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RimWorld => Mods => Releases => Topic started by: notfood on August 06, 2016, 09:02:41 PM

Title: [1.0] Mend And Recycle
Post by: notfood on August 06, 2016, 09:02:41 PM
(http://i.imgur.com/XWbCrhv.png?1)
Fix your items! Then recycle!

(http://i.imgur.com/YOuvIWX.png)

This mod is a rewrite of the original Mending by Wastelander. It introduces the Mending Table and allows you to completely repair the durability of weapons, clothes and armor. Also adds a bill to the tailoring tables to recover materials from the things you don't want to repair.

Organization

No more custom tab. You are able to manage priorities and work done, just as vanilla.

Visual

Progress bar to see how much work is left to do.

Flexibility

You don't like something? You change it. The mod is very modular, you can forego the Mending table and move the recipes elsewhere. You can create your own repair recipes that take as long as you desire and require as much energy or fuel as you want. I pack two versions of the mod: Normal version comes with mending kits that are used as fuel and easy version requires half the energy and no fuel.

(http://i.imgur.com/btXceC9b.png) (http://i.imgur.com/btXceC9.png)  (http://i.imgur.com/8q8OQk1b.png) (http://i.imgur.com/8q8OQk1.png)  (http://i.imgur.com/0iFo4bnb.png) (http://i.imgur.com/0iFo4bn.png)

(http://i.imgur.com/nE9s6IP.png)

You need to research Mending in order to build the Mending Table, it requires mending kits built in the electric tailoring workbench, their use is toogeable in settings. Work modifiers apply so you can speed up the work done.

You can recycle in the tailoring benches. Recycling doesn't require power, though when powered, you get to recycle twice the materials.


(http://i.imgur.com/RpnPFFp.png)

(http://i.imgur.com/XEAiSka.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=735241897) Mending Latest (https://github.com/notfood/RimWorld-MendAndRecycle/releases/latest)

Source code Archives (https://github.com/notfood/RimWorld-Mending/releases) GitHub (https://github.com/notfood/RimWorld-Mending)



(http://i.imgur.com/0OTbohs.png)
Title: Re: [A14] Mending
Post by: BaconBits on August 06, 2016, 09:15:43 PM
Nice job on the rewrite. Everything looks great!!
Title: Re: [A14] Mending
Post by: Ouan on August 06, 2016, 09:39:01 PM
I can't wait to use it. I have been waiting for someone to make this mod better, with costs! Now that you have tweaked it a bit, any plans to work on it more? I have no mod skills of any note, but a failure chance, such as you have for construction would be cool. Likewise, have the original item as in, cloth pants <good quality> could become cloth pants <normal quality>. Then after the lowest tier quality is reached it dissolves or is destroyed. Something like that. Again, thanks for your work thus far!
Title: Re: [A14] Mending
Post by: notfood on August 06, 2016, 09:55:12 PM
Failure chance seems possible, from working in Infused I think the quality of an item is final because it defines stats, even if you downgrade it, the stats have already been set... Would need to recreate the item, it'd lose infusions... I'll do some research.
Title: Re: [A14] Mending
Post by: kaptain_kavern on August 06, 2016, 10:13:36 PM
Look at skullywag "armour repair" on github. I think it work like that
Title: Re: [A14] Mending
Post by: 123nick on August 06, 2016, 10:23:07 PM
someone did something similiar on steam workshop? http://steamcommunity.com/sharedfiles/filedetails/?id=733997423
Title: Re: [A14] Mending
Post by: notfood on August 06, 2016, 10:29:34 PM
Yeah I know. If he had glimpsed in the A13 thread we could have worked together or something. I noticed it when somebody pointed it out after I had uploaded it to steam. He put a lot of emphasis in the component requirement so I know he was lurking. *wink* *wink*

His version uses the old tab and it's not as flexible, basically.
Title: Re: [A14] Mending
Post by: Elysium on August 06, 2016, 11:32:18 PM
Nice, is this essentially the same thing as your upload in the A13 thread? I'm using that right now.
Title: Re: [A14] Mending
Post by: notfood on August 06, 2016, 11:39:35 PM
Yeah. No changes.
Title: Re: [A14] Mending
Post by: Elysium on August 06, 2016, 11:45:41 PM
Quote from: notfood on August 06, 2016, 11:39:35 PM
Yeah. No changes.

