ma'am) are a scholar and a gentleman(or lady). I will try out this mod post-haste.
Title: Re: [MOD](Alpha 9) Minor mods: Outfitter
Post by: erg on February 26, 2015, 07:00:24 PM
Dear Wastelander, I love you. This game and the modding community surrounding it are just wonderful. It works really well as far as I can tell. Soon as I loaded it up, my entire colony went straight to my clothing stockpile and swapped out low hp gear for higher hp gear.
Title: Re: [MOD](Alpha 9) Minor mods: Outfitter
Post by: Vonholtz on February 26, 2015, 07:33:58 PM
Hm I will have to try this one. Oh dose the outfit have to be in one of your stock zones or will they pick it up from the ground any where?
Title: Re: [MOD](Alpha 9) Minor mods: Outfitter
Post by: Wastelander on February 26, 2015, 08:05:57 PM
QuoteDear Wastelander, I love you. This game and the modding community surrounding it are just wonderful. It works really well as far as I can tell. Soon as I loaded it up, my entire colony went straight to my clothing stockpile and swapped out low hp gear for higher hp gear.

The feeling's all mutual!

QuoteOh dose the outfit have to be in one of your stock zones or will they pick it up from the ground any where?
Anywhere, just un-forbidden.
Title: Re: [MOD](Alpha 9) Minor mods: Outfitter
Post by: IWannaChaos on February 26, 2015, 11:35:12 PM
Will a colonist strip the clothes off of a dead person? And is there a range limit on how far they'll go looking?
Title: Re: [MOD](Alpha 9) Minor mods: Outfitter
Post by: Wastelander on February 27, 2015, 12:46:36 AM
No range limit on how far they'll look, but no they won't strip a dead guy.
Title: Re: [MOD](Alpha 9) Minor mods: Outfitter
Post by: Wastelander on February 27, 2015, 10:25:37 AM
Could you try restarting with just Outfitter enabled? I see some other mods writing to that log (pawn state, something about a slag rubble error, and PSI).
Title: Re: [MOD](Alpha 9) Minor mods: Outfitter
Post by: soulkata on February 27, 2015, 10:38:44 AM
This is getting werid, sometimes hapens, some dont...
:(

With the same mode configuration... :(
Title: Re: [MOD](Alpha 9) Minor mods: Outfitter
Post by: 10001110 on February 27, 2015, 03:34:47 PM
This is an instant MUST have. Great great mod :D
Title: Re: [MOD](Alpha 9) Minor mods: Outfitter
Post by: Cefwyn on February 28, 2015, 04:30:59 AM
Can you use your .dll to make a mod that stuffs low-quality items into the incinerator?
You could add two placeable items.

One (a mirror maybe, since we already have a dresser mod) that lets you toggle which kind of gear (clothes, weapons, armor) to replace on low quality (maybe add a choice for the %).

The second one could be the incinerator (alternatively you could mod the one already in the game, same options apply: choice of items, choice of quality).
Title: Re: [MOD](Alpha 9) Minor mods: Outfitter
Post by: AN7AG0NIS7 on February 28, 2015, 11:02:00 PM
Hi! I'm enjoying your mod very much. I have a very minor issue though. My nudist pawn automatically picks up pants to put on even though she's a nudist.. So yeah.. Stop oppressing her right to go pantsless!  ;D
Title: Re: [MOD](Alpha 9) Minor mods: Outfitter
Post by: karlnp on March 01, 2015, 07:21:00 PM
This was acting very strangely for me last night. A particular colonist who wasn't a nudist would put on jackets and then immediately take them off, so she was naked and hypothermic most of the time. After a raid, she travelled half the map repeatedly equipping the raider's pants and the pants she had on previously in a cycle until I forbid one of the items..
Title: Re: [MOD](Alpha 9) Minor mods: Outfitter
Post by: Fox on March 02, 2015, 01:04:24 PM
top mod for A9!
Title: Re: [MOD](Alpha 9) Minor mods: Outfitter
Post by: Wastelander on March 02, 2015, 01:30:18 PM
Quote from: karlnp on March 01, 2015, 07:21:00 PM
This was acting very strangely for me last night. A particular colonist who wasn't a nudist would put on jackets and then immediately take them off, so she was naked and hypothermic most of the time. After a raid, she travelled half the map repeatedly equipping the raider's pants and the pants she had on previously in a cycle until I forbid one of the items..

That's super weird. They shouldn't consider clothing at less than 50% health as something to put on, so they should never loop....

I did browse through my code and it looks like this might be possible if the health of the clothing is at exactly 50% - could be a bug there. Is that what happened?

Otherwise, any chance you have other clothing mods enabled?
Title: Re: [MOD](Alpha 9) Minor mods: Outfitter
Post by: Wastelander on March 02, 2015, 03:20:38 PM
Oh yeah, I took another look through my code and I know what's going on. Ladies are considered nude if they don't have a shirt as well as pants, but I'm only making them go look for pants... so they'd never put on a shirt, but cycle through all the pants they can find...

I'll bang out a fix for this tonight.
Title: Re: [MOD](Alpha 9) Minor mods: Outfitter
Post by: Wastelander on March 02, 2015, 08:50:59 PM
Just posted the fixed version, you shouldn't see loops any more. Also nudists won't put on leg prisons pants anymore.

Ladies won't look for shirts to put on - this is to avoid issues like wearing a parka in deadly heat, that kind of stuff. Ladies will only find pants on their own.
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Mending (item repair!)
Post by: Wastelander on March 03, 2015, 01:30:25 AM
I just posted the next mod I've been working on, which allows colonists to fix broken items. :)
Title: Re: [MOD](Alpha 9) Minor mods: Outfitter
Post by: AN7AG0NIS7 on March 03, 2015, 01:50:47 AM
Quote from: Wastelander on March 02, 2015, 08:50:59 PM
Just posted the fixed version, you shouldn't see loops any more. Also nudists won't put on leg prisons pants anymore.

Thank you Wastelander! Home is where the pants aren't!  ;D

I'm gonna download both mods when I get home from work.
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Mending (item repair!)
Post by: Cefwyn on March 03, 2015, 08:25:37 AM
Mending! Thats awesome, Wastelander, thanks for your mods!
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Mending (item repair!)
Post by: 10001110 on March 03, 2015, 09:42:24 AM
Quote from: Wastelander on March 03, 2015, 01:30:25 AM
I just posted the next mod I've been working on, which allows colonists to fix broken items. :)

Yet another instant MUST HAVE. You are on a rampage!!
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Mending (item repair!)
Post by: JAVAgamer on March 03, 2015, 12:29:34 PM
I love the mending mod a lot! But, it's kinda unbalanced. Normally you can't fix a plasteel knife from 1 to 100 health with just thin air. I would suggest making the mending require 2 or more units of the same material the item was made of.
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Mending (item repair!)
Post by: Dragoon on March 03, 2015, 01:44:47 PM
Quote from: JAVAgamer on March 03, 2015, 12:29:34 PM
-snip-

How does that fair for guns Or modded items that can't be crafted.....:/ ?
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Mending (item repair!)
Post by: Wastelander on March 03, 2015, 03:33:49 PM
Thanks all!

QuoteI love the mending mod a lot! But, it's kinda unbalanced. Normally you can't fix a plasteel knife from 1 to 100 health with just thin air. I would suggest making the mending require 2 or more units of the same material the item was made of.

Yeah, I thought about doing something like reducing the max health on an item when it is repaired, or reducing it's quality if it's very damaged, stuff like that.... but in the end I just want to bridge a little gap in the game and have the mod be as simple as possible. IIRC Tynan has already said item fixing will come about soon, and I'm sure his solution will be more fleshed out gameplay-wise.

Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Mending (item repair!)
Post by: Humort on March 04, 2015, 05:54:16 PM
You've made a wonderful mod, but I noticed two oddities. 1) the Colonists, when transferring the repaired items, get weapons, as if transferred prisoners. 2) To repair things, is used skill building, although it is more logical to use the skill of an artisan.
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Mending (item repair!)
Post by: Wastelander on March 04, 2015, 08:59:52 PM
Oops, I just uploaded a fixed version so they shouldn't show weapons when mending items.

Also, while I think I left construction as the skill tied to mending, when doing the actual work no skills matter. Everybody mends at the same speed.
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Mending (item repair!)
Post by: Humort on March 04, 2015, 10:23:26 PM
Quote from: Wastelander on March 04, 2015, 08:59:52 PMOops, I just uploaded a fixed version so they shouldn't show weapons when mending items.  Also, while I think I left construction as the skill tied to mending, when doing the actual work no skills matter. Everybody mends at the same speed.

Thank you
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Mending (item repair!)
Post by: Giraffe on March 05, 2015, 01:12:11 AM
I see all the suggestions of features and I want to sneak one in real quick. As far as the type of work required, I think crafting should be the skill used, and colonists crafting skill should determine how much an item is healed for, like:

((Crafting level) x 5)% + (Items condition%) =  (Items new condition%) ≤ 100%

That way it takes less work and is more convenient for more experienced colonists, though I realize the crafting skill is a bit of a catch-all from the get.
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: Wastelander on March 05, 2015, 02:55:22 AM
I just released the Skill Lock mod, which will let you lock down production buildings to prevent low-skill colonists from using them. With this mod, you can
-Prevent bad cooks from giving everybody food poisoning
-Make sure the colonists making gold crafts are highly skilled
-Set a workbench so only low skill colonists can use it, so they train up using cheap materials
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: Boboid on March 05, 2015, 03:33:02 AM
Holy crap, I'll actually be able to craft stone blocks AND craft clothing simultaneously without my high-skill crafter constantly trying to create blocks!

You're my hero!

Edit: heh there's actually not a skill lock tab on stonecutting benches. Can still prevent plebs from making clothing and such however.
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: Giraffe on March 05, 2015, 04:50:56 AM
Been asking for a skill requirement for ages!! Damn dude, you're good.
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: Fox on March 05, 2015, 07:24:39 AM
new amazing mod!
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: SilverTitch on March 05, 2015, 07:28:44 AM
Thank you waste, this goes a long way towards something similar to a mod i suggested (skill block mod). brilliant work. thanks!

have now left a link in my suggestion thread to here, this way anyone else making or better still anyone else thinking "aye that's a gid idea" will be able to grab your mod.
once again thanks bud.

><
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: Famous Shoes on March 05, 2015, 08:52:19 AM
These all look fantastic. Skill lock for surgical operations maybe?

"Oh oh  oh, but I've cut off his head!"

"Bloody hell: you were just strapping on a peg leg. You don't even need a knife for that!"

PS I've not had a chance to dig far enough for a proper report on mending, so I apologize for the incompleteness of this: I've seen a number of reservation errors around the mend bench I think happening between mend completion and hauling of mended item, i.e., hauling target B to C. Happens when there are a lot of active haulers around.
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: SilverTitch on March 05, 2015, 09:12:31 AM
Quote from: Famous Shoes on March 05, 2015, 08:52:19 AM
These all look fantastic. Skill lock for surgical operations maybe?

"Oh oh  oh, but I've cut off his head!"

"Bloody hell: you were just strapping on a peg leg. You don't even need a knife for that!"

PS I've not had a chance to dig far enough for a proper report on mending, so I apologize for the incompleteness of this: I've seen a number of reservation errors around the mend bench I think happening between mend completion and hauling of mended item, i.e., hauling target B to C. Happens when there are a lot of active haulers around.

Aye cracking idea. met that prob before myself when removing organs from prisoners. harvest lung. "blah blah has failed in minor operation way". *checks health*, "head cut off". err excuse me doc, but where are your lungs? actually laughed at the game when i read it, wish it was vidieod for all to see. not only is beheading minor fail. hahaha. but its no where near operation area! maybe ma doc is just corrupt, or hates pirate's.

><
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: 10001110 on March 05, 2015, 11:38:41 AM
Bro, your skill lock mod is roflwtfamazing!!!!!!!!!!!!!!!!!! been waiting for something like this for soooo long :D
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: rakkaus on March 05, 2015, 02:10:27 PM
osom!  ;D
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: Ykara on March 05, 2015, 02:56:53 PM
I haven't tried it yet, but hell that looks awesome. I've always wanted to keep total noobs from poisoning my food.
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: prophetik on March 05, 2015, 03:02:13 PM
with this mod enabled, i occasionally get issues where an item (like a knife or other weapon) can't be hauled because there's nowhere configured for it, even if the storage location for that item is huge. anyone else get this?
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: Pokk720 on March 05, 2015, 03:04:36 PM
The skill lock feature is something I've been looking for but I'm hoping you could make it compatible with other mods that add new production tables.
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: Vonholtz on March 05, 2015, 03:22:16 PM
I was going to started a suggest post about some way to limit who can use a station. I had some idea about put it in the billed. So only some pawns could use the set billed. But your skill based work station a much better idea then I had. All 3 of the mod's you have here much like EdB mod's are going in to my I need to play the game list of mod's. Good job I hope the skill base mod ends up in the vanilla game.
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: Wastelander on March 05, 2015, 03:31:51 PM
QuoteEdit: heh there's actually not a skill lock tab on stonecutting benches. Can still prevent plebs from making clothing and such however.
Ah, rats. I'll check into that. IIRC stonecutting tables are weird, they don't grant XP either...

