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RimWorld => Releases => Mods => Outdated => Topic started by: topp2000 on April 28, 2016, 01:33:49 AM

Title: [ a13 ] Wastelander's Minor mods: Mending
Post by: topp2000 on April 28, 2016, 01:33:49 AM
According to skyarkhangel modified version of the A12 to modify
a13
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.

[attachment deleted by admin - too old]
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: duduluu on April 28, 2016, 01:57:54 AM
There is the zip filed.
Winrar是收费的,有些人解压不了。

[attachment deleted by admin - too old]
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: topp2000 on April 28, 2016, 02:31:51 AM
Quote from: duduluu on April 28, 2016, 01:57:54 AM
There is the zip filed.
Winrar是收费的,有些人解压不了。
突然感觉我们好幸福
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: YoruOokami on April 28, 2016, 02:38:24 AM
Looks sick, Needed something for those awesome weapons you loot and then find out its 10% durability XD
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: topp2000 on April 28, 2016, 02:43:12 AM
Quote from: YoruOokami on April 28, 2016, 02:38:24 AM
Looks sick, Needed something for those awesome weapons you loot and then find out its 10% durability XD
What does that mean? I don't understand
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: Soap on April 28, 2016, 04:14:48 AM
Thank God, you're here :D
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: branch? on April 29, 2016, 12:42:54 AM
Saves don't work with this mod?
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: Dave-In-Texas on April 29, 2016, 12:49:40 AM
Quote from: topp2000 on April 28, 2016, 02:43:12 AM
Quote from: YoruOokami on April 28, 2016, 02:38:24 AM
Looks sick, Needed something for those awesome weapons you loot and then find out its 10% durability XD
What does that mean? I don't understand

the raiders drop a sweet gun, superior quality but its almost destroyed at 10% hp.. this mod lets you repair it..
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: soulkata on April 29, 2016, 11:02:14 AM
Mending should add a change to lower the item quality... And itens below a certain quality level (Ex. Poor) cannot be Mending anymore! :)
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: falcongrey on April 29, 2016, 02:44:49 PM
Quote from: soulkata on April 29, 2016, 11:02:14 AM
Mending should add a change to lower the item quality... And itens below a certain quality level (Ex. Poor) cannot be Mending anymore! :)

Agreed! Not only should it have a chance to lower the quality a level, it should by default take a percentage of the max durability off dependent on the quality.

Example:
anything below fair should not be able to be repaired.

This would balance out the workbench more and also make repairing something you would not want to do until it's durability is REALLY low because of the risks. It makes it also more realistic in that when you repair something, the higher the quality of an item the easier to hide repairs and successfully keep it in good condition.

What would really be nice is to add a more complex variable to repairing being it also is based on the skill of whatever that item 'would' be made from, not just mending. Example, repairing a shirt would be based on Tailoring and a sword or gun based on smithing. The higher the skill is in those areas the lower the chance that the quality is damaged.

Additionally, have the need of materials the item is based on needed. Example, a cloth shirt needs cloth (obviously) and a steel sword needs steel. The amount based on how low the durability is. If it is say 1 durability left, it would take at least half the steel needed to make it in order to repair it.

Yes, I know... adding a LOT of complexity into a wonderful mod!  ::)
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: Astasia on April 29, 2016, 06:44:49 PM
It doesn't need any balancing. The entire point of the mod is so you don't have to worry about losing your good items. A system that degrades the item quality when you repair it entirely defeats the purpose of the mod, and also would have only a trivial impact on "balance." It's so rare that you have to repair decent quality items that the ability to do so is not at all imbalanced. Normal quality items last years and years, higher qualities last decades. Mending is mostly peace of mind, and has very little actual impact on game balance as far as "repeatedly repairing the same item."

Repairing all the raider drops to 100% and selling them, does change balance, but at the same time it's questionable whether that is more worthwhile than having the same colonist do some other money making activity like creating armor from cloth or sculpting.

The idea of the mod is fine as is.
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: ORCACommander on April 29, 2016, 06:47:59 PM
Something I have noticed with A13 is that the rate at which my colonists go to the bench to mend things is a lot lower. I blame the new repair kits.

Also what Astasia said. As it stands you can make a lot of money from masses of damaged items dropped by raiders this mods does nothing to make that worse
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: Kreuzberger on May 01, 2016, 03:48:59 AM
I love this mod, but....it creates the same error as so many mods: the language flag error (pink flag with X in startscreen). Is there any way to fix that?
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: skullywag on May 01, 2016, 05:13:00 AM
Theres nothing you can do to fix the language flag problem, its a core bug. Nothing a mod does should effect that.
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: Kreuzberger on May 01, 2016, 05:20:56 AM
That is disappointing. In A12 mending worked. :/

And so far my experience is, that with A13 putting mods into the game become alot more difficult.

Well, anyway....thanks for enlightment, scullywag. :)
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: skullywag on May 01, 2016, 08:40:34 AM
it doesnt effect anything. Its just a graphic broken.
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: Mufflamingo on May 03, 2016, 02:55:13 AM
Mending requires materials.
Weapons needs metals to be fixed. 5 or 10 maybe.
Same goes with clothing, needs any wool, cloth or leather to fix that shirt. Again it should only use small amounts of resources. 5 or 10.
Becoz Mending is kinda OP for me. ROFL.

I'm just suggesting, don't kill me. XD
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: Riftmaster on May 05, 2016, 02:02:36 AM
Quote from: Mufflamingo on May 03, 2016, 02:55:13 AM
Mending requires materials.
Weapons needs metals to be fixed. 5 or 10 maybe.
Same goes with clothing, needs any wool, cloth or leather to fix that shirt. Again it should only use small amounts of resources. 5 or 10.
Becoz Mending is kinda OP for me. ROFL.

I'm just suggesting, don't kill me. XD
Make it an option - if people want to play an easy game, they can chose free mending
If they want a more realistic game (within the parameters of the imaginary Rimworld universe, that is), they can pick one or perhaps several levels of resource requirement for mending.

Someone could even take this a step further and require you to disassemble some items to provide item parts for reparing the stuff you want to keep.  Bit complex, that.
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: falcongrey on May 05, 2016, 02:07:09 PM
Quote from: skullywag on May 01, 2016, 05:13:00 AM
Theres nothing you can do to fix the language flag problem, its a core bug. Nothing a mod does should effect that.