Okay great, thanks for making it easy to modify.  I tend to change things around myself ( or try to ) if I feel like something is off.  The way apparel decays irks me a little and this mod makes a little durability loss a lot less frustrating.
Title: Re: [A14] Mending
Post by: Nanao-kun on August 09, 2016, 10:14:55 PM
Nice, really liked this version of mending.
Title: Re: [A14] Mending
Post by: Monzer on August 10, 2016, 05:15:00 AM
nice mod I tried easy mending works great . I use High Caliber mod and I don't think it works with it
Title: Re: [A14] Mending
Post by: notfood on August 10, 2016, 11:19:33 AM
High Caliber mod probably has their guns in a different category. Can you see which?
Title: Re: [A14] Mending
Post by: ruzackovich on August 10, 2016, 12:20:33 PM
Quote from: Monzer on August 10, 2016, 05:15:00 AM
nice mod I tried easy mending works great . I use High Caliber mod and I don't think it works with it
i using high caliber and easy mending , everything fine ,no issues at all, try striping one by one, that's how i troubleshooting the problem. dont forget to put it back before strip another ones , keep doing it until you find wich mod got conflict ."owh man!, that is really pain in the *ss..!", yup it is!, cause there is no mod can do conflict checkers .
Title: Re: [A14] Mending
Post by: notfood on August 10, 2016, 05:53:02 PM
Only the category matters for the mending recipes I put. If their items are in a different category, you need to modify the mending recipes to include them. I can help you add them if you can tell me which category.
Title: Re: [A14] Mending
Post by: John_Bigless on August 24, 2016, 01:12:45 PM
So i found an outdated version of this and tried it out. When i placed down the meding bench, and powered it. Seizure.
Title: Re: [A14] Mending
Post by: Schwartz on August 24, 2016, 02:03:28 PM
Mending's way too cheap right now. You can fix your masterwork sniper rifle up from 50% to 100% for a fraction of one piece of fuel - that's nothing. One fuel is 9 steel and 6 cloth.

I think 10% per 1 fuel for armor and weapons, 25% per 1 fuel for clothing would still be very manageable. Something in the ballpark. I suppose I can do this by hand, but I still feel more realistic defaults would make the mod less overpowered and a lot of people aren't gonna delve into the files.

Also it seems that tuques and cowboy hats should be moved from complex to simple apparel. Very cool mod by the way.  ;)

Edit: I set fuel consumption to 100.0 and fuel capacity to 20.0. It seems to work okay as a default.
Title: Re: [A15] Mending
Post by: notfood on August 29, 2016, 04:52:44 PM
Updated to A15, enjoy.
Title: Re: [A15] Mending
Post by: Mag on August 29, 2016, 05:23:21 PM
I got 404 on the easy one
Title: Re: [A15] Mending
Post by: notfood on August 29, 2016, 05:25:46 PM
woops, fixed
Title: Re: [A15] Mending
Post by: BigTuna on September 04, 2016, 03:13:01 PM
Hey sorry I'm a mod NEWB. I am looking for a mod for repairing and I downloaded your cool looking one and copied it into my mods folder but nothing in game changes.. am I doing something wrong.. Thanks in advance :)
Title: Re: [A15] Mending
Post by: Highlandman on September 04, 2016, 05:39:22 PM
Quote from: BigTuna on September 04, 2016, 03:13:01 PM
Hey sorry I'm a mod NEWB. I am looking for a mod for repairing and I downloaded your cool looking one and copied it into my mods folder but nothing in game changes.. am I doing something wrong.. Thanks in advance :)

You need to rechearch "Item Repair" or something for the workbench to appear I think, have you done that?
Title: Re: [A15] Mending
Post by: nachtfalter on September 27, 2016, 08:20:03 AM
I really love the balancing you did on mending by making it require mending kits and more time demanding!
Title: Re: [A15] Mending
Post by: faltonico on December 13, 2016, 05:56:42 AM
In case you don't want to get rid of the rarest infused legendary Hyperweave duster.
Great mod!
Title: Re: [A15] Mending
Post by: Thyme on December 16, 2016, 10:15:56 AM
Is it savegame compatible?
Title: Re: [A15] Mending
Post by: notfood on December 16, 2016, 01:15:14 PM
Yeah, it doesn't add anything that needs a new save.
Title: Re: [A15] Mending
Post by: notfood on December 17, 2016, 08:58:00 PM
A16 is already in the github and works fine as far as I can tell. There is a major change that adds chance to lower the quality of the item, it's disabled by default though, I'm seeing how to balance it then I'll release it.