QuoteEDIT: Ok, just encounte a problem.
The skill lock just work on vanilla workbenches 100%.
It work's at Rikki's M&C Electronic/security table, but not at the tables from Mechanical Defence 2 and not at your own Mending table.
Shoot, I didn't think there were that many mods that added new skill tables, so I only tested with the vanilla ones. I guess I'll have to put some time into figuring out how to get that working with modded tables. Note that it only applies to tables that use Bills, so it won't apply to my mending table (mending doesn't require any skills anyway) or to any mod tables that don't use bills.

QuoteEdit2: Can you check the mending part ? The setting from the table don't get safed. After a load it get reseted to defaul, anything on.
Yup, I'll check that out, probably a bug in my mod.

Quotewith this mod enabled, i occasionally get issues where an item (like a knife or other weapon) can't be hauled because there's nowhere configured for it, even if the storage location for that item is huge. anyone else get this?
Yeah, I think that's when two haulers try to choose the same spot. The error shouldn't be too bad, it'll just print the warning to the logs but they should find a different spot to haul to. I'll try to fix this soon anyway.

Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: Wastelander on March 05, 2015, 03:37:44 PM
Oh, also

QuoteI had some idea about put it in the billed. So only some pawns could use the set billed

If this feature was in core, I'd definitely put it in the Bill config dialog screen, not per-table. But looking at what it would take to mod in, it looked possible but it looked like a big pain, so I did it per-table instead. :)

If Tynan wants to incorporate a feature like this into the core game, I'd be happy to whip up a little suggested implementation.
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: Vonholtz on March 05, 2015, 07:30:44 PM
Quote from: Wastelander on March 05, 2015, 03:37:44 PM
Oh, also

QuoteI had some idea about put it in the billed. So only some pawns could use the set billed

If this feature was in core, I'd definitely put it in the Bill config dialog screen, not per-table. But looking at what it would take to mod in, it looked possible but it looked like a big pain, so I did it per-table instead. :)

If Tynan wants to incorporate a feature like this into the core game, I'd be happy to whip up a little suggested implementation.
Yep I use a lot of mod's and this dose not work with there table. And putting it in the billed would fix it so it would do that. But it real is no big deal the main one I will use it with is the cooking table. And a few other in the vanilla game. So it works out nice.  ;D

Edit: Opps I am wrong after last night and the first time I used the skill lock mod. That most of the tables from other mods had no tab for the lock . But went on tonight and they now have a tab so that most have been just need a reset to the game.
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: RemingtonRyder on March 06, 2015, 10:31:33 AM
Skill lock looks awesome. I'll have to try it out! :)

I've made an add-on patch (https://www.dropbox.com/s/x57xt8y8b4un35h/WIH_SkillLock_Addon.zip?dl=0) for Winter is Here so that Skill Lock will work on kit-based work tables too. Hasn't been tested yet though.
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: Asfalto on March 06, 2015, 06:27:50 PM
Is there a way to set a threshold for mending?

I want them to repair items only when they fall under X%

..
?
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: Famous Shoes on March 06, 2015, 06:37:56 PM
With the mending mod and just core enabled, selecting a pawn and right clicking any crafting table throws an error, which prevents the context menu from popping, e.g., if you want a pawn to prioritize working at that table. Also affects tables added by other mods.

Mending mod: Could not find MenderBuildingComp on mending table


Let me know if there any other info or repro steps you'd like to try out.
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: Famous Shoes on March 06, 2015, 06:38:17 PM
@Asfalto I just happened to be looking at this code, so you know: what I see in the current release is that it's hard-coded to look for items with health less than the item's max health.
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: Wastelander on March 06, 2015, 08:50:59 PM
Just posted a fixed version of Mending to address these:

QuoteEdit2: Can you check the mending part ? The setting from the table don't get safed. After a load it get reseted to defaul, anything on.
This is fixed,

Quotewith this mod enabled, i occasionally get issues where an item (like a knife or other weapon) can't be hauled because there's nowhere configured for it, even if the storage location for that item is huge. anyone else get this?
This should be fixed now...

QuoteWith the mending mod and just core enabled, selecting a pawn and right clicking any crafting table throws an error, which prevents the context menu from popping, e.g., if you want a pawn to prioritize working at that table.
Thanks for pointing that out, but I don't think it's preventing the menu from popping. I was logging that unnecessarily, so I've removed that logging, but I've confirmed context menus still pop. Make sure there's a bill configured at that table and you have the necessary resources laying around (I tested by building a cook table, having berries laying around, and creating a "simple meal" bill).
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: Wastelander on March 06, 2015, 08:53:05 PM
Also, I get errors when I select a mending table for the first time or change the radius below 100 for the first time, per load. I have no idea how to fix those :( but they don't appear to cause any bad behavior, just a log line. I know it's annoying, but for the time being please run Mending with dev mode off (or click "don't auto open on error" in the console).
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: Wastelander on March 07, 2015, 12:12:21 AM
Just uploaded a fixed version of the Skills Lock mod:

-All buildings that have a bills tab should now have a Skill Lock tab. Buildings with recipes that don't define a skill (like the stonecutter's) are now included in this mod and the skill lock should work on them. Buildings that don't require skills will still show the tab, but the tab will just say no skills required.
-Improved compatibility with other mods; any mod that adds a building that uses the bill giver system (that is, has a Bills tab) should have a Skill Lock tab now. I tested this with Winter is Here and it worked there. Can't guarantee it'll work *everywhere*, but incompatibilities should be rare.
-Dragging the minimum skill requirement above the maximum now raises the maximum. You can't drag the max below the min either.
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: Famous Shoes on March 07, 2015, 12:33:21 AM
@Wastelander you were quite right about the error message not blocking the menu; once I'd solved the actual root cause (my brain being missing), all was well.
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: Stup-krou on March 07, 2015, 10:37:32 AM
Thanks for this mod Wastelander, i really enjoy it.
I didnt encounter any bug or issue with it so far. The only problem i saw is like Asfalto pointed out you cant set a treshold to repair items with -x%. That would be the best thing because my mender tends to waste too much time repairing items he repaired the day before and are still 98% condition.  It seemed like maybe, the mender would go for the best shaped items to repair first.
So if you can implement a damage treshold and repair damaged items first, the mod would be just perfect and 100% efficient IMO.
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: arammco on March 07, 2015, 07:01:40 PM
Quote from: Stup-krou on March 07, 2015, 10:37:32 AM
Thanks for this mod Wastelander, i really enjoy it.
I didnt encounter any bug or issue with it so far. The only problem i saw is like Asfalto pointed out you cant set a treshold to repair items with -x%. That would be the best thing because my mender tends to waste too much time repairing items he repaired the day before and are still 98% condition.  It seemed like maybe, the mender would go for the best shaped items to repair first.
So if you can implement a damage treshold and repair damaged items first, the mod would be just perfect and 100% efficient IMO.
My colonist continue to repair the same fucking item over and over again Q_Q
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: Slan on March 07, 2015, 09:40:52 PM
Mending : Same thing here : very nice idea, but i will not use this mod anymore actually. What do we need ?

- Set for each item (if possible) or globaly a %age to start repair. Or in a quick patch, just make repair start at 30%-.
- Please, make people with mending repair item they wear. This is finaly the best thing we need.
- Make this at a cost for balanced reason OR make it last longer. Maybe 0.1pt/tick *Skill/20 ?

Nice idea this mod. Thanks for your work.
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: Stup-krou on March 08, 2015, 07:37:29 AM
Setting a treshold for each item would be a huge pain, if it is manageable to configure it directly on the mending table (a bit like the Skill Lock for production table i guess), it would work for the best i think. Repairing their own items is a terrific idea, i dont know why i havent thought of that, it seems so obvious :D
I agree also to use materials could be nice to repair the items but the problem is that you would need all your ressources to be in the same stck pile, and if your pawn has to go left and right get materials to repair one single item.
Maybe to balance out this a little. The skill level of mending of your pawn would determine which 'damage treshold' he can can repairing items at, i.e. my pawn has level 7 mending, so he can repair items only 70% or above. Something attached to the skill level like it works with meals, ...
Hopefully there is some of these things you can do  8)
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: Hiztaar on March 08, 2015, 09:55:28 AM
Hi guy, I want to say, god I love the mending mod !

I played for a while with it and as I was preparing to make a huge armory and missile stock... It all exploded and I got a huge hole open for a horde of mechanoids. We cannot repair artillery shells, canon shells and rocket missiles. Could you add the ability to repair them on the next version ?
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: Wastelander on March 08, 2015, 10:17:56 PM
QuoteMy colonist continue to repair the same fucking item over and over again Q_Q

I think the issues you guys are having is that you are storing items outside. Pretty quickly they degrade (in less than a day they take damage I think), so yeah your menders will run out there to fix it back up to 100% all the time. :(

That's why there's an "outside" checkbox in the mending settings, because items outside are assumed to be taking small amounts of damage, so that should stop your colonists from running out there to fix 'em up all the time.

QuoteI played for a while with it and as I was preparing to make a huge armory and missile stock... It all exploded and I got a huge hole open for a horde of mechanoids. We cannot repair artillery shells, canon shells and rocket missiles. Could you add the ability to repair them on the next version ?
Er... I didn't know shells could get damaged :P I thought they blew up if they got damaged?

QuotePlease, make people with mending repair item they wear. This is finaly the best thing we need.
Maybe you could use the Outfitter mod from this thread as well? :) That way anybody wearing damaged clothing will take it off and put better clothing on, then menders will come along and find the damaged clothing on the ground...
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: Vonholtz on March 08, 2015, 11:51:21 PM
Do you know if the outfitter mod work with other mods like Apparello? It has a lot more clothing then the vanilla game has. I have been using bother mods but seem like my pawns are not changing out better clothing. I have about 7 good cloth parkas in a indoor beacon room. They are not marked and they are all mended to a 100%. But my pawns have good cloth parkas at 56% and they are not changing them out. Could it be because they are different colors? Or could it be do to other mods like Apparello?
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: RemingtonRyder on March 09, 2015, 12:28:09 AM
The threhold for changing (and for the 'frayed apparel' thought) is 50% so those cloth parkas they are wearing are considered to still be okay.
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: Vonholtz on March 09, 2015, 01:54:41 AM
Quote from: MarvinKosh on March 09, 2015, 12:28:09 AM
The threhold for changing (and for the 'frayed apparel' thought) is 50% so those cloth parkas they are wearing are considered to still be okay.
Ah I did not know that. My pawns still whine about frayed apparel at the 56% damage level. Thats how I noticed the parka in the first place.
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: Vonholtz on March 09, 2015, 05:50:56 AM
Quote from: Canute on March 09, 2015, 03:53:17 AM
[quote ]Quote


About Skill locker.
Like i wrote it previously, it is a very helpful mod.
But is there an option/way to set a table or bill exclusive to a special crafter ?
Sometimes there are 2 crafter with the same level but different equipment, one should do the bill's with fixed results (bills they just give 1 item) and the other do the bill which his eff. goes into the result.
That what we were talking about few post up. I billed base lock that use a pawns by name to do the work. So as you set the billed and what you will use to make the item or do the task you can pick a pawn of yours by name as the only one to work on the item.

But as Wastelander point out it do able but it a lot harder to do. Skill lock was a easier way to make it work. And much better then not having any thing at this point.  :D
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: Wastelander on March 09, 2015, 11:50:22 AM
So last night I looked at adding shells to the mending table, but I don't think I can. My problem is that shells are in the "resources" category, and if I add shells, I have to add that whole category... so then you'd be able to do silly things like repair meat. :\ For now, I don't think I can add shells to the list of things that can be repaired.

QuoteSometimes there are 2 crafter with the same level but different equipment, one should do the bill's with fixed results
I thought if two colonists have the same skill level, it shouldn't matter who does the job; is there anything else that goes into item quality? What equipment matters when you're crafting?
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: skullywag on March 10, 2015, 06:18:42 AM
You need a better check in your jobonthing method, its spilling out into things that are nothing to do with this mod that are worktables, my automated healing mod errors with "Mending mod: could not find MenderBuildingComp" when i right click a casket with a pawn selected.
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: Wastelander on March 10, 2015, 12:37:41 PM
that should be fixed in the newest update, please redownload!
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: Master Bucketsmith on March 11, 2015, 04:25:20 PM
Hey uhm, I might have overlooked something, but what's an easy way to tell if you updated your mods? I'm not sure on which versions I have and which are your latest. Could you perhaps keep a version number in the main post?
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: Kaballah on March 11, 2015, 09:29:44 PM
Quote from: Stup-krou on March 07, 2015, 10:37:32 AM
Thanks for this mod Wastelander, i really enjoy it.
I didnt encounter any bug or issue with it so far. The only problem i saw is like Asfalto pointed out you cant set a treshold to repair items with -x%. That would be the best thing because my mender tends to waste too much time repairing items he repaired the day before and are still 98% condition.  It seemed like maybe, the mender would go for the best shaped items to repair first.
So if you can implement a damage treshold and repair damaged items first, the mod would be just perfect and 100% efficient IMO.
This would be totally fine, and in fact I think it would be OK if you just made it a hard threshold of 95% or whatever if it's difficult to code it for user input.
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: Wastelander on March 12, 2015, 03:27:42 PM
QuoteHey uhm, I might have overlooked something, but what's an easy way to tell if you updated your mods? I'm not sure on which versions I have and which are your latest. Could you perhaps keep a version number in the main post?
Yeah, I'll update the title when I release a new version and keep a version in the main post.