Yeah, if I remember right, Tynan mentioned fixing the flag bug in the next release.
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: Helixien on May 06, 2016, 05:52:13 AM
Does not work. My colonists just stand around as soon as they want to mend something.
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: Galvenox on May 07, 2016, 02:38:26 PM
all cool, but the mending worktable charges power even when not in use, and it doesn't even have an off switch. can it be a bug regarding some other installed mods on my side?
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: Highlandman on May 07, 2016, 05:54:33 PM
I usually construct a single conduit out of the power grid next to various custom mods' worktables (and other important stuff) when i want to switch them off. (very useful for turrets).
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: Jack Kenseng on May 07, 2016, 06:09:08 PM
The free mending is not good.  I jumped on this mod when I saw it...then backed away.
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: Grynnreaper on May 08, 2016, 10:53:59 AM
mine do this too now, going to try moving it up the mod order

Quote from: iWilliBlecha on May 06, 2016, 05:52:13 AM
Does not work. My colonists just stand around as soon as they want to mend something.
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: Dave-In-Texas on May 10, 2016, 04:55:04 AM
this mod is great as is.  it would be nice to have an offswitch.
i just added it to the cclvanillatweaks file and it draws no power when not in use.

thank you for your work - this was quickly and well done, considering.

if you do decide to succumb to the people who insist 'mending must be more complicated and require more micromanagement' (repair kits, damage the quality etc) please continue to make the current version.

personally I think that the folks demanding more should write their own.
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: nuocmamt on May 11, 2016, 12:06:05 AM
I think that the mending should be based on skill level. Level 1 can mend up to 5% going all the way to 20, thereby completely mending the item. This way the mending seems more balanced, and I feel the mending should have a cost of at least cloth or something.
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: Justas love on May 14, 2016, 09:17:50 PM
Is this compatable with rimsenal or any item adding mod?
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: joaonunes on May 14, 2016, 09:32:07 PM
Quote from: Justas love on May 14, 2016, 09:17:50 PM
Is this compatable with rimsenal or any item adding mod?

Yes. I had no problems at all with this mod. I'm using Aparello and some weapons mods and all items can be fixed with this mod without any problem so far
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: Justas love on May 15, 2016, 06:12:56 AM
Do i need to make a new colony because of the new skill?
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: Youhaveavirus on May 15, 2016, 06:45:38 AM
Quote from: Justas love on May 15, 2016, 06:12:56 AM
Do i need to make a new colony because of the new skill?

1. Save the game.
2. Add the Mod.
3. Load the game.
4. Test if it works.
5. If it fails delete the mod and load the save.

Also use the developer console to see if you get an error. --> Options --> Activate Development Mode
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: Justas love on May 15, 2016, 01:26:20 PM
Can you please make this mod compatable with an existing colony by removing the mending skill and moving it with crafting or smithying. Shouldn't be too hard, right?
This will be like a add-on
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: Lennbolt7 on May 16, 2016, 12:46:04 AM
Quote from: Justas love on May 15, 2016, 01:26:20 PM
Can you please make this mod compatable with an existing colony by removing the mending skill and moving it with crafting or smithying. Shouldn't be too hard, right?
This will be like a add-on
So I'm guessing it didn't work?
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: Justas love on May 16, 2016, 11:00:09 AM
Ofcourse not, I backed up my save, but i already new it wouldn't work, because it adds a new skill to my colonists and it does break my ''work'' tab
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: joaonunes on May 16, 2016, 11:31:09 AM
Quote from: Justas love on May 16, 2016, 11:00:09 AM
Ofcourse not, I backed up my save, but i already new it wouldn't work, because it adds a new skill to my colonists and it does break my ''work'' tab

I don't want to be rude, but some mods state that a new save is required because of stuff like this.

To be honest, I don't think a new skill would be needed since the crafting skill already exists... Since there is no minimum mending skill required to mend stuff (probably only to speed up the process?) the crafting skill could be used instead, as long as the creator of this mod does not want to go any further with the skill mechanics.
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: Johnny on May 17, 2016, 10:07:54 PM
Where's the link to download the A13 version?

Edit: Just a heads up for people that don't have a forum account, you can only see the link to download this mod if you register a acc...
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: Clibanarius on May 17, 2016, 10:11:20 PM
In the first post, at the bottom once you're logged in. It's an attachment that only appears, I believe, once you're logged in to the Ludeon Forums here.
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: topp2000 on May 18, 2016, 04:18:31 AM
Quote from: soulkata on April 29, 2016, 11:02:14 AM
Mending should add a change to lower the item quality... And itens below a certain quality level (Ex. Poor) cannot be Mending anymore! :)
我的水平不够,做不出来
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: topp2000 on May 18, 2016, 04:31:37 AM
Quote from: Galvenox on May 07, 2016, 02:38:26 PM
all cool, but the mending worktable charges power even when not in use, and it doesn't even have an off switch. can it be a bug regarding some other installed mods on my side?
已经添加了一个开关,请重新下载
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: Clibanarius on May 18, 2016, 04:35:26 AM
What's with the crazy moon language?
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: joaonunes on May 18, 2016, 04:38:51 AM
Quote from: Clibanarius on May 18, 2016, 04:35:26 AM
What's with the crazy moon language?

It's called chinese xD Google transtale tells me that there is a new version with a switch for that power issue, redownload the mod :D
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: Clibanarius on May 18, 2016, 04:52:25 AM
I figured it was Chinese of some sort, it didn't look Japanese and there's only a handful of Crazy Moon Languages. Thanks for translating.
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: falcongrey on May 18, 2016, 10:29:45 PM
Quote from: Clibanarius on May 18, 2016, 04:52:25 AM
I figured it was Chinese of some sort, it didn't look Japanese and there's only a handful of Crazy Moon Languages. Thanks for translating.