I've also been thinking about adding a recycling option. I dislike the A14/A15 solutions, flat return or detoured method hm. I was thinking it can be easily done without detouring and just using the method Mending uses, instead of repairing, disassemble with some penalty.
Title: Re: [A15] Mending
Post by: Anxarcule on December 20, 2016, 02:18:10 AM
A little bummed that I only saw this now - will definitely be picking this mod up for my upcoming A16 playthrough.  I made a suggestion a few days ago about mending (and repairing structures as well), that I thought I'd run by you as this mod seems like the perfect addition to the base game.  Not sure how much work would go into something like this, but I think it would be cool and keep things more balanced

For armor/apparel/weapon the repair cost should vary based on quality.  It should be a % of the initial cost but based on quality.  A steel sword costing 120 steel that is damaged to 75% and of normal quality should cost 30 steel to repair, while a legendary steel sword costing 120 steel that is damaged to 75% would have that cost increased by x%.  The logic behind this is that such a quality piece of equipment would require more delicate care/wasted resources to mend to 100%, which would make maintaining legendary gear in top shape have a steeper cost involved.  Off the top of my head I would estimate that legendary should cost 3x material to mend than normal, masterwork 1.8x, excellent 1.4x, superior 1.2x, and anything normal or below 1x.  This would make repairing that legendary steel sword form 75% to 100% cost 90 steel - almost as much as making a brand new one would cost.  I would further add a minimum crafting skill to repair high quality equipment (legendary: 18+, masterwork 16+, etc).
Title: Re: [A15] Mending
Post by: Beathrus on December 21, 2016, 03:33:42 AM
Oh, Very nice! :O I used Mending a few alphas back, I am glad someone is still going with it! And finally it has a cost! Woo!
Title: Re: [A15] Mending
Post by: notfood on December 24, 2016, 04:05:23 AM
SafeInside is the part of Mending that used to filter items outside or inside. It's a special filter to keep your pawns from going to the dangerous unroofed areas.

A16 (http://i.imgur.com/XEAiSka.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=824601339) SafeInside 0.16.1.0 (https://ludeon.com/forums/index.php?action=dlattach;topic=22894.0;attach=17667)

[attachment deleted by admin due to age]
Title: Re: [A15] Mending
Post by: asquirrel on December 24, 2016, 06:46:28 PM
A16 mending! Indispensable mod!  Yay!!!!!  :)
Title: Re: [A15] Mending
Post by: NixxNikoli on December 24, 2016, 07:52:24 PM
How do I disable the failure chances in the defs? Quite likely there's something I missed but they don't seem to be disabled by default.
Title: Re: [A15] Mending
Post by: Primal Lord on December 24, 2016, 08:01:35 PM
Quote from: NixxNikoli on December 24, 2016, 07:52:24 PM
How do I disable the failure chances in the defs? Quite likely there's something I missed but they don't seem to be disabled by default.

Quote
Adds Chance of failure for mending. No real punishment other than a flat -50 hit points and a meaningless rename. Watch out, if your pawn is too unskilled, they may destroy your precious item. It can be configured under ChancesDef/Default.xml.

Literally taken straight from the GitHub description, just look for "[chances]" in the xml (Hint: There's 2 "[chances]" lists)

Edit: Stopped to consider maybe you did know where to look, but you were confused as to literally "How" to disable it, just change all the numbers between the listed qualities, ie awful, normal, good, etc, to 0.
Title: Re: [A15] Mending
Post by: notfood on December 24, 2016, 08:46:46 PM
Just delete ChancesDef folder.
Title: Re: [A15] Mending
Post by: asquirrel on December 24, 2016, 08:54:07 PM
Quote from: notfood on December 24, 2016, 08:46:46 PM
Just delete ChancesDef folder.

Notfood.  I use your mods because you're a pro modder but I need to ask anyway.  I go into the mending subfolder and really just delete the chancedef folder?  That easy? My game won't explode or anything? :)
Title: Re: [A15] Mending
Post by: notfood on December 24, 2016, 09:05:53 PM
If there is no ChancesDef, the default is a 0 chance.