QuoteThis would be totally fine, and in fact I think it would be OK if you just made it a hard threshold of 95% or whatever if it's difficult to code it for user input.
OK, at some point soon I'll add a "repair items under health %" slider to the Mending bench. It'll default to 100%, though. :)
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: Master Bucketsmith on March 14, 2015, 04:14:58 AM
Colonists don't mend items they are wearing, do they?
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: Dragoon on March 14, 2015, 07:59:26 AM
Quote from: Bucketsmith on March 14, 2015, 04:14:58 AM
Colonists don't mend items they are wearing, do they?

No, it was stated they did not a few pages back :/ .
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: Master Bucketsmith on March 14, 2015, 03:10:56 PM
Okay, thanks.

Still going to have to keep an eye on their clothing and force them to get better gear if they need to.
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: skullywag on March 14, 2015, 03:34:21 PM
have a room with nothing but a mending table in it, move your colonist into it, lock the door, strip em, let them repair everything, get dressed, NEXT!
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: michal3588 on March 15, 2015, 09:51:22 AM
Mending table is losing its search radius after every load. I like to place this table near my armory and trade beacon to repair important stuff but instead of that I have colonists hauling bows and maces from dump on the other side of colony. It's not a problem with one table but when I have one in every room with equipment (for fast repairs) it is starting to be little irritating to set radius for every table over, over and over again.
Any idea what can causing that? Maybe I can fix it by myself if it's just some XML editing?
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: Stup-krou on March 15, 2015, 09:53:20 AM
Quote from: michal3588 on March 15, 2015, 09:51:22 AM
Mending table is losing its search radius after every load. I like to place this table near my armory and trade beacon to repair important stuff but instead of that I have colonists hauling bows and maces from dump on the other side of colony. It's not a problem with one table but when I have one in every room with equipment (for fast repairs) it is starting to be little irritating to set radius for every table over, over and over again.
Any idea what can causing that? Maybe I can fix it by myself if it's just some XML editing?

Yes i get that bug too. It also unticks the 'outside items' box automatically with the radius reset.
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: Zipko on March 15, 2015, 10:22:35 AM
Can you add skill lock on research table too?
I had one brain damaged colonist with bad back, so since he was bad in crafting and art, and slow as hell, but decent in research, i have set up a 2nd research table in his room and made a little stockpile there for delivering him meals, so he can just stay in room and research all day. Problem is that my other researcher, that has other priorities, and only goes to research when there is nothing else too do, starts using research table in his room, instead of using his own.. :(
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: Wastelander on March 15, 2015, 04:21:44 PM
QuoteYes i get that bug too. It also unticks the 'outside items' box automatically with the radius reset.

That's fixed, please redownload.
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: harpo99999 on March 15, 2015, 04:44:13 PM
Quote from: Wastelander on March 15, 2015, 04:21:44 PM
QuoteYes i get that bug too. It also unticks the 'outside items' box automatically with the radius reset.

That's fixed, please redownload.
just attempted to BUT the download site file says it is from 7/3/15
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: Wastelander on March 15, 2015, 06:41:44 PM
It should still be fixed in that version... I'll try reuploading anyway.
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: Blackbird on March 15, 2015, 09:31:38 PM
Can you upload your files somewhere else, like directly to this forum?  I can't download them from Zippyshare.  It keeps redirecting me to the download page even though the download link is supposed to be directly to the file.  Thanks!
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: Killaim on March 16, 2015, 06:52:06 AM
these are awesome - thanx :D



Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: Stup-krou on March 17, 2015, 07:49:47 PM
Wastelander, i noticed that my mender now sometimes leave the item on the table and goes for another one. It seems like sometimes they leave the item on the table and go for another or haul it back in the stockpile. But im not sure how many items they are stacking on each others. Its not really a big deal since someone is gonna haul it sooner or later but sometimes you have the feeling you are missing items
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: eternalglory on March 18, 2015, 07:39:38 AM
Brilliant Mod!

Mending machine is good but i think it need threshold...

for example Below 50% then repair start.. Or  In radius, most damaged cloth first repair start.

sorry english is not my first language...
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: Jcewazhere on April 03, 2015, 11:13:24 PM
Great mod thanks.
Some things I think would be neat would be, as other pointed out, the ability for the pawns to upgrade items as they become available. Also it would be nice if the mending bench could filter based on quality, so I don't waste time mending all the shoddy and poor stuff before the better quality stuff.
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: Headshot on April 03, 2015, 11:29:50 PM
Oh fantastic mod thanks!
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: Beathrus on April 06, 2015, 02:50:56 AM
Hey, Can someone tell me how to/or make a version of mending that isn't so quick? x.x I mean, its blazing fast, and feels a wee bit cheatsy.
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: filippe999 on April 08, 2015, 07:05:31 AM
Just what i needed, i noticed some all oif my colonists were complaining about frayd apparel and wondered if there was a mod that added that function, just perfect thanks
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: TheOneTrueAnswer on April 09, 2015, 11:52:49 AM
Love the mods, but I think that the Mender needs to be slower and have a resource cost for each mending.
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: NihilRex on April 17, 2015, 02:43:53 PM
Hoping this returns soon, I miss mending all the raider's gear...
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: Dave-In-Texas on April 17, 2015, 02:49:52 PM
Quote from: Beathrus on April 06, 2015, 02:50:56 AM
Hey, Can someone tell me how to/or make a version of mending that isn't so quick? x.x I mean, its blazing fast, and feels a wee bit cheatsy.

i checked the xml, it seems to be defined in the assembly (dll)
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: Th3_D00D3 on April 21, 2015, 03:45:46 PM
Is the mending mod going to be updated for alpha 10? I would love to see that.
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: AN7AG0NIS7 on April 21, 2015, 09:10:06 PM
Quote from: Th3_D00D3 on April 21, 2015, 03:45:46 PM
Is the mending mod going to be updated for alpha 10? I would love to see that.

I want it back too!

Love of my life don't leave me
You've taken my love and now desert me
Love of my life can't you see?
Bring it back, bring it back
Don't take it away from me, because you don't know~
What it means to me..
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: daveboy2000 on April 24, 2015, 09:09:28 AM
I'd love to have this mod back as well
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: Ray_Anor on April 24, 2015, 09:28:51 AM
What about use some materials from which crafted basic item? And not use mending job, but add this function to tables? Want to repair cloth - go to tailor table, use % of cloth type material to repair, use skill tailor.
Want to repair weapon - go to smith table, use % of metal material (or wood), use skill smith.
E.t.c. (Sorry for some bad English)
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: Killaim on April 28, 2015, 07:41:34 AM
id love to see the mending for 10 too :D
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: harpo99999 on April 28, 2015, 07:50:12 AM
I also want the magnificent mending mod to be updated to a10 (had tried the a9 but it locked up a10 so definitely will need to be updated to a10)
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: buder5 on April 29, 2015, 07:19:49 PM
me too i want that mod updated specialy mending
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: czarnoff on May 01, 2015, 02:49:17 AM
I really like the mending mod. So I decompiled it, tweaked it to work on Alpha 10, and recompiled it.  Hope you don't mind Wastelander. 
The binary:  https://dl.dropboxusercontent.com/u/85306567/Mending.zip
My source code: https://dl.dropboxusercontent.com/u/85306567/Mending-source.zip
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: Shtuka on May 06, 2015, 02:40:58 PM
Quote from: czarnoff on May 01, 2015, 02:49:17 AM
I really like the mending mod. So I decompiled it, tweaked it to work on Alpha 10, and recompiled it.  Hope you don't mind Wastelander. 
The binary:  https://dl.dropboxusercontent.com/u/85306567/Mending.zip
My source code: https://dl.dropboxusercontent.com/u/85306567/Mending-source.zip
Sry for stupid question, but what is the binary and source code? What the difference and what I should to use?
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: Remorium on May 06, 2015, 11:16:19 PM
Okay, got it to work. You want the binary, not the source code. Still want a proper update, but god am I grateful to have mending back.
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: NetPirate76 on May 07, 2015, 01:42:28 AM
Great Mod! :)
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: Remorium on June 13, 2015, 03:17:48 AM
Anyone going to update this to Alpha 11?
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: nmid on June 13, 2015, 05:40:17 AM
I'm looking forward to this too!!
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: nmid on June 13, 2015, 07:43:03 AM
Thanks for pointing that out to me..
Didn't know about 1.
As for 2, haven't seen the max skill lock or perhaps I haven't noticed it.

1. Regarding swapping of clothes, I haven't used the outfit filters properly, so my colonists either are on "MM Hell" with NOTHING or they pick up anything to wear.
With just 60 days into the colony, no one has worn out anything on auto-mode, while the MM HELL outfits keep getting manually* swapped to something better :D
2. I have seen the min skill limitation, haven't seen a max skill setting... that did stop my plans on making some sort of training table for my slaves to increase their crafting skills. Might have missed it.
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: Remorium on June 13, 2015, 03:13:14 PM
I was more referring to the mending. That is a godsend.
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: Beathrus on June 15, 2015, 11:25:36 PM
Is mending ever going to be updated for Alpha 11?
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: harpo99999 on June 16, 2015, 05:01:14 AM
I also want the mending table updated to a11, the game feel bland without being able to mend the worn out items
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: LanMc on June 16, 2015, 04:50:17 PM
Quote from: harpo99999 on June 16, 2015, 05:01:14 AM
I also want the mending table updated to a11, the game feel bland without being able to mend the worn out items

Me three!  I love this mod!
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: Beathrus on June 16, 2015, 06:22:32 PM
Only change I'd like for A11 is tweaking repair speeds; making it based on speed, and having a powered and non powered with it being like.

Non-powered = 100% Speed
Powered = 150% Speed

And then skill adding in 5% speed each level via crafting. So at Level 20 crafting it would another 100%

Also, for items themselves using this.

-3.Awful, -2.Shoddy, -1.Poor, 0.Normal, 1.Good, 2.Superior, 3.Excellent, 4.Masterpiece, 5.Legendary

Everything requires 1 of the material to fix below Normal. So, Normal and below only costs 1 material; and beyond that, it would require 1 more per increase in quality.

So... Good would cost 2, Superior 3, Excellent 4, Masterpiece 5, and Legendary would be 6.

But yes, The A9 mending table felt cheaty. Because of how fast and how cheap it was to repair(Meaning free besides time).



Edit: Wastelander, come back to us. We miss you, and your Mending mod.  :'(
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: Beathrus on June 20, 2015, 10:39:59 AM
Bump
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: Fukara on June 20, 2015, 05:25:23 PM
Weeee neeeed updatee  :'( :'( :'( :'( :'( :'(
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: Remorium on June 20, 2015, 08:08:29 PM
If anyone could give me advice on how to update the code in this mod, I'd attempt it. Problem is, I have no idea what was changed and I've never done something like this before.
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: harpo99999 on June 21, 2015, 04:43:32 AM
part of the problem is that there is a dll that will need to be updated as well as the changes in the xml's, while czarnoff has supplied  a source for the dll for a10, I have no idea what te differnces would be between a10 & a11
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: Shtuka on June 22, 2015, 05:05:36 AM
I can't play without mending :(
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: harpo99999 on June 22, 2015, 07:28:27 AM
I also desperatly MISS the MENDING mod, and would like it in the CORE game asap
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: Beathrus on June 22, 2015, 04:00:18 PM
Mr. Wastelander hasn't been active since
    May 23, 2015, 11:50:24 AM
Can someone maybe update this mod for Alpha 11? :/ Its hard to use Apparello, Norbals, and now Pirates without it.
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: rdz1122 on June 22, 2015, 07:14:46 PM
+1
Title: Re: [A9] Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: Ratys on June 23, 2015, 02:56:13 AM
I've taken a stab at updating it, not much luck. It compiles and loads without def errors now, but there's a weird issue I can't figure out that prevents it from actually working instead of throwing OutOfRange exceptions all over. Somebody more proficient than me with AI coding should take a look at this... Here's (https://drive.google.com/file/d/0B3WSVaGhqi8GQ194RHJqVG9fRVE/view?usp=sharing) what I came up with so far.