Sometimes shows up as moons and other things if you don't have the language packs installed. :)
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: falcongrey on May 18, 2016, 10:41:15 PM
Quote from: topp2000 on May 18, 2016, 04:31:37 AM
Quote from: Galvenox on May 07, 2016, 02:38:26 PM
all cool, but the mending worktable charges power even when not in use, and it doesn't even have an off switch. can it be a bug regarding some other installed mods on my side?
已经添加了一个开关,请重新下载 (Translation: We have added a switch, please re-download)

Just a suggestion so others can easily tell when it has been updated; you should change the version number of the zip file. For example a minor change like this could be MendingA13a.zip or if it is a larger update MendingA13.1.zip. 

Just makes it easier for those like me who try to check updates by glancing at the version numbers or dates. I happened to notice this at the bottom (« Last Edit: Today at 01:30:22 AM by topp2000 ») and decided to read the new posts.

Thanks for the update, was much needed. <3
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: JarJar on May 23, 2016, 04:12:37 AM
Could anyone give me a download link for the Alpha 13 Version of this mod, if there is a working Version ?

Thanks in advance.
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: Justas love on May 23, 2016, 12:55:20 PM
This is for a13
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: Exende on May 26, 2016, 01:01:44 PM
would it be possible to just lump mending into the Repair job??  seems a bit too much to have a task be it's own "Job"
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: Fregrant on May 27, 2016, 02:51:37 AM
Acruid made his fork of mending, and moved it into crafting category.
Later he made a "patch" system, but you could to try old version (1.0, not 1.01) of his mod.
https://ludeon.com/forums/index.php?topic=10908.msg201804#msg201804
https://ludeon.com/forums/index.php?topic=10908.msg211035#msg211035

[attachment deleted by admin - too old]
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: Langly on May 27, 2016, 01:44:46 PM
Quote from: Justas love on May 16, 2016, 11:00:09 AM
Ofcourse not, I backed up my save, but i already new it wouldn't work, because it adds a new skill to my colonists and it does break my ''work'' tab

I don't know if it is still relevant for you but if not maybe some other people will make use of it. Since I wanted to use it on an existing Colony too I took a look at the exception the game throws and the savegame, compared them with a new one with this mod and look here, the solution is pretty simple.

1. Add <li>Mending</li> to the <Mods> tab at the beginning of the savegame.
2. Find search for this tab:

               <li>
                  <defName>Art</defName>
                  <priority>430</priority>
                  <workGivers>
                     <li>
                        <defName>DoBillsSculpt</defName>
                        <priority>1</priority>
                     </li>
                  </workGivers>
               </li>

And add this after it add:

               <li>
                  <defName>WorkType_Mending</defName>
                  <priority>405</priority>
                  <workGivers>
                     <li>
                        <defName>WorkGiver_Mending</defName>
                        <priority>1</priority>
                     </li>
                  </workGivers>
               </li>


3. And the most annoying of the bunch. For every pawn:
Find him, it should look something like this:
         <thing Class="Pawn">
            <def>Human</def>
            <id>Human756526</id>
            <pos>(170, 0, 154)</pos>
            <rot>3</rot>
            <faction>Faction_16</faction>
            <kindDef>Villager</kindDef>
            <name Class="NameTriple">
               <first>Pavel</first>
               <nick>Pavel</nick>
               <last>Howe</last>
            </name>

Find the worksetting for the pawn, they should look like this:
            <workSettings>
               <priorities>
                  <vals>
                     <li>3</li>
                     <li>3</li>
                     <li>3</li>
                     <li>0</li>
                     <li>3</li>
                     <li>0</li>
                     <li>0</li>
                     <li>0</li>
                     <li>0</li>
                     <li>3</li>
                     <li>3</li>
                     <li>3</li>
                     <li>3</li>
                     <li>0</li>
                     <li>0</li>
                     <li>0</li>
                     <li>0</li>
                     <li>3</li>
                     <li>0</li>
                     <li>0</li>
                     <li>0</li>
                     <li>0</li>
                  </vals>
               </priorities>
            </workSettings>

Add one <li>0</li> line.

That is all. The last step messes you work priorities so keep that in mind. It is probably best to do the last step with a good text editor, I used Notepad++ and the plugin TextFX Characters. Which make Find/Replace stuff that covers multiple lines much easier than figuring out the RegEx for it...

As always make an backup before mucking around in the save file.

This whole things messed up my Hauling and CleaningBot's though since I couldn't be bothered to figure out where to insert the new line, my guess would be 18th but I didn't test it. Just destroyed them and spawned new ones with the dev tool.
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: JimmyProvince on May 29, 2016, 07:59:21 AM
Well, my colonists will stand still regardless of how much jobs they are supposed to do after activating the mod. I have put this mod to load first (before Core) and yet they just still stand. I can force them to do work but it is too problematic. I guess only deactivating the mod is my only option....
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: Justas love on May 29, 2016, 08:07:08 AM
Core must be allways first LMFAO, and this mod will never work on an existing colony, you will have to create a new colony for this mod to work
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: Dydy54000 on May 30, 2016, 03:31:47 PM
How do you download it please ?
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: eastwood6510 on May 30, 2016, 05:28:10 PM
Quote from: Fregrant on May 27, 2016, 02:51:37 AM
Acruid made his fork of mending, and moved it into crafting category.
Later he made a "patch" system, but you could to try old version (1.0, not 1.01) of his mod.
https://ludeon.com/forums/index.php?topic=10908.0

V1.0 worked for my game. Mid-colony. No pawns just standing around. Thanks for the link
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: kybalion on July 17, 2016, 12:39:44 AM
Any chance for update for A14?
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: harpo99999 on July 17, 2016, 04:20:02 AM
we can hope and want( I also want mending to work in a14)
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: intyrist on July 17, 2016, 02:55:06 PM
Damn... I need this mod
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: falcongrey on July 21, 2016, 05:00:39 PM
A lot are waiting for this one, hoping for it's update and possible Steam release... (for ease of install)
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: kaptain_kavern on July 21, 2016, 05:49:46 PM
In the meantime you have mods that permit to "Recycle Apparel at the Tailor Benches, and recycle weapons (as usual) at the Electric Smelter" : Recycle (https://ludeon.com/forums/index.php?topic=18799.0)

And even better, Skullywag's ArmourRepair (https://github.com/Skullywag/ArmourRepair) can be easily customed to repair pretty much all you want, it's "just" a matter of adding recipes in the Defs/RecipeDefs folder, in this file (https://github.com/Skullywag/ArmourRepair/blob/master/Defs/RecipeDefs/Recipes_Production.xml) ;-)
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: Great on July 21, 2016, 07:56:43 PM
SO,how do you mend?There's no mending job and your colonist can't prioritize the mending bench.
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: falcongrey on July 22, 2016, 12:03:12 AM
Quote from: Great on July 21, 2016, 07:56:43 PM
SO,how do you mend?There's no mending job and your colonist can't prioritize the mending bench.