Does it happen too often? The penalty is really in name. at 0.5-1%. Gotta be real unlucky to hit it the 3-6 times it takes to destroy an item.
Title: Re: [A15] Mending
Post by: Pepelnica1488 on December 25, 2016, 06:52:17 AM
this mod is bugged, any food has been gone on cooking if it mod activated
Title: Re: [A15] Mending
Post by: notfood on December 25, 2016, 11:13:42 AM
huh what? You've got to describe it better if you want help. This mod doesn't touch food at all.
Title: Re: [A15] Mending
Post by: Pepelnica1488 on December 25, 2016, 11:21:07 AM
Quote from: notfood on December 25, 2016, 11:13:42 AM
huh what? You've got to describe it better if you want help. This mod doesn't touch food at all.

http://i86.fastpic.ru/big/2016/1225/f3/829b8476d85c2e795b91a65225354af3.png

idk, all food just gone if your mod activated...
Title: Re: [A15] Mending
Post by: nick4560 on December 25, 2016, 11:31:14 AM
I also find some bug, if use mod will cause cannot pick up items to the other high priority area from low priority
Title: Re: [A15] Mending
Post by: notfood on December 25, 2016, 04:33:04 PM
Update to latest github https://github.com/notfood/RimWorld-Mending I already fixed that.
Title: Re: [A15] Mending
Post by: NixxNikoli on December 25, 2016, 05:09:45 PM
Quote from: Primal Lord on December 24, 2016, 08:01:35 PM
Literally taken straight from the GitHub description, just look for "[chances]" in the xml (Hint: There's 2 "[chances]" lists)

Edit: Stopped to consider maybe you did know where to look, but you were confused as to literally "How" to disable it, just change all the numbers between the listed qualities, ie awful, normal, good, etc, to 0.

Thanks for the help, but just one page back in this thread OP says this feature is disabled by default hence confusion. I was expecting to find a true/false value somewhere in the file
Title: Re: [A15] Mending
Post by: solvarg on December 25, 2016, 08:33:49 PM
Quote from: Pepelnica1488 on December 25, 2016, 06:52:17 AM
this mod is bugged, any food has been gone on cooking if it mod activated

I had the same problem, reproducible with just this mod activated; meals and harvests would disappear upon creation, corpses would think no stockpile was designated for them.

Just delete the mod and download the newest version, that fixed it for me.
Title: Re: [A15] Mending
Post by: Primal Lord on December 25, 2016, 09:54:12 PM
Hi there, i believe i'm having a different problem then those listed above, every time my Pawns try to access the mending table it produces this red error: Exception in SetupToils (pawn=Branden, job=Mend A=Thing_TableMending87971 B=Thing_Apparel_BasicShirt72841): System.MissingMethodException: Method not found: 'Verse.AI.Toils_Haul.StartCarryThing'.

which afterward causes 3 more errors where the game is trying to figure out what my pawn was trying to do, trying to force prioritize the mending table causes the game to freeze and crash instantly.

Edit: This is also using the current most up to date version availiable
Update: Problem persists for all 4 options on the mending table, and the recycling table causes a crash without even generating an error report
Title: Re: [A15] Mending
Post by: notfood on December 25, 2016, 10:20:42 PM
You are using A15 version for A16. A16's version is only available in github right now.
Title: Re: [A15] Mending
Post by: Primal Lord on December 25, 2016, 10:43:14 PM
Quote from: notfood on December 25, 2016, 10:20:42 PM
You are using A15 version for A16. A16's version is only available in github right now.

actually i figured out i somehow deleted a file (had an empty recipe folder) to get that error, redownloaded from github and i have a new error, something about...Could not load reference to Verse.SpecialThingFilterDef named AllowUnroofed

sorry for the trouble >.<
re:edit: Yup, ok, problems on my end somewhere i'm thinking, just ignore me for now, probably modified something i shouldn't have somewhere
Title: Re: [A15] Mending
Post by: Primal Lord on December 26, 2016, 12:56:26 AM
Edit: Solved whatever the problem was, used a registry and junk file cleaner and now the errors are gone and everything works now! And sir let me tell you, for 5 and a half hours of trying to figure out what the heck was wrong..... your mod is completely worth it   :D
Title: Re: [A15] Mending
Post by: notfood on December 26, 2016, 02:40:22 AM
I don't understand what went wrong there.
Title: Re: [A15] Mending
Post by: Primal Lord on December 26, 2016, 02:53:54 AM
Quote from: notfood on December 26, 2016, 02:40:22 AM
I don't understand what went wrong there.