[attachment deleted due to age]
Title: Re: [A9] Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: Tynan on June 23, 2015, 03:02:24 AM
Ratys, looks like work priorities are being queried with a null work type. That's my guess at least. Is it possible you're feeding in a null work type somewhere?
Title: Re: [A9] Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: Ratys on June 23, 2015, 12:51:09 PM
Quote from: Tynan on June 23, 2015, 03:02:24 AM
Ratys, looks like work priorities are being queried with a null work type. That's my guess at least. Is it possible you're feeding in a null work type somewhere?

I'm not sure where would that happen in mod's code; had Log.Message dump WorkTypes with their WorkGivers, game seems to load them correctly.

Tested with a hastily cobbled together A11 port of an older mod of mine that has a custom WorkType. It worked in A10 without the issue in question, and porting only required to transition to some refactors that happened between versions. Compiles, no def errors on startup, once it loads in a game it starts throwing exact same error that I posted.

Moreover, butchered Mending leaving only a single file, the WorkType def - same thing happens. I can't for the life of me figure why wouldn't it work, it's written exactly like the core WorkTypes, and priority is unique.

<?xml version="1.0" encoding="utf-8" ?>
<WorkTypeDefs>

<WorkTypeDef>
<defName>WorkType_Mending</defName>
<labelShort>Mend</labelShort>
<pawnLabel>Mending</pawnLabel>
<gerundLabel>Mending</gerundLabel>
<description>Menders repair damaged items.</description>
<verb>Mend</verb>
<naturalPriority>405</naturalPriority>
<workTags>
<li>ManualSkilled</li>
</workTags>
</WorkTypeDef>

</WorkTypeDefs>


EDIT:

I guess I should mention what the "thing" is: simply opening overview dialog cases the error in the first pic to happen, second pic is when pawns wake up (they're asleep at the time of the save I'm testing with) and start to seek stuff to do.
Title: Re: [A9] Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: nmid on June 23, 2015, 02:16:02 PM
..do they basically get 'stuck' / remain standing while that error keeps popping up in the debug log?

Title: Re: [A9] Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: Ratys on June 23, 2015, 03:05:42 PM
Quote from: nmid on June 23, 2015, 02:16:02 PM
..do they basically get 'stuck' / remain standing while that error keeps popping up in the debug log?

Pretty much.
Title: Re: [A9] Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: Match on June 24, 2015, 12:07:23 AM
I also took a stab at updating this, and failed.

Got the XML to work no errors, with out touching the assemblies. I've yet to attempt anything with a dll and felt really lost.
Title: Re: [A9] Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: nmid on June 24, 2015, 05:14:51 AM
Not sure if this information will help you... but I had the same problem when I added MD2 Base + MD2 droids into an already running game with a lot of other mods added.
On loading of a save file, the colonists finished their last action and then got stuck.


Prof threw exception while determining job: System.ArgumentOutOfRangeException: Argument is out of range.

Parameter name: index

  at System.Collections.Generic.List`1[System.Int32].get_Item (Int32 index) [0x00000] in <filename unknown>:0

  at Verse.DefMap`2[Verse.WorkTypeDef,System.Int32].get_Item (Verse.WorkTypeDef def) [0x00000] in <filename unknown>:0

  at RimWorld.Pawn_WorkSettings.GetPriority (Verse.WorkTypeDef w) [0x00000] in <filename unknown>:0

  at RimWorld.Pawn_WorkSettings.CacheWorkGiversInOrder () [0x00000] in <filename unknown>:0

  at RimWorld.Pawn_WorkSettings.get_WorkGiversInOrderEmergency () [0x00000] in <filename unknown>:0

  at RimWorld.JobGiver_Work.TryGiveTerminalJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at RimWorld.ThinkNode_Conditional.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.Pawn_JobTracker.DetermineNextJob () [0x00000] in <filename unknown>:0  lastJobGiver=RimWorld.JobGiver_Work

I have to check if the game works fine with only the MD2 Base+MD2 droids, but as no one else has commented on the mod thread that it doesn't, I expect it does.


  <activeMods>
    <li>Core</li>
    <li>BackstoriesCore</li>
    <li>EdBPrepareCarefully</li>
    <li>Darkness (SBO)</li>
    <li>SCA11Core</li>
    <li>AutoHuntBeacon</li>
    <li>Apparello</li>
    <li>EdBModOrder</li>
    <li>ED-Core</li>
    <li>Miscellaneous_HiRes</li>
    <li>ExpandedProsthetics&amp;OrganEngineering</li>
    <li>ED-LaserDrill</li>
    <li>ED-ReverseCycleCooler</li>
    <li>ED-Vent</li>
    <li>ED-Shields</li>
    <li>ED-Embrasures</li>
    <li>ED-PersonalNanoShields</li>
    <li>ED-OmniGel</li>
    <li>VeinMiner</li>
    <li>RoofSupport</li>
    <li>OmniStorage</li>
    <li>Canned Food</li>
    <li>Pawn State Icons</li>
    <li>Anti Tank Weapons</li>
    <li>Bulk_Meals</li>
    <li>Celing Lights</li>
    <li>RimHalo</li>
    <li>[A11 Faction] JaffaKree! Reborn</li>
    <li>Stonecutting Tweak</li>
    <li>LogWall-Stuffed</li>
    <li>EdBInterface</li>
    <li>Mad Skills</li>
    <li>T-ConditionRed</li>
    <li>T-CoreCropTweaks</li>
    <li>T-ExpandedCloth</li>
    <li>T-ExpandedCrops</li>
    <li>T-MiscStuff</li>
    <li>T-MoreBedsVanilla</li>
    <li>RT Fusebox</li>
    <li>RT Storage</li>
    <li>T-MoreFloorsFF</li>
    <li>MAI</li>
    <li>RTFTJ</li>
    <li>Industrialisation v0.99</li>
    <li>ED-Plants24H</li>
    <li>Hospitality</li>
    <!--<li>Battle Rattle</li>-->
    <li>LT_RedistHeat</li>
    <li>MD2Base-master</li>
    <li>MD2Droids-12</li>
  </activeMods>
Title: Re: [A9] Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: Ratys on June 24, 2015, 08:01:41 AM
Quote from: nmid on June 24, 2015, 05:14:51 AM
... into an already running game ...

That part made it click: one thing that I haven't tried is starting a NEW colony, rather than loading a save. And what do you know, indeed the issue is gone. So, thank you for mentioning it, it indeed was helpful! Guess that's what I get for making it a point for all my mods to work out of the box in existing games - I tend to forget that sometimes a new game is required; nevermind it working (?) before, for some reason introducing a WorkType into an ongoing game breaks it.

I went ahead and 'fixed' things that cropped up after this was out of the way - I had to throw away the code that explicitly makes colonists automagically haul mended items back to storage, now they'll only do that if they feel like it, leaving it to someone else if they don't.

Bottom line, what I've attached to this post works in Alpha 11, and requires a new colony. Source included.

[attachment deleted due to age]
Title: Re: [A9] Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: LanMc on June 24, 2015, 08:21:38 AM
Thank you Ratys - going to give it a try!!!
Title: Re: [A9] Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: nmid on June 24, 2015, 02:06:58 PM
Quote from: Ratys on June 24, 2015, 08:01:41 AM
Quote from: nmid on June 24, 2015, 05:14:51 AM
... into an already running game ...

That part made it click: one thing that I haven't tried is starting a NEW colony, rather than loading a save. And what do you know, indeed the issue is gone. So, thank you for mentioning it, it indeed was helpful!
...
for some reason introducing a WorkType into an ongoing game breaks it.
....
I went ahead and 'fixed' things that cropped up after this was out of the way - I had to throw away the code that explicitly makes colonists automagically haul mended items back to storage, now they'll only do that if they feel like it, leaving it to someone else if they don't.

Glad it helped, Ratys :)
I'll wait to start my new colony to add mending.
Title: Re: [A11] Wastelander's Minor mods: Mending updated by Ratys
Post by: Kaballah on June 26, 2015, 02:24:16 AM
Thanks for updating the mending bench, I always liked this.
Title: Re: [A11] Wastelander's Minor mods: Mending updated by Ratys
Post by: Kaballah on June 26, 2015, 08:31:06 AM
Found a bug, if colonist(s) with the mending labor enabled are assigned to a restriction area and the target item to be mended is outside the area, exceptions are generated.  I didn't think to catch a screenshot when this happened but I'm pretty sure it won't be hard to reproduce at all.
Title: Re: [A11] Wastelander's Minor mods: Mending updated by Ratys
Post by: omatkoicorko on June 26, 2015, 11:29:01 AM
it is not working with Ultimate Overhaul Modpack
Title: Re: [A11] Wastelander's Minor mods: Mending updated by Ratys
Post by: Shtuka on June 27, 2015, 07:52:43 PM
Quote from: omatkoicorko on June 26, 2015, 11:29:01 AM
it is not working with Ultimate Overhaul Modpack
Why not? Are u sure?
Title: Re: [A11] Wastelander's Minor mods: Mending updated by Ratys
Post by: Ratys on June 28, 2015, 05:56:43 AM
Quote from: omatkoicorko on June 26, 2015, 11:29:01 AM
it is not working with Ultimate Overhaul Modpack

Yeah, I'm gonna need more info than that. What exactly do you mean by 'not working'? Reproduction steps? What are you trying to do and what happens instead? Also, if it's 'not working in a pack' you should take it up with the pack's maintainer as well, and give me a link to the pack.

EDIT:

I'm looking at the restricted areas issue.
Title: Re: [A11] Wastelander's Minor mods: Mending updated by Ratys
Post by: Kaballah on June 28, 2015, 07:08:08 AM
Okey doke, although it's not that disruptive (just leave scattered equipment forbidden)
Title: Re: [A11] Wastelander's Minor mods: Mending updated by Ratys
Post by: omatkoicorko on June 30, 2015, 12:23:01 PM
ok it is now, i re-installed all... i have to say it is nice mod, but i wonder if it is possible to repair items worn by colonists
Title: Re: [A11] Wastelander's Minor mods: Mending updated by Ratys
Post by: CyborgDragon on June 30, 2015, 12:33:53 PM
Edit their outfits to be limited to say, 33% durability. They'll then drop pieces of their outfit when they hit that durability level. If there's anything else laying around, they'll equip that, but if not, they'll just wait for their outfit to be mended.
Title: Re: [A11] Wastelander's Minor mods: Mending updated by Ratys
Post by: Kaballah on June 30, 2015, 04:12:08 PM
You don't really need to do that, if you keep a pool of appropriate clothing they'll automatically go swap out tattered clothing for undamaged stuff with just their default outfit settings.  You can end up forcing them to have empty slots (like overcoat, which can be dangerous) if you tinker with outfit settings too much.
Title: Re: [A11] Wastelander's Minor mods: Mending updated by Ratys
Post by: twisted067 on June 30, 2015, 06:25:20 PM
Adding mending broke my game, I have 20 or so mods already but adding this one suddenly prevented colonists from doing any jobs unless I manually order them around, for every little thing. Including eating and sleeping. Not sure if its a combination of mods that does this or just this mod alone
Title: Re: [A11] Wastelander's Minor mods: Mending updated by Ratys
Post by: Ratys on June 30, 2015, 06:56:18 PM
Quote from: twisted067 on June 30, 2015, 06:25:20 PM
Adding mending broke my game, I have 20 or so mods already but adding this one suddenly prevented colonists from doing any jobs unless I manually order them around, for every little thing. Including eating and sleeping. Not sure if its a combination of mods that does this or just this mod alone

You need to start a new colony. For some reason, adding a new WorkType (which Mending does) into an existing game causes colonist AI to melt down. I don't recall that happening in prior versions of RimWorld, so it's likely that something well outside my reach was changed - meaning it's not something I can fix.
Title: Re: [A11] Wastelander's Minor mods: Mending updated by Ratys
Post by: twisted067 on June 30, 2015, 07:18:24 PM
Quote from: Ratys on June 30, 2015, 06:56:18 PM
Quote from: twisted067 on June 30, 2015, 06:25:20 PM
Adding mending broke my game, I have 20 or so mods already but adding this one suddenly prevented colonists from doing any jobs unless I manually order them around, for every little thing. Including eating and sleeping. Not sure if its a combination of mods that does this or just this mod alone

Ahh thats a shame, I dont want to start all over :(

You need to start a new colony. For some reason, adding a new WorkType (which Mending does) into an existing game causes colonist AI to melt down. I don't recall that happening in prior versions of RimWorld, so it's likely that something well outside my reach was changed - meaning it's not something I can fix.
Title: Re: [A11] Wastelander's Minor mods: Mending updated by Ratys
Post by: skyarkhangel on June 30, 2015, 07:56:33 PM
Big thanks for update. It really vanilla-important mod.
Title: Re: [A11] Wastelander's Minor mods: Mending updated by Ratys
Post by: mipen on July 04, 2015, 03:21:04 AM
It might be me, but I can't seem to download Mending. It just takes me to the forum's main page :(
Title: Re: [A11] Wastelander's Minor mods: Mending updated by Ratys
Post by: harpo99999 on July 04, 2015, 03:35:12 AM
mipen, I just checked the attachment by ratys on pacge 10 and it downloads, is the one you tried that one or the one in the op?
Title: Re: [A11] Wastelander's Minor mods: Mending updated by Ratys
Post by: mipen on July 04, 2015, 04:10:04 AM
I tried the one on the op, I'll check the one on page 10 now, thanks :)
Title: Re: [A11] Wastelander's Minor mods: Mending updated by Ratys
Post by: falcongrey on July 05, 2015, 01:32:04 PM
Quote from: mipen on July 04, 2015, 03:21:04 AM
It might be me, but I can't seem to download Mending. It just takes me to the forum's main page :(

OP link is not a download link. It just re-links back to the OP page. Page 10 link works. :)
Title: Re: [A11] Wastelander's Minor mods: Mending updated by Ratys
Post by: Litcube on July 05, 2015, 05:04:25 PM
I've tried to recompile this for 11b, but it looks like the methods changed.  PotetialWorkThingRequest and JobOnThing are no longer valid methods.