If you are trying to use this with A14 (or steam version) then it won't work correctly or at all. The mod was designed for A13. We are waiting and hoping for an update to A14 soon. <3
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: sjohne on July 22, 2016, 06:22:16 AM
QuoteIn the meantime you have mods that permit to "Recycle Apparel at the Tailor Benches, and recycle weapons (as usual) at the Electric Smelter" : Recycle

And even better, Skullywag's ArmourRepair can be easily customed to repair pretty much all you want, it's "just" a matter of adding recipes in the Defs/RecipeDefs folder, in this file ;-)

Thanks for this... does the Armour Repair mod have it's own modding forum entry? I couldn't find it anywhere :o...

I too am praying that someone will update mending. It's the ONE mod I can't play without ugh :-(...
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: witchyspoon on July 22, 2016, 07:00:40 AM
Quote from: sjohne on July 22, 2016, 06:22:16 AM

Thanks for this... does the Armour Repair mod have it's own modding forum entry? I couldn't find it anywhere :o...

I too am praying that someone will update mending. It's the ONE mod I can't play without ugh :-(...

there you go: Skullywags Defensive Mods (https://ludeon.com/forums/index.php?topic=14135.0)
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: intyrist on July 22, 2016, 08:09:58 AM
Quote from: spoonshortage on July 22, 2016, 07:00:40 AM
Quote from: sjohne on July 22, 2016, 06:22:16 AM

Thanks for this... does the Armour Repair mod have it's own modding forum entry? I couldn't find it anywhere :o...

I too am praying that someone will update mending. It's the ONE mod I can't play without ugh :-(...

there you go: Skullywags Defensive Mods (https://ludeon.com/forums/index.php?topic=14135.0)

Mending mod "Repair" pants, armor, weapons ... and don't change them. Skullywags mod just replace item with another item, with different colour and quality, that's sad.
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: Great on July 22, 2016, 10:30:55 AM
Quote from: falcongrey on July 22, 2016, 12:03:12 AM
Quote from: Great on July 21, 2016, 07:56:43 PM
SO,how do you mend?There's no mending job and your colonist can't prioritize the mending bench.

If you are trying to use this with A14 (or steam version) then it won't work correctly or at all. The mod was designed for A13. We are waiting and hoping for an update to A14 soon. <3

I am using this with 13 of course.I am realy stuck right now :(,i have some good gear at low health and can't use them.
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: witchyspoon on July 22, 2016, 10:38:18 AM
Quote from: Great on July 22, 2016, 10:30:55 AM


I am using this with 13 of course.I am realy stuck right now :(,i have some good gear at low health and can't use them.

have you started a new colony after adding the mod? It doesn't work with an old save bc it adds a whole new work type into the game.
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: Great on July 22, 2016, 11:52:27 AM
Quote from: spoonshortage on July 22, 2016, 10:38:18 AM
Quote from: Great on July 22, 2016, 10:30:55 AM


I am using this with 13 of course.I am realy stuck right now :(,i have some good gear at low health and can't use them.

have you started a new colony after adding the mod? It doesn't work with an old save bc it adds a whole new work type into the game.
No,im using harcore sk.the mdo was already in and that was a fresh install.
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: gehennianviceroy on July 22, 2016, 04:39:16 PM
Is the A14 update to Mending being actively being worked on? It is one of the few mods I find are necessary. I might have a crack at updating it myself if it is being abandoned.
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: falcongrey on July 22, 2016, 06:59:49 PM
Quote from: gehennianviceroy on July 22, 2016, 04:39:16 PM
Is the A14 update to Mending being actively being worked on? It is one of the few mods I find are necessary. I might have a crack at updating it myself if it is being abandoned.

If I understood how to work on it... I would, though I would also work in a little bit of balancing. 

Short answer, I don't think so at the moment.
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: falcongrey on July 22, 2016, 10:13:14 PM
I found the source code and trying to work on a WORKING update for the mod. I seem to have hammered out all the compiling errors so now I'm trying to fix the definition errors. (This last part is got me banging my head...)

Current hang up is: Failed to find Verse.ThingDef named TableMender.

So no one hold breath. But I'm getting there. :)
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: kybalion on July 23, 2016, 12:13:09 AM
Appreciate your working on it, hope you find the issue
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: bess666 on July 25, 2016, 12:32:25 PM
If you will fix this mod is good! Can you change skill to create WorkType_Mending
Quote from: falcongrey on July 22, 2016, 10:13:14 PM
I found the source code and trying to work on a WORKING update for the mod. I seem to have hammered out all the compiling errors so now I'm trying to fix the definition errors. (This last part is got me banging my head...)

Current hang up is: Failed to find Verse.ThingDef named TableMender.

So no one hold breath. But I'm getting there. :)

If you will fix this mod is good! Can you change skill WorkType_Mending  to Crafting  :)
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: falcongrey on July 25, 2016, 07:00:00 PM
Ok, going to upload the broken mod, the source I'm working with and the original A12 I found (zipped inside) for someone who better understands this than I do. I'm not making any headway on this error.