The most likely thing i can think of was there was a left over registry file from A15 being loaded, it also solved a minor error i had with glitterworld and the loading time for the mods has drastically improved, i just thank you for the mod and for putting up with me here :p
Title: Re: [A15] Mending
Post by: asquirrel on December 26, 2016, 03:33:31 AM
Wondering if someone could help me with this.  I had installed mending regular (with the kits).  I then disabled it and then closed the game. Then I removed the regular mending mod.  Then I put the simple mending mod in my riimworld directory.  Then I activated that mod.  I tried putting it at the bottom of my list and got some kind of conflict which says something about the mending kit.  Then I started a new game.  Still got tons of errors about the mending kit and my pawns are stuck in some kind of a loop.  What do I do to completely clean the mending kit thing out and then reinstall it?  I seem to recall someone talking about deleting some configuration files in the c:\windows\locallow\rimworld directory but don't remember the specifics of it.  If someone could steer me in the right direction I'd appreciate it.  I'm running like 30+ mods right now and getting many yellow and a few red errors as it it, but the game was at least running.  I think I just screwed it up by installing two versions of the mending mod.  Thanks! :)
Title: Re: [A15] Mending
Post by: notfood on December 26, 2016, 03:56:55 AM
You have to erase the mending folder when you switch between regular and easymode or this sort of things happen.
Title: Re: [A15] Mending
Post by: Pichu0102 on December 26, 2016, 07:38:46 AM
This is more personal taste but the barcode like strip on the recycle table is really unpleasant to look at, especially if you build it vertically instead of horizontally. Really distracting. I removed it since I'll just sell the bad equipment anyways, but just wanted to give some feedback on it. Thanks for the rest of the mod though, it works well!
Title: Re: [A15] Mending
Post by: asquirrel on December 26, 2016, 02:50:57 PM
Quote from: notfood on December 26, 2016, 03:56:55 AM
You have to erase the mending folder when you switch between regular and easymode or this sort of things happen.

I thought I deleted the mending folder in the mod folder but I'll do it again and see what happens.  Is there anything else I need do to other than delete that mod folder, extract the easymode mending into its' new folder in the mod folder, and then enable it in Rimworld?  I'll keep you folks posted.  Thanks Notfood for the help! :)
Title: Re: [A15] Mending
Post by: teslatrooper on December 27, 2016, 10:44:33 PM
So is there a Alpha 16 Version to download for this mod? If so, can you update the front page of this mod to Alpha 16. I keep getting the problem where after a while, hauling stone chunk would cause the error that says it originate from the mending mod file. I'm using the alpha 16 mod from github. I have no clue how to fix it.
Title: Re: [A15] Mending
Post by: notfood on December 27, 2016, 11:19:16 PM
Update the alpha from github. That error is fixed already. Install Safe Inside if you want to load your old save.
Title: Re: [A15] Mending
Post by: MoiisAwesome on December 28, 2016, 12:10:24 AM
So, only release of easy mode mending of a16 mending on github, it looks like?
Title: Re: [A15] Mending
Post by: notfood on December 28, 2016, 12:17:44 AM
If you download the source, it comes with the compiled dll and the xml for normal mode. You'll just have a warning on start about missing MFO (Override.Def), install MFO to solve but it's optional as Mending kits can be made in the electric tailoring bench.
Title: Re: [A15] Mending
Post by: hiroqantagonist on December 30, 2016, 08:42:38 AM
Quote from: solvarg on December 25, 2016, 08:33:49 PM
Quote from: Pepelnica1488 on December 25, 2016, 06:52:17 AM
this mod is bugged, any food has been gone on cooking if it mod activated

I had the same problem, reproducible with just this mod activated; meals and harvests would disappear upon creation, corpses would think no stockpile was designated for them.

Just delete the mod and download the newest version, that fixed it for me.