Any ideas folks?
Title: Re: [A11] Wastelander's Minor mods: Mending updated by Ratys
Post by: Litcube on July 05, 2015, 05:16:01 PM
I figured it out.  WorkGiver has been reworked, it seems.

Here's the new assembly for 11b:

http://www.mediafire.com/download/86z7cd6lg0pkcsn/Mending.zip
Title: Re: [A11] Wastelander's Minor mods: Mending updated by Ratys
Post by: Kaballah on July 05, 2015, 07:40:32 PM
Nice job, thanks for updating this :)
Title: Re: [A11] Wastelander's Minor mods: Mending updated by Ratys
Post by: Kaballah on July 05, 2015, 08:05:56 PM
Heads up, the last version of this has a keybind that conflicts with the Tailor production table (just going to disable the keybind for the mending bench personally)

e: to do this, just back up and edit Mods\Mending\Defs\ThingDefs\mending_Buildings.xml and near the bottom, find:

  <designationHotKey>P</designationHotKey>

^^ delete this line ^^
Title: Re: [A11] Wastelander's Minor mods: Mending updated by Ratys
Post by: Ouan on July 10, 2015, 07:36:22 PM
Thanks for the 11b update and quick debug everyone!
Title: Re: [A11b] Wastelander's Minor mods: Mending updated by Litcube
Post by: Remorium on July 12, 2015, 03:33:44 AM
I cannot get this mod to work. All the recent download did was give me a dll file, and I put it in a folder called mending. The game recognized it in the mod list, but the mod won't work in the game itself. Help?
Title: Re: [A11b] Wastelander's Minor mods: Mending updated by Litcube
Post by: foopex on July 16, 2015, 12:13:59 AM
Any chance for configurable material cost and repair duration to be added?
Title: Re: [A11b] Wastelander's Minor mods: Mending updated by Litcube
Post by: cucumpear on July 16, 2015, 12:59:36 AM
Quote from: foopex on July 16, 2015, 12:13:59 AM
Any chance for configurable material cost and repair duration to be added?
I second that request, mending is just a bit OP without any material cost. Still, thanks for creating a rather necessary mod!
Title: Re: [A11b] Wastelander's Minor mods: Mending updated by Litcube
Post by: foopex on July 16, 2015, 07:48:26 AM
Quote from: Canute on July 16, 2015, 03:16:12 AM
That will be hard to realize.
Do you want use steel for weapon, cloth for appeareals to repair ?
Do you realy can fix a golden weapon with steel ?

Maybe you dissamble weapons for Weapon repair kits. Put these kits in a hopper next to the table. Then they kits auto. used during the repair.
Hmm isn't that similar to the MD2 droid repair station.

Any kind of cost would be nice, but I like the idea of repair kits.  Perhaps # of kits required for repair or harvested from old items can be based on item value.  Length of time to repair could then be based # of kits needed.

EDIT: Heck, even if you just make the repair kit on a crafting table out of and assortment of raw resources would be great.  There are at least a couple ways this could work.
Title: Re: [A11b] Wastelander's Minor mods: Mending updated by Litcube
Post by: LanMc on July 16, 2015, 01:09:18 PM
I personally am fine with the way this mod works right now.  I think of it as sewing and repairing the clothing, which wouldn't require a lot of resources.  As for the weapons, I see it as going through and fixing any parts that might be starting to deteriorate from use and time. 

I would vote "No" on making it consume more of my already precious materials. 
Title: Re: [A11b] Wastelander's Minor mods: Mending updated by Litcube
Post by: Talonidir on July 16, 2015, 05:12:47 PM
I'm (trying) to use this with the Ultimate Overhaul modpack and I can't seem to get mending to work no matter what I do! Is there anyone who can figure this out/give some tips? I've tried moving it in the mod order multiple times already.
Title: Re: [A11b] Wastelander's Minor mods: Mending updated by Litcube
Post by: kexici on July 16, 2015, 06:45:52 PM
Quote from: Talonidir on July 16, 2015, 05:12:47 PM
I'm (trying) to use this with the Ultimate Overhaul modpack and I can't seem to get mending to work no matter what I do! Is there anyone who can figure this out/give some tips? I've tried moving it in the mod order multiple times already.
Works fine + Ultimamate modpack(+add) + skuliwags + my mods :D
(my mods order)
<activeMods>
    <li>Core</li>
    <li>EdBModOrder</li>
    <li>EdBPrepareCarefully</li>
    <li>Backstories</li>
    <li>Wave Survival Mode</li>
    <li>Rimsenal_Storyteller</li>
    <li>Darkness (SBO)</li>
    <li>MoreHair</li>
    <li>Rimsenal_hair</li>
    <li>Biodiversity</li>
    <li>Apparello</li>
    <li>Marines_SK</li>
    <li>AlphaMuffaloHat</li>
    <li>MD2Base</li>
    <li>ED-Core</li>
    <li>SCA11Core</li>
    <li>Miscellaneous</li>
    <li>ExpandedProsthetics&amp;OrganEngineering</li>
    <li>Industrialisation v0.98</li>
    <li>LT_RedistHeat</li>
    <li>ED-Shields</li>
    <li>RT Fusebox</li>
    <li>RT Storage</li>
    <li>Rimsenal</li>
    <li>Rimsenal_Federation</li>
    <li>GlitterTech</li>
    <li>PANY Tech</li>
    <li>BiomatterPower</li>
    <li>Finer Things</li>
    <li>EnhancedFireFight</li>
    <li>AnimalHideWorking</li>
    <li>Glassworks</li>
    <li>Weed</li>
    <li>Stroyent</li>
    <li>VeinMiner</li>
    <li>SeedsPlease</li>
    <li>RoofSupport</li>
    <li>Rimfire</li>
    <li>EMP pistol</li>
    <li>ProjectArmory300</li>
    <li>Weapon Crafting 1.3</li>
    <li>Weapon Crafting + Rimfire Patch</li>
    <li>OmniStorage</li>
    <li>BeanTekRefrigeratedFoodStorage</li>
    <li>RW_A2B</li>
    <li>RW_A2B_Selector</li>
    <li>RW_A2B_Teleport</li>
    <li>CaveworldFlora</li>
    <li>Clutter</li>
    <li>AdditionalJoyObjects</li>
    <li>MD2Droids</li>
    <li>MD2Industry-8</li>
    <li>Turret Collection</li>
    <li>Turret Collection Overkill</li>
    <li>Medical Drinks</li>
    <li>FishIndustry</li>
    <li>Norbals</li>
    <li>Pirates!</li>
    <li>PreTranscended</li>
    <li>PrisonImprovements</li>
    <li>Hospitality</li>
    <li>AutoHuntBeacon</li>
    <li>AbilityPack</li>
    <li>AlienAnts</li>
    <li>MechaTanks</li>
    <li>M&amp;Co. Common</li>
    <li>M&amp;Co. MMS</li>
    <li>PowerCell-PowerCell1.0</li>
    <li>Cell buider</li>
    <li>GaussWeapons-GaussWeapons1.2</li>
    <li>FlameWeapons-FlameWeapons1.2</li>
    <li>LaserWeapons-LaserWeapons1.2</li>
    <li>PlasmaWeapons-PlasmaWeapons1.2</li>
    <li>PersonalShieldMKII-PersonalShieldMKII1.0</li>
    <li>PowerArmourMKII-PowerArmourMKII1.0</li>
    <li>Mending</li>
    <li>LT_Infusion</li>
    <li>Pawn State Icons</li>
    <li>RWAutoSell</li>
    <li>EdBInterface</li>
    <li>Zombie Apocalypse</li>
    <li>CrashLanding</li>
Title: Re: [A11b] Wastelander's Minor mods: Mending updated by Litcube
Post by: harpo99999 on July 17, 2015, 05:04:42 AM
odd, I did just add mending to the end of my mods list and continued the game
Title: Re: [A11b] Wastelander's Minor mods: Mending updated by Litcube
Post by: jal21 on July 18, 2015, 02:57:15 PM
Quote from: Canute on July 17, 2015, 09:17:42 AM
lucky one, i tryed this a few times since the mod got update to A11(b) and it never worked.
https://ludeon.com/forums/index.php?topic=10908.msg144193#msg144193

i think what you are supost to do is take that downlode and replace the .dll that is in the unifishle and put in the one that Wastelander provated
Title: Re: [A11b] Wastelander's Minor mods: Mending updated by Litcube
Post by: Talonidir on July 18, 2015, 04:16:57 PM
Mending just doesn't work at all ): we removed all other mods, started fresh, and added the dll file mending and it just doesn't work. We thought it was because of all the other mods, but nope.

anything else we should know or try? We love this mod. We can live without it, but don't expect us to be happy lol
Title: Re: [A11b] Wastelander's Minor mods: Mending updated by Litcube
Post by: cucumpear on July 19, 2015, 03:51:18 AM
Quote from: Canute on July 19, 2015, 03:01:37 AM
Did you do:
- download the attachment from page 10
- replace the .dll with the attachment from page 11
- start a new colony.

This is what I did when I finally updated to 11b and I haven't had issues (despite having a gajillion mods).  :D
Title: Re: [A11b] Wastelander's Minor mods: Mending updated by Litcube
Post by: Talonidir on July 19, 2015, 10:39:28 AM
Actually yes, we did do all that. We've downloaded the .dlls fun the front page and page 11 and combined them with the mod folder from page 10. You'd be surprised at what all we've tried in the eight or so hours we've worked on this. We've done everything short of going in to mess with the code
Title: Re: [A11b] Wastelander's Minor mods: Mending updated by Litcube
Post by: erathia on July 19, 2015, 05:12:06 PM
Could you compile it for linux? I would be forever thankful, or at least let me compile it from source ;)
Title: Re: [A11b] Wastelander's Minor mods: Mending updated by Litcube
Post by: Grynnreaper on July 20, 2015, 11:16:38 AM
I am Flabbergasted that there aren't more mods like this one. It seems to me like mending your equipment is always preferable to replacing expensive or high quality stuff. Thanks for making this mod its at the top of my list
Title: Re: [A11b] Wastelander's Minor mods: Mending updated by Litcube
Post by: FridayBiology on July 31, 2015, 09:52:00 AM
getting a error when i attempt to load the mod, (just have core and mending at the moment)
2 key binding conflict architect_production_tablemender and architect_production_tabletailor are both bound to P
2 key binding conflict architect_production_tabletailor and architect_production_tablemender are both bound to P

how do i clear this?
Title: Re: [A11b] Wastelander's Minor mods: Mending updated by Litcube
Post by: dareddevil7 on July 31, 2015, 12:26:18 PM
Quote from: Feirfec on July 31, 2015, 09:52:00 AM
getting a error when i attempt to load the mod, (just have core and mending at the moment)
2 key binding conflict architect_production_tablemender and architect_production_tabletailor are both bound to P
2 key binding conflict architect_production_tabletailor and architect_production_tablemender are both bound to P

how do i clear this?

You go into the mending folder in the mods folder, You open the Defs folder, go into ThingDefs folder, there should be only one XML document in it labeled "mending_Buildings", Open it up with notepad, scroll down to the bottom and there should be a hotkey setting, personally I just deleted that portion but you can change the letter for the unbound key of your choosing.
Title: Re: [A11b] Wastelander's Minor mods: Mending updated by Litcube
Post by: dareddevil7 on July 31, 2015, 12:29:04 PM
the table shows up, but all my colonists go braindead after they finish their current job and will only do another job if they are told to prioritize it
Title: Re: [A11b] Wastelander's Minor mods: Mending updated by Litcube
Post by: dareddevil7 on July 31, 2015, 01:12:57 PM
current because I have a nice setup going
Title: Re: [A11b] Wastelander's Minor mods: Mending updated by Litcube
Post by: Match on August 22, 2015, 12:47:18 AM
tentatively reporting that mending works, no errors yet.
Title: Re: [A11b] Wastelander's Minor mods: Mending updated by Litcube
Post by: Vascar on August 22, 2015, 10:31:53 PM
Using the A11b version on A12 mending throws an error when the mending job commences.
See the attached pic for the error.