SourceFiles (http://www.filedropper.com/notworkingmendinga14)  The A14 I have been working on is in Mending_SK/source. The A12 zip included is the untouched A12 source I tried to bring up to A14 with no success.
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: notfood on July 25, 2016, 07:06:28 PM
I'll take it.
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: Exende on July 25, 2016, 10:44:10 PM
would be nice if someone would update the variation of this mod that requires repair kits to repair apparel/weapons, seems kinda dirty getting to repair durability to 100% for free

EDIT: a word
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: falcongrey on July 25, 2016, 10:58:58 PM
Quote from: Exende on July 25, 2016, 10:44:10 PM
would be nice if someone would update the variation of this mod that requires repair kits to repair apparel/weapons, seems kinda dirty getting to repair duration to 100% for free

I was simply trying to get it to work, though I did require components to build and repair the bench. It appears notfood is taking the mantel up next so hopefully we get at least a working mending bench, then can worry about balance. I do agree, the bench REALLY needs balance.
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: notfood on July 26, 2016, 12:21:25 AM
It's almost done... I don't know how to clean the table or move the result out so they pile up the apparels. Just like they used to do in Hardcore_SK A13...
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: notfood on July 26, 2016, 03:33:52 AM
Can you test this? I made some changes. It has its own research behind Electricity. It requires components as fuel. Roughly 1 component repairs 200hp. I think it's balanced but I'm used to HardcoreSK balance... Maybe the fuel and power values need some tweaking.

Beta Mending_0.14.0.1 (http://www.mediafire.com/download/hqhnxkqqz2n6a72/Mending_0.14.0.1.zip)

Optional CCL (https://ludeon.com/forums/index.php?topic=16599.0) Makes only consume energy when it's being used.

If you load it without CCL it throws an error you can ignore, but why aren't you using CCL?
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: bess666 on July 26, 2016, 04:03:07 AM
Quote from: notfood on July 26, 2016, 03:33:52 AM
Can you test this? I made some changes. It has its own research behind Electricity. It requires components as fuel. Roughly 1 component repairs 200hp. I think it's balanced but I'm used to HardcoreSK balance... Maybe the fuel and power values need some tweaking.

Beta Mending_0.14.0.1 (http://www.mediafire.com/download/hqhnxkqqz2n6a72/Mending_0.14.0.1.zip)

Optional CCL (https://ludeon.com/forums/index.php?topic=16599.0) Makes only consume energy when it's being used.

If you load it without CCL it throws an error you can ignore, but why aren't you using CCL?

I do not want to use CCL. Only mod need no additions
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: notfood on July 26, 2016, 04:05:18 AM
Understandable. To make the error go away if you aren't using CCL delete the folder Mending/Defs/ModHelperDefs
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: bess666 on July 26, 2016, 04:28:35 AM
Quote from: notfood on July 26, 2016, 04:05:18 AM
Understandable. To make the error go away if you aren't using CCL delete the folder Mending/Defs/ModHelperDefs

Thanks for good job. I removed the components of fuel and reduced energy consumption to 200w

[attachment deleted by admin - too old]
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: MadMartigan on July 26, 2016, 12:34:42 PM
Thank you all for updating this mod.
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: Warforyou on July 26, 2016, 02:22:50 PM
Quote from: bess666 on July 26, 2016, 04:28:35 AM
Quote from: notfood on July 26, 2016, 04:05:18 AM
Understandable. To make the error go away if you aren't using CCL delete the folder Mending/Defs/ModHelperDefs

Thanks for good job. I removed the consumption of fuel and reduced energy consumption to 200w

Something weird happens when I try to load this mod on my Colony. All my colonists except one just disappear from "Work" tab and stand still further on...
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: notfood on July 26, 2016, 02:34:07 PM
Oh, it needs a new colony. It adds a new worktype called mend. I wanted to remove it but for a quick update it'd have taken longer.
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: Warforyou on July 26, 2016, 02:45:13 PM
Quote from: notfood on July 26, 2016, 02:34:07 PM
Oh, it needs a new colony. It adds a new worktype called mend. I wanted to remove it but for a quick update it'd have taken longer.
Got it! Ty for updating  :)
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: Zxypher on July 26, 2016, 10:53:05 PM
Quote from: notfood on July 26, 2016, 03:33:52 AM
Can you test this? I made some changes. It has its own research behind Electricity. It requires components as fuel. Roughly 1 component repairs 200hp. I think it's balanced but I'm used to HardcoreSK balance... Maybe the fuel and power values need some tweaking.

Beta Mending_0.14.0.1 (http://www.mediafire.com/download/hqhnxkqqz2n6a72/Mending_0.14.0.1.zip)

Optional CCL (https://ludeon.com/forums/index.php?topic=16599.0) Makes only consume energy when it's being used.

If you load it without CCL it throws an error you can ignore, but why aren't you using CCL?


Wow, I'm so happy you updated this mod. Thank you for your work!
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: kybalion on July 27, 2016, 03:24:31 AM
Thanks to notfood for the update, and thanks bess666 for removing the component fuel cost. The bench is too indiscriminate in what gets repaired to be such a huge waste of components, I didn't realize that was what the original update was using for fuel and suddenly my base was completely empty of components.
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: notfood on July 27, 2016, 03:48:50 AM
Yeah... It could use some balance. What do you think it's an appropiate value?
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: bess666 on July 27, 2016, 05:55:36 AM
Quote from: notfood on July 27, 2016, 03:48:50 AM
Yeah... It could use some balance. What do you think it's an appropiate value?

Your version of  mod with  components of a balance. My version is closer to the original mod. I think the balance is not necessary to change.  :)
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: kybalion on July 27, 2016, 07:14:00 AM
Quote from: notfood on July 27, 2016, 03:48:50 AM
Yeah... It could use some balance. What do you think it's an appropiate value?

I'm quite happy to use it as I always have without any sort of fuel at all. That said I think what could be appropriate would be it needing whatever material the item being mended is made of. I mostly use it to mend clothing, so that could be cloth. But then it can also mend weapons which wouldn't be cloth. So the only idea I can offer is for it to be dependent on the item being mended, but again I'm happy with it having no cost besides labor. Maybe a higher labor cost?

But like bess666 I wasn't looking for changes, just an update, and I'm grateful to both of you that I now have it.
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: Seinne on July 27, 2016, 07:49:46 AM
Could you force it to use cloth, instead of components? You can rationalize it as the cloth being spun into thread to mend everything. I'd rather have that then components.
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: Warforyou on July 27, 2016, 07:56:48 AM
Quote from: Seinne on July 27, 2016, 07:49:46 AM
Could you force it to use cloth, instead of components? You can rationalize it as the cloth being spun into thread to mend everything. I'd rather have that then components.
That's it! I approve
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: notfood on July 27, 2016, 01:17:58 PM
It can use anything, you can replace it yourself in the def in the part where it says fuel. I was thinking about adding an extra item, like, mending materials or something. Crafted from components haha. Maybe...
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: falcongrey on July 27, 2016, 02:22:20 PM
Quote from: notfood on July 27, 2016, 01:17:58 PM
It can use anything, you can replace it yourself in the def in the part where it says fuel. I was thinking about adding an extra item, like, mending materials or something. Crafted from components haha. Maybe...

First, thanks for taking this and updating it.  Unfortunately without significant changes, not much can be done for balance. One balance I tried to put into it was the need for components to build and repair, mostly due to reality. We are going to need tools and such to repair just about anything. Especially when we get to power armor and weapons of any kind.

If the effort is warranted for the balance, routines to check for the type of item being repaired and then to require specific material such as cloth for cloth clothing, components and or steel (or whatever metal it is made from) for tools and weapons just for examples. I have a feeling at some point near finish, Tynan will come up with something for mending (if he doesn't adopt a mod that does this for him) but not until the game is nearing completion for obvious reasons of more to fix at every update.

And to answer the question about CCL, it adds a layer of complexity that often causes issues with various other mods. Mostly because the other mods didn't conform strictly to requirements for making a mod (in basic, they were lazy coders...) so CCL tends to bring 'over looked oopses' to light in very painful ways... (CTD... corrupted saves.... so on.) And I know, not CCL's fault...

edit:
Other things in earlier conversations was the talk of adding when things are repaired, chances for quality reduction based on skill and max durability to be reduced by a percentage based on the skill.
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: notfood on July 27, 2016, 02:39:50 PM
In HardcoreSK everything needs component, even cloth making. I'm used to that. To be honest, I find vanilla very dull with their material requirements to the points I'm unable to play it.

I'm removing the auto work givers and moving everything back to the concept of bills. I don't know why they did it this way in the first place. Probably because of the under roof restriction but that seems easy to fix as a table element thing (like power).
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: falcongrey on July 27, 2016, 02:48:50 PM
(You ninja'd my edit! lol)

Quote from: notfood on July 27, 2016, 02:39:50 PM
In HardcoreSK everything needs component, even cloth making. I'm used to that. To be honest, I find vanilla very dull with their material requirements to the points I'm unable to play it.

I'm removing the auto work givers and moving everything back to the concept of bills. I don't know why they did it this way in the first place. Probably because of the under roof restriction but that seems easy to fix as a table element thing (like power).

I wish I understood the coding side of this better so I could have done more (or contributed more) to the ongoing of this mod. It has a lot of potential if it can be balanced.  I do like the concept of HardcoreSK in many ways, though requiring components for cloth work seems a bit steep, considering a needle lasts a LONG time. Near indefinite if taken care of.

EDIT: :o  CCL went onto Steam Workshop!?! (Maybe I'll start using it again...)
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: notfood on July 28, 2016, 08:07:14 PM
whew. Huge overhaul, I rewrote everything. It no longer uses strange item tabs, back to the bill system, you can toogle outside/inside right from the table commands. For the mod packer, you can change everything now, everything! Work to make, the recipes, you don't even need to use them in the same mending table.

I was debating into removing the mend work type, need advice here. Maybe roll it down to crafting? or tailoring? or smithing? It's per table... Removing it would make it save compatible, also uninstallable.

Please test this before I release on Steam. I tested it a lot but there may be issues.

1 component lasts a lot now, 6 more times than previous version. May just make a new item for fuel in next version, mending kit?.

The CCL is optional in the CCL version. If you don't use CCL, it'll spew an error you can ignore.
easymode version has energy halved and component consumption removed.

[attachment deleted by admin - too old]
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: BaconBits on July 28, 2016, 08:12:56 PM
I love this mod. I can't seem to live without it, so, I'll give it a test for ya.
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: Warforyou on July 28, 2016, 08:15:29 PM
Quote from: notfood on July 28, 2016, 08:07:14 PM
whew. Huge overhaul, I rewrote everything. It no longer uses strange item tabs, back to the bill system, you can toogle outside/inside right from the table commands. For the mod packer, you can change everything now, everything! Work to make, the recipes, you don't even need to use them in the same mending table.

I was debating into removing the mend work type, need advice here. Maybe roll it down to crafting? or tailoring? or smithing? It's per table... Removing it would make it save compatible, also uninstallable.

Please test this before I release on Steam. I tested it a lot but there may be issues.

1 component lasts a lot now, 6 more times than previous version. May just make a new item for fuel in next version, mending kit?.

The CCL is optional in the CCL version. If you don't use CCL, it'll spew an error you can ignore.
easymode version has energy halved and component consumption removed.

Let it be mending kit produced at machining table for example from 1 comp 10 steel 5 cloth and 5 plasteel and let it last even longer! And roll it down to crafting. Also making it savegame compatible would be nuts.
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: Exende on July 28, 2016, 08:17:45 PM
I vote on mending kits that require cloth, and/or metal, seems like a straightforward idea
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: notfood on July 28, 2016, 08:21:00 PM
hmmm yeah, I'll do that.
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: BaconBits on July 28, 2016, 09:35:03 PM
After a quick test with just Core and CCL, and again with all my mods, the only error was a a CCL version in the ModHelper.XML. Once that was fixed I had no othe issues, even with a little play test.

BTW, I like having the ability to mend in the begining of a colony, untill the colony's tech level increases. Just my opinion. Also, Nice Mod. ;)
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: notfood on July 28, 2016, 09:48:34 PM
It doesn't need the very latest CCL, I'll fix that.

It's 500 research away from default crash land scenario, 2-3 days or so? For comparison ComplexClothing is 500 and smithing is 700, but you already have both in default.
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: BaconBits on July 28, 2016, 10:17:14 PM
Quote from: notfood on July 28, 2016, 09:48:34 PM
It doesn't need the very latest CCL, I'll fix that.

It's 500 research away from default crash land scenario, 2-3 days or so? For comparison ComplexClothing is 500 and smithing is 700, but you already have both in default.

On the other hand, the Mending Kit could be good. Maybe have some limitations such as having it under Tailoring and the quality of the mend depends on skill level. Or, the kits could be used like Medicine. For example: The lower the percentage of clothing or weapon, the more kits it take to mend.       
This way, they would be more of a valuable resource. They could be bought and sold with traders and ships and also be dropped by resource pods.