[attachment deleted due to age]
Title: Re: [A11b] Wastelander's Minor mods: Mending updated by Litcube
Post by: skyarkhangel on August 22, 2015, 10:51:38 PM
Quote from: Vascar on August 22, 2015, 10:31:53 PM
Using the A11b version on A12 mending throws an error when the mending job commences.
See the attached pic for the error.

Yep.. because in A12:

Thing hauledThing = null;
if( pawn.carrier.CarriedThing != null )
hauledThing = pawn.carrier.CarriedThing;
else
hauledThing = TargetThingA;


needed to update.
Title: Re: [A11b] Wastelander's Minor mods: Mending updated by Litcube
Post by: Match on August 23, 2015, 03:12:53 AM
Quote from: skyarkhangel on August 22, 2015, 10:51:38 PM
Quote from: Vascar on August 22, 2015, 10:31:53 PM
Using the A11b version on A12 mending throws an error when the mending job commences.
See the attached pic for the error.

Yep.. because in A12:

Thing hauledThing = null;
if( pawn.carrier.CarriedThing != null )
hauledThing = pawn.carrier.CarriedThing;
else
hauledThing = TargetThingA;


needed to update.

Anyone familiar with dll files able to make this change? I keep trying to open it with visual studio and all I get is this weird version tab.
Title: Re: [A11b] Wastelander's Minor mods: Mending updated by Litcube
Post by: skyarkhangel on August 23, 2015, 10:50:54 AM
Quote from: Match on August 23, 2015, 03:12:53 AM
Quote from: skyarkhangel on August 22, 2015, 10:51:38 PM
Quote from: Vascar on August 22, 2015, 10:31:53 PM
Using the A11b version on A12 mending throws an error when the mending job commences.
See the attached pic for the error.

Yep.. because in A12:

Thing hauledThing = null;
if( pawn.carrier.CarriedThing != null )
hauledThing = pawn.carrier.CarriedThing;
else
hauledThing = TargetThingA;


needed to update.

Anyone familiar with dll files able to make this change? I keep trying to open it with visual studio and all I get is this weird version tab.

i fix this, but there another problem with workgivers. trying to find decision.
Title: Re: [A11b] Wastelander's Minor mods: Mending updated by Litcube
Post by: skyarkhangel on August 23, 2015, 11:17:27 AM
Updated to A12
Big thanks for isistoy for support  ;)

vanilla version.
(http://s020.radikal.ru/i708/1508/2f/76d376e3c505.png) (https://yadi.sk/d/A28HqaiGicJvy)
Title: Re: [A11b] Wastelander's Minor mods: Mending updated by Litcube
Post by: Ouan on August 24, 2015, 03:17:53 AM
Thanks a million Skyarkhangel! I will say that never in my life have I ever seen a better modding community for an Alpha state game.
Title: Re: [A11b] Wastelander's Minor mods: Mending updated by Litcube
Post by: Telkir on August 24, 2015, 09:40:12 AM
Nice mod, will be using this one myself!

Is there any chance that you could upload the source code for the A12 version somewhere? It's the only mod I've found so far that deals with DLL-customised workbenches. Trying to learn about that to solve a problem of my own...
Title: Re: [A11b] Wastelander's Minor mods: Mending updated by Litcube
Post by: skyarkhangel on August 24, 2015, 10:49:45 AM
Quote from: Telkir on August 24, 2015, 09:40:12 AM
Nice mod, will be using this one myself!

Is there any chance that you could upload the source code for the A12 version somewhere? It's the only mod I've found so far that deals with DLL-customised workbenches. Trying to learn about that to solve a problem of my own...

No problem  :) Re-uploaded with source.
Title: Re: [A11b] Wastelander's Minor mods: Mending updated by Litcube
Post by: DarkTemplarlord on August 25, 2015, 08:48:23 AM
i hope you coud update this to alpha 12
Title: Re: [A11b] Wastelander's Minor mods: Mending updated by Litcube
Post by: Telkir on August 25, 2015, 12:06:25 PM
Quote from: DarkTemplarlord on August 25, 2015, 08:48:23 AM
i hope you coud update this to alpha 12
skyarkhangel already updated it. There's a download link at the very bottom of page 13 of the thread.
Title: Re: [A11b] Wastelander's Minor mods: Mending updated by Litcube
Post by: SkySorcerer on September 11, 2015, 06:03:13 AM
I can't find a way to make skyarkhangel's update work on 12d. The entire Work tab breaks down. Any ideas?
Title: Re: [A11b] Wastelander's Minor mods: Mending updated by Litcube
Post by: Kairo on September 11, 2015, 06:38:23 AM
Quote from: SkySorcerer on September 11, 2015, 06:03:13 AM
I can't find a way to make skyarkhangel's update work on 12d. The entire Work tab breaks down. Any ideas?

Hi,

With EDB "Interface Pre-release 3.0.4" and vanilla workstab menu, it's working.
With EDB "Interface Pre-release 3.0.4" and Wivex "Work Presets 1.1", it's working too.

got an other UI mod running ?
Title: Re: [A11b] Wastelander's Minor mods: Mending updated by Litcube
Post by: harpo99999 on September 11, 2015, 08:33:45 PM
Quote from: SkySorcerer on September 11, 2015, 06:03:13 AM
I can't find a way to make skyarkhangel's update work on 12d. The entire Work tab breaks down. Any ideas?
I had this happen when adding to an existing game, BUT starting a new game and all working
Title: Re: [A11b] Wastelander's Minor mods: Mending updated by Litcube
Post by: Kulverstukass on September 11, 2015, 08:41:29 PM
It would be sooooo good, if there would be option for "Mend your own equipped apparel". (sorry for bad english if any)
Besides, working just fine with last RW and 3.0.4pre Edb interface mod.
Title: Re: [A11b] Wastelander's Minor mods: Mending updated by Litcube
Post by: Kairo on September 12, 2015, 07:01:11 AM
Quote from: Kulverstukass on September 11, 2015, 08:41:29 PM
It would be sooooo good, if there would be option for "Mend your own equipped apparel". (sorry for bad english if any)
Besides, working just fine with last RW and 3.0.4pre Edb interface mod.

Would like that feature too  :)
Title: Re: [A11b] Wastelander's Minor mods: Mending updated by Litcube
Post by: pigman999999999 on September 15, 2015, 10:42:08 AM
dont think this bug is being cased by the mod itself and i dont want to make you spend a week or so pinpointing it case i have LIKE 40-50 MODS so but lets get on with the bug any item or wep or clothing gets teled to the meanders hand and well you got it meaded im not complining but i dont think my mender has a a tele in his pocket and holy shit 5th time in  a row only male game AND i dont do it on purpose only the men live!?
Title: Re: [A11b] Wastelander's Minor mods: Mending updated by Litcube
Post by: Kinsume on September 19, 2015, 11:22:54 PM
I'm pretty interested in your Mending mod, it says A11b but will it work in A12 or will there be issues with it? I find the deterioration to be kind of annoying, especially when I drop 7k on some good power armor and I see its % going down and absolutely no way to fix it back up lol.
Title: Re: [A11b] Wastelander's Minor mods: Mending updated by Litcube
Post by: harpo99999 on September 20, 2015, 03:49:03 AM
kinsume, check out skyarkangel's reply at the bottom of page 13, and after adding it to the mods, start a new game and it shoudl allow any non-equiped items to be repaired
Title: Re: [A11b] Wastelander's Minor mods: Mending updated by Litcube
Post by: Lupin III on September 21, 2015, 01:10:08 PM
I can confirm that adding the mod to an existing game will break it. The works tab only shows a single colonist for which the priority boxes stop somewhere around the "craft" box. Also the colonists will get stuck "standing" after they finished their last task (from before saving). They can still be drafted and moved around and commanded to do stuff (but will stand around again after doing that). The problem isn't there when starting a new colony with the exact same mod setup.

I guess it's due to the fact that colonists are missing the "mend" assignment in the savegame, which breaks loading? Are there any savegame hacks I can do to add it to an existing game?
You should also think if it's really necessary to add new work type just for mending. Why not let the "crafters" do it? Not only should that make the mod savegame compatible (as long as you don't have a mending bench built when removing the mod), but it would also make compatibility easier with other mods.
Title: Re: [A11b] Wastelander's Minor mods: Mending updated by Litcube
Post by: Kinsume on September 21, 2015, 01:18:49 PM
Thanks harp for pointing that out, and thanks sky for making it :) downloading it and trying right now with a new game.

Edit : Sadly it did not work, even on a completely new world and map I still got the same bug as Lupin III did above me. Pity.

Edit 2 : I was an idiot and didn't take the mending folder out of the original folder it extracted to before putting it into rimworld's mod folder, now it works just fine.
Title: Re: [A11b] Wastelander's Minor mods: Mending updated by Litcube
Post by: Kulverstukass on September 21, 2015, 04:40:44 PM
Quote from: Lupin III on September 21, 2015, 01:10:08 PM
I can confirm that adding the mod to an existing game will break it.
For me the only described type of problem was due to FishIndustry mod, maybe any mod that add new job will be incompatible with Mending.
After deleting FishIndustry (anyway had near to zero water on map) i've had no problem with continue playing in pre-Mending save.
Title: Re: [A11b] Wastelander's Minor mods: Mending updated by Litcube
Post by: Lupin III on September 21, 2015, 05:12:04 PM
Quote from: Kulverstukass on September 21, 2015, 04:40:44 PM
After deleting FishIndustry (anyway had near to zero water on map) i've had no problem with continue playing in pre-Mending save.
I did some savegame hacks (managed to get mending to work in an existing game) and can tell you most likely why that worked.
In the save file there's an entry for every colonist's work priorities, which looks like this:

<workSettings>
<priorities>
<vals>
<li>0</li>
<li>1</li>
<li>2</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>4</li>
<li>0</li>
<li>2</li>
<li>2</li>
<li>3</li>
<li>0</li>
<li>3</li>
<li>4</li>
<li>1</li>
<li>2</li>
<li>1</li>
<li>1</li>
</vals>
</priorities>
</workSettings>

The number of li items is equal to the number of work types. As you can see, there's absolutely no reference as to which item refers to which work. In fact I found out that the "mend" priority is added at the end of the list, even though in the works tab it appears after "art". So the order in the GUI and the savefile are not the same. If you add a mod that adds a work type to an existing game, there aren't enough entries, which the game really doesn't like. If you had the fishing mod installed, but removed it, you have a superfluous entry. So in your case the game doesn't break, although it doesn't know that the number it found wasn't meant to be for "mend".


Now that I used the mod a little I feel even stronger that the work type "mend" should be removed! Not only is it much more prone to compatibility issues, it's more of an annoyance then help that it has to be set as a separate work. Just use the "craft" (or "tailor" or "smith") work for it and use the skill level for the speed of the mending and add a chance that the quality of the item changes according to skill (in the same way as when making it from scratch).
Title: Re: [A11b] Wastelander's Minor mods: Mending updated by Litcube
Post by: Beathrus on September 21, 2015, 05:21:18 PM
Quote from: Lupin III on September 21, 2015, 05:12:04 PM
Quote from: Kulverstukass on September 21, 2015, 04:40:44 PM
After deleting FishIndustry (anyway had near to zero water on map) i've had no problem with continue playing in pre-Mending save.
I did some savegame hacks (managed to get mending to work in an existing game) and can tell you most likely why that worked.
In the save file there's an entry for every colonist's work priorities, which looks like this:

<workSettings>
<priorities>
<vals>
<li>0</li>
<li>1</li>
<li>2</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>4</li>
<li>0</li>
<li>2</li>
<li>2</li>
<li>3</li>
<li>0</li>
<li>3</li>
<li>4</li>
<li>1</li>
<li>2</li>
<li>1</li>
<li>1</li>
</vals>
</priorities>
</workSettings>

The number of li items is equal to the number of work types. As you can see, there's absolutely no reference as to which item refers to which work. In fact I found out that the "mend" priority is added at the end of the list, even though in the works tab it appears after "art". So the order in the GUI and the savefile are not the same. If you add a mod that adds a work type to an existing game, there aren't enough entries, which the game really doesn't like. If you had the fishing mod installed, but removed it, you have a superfluous entry. So in your case the game doesn't break, although it doesn't know that the number it found wasn't meant to be for "mend".


Now that I used the mod a little I feel even stronger that the work type "mend" should be removed! Not only is it much more prone to compatibility issues, it's more of an annoyance then help that it has to be set as a separate work. Just use the "craft" (or "tailor" or "smith") work for it and use the skill level for the speed of the mending and add a chance that the quality of the item changes according to skill (in the same way as when making it from scratch).

If mending was to be removed, the Table should be as well; and Simply place a 'mend item' type of work order on the tables. And then choose what is to be mended and what is a priority. :/
Title: Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
Post by: Klaatu on September 24, 2015, 04:49:12 AM
Can you upload it somewhere else? This yandex stuff does not work at all for me.
Title: Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
Post by: jay_rab on September 24, 2015, 12:00:12 PM
Love the idea about being able to mend items, we can already mend(repair) walls, turrets, humans and animals... seems that some sort of system to repair items should naturally included.