Shit, if I coud code, I'd help. ;D
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: ssjordan22 on July 28, 2016, 10:55:15 PM
Please Update for A14!!!!!!! This mod is effing awesome!
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: Zxypher on July 28, 2016, 11:02:45 PM
Quote from: notfood on July 28, 2016, 08:07:14 PM
whew. Huge overhaul, I rewrote everything. It no longer uses strange item tabs, back to the bill system, you can toogle outside/inside right from the table commands. For the mod packer, you can change everything now, everything! Work to make, the recipes, you don't even need to use them in the same mending table.

I was debating into removing the mend work type, need advice here. Maybe roll it down to crafting? or tailoring? or smithing? It's per table... Removing it would make it save compatible, also uninstallable.

Please test this before I release on Steam. I tested it a lot but there may be issues.

1 component lasts a lot now, 6 more times than previous version. May just make a new item for fuel in next version, mending kit?.

The CCL is optional in the CCL version. If you don't use CCL, it'll spew an error you can ignore.
easymode version has energy halved and component consumption removed.

Will this break an existing save? Just curious, hope I didn't jump the gun by installing your first fix. :)
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: notfood on July 28, 2016, 11:07:23 PM
The work type that it adds is what breaks existing saves. Don't use on existing saves. Next version I'll get rid of that

Quote from: ssjordan22 on July 28, 2016, 10:55:15 PM
Please Update for A14!!!!!!! This mod is effing awesome!
.

Read a few post above, it's updated.
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: Zxypher on July 29, 2016, 02:46:51 AM
Quote from: notfood on July 28, 2016, 08:07:14 PM
whew. Huge overhaul, I rewrote everything. It no longer uses strange item tabs, back to the bill system, you can toogle outside/inside right from the table commands. For the mod packer, you can change everything now, everything! Work to make, the recipes, you don't even need to use them in the same mending table.

I was debating into removing the mend work type, need advice here. Maybe roll it down to crafting? or tailoring? or smithing? It's per table... Removing it would make it save compatible, also uninstallable.

Please test this before I release on Steam. I tested it a lot but there may be issues.

1 component lasts a lot now, 6 more times than previous version. May just make a new item for fuel in next version, mending kit?.

The CCL is optional in the CCL version. If you don't use CCL, it'll spew an error you can ignore.
easymode version has energy halved and component consumption removed.

I'm testing on my game and so far nothing will repair. I also can't right click to prioritize...though I'm not sure if that is because it is broken or that feature is not supported by the bench.

Edit: I got it to mend some basic pants so I know it functions...still won't mend anything in my stockpiles or inside my base, I've tried toggling the "Everywhere/Only Roofed" option and that didn't help. Could it be modded items? I am using Infusion but the pants it fixed had an infusion. No errors in the log. Not sure what else to check atm.

Edit 2: It appears as though the toggle does nothing and the bench only accepts things that are *not* under a roof based on my tests.

Edit 3: I commented out your "Mending.CompProperties_FilterRoofed" comp in the Buildings_Production.xml and now it is working for things under a roof.
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: bess666 on July 29, 2016, 05:46:11 AM
Quote from: notfood on July 28, 2016, 08:07:14 PM
whew. Huge overhaul, I rewrote everything. It no longer uses strange item tabs, back to the bill system, you can toogle outside/inside right from the table commands. For the mod packer, you can change everything now, everything! Work to make, the recipes, you don't even need to use them in the same mending table.

I was debating into removing the mend work type, need advice here. Maybe roll it down to crafting? or tailoring? or smithing? It's per table... Removing it would make it save compatible, also uninstallable.

Please test this before I release on Steam. I tested it a lot but there may be issues.

1 component lasts a lot now, 6 more times than previous version. May just make a new item for fuel in next version, mending kit?.

The CCL is optional in the CCL version. If you don't use CCL, it'll spew an error you can ignore.
easymode version has energy halved and component consumption removed.

I test is easy version, and I got an error when I was repairing electric rifle.


(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Geyser spray sustainer still playing after 1000 ticks. Force-ending.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Gun_ChargeRifle35511 tried to de-register out of bounds at (-1000, -1000, -1000)

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Tried to spawn already-spawned thing Gun_ChargeRifle35511 at (123, 0, 107)

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Setting up 1 worker threads for Enlighten.
  Thread -> id: 62c -> priority: 1
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: bess666 on July 29, 2016, 05:51:54 AM
Quote from: notfood on July 28, 2016, 08:07:14 PM
I was debating into removing the mend work type, need advice here. Maybe roll it down to crafting? or tailoring? or smithing? It's per table... Removing it would make it save compatible, also uninstallable.

I think it is right remove the mend work type and replace it with to crafting.
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: notfood on July 29, 2016, 11:03:08 AM
Quote from: Zxypher on July 29, 2016, 02:46:51 AM
Edit 2: It appears as though the toggle does nothing and the bench only accepts things that are *not* under a roof based on my tests.

This could be. I'll check.

-edit- Yep, I confirmed it. Check is backwards.
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: Sarelth on July 29, 2016, 11:44:56 AM
I'm mending things fine that are under a roof. Have my storage setup inside a mountain, definitely has a roof.
Title: Re: [ a14 ] Wastelander's Minor mods: Mending
Post by: Dave-In-Texas on July 29, 2016, 12:18:26 PM
Quote from: notfood on July 28, 2016, 08:07:14 PM
whew. Huge overhaul, I rewrote everything. It no longer uses strange item tabs, back to the bill system, you can toogle outside/inside right from the table commands. For the mod packer, you can change everything now, everything! Work to make, the recipes, you don't even need to use them in the same mending table.

I was debating into removing the mend work type, need advice here. Maybe roll it down to crafting? or tailoring? or smithing? It's per table... Removing it would make it save compatible, also uninstallable.

Please test this before I release on Steam. I tested it a lot but there may be issues.

1 component lasts a lot now, 6 more times than previous version. May just make a new item for fuel in next version, mending kit?.

The CCL is optional in the CCL version. If you don't use CCL, it'll spew an error you can ignore.
easymode version has energy halved and component consumption removed.

I think a mending kit would be great; they don't necessarily need to be super expensive, just something that takes a LOT of work to make. I can visualize kits of various qualities, each repairing more damage and taking longer and longer times to make.. just like the various sculpture sizes do.

oh, in your modhelperdefs you have it requesting a version of ccl that doesn't exist (14.1 when its 14.0.1)
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: notfood on July 29, 2016, 12:22:41 PM
CCL latest is 0.14.1 it does exist. But it isn't required to be the very latest, next version with the kits I'm replacing it.
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: Belgrath on July 29, 2016, 01:47:00 PM
I think removing the mending skill would be a great idea. Just use crafting instead of mending skill
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: Dave-In-Texas on July 29, 2016, 05:48:47 PM
Quote from: notfood on July 29, 2016, 12:22:41 PM
CCL latest is 0.14.1 it does exist. But it isn't required to be the very latest, next version with the kits I'm replacing it.

LOL.  Then i'm using a slightly out of date version of ccl :)
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: notfood on July 29, 2016, 09:40:25 PM
Almost there for release. Please test.

Mending 0.14.1.1 (https://ludeon.com/forums/index.php?action=dlattach;topic=19594.0;attach=14471) CCL Optional
Mending 0.14.1.1 Easy Mode (https://ludeon.com/forums/index.php?action=dlattach;topic=19594.0;attach=14472) Half the power, no fuel, no mending kits.

Changes!
Mending kits added! Cheaper than components (produces 5). Crafted in electric tailoring workbench from steel and cloth. Produces maybe too much, maybe too little, I'd like your opinions. I can't add it to the mending table because you'd need mending kits to craft mending kits.
Mending table now consumes mending kits.
Mending job has been moved to crafting, it's save compatible now. Mending job has a slightly higher priority than normal crafting. Good? Bad?
Split the mending recipes into simple and complex. Simple takes a quarter of the time and requires half the skill (4 Crafting).
CCL is still somewhat optional, if you want traders to bring you Mending Kits, that's it, plus the less energy usage when idle. Spews error if no CCL found, you can ignore it.

Bugfixes!
No more spamming this on console:Tried to spawn already-spawned thing Gun_ChargeRifle35511 at (123, 0, 107)
It now searches properly under roof. It was backwards and borked.

If you want me to add translations, now is the time.

I dislike the current image for mending kit, do you have any to contribute?

[attachment deleted by admin - too old]
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: Belgrath on July 30, 2016, 02:59:41 AM
Quotebecause you'd need mending kits to craft mending kits..
Umm typo maybe?         ^     ^                    ^    ^
But do I need to make a mending kit to mend stuff with later?
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: notfood on July 30, 2016, 03:03:07 AM
Use the electric tailoring table to craft a mending kit.

It'll be used to fuel the mending table.

Quote from: Belgrath on July 30, 2016, 02:59:41 AM
Quotebecause you'd need mending kits to craft mending kits..
Umm typo maybe?         ^     ^                    ^    ^
But do I need to make a mending kit to mend stuff with later?
I was explaining why I can't put the "Make mending kit" bill in the mending table.
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: Belgrath on July 30, 2016, 03:08:34 AM
LOL.. may bad.. the way the word wrap worked, I read it wrong.

Ok so just researched mendng and order mending bench but can't find anything new in the electric tailoring workbench?
This is an old save I'm using to test mending
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: notfood on July 30, 2016, 03:39:21 AM
(http://i.imgur.com/IVP61Cb.png)

It's right there. Did you download the right version? Easy mode has no mending kits.
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: Belgrath on July 30, 2016, 03:47:44 AM
I think I'll shut up now.. went to the wrong save, its a hand-tailing bench not electric :(
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: notfood on July 30, 2016, 09:34:48 PM
No errors? Balance is good? I guess it's fine then.
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: Mussels on July 30, 2016, 11:48:15 PM
Quote from: notfood on July 30, 2016, 09:34:48 PM
No errors? Balance is good? I guess it's fine then.

i tried the easy mode zip on an existing mod and it didnt seem to work.

trying the other one mode.
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: notfood on July 30, 2016, 11:51:26 PM
Please take a screenshot of the error, your modlist and the steps to reproduce it.
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: Mussels on July 30, 2016, 11:55:15 PM
Quote from: notfood on July 30, 2016, 11:51:26 PM
Please take a screenshot of the error, your modlist and the steps to reproduce it.

i just switched the files to the one from the regular version and its working, so double check the easy zip is correct?
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: notfood on July 31, 2016, 12:05:19 AM
I just did. It works well.
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: Mussels on July 31, 2016, 08:59:22 PM
Quote from: notfood on July 31, 2016, 12:05:19 AM
I just did. It works well.

tested again and its working fine, i may have run into a glitch with the save. Both versions work fine now.
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: Pax_Empyrean on August 06, 2016, 08:12:18 AM
People who say that it's free if it doesn't cost resources are forgetting about opportunity costs. Time is money in any setting where you can generate money by spending time doing stuff, and Rimworld is one of those settings. Just make it so that repairs take long enough that fixing things isn't more profitable than the huge number of other ways to make money in this game. Repair kits or patches are an inelegant solution to the problem when you could balance repairs simply by making them take long enough that it's no longer the best way to make money.
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: notfood on August 06, 2016, 12:05:33 PM
It's a single player game. I put a general balance but you can change it any time. The mod obeys the workAmount tag and also you can disable the "fuel" requirements as well. I made it very flexible to suit every taste.

If you don't feel like tinkering just try the easy version, no fuel, less energy.
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: Pax_Empyrean on August 10, 2016, 05:29:00 PM
I missed the easy version on the previous page, since screenshots/discussion were all about the repair kits. I'll make my own tweaks from there as a starting point.

Thanks for doing this. I've wanted this feature for a while.
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: notfood on August 10, 2016, 05:51:07 PM
All info is here, condenced: https://ludeon.com/forums/index.php?topic=22894.0
Title: Re: [ a13 ] Wastelander's Minor mods: Mending
Post by: Belgrath on August 11, 2016, 12:13:12 PM
Thanks for the work.
Its nice not having to trash all the clothing after a battle.