I would be interested in this as a bill for the current crafting tables as well rather then another table and just to fall under a current skill as I like the idea of managing priority from the table vs the work list.
Title: Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
Post by: SirViver on September 24, 2015, 04:31:50 PM
Yeah, mending should definitely just be a bill for the corresponding crafting table. It's actually more logical and simpler at the same time :)
Mending really should be a part of the core game; it makes no sense whatsoever that you can magic up various hi tech electronic items from a few chunks of steel you mined out of a mountain, but are completely unable to fix a hole in your socks.

Ideally the maximum item health percentage achievable by mending should be dictated by the same skill used for creating the item, so only a master at the craft (barring modifiers like sight and manipulation) can actually bring an item back to 100%. I'd put the 0-skill point somewhere at 40-45% status with a sliding scale up to 100% at 20 skill... or 18, or whatever. That way you wouldn't need a huge skill number to get clothing out of tattered territory, but still require someone actually good at the craft to repair broken items well enough to count as new. If you want to get fancy you could even introduce something similar to medical operation failures where the item actually ends up worse or with a reduced quality level.

I feel some limitation needs to be there to balance out the fact that mending just magically fixes stuff for free except using a colonist's time. Otherwise mending is just too easy to abuse as a cash source from repairing the inevitable mounds of broken raid leftovers.
Title: Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
Post by: bullet on October 14, 2015, 04:52:21 PM
Hi Wasteland. Veeeery useful mod! Sorry I haven't written this before  ;)
But it may be time to move further? How about quality improvement Table?  :P
Title: Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
Post by: Zeta Omega on October 22, 2015, 05:11:40 PM
Do you have to start a new game for this?
Title: Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
Post by: LanMc on October 23, 2015, 09:21:22 AM
Quote from: Zeta Omega on October 22, 2015, 05:11:40 PM
Do you have to start a new game for this?

For Mending to work?  Yes you have to start a new game.
Title: Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
Post by: Addhatic on October 24, 2015, 03:59:45 PM
hey guys, is skill lock gonna update or what ? it was super useful. can someone plz update it for A12d ...!!
Title: Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
Post by: grizzlymint_gpt on October 25, 2015, 09:43:52 PM
Alright, so I love the mod, even though it's pretty OP. I used it for an entire colony that lasted years and it was fine. I just started a new colony and I'm coming across a pretty big problem. For the first little while everything was fine in regards to hauling clothes from butchered raiders to wooden equipment racks. Then I start to notice my colonists getting stuck in infinite loops that involve going to haul clothes and then immediately stopping and standing. The problem was fixed when I disallowed all the clothes in my base. My first assumption was something went wrong with the Mending mod, because I'm not running any other mods that I figured would affect clothes like that. I was confused, because I had neither a mending table, or any colonists with mending as a job, so I did some troubleshooting.

First, I made sure none of my colonists had mending as one of their jobs, which didn't work. Next, I destroyed my butcher table and equipment racks to make sure they weren't getting stuck on either of those, which didn't work, either. Next, I went ahead and built a mending table, and that finally solved the problem... For a little while. Life returned to normal. Clothes were being mended and hauled to my storage area. This went on for a good while, when all of a sudden, it started happening again. Except this time, it was while trying to haul mended clothes back to storage.

I'm all out of ideas now other than to destroy the table and rebuild it, but that's not a permanent solution, so I came here.
Title: Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
Post by: tigg on November 08, 2015, 07:54:16 PM
Having pawns drop clothes that need mending works as a temporary fix. I tried deleting the mending table - didn't work. The error keeps referring to a club - the only clubs on my map were in restricted zones, I've unrestricted them now that the manhunters have gone and so far the issue has gone away but it may be because there is plenty to do

Update: yes, every time there was something to mend in a restricted zone I got the message.

[attachment deleted due to age]
Title: Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
Post by: midaw on November 13, 2015, 01:26:05 PM
This is my patch "forbidden zones". Now the table is not spam in the log.

[attachment deleted due to age]
Title: Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
Post by: MechanoidHater on December 27, 2015, 06:52:22 AM
Quote from: midaw on November 13, 2015, 01:26:05 PM
This is my patch "forbidden zones". Now the table is not spam in the log.
I tried this patch and it didn't worked.
Title: Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
Post by: PureReject on January 02, 2016, 12:15:39 AM
In my current game saves i haven't added any other mods, But when i place a mending bench it works for awhile, say like 20 days or so ingame. And then after awhile it throws errors in the debug log, the items are not restricted (from what i know of). I had to delete the tables to get rid of the problem. The colonists were starting a job too fast at once. Etc trying to mend 10 times/things per tick. Not sure if its my mods and just me or something else. Just thought i would say.
Title: Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
Post by: KrimsunV on January 05, 2016, 04:50:45 PM
The download site doesn't seem to be working for me, does anyone have the mod on another site?
Title: Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
Post by: harpo99999 on January 05, 2016, 07:04:03 PM
Krimsunv, the mending download site seems to be a russian downloads hosting site, and is working for me from australia (and I am using both add blocking addons and an antivirus that blocks ant malware/virus from even getting to the browser), so it might be that your ISP is blocking for some reason
Title: Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
Post by: ttc on January 05, 2016, 08:04:02 PM
My colinists will mend stuff, but then they just chuck it on the floor. When other people use this, do they haul it back to a stockpile?
Title: Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
Post by: harpo99999 on January 05, 2016, 09:09:45 PM
ttc, I remember it being changed from haul repaired items  to dropping repaired items to prevent error log spamming, so yes my repairers all drop on the ground after repairing, and I keep taming animals that can be trained up to haul and training haul/rescue, eg larger dogs, pigs, wild boars(these are great for the job, and can even be in large enough numbers a good raid stopper, just keep at least one male and all  females away from the fighting and not mastered and whel they breed as pigs (almost as fast as the hares that are useless other than meat and weak attack))
Title: Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
Post by: 10001110 on January 30, 2016, 02:10:45 PM
tl;dr Is there a fix for Skill Lock in here somewhere? Doesnt seem to be working with 12b. Talking about crowd control :D
Title: Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
Post by: Zeta Omega on January 30, 2016, 07:07:54 PM
Now don't call me crazy...But I don't trust that Russian language
Title: Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
Post by: LittleGreenStone on January 30, 2016, 08:01:03 PM
Quote from: Zeta Omega on January 30, 2016, 07:07:54 PM
Now don't call me crazy...But I don't trust that Russian language

But I'll call you crazy anyway.
You can change language at the bottom of the page, to English for example, if that appeals to you more...
Title: Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
Post by: Zeta Omega on February 02, 2016, 08:03:42 PM
Quote from: LittleGreenStone on January 30, 2016, 08:01:03 PM
Quote from: Zeta Omega on January 30, 2016, 07:07:54 PM
Now don't call me crazy...But I don't trust that Russian language

But I'll call you crazy anyway.
You can change language at the bottom of the page, to English for example, if that appeals to you more...
Ah forget it, I need mending, also does it get rid of a skill or just add mending as one
Title: Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
Post by: harpo99999 on February 02, 2016, 08:20:57 PM
it adds mending skill,bench and task, but I have not found a non-noble that can not mend
Title: Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
Post by: filippe999 on February 05, 2016, 09:08:20 AM
Thanks for the update
Title: Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
Post by: w00d on February 12, 2016, 05:31:41 PM
cannot seem to get this Mending to work, chcekc and left everything as expected but my colonist will not pick up and mend anything, ignoring the bill. I got everyone on craft, repair, art or repair enabled so am unsure what the issue is
Title: Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
Post by: LittleGreenStone on February 13, 2016, 05:40:32 AM
Quote from: w00d on February 12, 2016, 05:31:41 PM
cannot seem to get this Mending to work, chcekc and left everything as expected but my colonist will not pick up and mend anything, ignoring the bill. I got everyone on craft, repair, art or repair enabled so am unsure what the issue is

Quote from: w00d on February 12, 2016, 05:31:41 PM
I got everyone on craft, repair, art or repair enabled...
Did you try enabling "Mending"?  ???
Title: Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
Post by: Kubouch on February 13, 2016, 07:16:59 AM
Quote from: w00d on February 12, 2016, 05:31:41 PM
cannot seem to get this Mending to work, chcekc and left everything as expected but my colonist will not pick up and mend anything, ignoring the bill. I got everyone on craft, repair, art or repair enabled so am unsure what the issue is

This happened to me when I changed mending search radius. Try destroying the mending bench, build it again and don't change anything. This helped to solve it for me. Also check if you have mending work type enabled. It is separate from crafting/repair/etc.
Title: Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
Post by: w00d on February 13, 2016, 03:52:52 PM
thanks guys, destroying it and rebuilding it worked.
Title: Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
Post by: branch? on February 19, 2016, 06:59:38 PM
The mending job destroyed my work priorities, does anyone know of a solution?
Title: Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
Post by: LittleGreenStone on February 21, 2016, 01:59:06 AM
Quote from: Long Night'a Hooking on February 19, 2016, 06:59:38 PM
The mending job destroyed my work priorities, does anyone know of a solution?

If you're referring to the disappearance of the colonists/skills from the work tab, starting a new colony is the solution.
It's not save compatible.
Title: Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
Post by: NuDe on March 02, 2016, 11:16:54 PM
Nice mod, thx for that. Any chance of getting it working with edbinterface?

Edit: nevermind, had to load your mod first and it's working.
Title: Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
Post by: Syther24 on April 07, 2016, 04:46:40 PM
any news on a alpha 13 update for mending?
Title: Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
Post by: Mussels on April 07, 2016, 08:12:18 PM
Quote from: Syther24 on April 07, 2016, 04:46:40 PM
any news on a alpha 13 update for mending?

here for the same thing - i know it messes with game balance, but i cant live without it XD
Title: Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
Post by: harpo99999 on April 07, 2016, 08:25:51 PM
I also am suffering a withdrawal from the mending mod, can this please be updated???
Title: Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
Post by: Acruid on April 08, 2016, 12:09:53 AM
I don't know about Wastelander's version, but I forked my own version of the mod since a11. I am in the process of updating it still, so it still may have bugs. Feel free to download the alpha build below.

I removed the Mend worktype, and made the table lowest priority for the Crafting job. This lets you add the mod to existing maps, and won't break the work priority interface. I remade the ITab and Jobdriver to support more options, and you can suspend the table if you don't want people to use it. ATM radius might be bugged, and it might throw errors if there is no empty storage space for the item. The pawns crafting speed effects how fast the item is repaired, and the pawn gets crafting XP for every HP he repairs.

Feel free to offer any suggestions or feedback.

[attachment deleted by admin - too old]
Title: Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
Post by: Mussels on April 08, 2016, 09:09:08 PM
Quote from: Acruid on April 08, 2016, 12:09:53 AM
I don't know about Wastelander's version, but I forked my own version of the mod since a11. I am in the process of updating it still, so it still may have bugs. Feel free to download the alpha build below.

I removed the Mend worktype, and made the table lowest priority for the Crafting job. This lets you add the mod to existing maps, and won't break the work priority interface. I remade the ITab and Jobdriver to support more options, and you can suspend the table if you don't want people to use it. ATM radius might be bugged, and it might throw errors if there is no empty storage space for the item. The pawns crafting speed effects how fast the item is repaired, and the pawn gets crafting XP for every HP he repairs.

Feel free to offer any suggestions or feedback.

nicely done! having it in with crafting instead of its own task probably helps with conflicts too.
Title: Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
Post by: dismar on April 08, 2016, 09:14:33 PM
Quote from: Acruid on April 08, 2016, 12:09:53 AM
I don't know about Wastelander's version, but I forked my own version of the mod since a11. I am in the process of updating it still, so it still may have bugs. Feel free to download the alpha build below.

I removed the Mend worktype, and made the table lowest priority for the Crafting job. This lets you add the mod to existing maps, and won't break the work priority interface. I remade the ITab and Jobdriver to support more options, and you can suspend the table if you don't want people to use it. ATM radius might be bugged, and it might throw errors if there is no empty storage space for the item. The pawns crafting speed effects how fast the item is repaired, and the pawn gets crafting XP for every HP he repairs.

Feel free to offer any suggestions or feedback.

I like a lot of the words you've used here. Hope it works!
Title: Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
Post by: Der Failer on April 09, 2016, 06:12:57 PM
Quote from: Acruid on April 08, 2016, 12:09:53 AM
I don't know about Wastelander's version, but I forked my own version of the mod since a11. I am in the process of updating it still, so it still may have bugs. Feel free to download the alpha build below.

I removed the Mend worktype, and made the table lowest priority for the Crafting job. This lets you add the mod to existing maps, and won't break the work priority interface. I remade the ITab and Jobdriver to support more options, and you can suspend the table if you don't want people to use it. ATM radius might be bugged, and it might throw errors if there is no empty storage space for the item. The pawns crafting speed effects how fast the item is repaired, and the pawn gets crafting XP for every HP he repairs.

Feel free to offer any suggestions or feedback.
I always felt kid of twisted about this mod, i mean it extremely useful but at the sametime it feels quite overpowered (since you can simply patch up all enemy clothes and sell is for good money). So would it be possible to add some sort of patches, which could be made from some of these new components and a bit cloth, but would yield 5 to 10. So it would over all be a bit more balanced but on the other hand not too expensive.
Title: Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
Post by: wolfrun65 on April 09, 2016, 09:48:17 PM
I was wondering if for balance sake that if you input that each time you mend something there either is a chance or there will be a lowering of the Quality level of the item. And if the item is down at the minimum, it is not able to be mended.
Title: Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
Post by: sjohne on April 12, 2016, 01:04:01 AM
Thank you so much Acruid! I can't live without this mod... just wanted to give A13 a shot and saw that mending wasn't in my mod list. UGH! You saved the day! :-D
Title: Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
Post by: Ashiver on April 19, 2016, 11:57:57 PM
Just make repairing require 1 component.  That would make people micromanage it, you would never just leave it on auto repair.  That's because the component making device at the top of the tech tree currently sucks, it takes 30 components to build and 400 steel, then produces 1 component for 30 steel.  The market price of 30 steel is way higher than the market price of components (which already feel good at around 14 silver). 

Alternatively, I think you could make the mending bench task separate into several tasks, each with higher and higher minimum crafting skill required and each allowing you to repair the item more fully.  The first task requiring 14 skill, or somewhere around there, would also be balanced I think.

As a third option I think you could have it be linked to colonist backgrounds as a totally separate mending skill like it was originally.  Instead of having backgrounds that sometimes disable something you would instead have most backgrounds disable it, and only allow it for stuff like blacksmiths, mad Scientists, engineers, etc.
Title: Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
Post by: DarkTemplarlord on April 22, 2016, 07:42:25 AM
I hope alpha 13 update coming for this mod
Title: Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
Post by: Aristocat on April 22, 2016, 08:00:07 AM
it's updated, check one of above posts
Title: Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
Post by: roy2x on April 22, 2016, 09:44:28 AM
Quote from: Aristocat on April 22, 2016, 08:00:07 AM
it's updated, check one of above posts
Does that count as an update?
Title: Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
Post by: Aristocat on April 22, 2016, 10:27:05 AM
Quote from: roy2x on April 22, 2016, 09:44:28 AM
Quote from: Aristocat on April 22, 2016, 08:00:07 AM
it's updated, check one of above posts
Does that count as an update?

Then what does count as update?

QuoteI don't know about Wastelander's version, but I forked my own version of the mod since a11. I am in the process of updating it still, so it still may have bugs. Feel free to download the alpha build below.

I removed the Mend worktype, and made the table lowest priority for the Crafting job. This lets you add the mod to existing maps, and won't break the work priority interface. I remade the ITab and Jobdriver to support more options, and you can suspend the table if you don't want people to use it. ATM radius might be bugged, and it might throw errors if there is no empty storage space for the item. The pawns crafting speed effects how fast the item is repaired, and the pawn gets crafting XP for every HP he repairs.

Feel free to offer any suggestions or feedback.
Title: Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
Post by: Acruid on April 22, 2016, 11:01:22 AM
Here is an update of my current progress. I added the "patch" system that was discussed in the form of repair kits. I wanted to stay away from using components, because many people on the forums seem to complain about having a lack of them. Currently a repair kit takes 1x Cloth[$1.50] + 1x Steel[$2.00] = 1x Repair Kit[$3.50], each repair kit restores 5 durability. If you restore <5 durability it is free, so if you really want to micromanage colonist outfits you can. I wanted to stay away from using wood so people on ice sheets can still repair things.

Changed:
Slider range to mimic bill dialog (3-99+999).
Added display slider radius circle.
Added Items to list of things to repair.
Added the repair kit resource.

Fixed:
Dropping item into giant pile if no destination.
Make Power and Tool Cabinet actually effect work speed.
Initial ITab values when building.

ToDo:
Calculate how many repair kits to fetch based on item durability.
Multi-stack pickup when fetching repair kits.
Redo the bench texture and support different materials for crafting the bench.

This will be my last release in this thread, I will be making a new forum release thread, since I pretty much hijacked this one. As always, feedback/bug reports are welcome, especially about the repair kit balancing.

[attachment deleted by admin - too old]
Title: Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
Post by: falcongrey on April 22, 2016, 11:11:28 PM
I'll be watching for the thread and thanks for updating this mod. Seems to me a form of this repair bench SHOULD be native to Rimworld, though there should be (in my opinion) a component cost if the item is more than just clothing from just a balance viewpoint. Such as power armor, weapons with movable parts or powered, and so on.

Yes, components are a choking point but it is for a good reason. Balance.
Title: Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
Post by: Aristocat on April 23, 2016, 01:18:25 AM
Quote from: Acruid on April 22, 2016, 11:01:22 AM
Here is an update of my current progress. I added the "patch" system that was discussed in the form of repair kits. I wanted to stay away from using components, because many people on the forums seem to complain about having a lack of them. Currently a repair kit takes 1x Cloth[$1.50] + 1x Steel[$2.00] = 1x Repair Kit[$3.50], each repair kit restores 5 durability. If you restore <5 durability it is free, so if you really want to micromanage colonist outfits you can. I wanted to stay away from using wood so people on ice sheets can still repair things.

Changed:
Slider range to mimic bill dialog (3-99+999).
Added display slider radius circle.
Added Items to list of things to repair.
Added the repair kit resource.

Fixed:
Dropping item into giant pile if no destination.
Make Power and Tool Cabinet actually effect work speed.
Initial ITab values when building.

ToDo:
Calculate how many repair kits to fetch based on item durability.
Multi-stack pickup when fetching repair kits.
Redo the bench texture and support different materials for crafting the bench.

This will be my last release in this thread, I will be making a new forum release thread, since I pretty much hijacked this one. As always, feedback/bug reports are welcome, especially about the repair kit balancing.

Amazing!
Title: Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
Post by: duduluu on April 28, 2016, 01:56:05 AM
Hello, Wastelander. My friend topp2000 updates Mending to A13

[attachment deleted by admin - too old]
Title: Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
Post by: Luroshard on April 28, 2016, 02:43:19 AM
Quote from: Acruid on April 22, 2016, 11:01:22 AM
This will be my last release in this thread, I will be making a new forum release thread, since I pretty much hijacked this one. As always, feedback/bug reports are welcome, especially about the repair kit balancing.

Thank you, I look forward to your thread!  ;D
Title: Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
Post by: Rock5 on April 28, 2016, 06:50:07 AM
Why not make patches needed relative to the size of the item. It would make more sense I think. Example a cloth parka needs 120 ingredients so a 50% damaged parka would need 60 cloth to repair. A 80% cowboy hat would need 5 cloth to repair. That way nothing is free. You are repairing the item exactly what it costs to repair. Maybe you could have it cost a little more to cover the patches having to overlap to sew in. The benefit of it costing more is it means you wont repair everything because it would be cheaper to make new ones. You only repair the quality items because you can't be sure of the quality of new items and because it might be faster to repair than make a new one. I don't know about adding steel cost though.
Title: Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
Post by: Rock5 on April 28, 2016, 12:12:13 PM
I just noticed Skill Lock. OMG! Please someone update that mod for A13. It would 100% be on my must have list of mods. It's a pain having to use area manager to stop my high skilled crafter from using the low skill benches. This would make it so much easier.
Title: Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
Post by: Zeta Omega on April 28, 2016, 05:52:23 PM
I'm surprised this hasn't been updated yet...
Title: Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
Post by: Dave-In-Texas on April 28, 2016, 11:21:30 PM
Quote from: czarnoff on May 01, 2015, 02:49:17 AM
I really like the mending mod. So I decompiled it, tweaked it to work on Alpha 10, and recompiled it.  Hope you don't mind Wastelander. 
The binary:  https://dl.dropboxusercontent.com/u/85306567/Mending.zip
My source code: https://dl.dropboxusercontent.com/u/85306567/Mending-source.zip

bumping this post from page 8 to the last page :)  i'm loving this.. works great
Title: Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
Post by: Rock5 on April 28, 2016, 11:34:16 PM
Quote from: Rock5 on April 28, 2016, 12:12:13 PM
I just noticed Skill Lock. OMG! Please someone update that mod for A13. It would 100% be on my must have list of mods. It's a pain having to use area manager to stop my high skilled crafter from using the low skill benches. This would make it so much easier.
It just occurred to me I may have this wrong. Are there any skilled crafting jobs that require crafting to be ticked? Maybe if I have my skilled crafter have tailoring and smithing ticked but not crafting then maybe they will only do those skilled jobs but not use the low skill crafting benches which require crafting to be ticked. Is that right?
Title: Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
Post by: Fluff_Thorrent on April 29, 2016, 03:40:07 AM
Hey peeps! I saw the "Mending Table" mod last night and decided to swing a pneumatic pick at it to see what I could do. I based my work on topp2000's A13 version. What came out was a graphical update to the mod - the mending table is now inheriting the new (A12) BenchBase, and has a spiffy new, shadeable and rotating texture!

(http://puu.sh/ozNBM/8147031bf3.png)

I also made a few tweaks to the power draw, resources required for building and some other stats. Let me know and I'll upload a version with the original stats. Cheers!

(The images "TableMending_back.png" and "TableMending_side.png" included in this mod are subject to a CC-BY-NC-SA license, held by Filip Thorén)

[attachment deleted by admin - too old]
Title: Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
Post by: exelsiar on May 01, 2016, 05:43:20 AM
Quote from: Fluff_Thorrent on April 29, 2016, 03:40:07 AM
Hey peeps! I saw the "Mending Table" mod last night and decided to swing a pneumatic pick at it to see what I could do. I based my work on topp2000's A13 version. What came out was a graphical update to the mod - the mending table is now inheriting the new (A12) BenchBase, and has a spiffy new, shadeable and rotating texture!

-snip-

I also made a few tweaks to the power draw, resources required for building and some other stats. Let me know and I'll upload a version with the original stats. Cheers!

(The images "TableMending_back.png" and "TableMending_side.png" included in this mod are subject to a CC-BY-NC-SA license, held by Filip Thorén)

Looks good, but I don't know difference between the stats you changed I certainly love the material types :D
Title: Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
Post by: highborne on May 01, 2016, 04:45:10 PM
Quote from: Fluff_Thorrent on April 29, 2016, 03:40:07 AM
Hey peeps! I saw the "Mending Table" mod last night and decided to swing a pneumatic pick at it to see what I could do. I based my work on topp2000's A13 version. What came out was a graphical update to the mod - the mending table is now inheriting the new (A12) BenchBase, and has a spiffy new, shadeable and rotating texture!

(http://puu.sh/ozNBM/8147031bf3.png)

I also made a few tweaks to the power draw, resources required for building and some other stats. Let me know and I'll upload a version with the original stats. Cheers!

(The images "TableMending_back.png" and "TableMending_side.png" included in this mod are subject to a CC-BY-NC-SA license, held by Filip Thorén)

Hi Fluff, I am getting an issue when I load your mod (I have others loaded as well).  The Work tab shows only the first colonist, all the others are literally not there.  Any idea why?  Should I load your mod in a different order?
Title: Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
Post by: Fluff_Thorrent on May 02, 2016, 06:19:16 AM
Quote from: highborne on May 01, 2016, 04:45:10 PM
Hi Fluff, I am getting an issue when I load your mod (I have others loaded as well).  The Work tab shows only the first colonist, all the others are literally not there.  Any idea why?  Should I load your mod in a different order?

Really? You mean the main tab where work priorities are set? I actually have no idea why. What are your other mods? (Send me a private message so as not to clog up the thread).
Title: Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
Post by: EyzeBlue on May 07, 2016, 04:53:49 PM
Sadly I can't seem to get this working on a13 current build. Can anyone link me to a .zip that I can extract and insert into my mods? I've been trying for a few days. I attempted to use the a12d rar file but it simply won't work for me. Any news on how to get this working on a13?
Title: Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
Post by: exelsiar on May 07, 2016, 05:03:09 PM
Eyze, no the latest official version doesn't work, if you track back through the last few pages you'll find theres been an update made :)
Title: Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
Post by: falcongrey on May 09, 2016, 06:32:56 PM
New thread containing the updated version is HERE (https://ludeon.com/forums/index.php?topic=19594.msg214781#msg214781). :)
Title: Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
Post by: filippe999 on June 08, 2016, 10:38:18 PM
Any chances to update the skill lock mod?
Title: Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
Post by: H2oSpez on July 06, 2016, 12:52:48 AM
sad no v13. :(
Title: Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
Post by: falcongrey on July 21, 2016, 05:08:13 PM
Quote from: H2oSpez on July 06, 2016, 12:52:48 AM
sad no v13. :(

It's actually here (https://ludeon.com/forums/index.php?topic=19594.msg214781#msg214781)! <--- (Hint: click on the HERE (https://ludeon.com/forums/index.php?topic=19594.msg214781#msg214781)...)

This thread is dead and the new thread can be found by clicking on link supplied above where it says HERE (https://ludeon.com/forums/index.php?topic=19594.msg214781#msg214781).

Could a MOD lock this thread please?