So I'm having that last issue using the A16 easy version; none of my stockpiles that I definitely have configured for corpses of every kind register. I also had an issue with cooking bills not being able to be done. The cooking process would go fine, then at the end there'd just be nothing. It managed to fix itself somehow (so far) but I deleted the mod folder completely, redownloaded, and dropped the folder back in and I still can't stock corpses. Anyone have an idea?
Title: Re: [A15] Mending
Post by: Pichu0102 on December 30, 2016, 09:07:46 AM
Do the chances of failure and destroying an item scale down with the worker's craft skill? I was thinking of inverting the chances so legendary items are easier to mess up and destroy than shoddy items, but making it happen less if the worker is skilled.
Title: Re: [A15] Mending
Post by: FoxXeL on December 30, 2016, 10:51:41 AM
Does the failure chance apply to the easy mode also? Is there a chance that reduces the item's quality while mending? Can you make it so none of these two apply to the easy-mode version of the mod, please?
Title: Re: [A15] Mending
Post by: Furrymessiah on December 30, 2016, 03:13:26 PM
So I'm curious. What is Mending.SpecialThingFilterWorker_Unroofed, and why is it currently bugging out my colony? Or better yet, what steps do I take to fix it? I'm using the latest alpha from Github.
Title: Re: [A15] Mending
Post by: notfood on December 30, 2016, 04:29:57 PM
I removed that one from latest github. You may be playing with an older one. To recover your save use Safe Inside.

Quote from: notfood on December 24, 2016, 04:05:23 AM
SafeInside is the part of Mending that used to filter items outside or inside. It's a special filter to keep your pawns from going to the dangerous unroofed areas.

A16 (http://i.imgur.com/XEAiSka.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=824601339) SafeInside 0.16.1.0 (https://ludeon.com/forums/index.php?action=dlattach;topic=22894.0;attach=17667)
Title: Re: [A15] Mending
Post by: Pichu0102 on December 30, 2016, 09:10:35 PM
Is there a way to switch from Mending normal on github to easy? I tried and the game wouldn't load. Was wondering why it does that if there are no mending benches or repair kits on the map when you save and remove the normal version.

EDIT: Figured it out. Removed
<li>MendingKit</li>
and
<thing Class="ThingWithComps">
<def>MendingKit</def>
<id>MendingKit3365759</id>
<map>0</map>
<pos>(183, 0, 175)</pos>
<health>100</health>
<stackCount>25</stackCount>
</thing>


From the save manually and it loaded just fine. I'm kinda surprised Rimworld didn't just throw an warning level error and remove the line from the save itself on next game save.
Title: Re: [A15] Mending
Post by: Pichu0102 on January 02, 2017, 12:00:33 AM
Also, does this look right if I want to change it to make better quality items have a bigger chance of failing to repair right than lower quality items?

<?xml version="1.0" encoding="utf-8" ?>
<Defs>
    <Mending.ChanceDef>
        <defName>Default</defName>
        <match>
            <categories>
                <li>Apparel</li>
                <li>WeaponsMelee</li>
                <li>WeaponsRanged</li>
            </categories>
        </match>
        <chances>
            <awful>0.01</awful>
            <shoddy>0.01</shoddy>
            <poor>0.02</poor>
            <normal>0.02</normal>
            <good>0.03</good>
            <superior>0.03</superior>
            <excellent>0.03</excellent>
            <masterwork>0.03</masterwork>
            <legendary>0.04</legendary>
        </chances>
    </Mending.ChanceDef>
   
    <Mending.ChanceDef>
        <defName>IndustrialAndBelow</defName>
        <match>
            <categories>
                <li>Apparel</li>
                <li>WeaponsMelee</li>
                <li>WeaponsRanged</li>
            </categories>
        </match>
        <techLevel>
            <min>Undefined</min>
            <max>Industrial</max>
        </techLevel>
        <chances>
            <awful>0.01</awful>
            <shoddy>0.01</shoddy>
            <poor>0.01</poor>
            <normal>0.02</normal>
            <good>0.02</good>
            <superior>0.03</superior>
            <excellent>0.03</excellent>
            <masterwork>0.03</masterwork>
            <legendary>0.03</legendary>
        </chances>
    </Mending.ChanceDef>
</Defs>
Title: Re: [A15] Mending
Post by: notfood on January 02, 2017, 02:34:48 AM
yes, it's correct.
Title: Re: [A15] Mending
Post by: Arigitine on January 02, 2017, 06:54:48 AM
I keep getting this error it cause game to freeze for few sec every few ticks

Exception in RimWorld.ThinkNode_ConditionalColonist TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
  at Mending.SpecialThingFilterWorker_Unroofed.Matches (Verse.Thing t) [0x00000] in <filename unknown>:0
  at Verse.ThingFilter.Allows (Verse.Thing t) [0x00000] in <filename unknown>:0
  at RimWorld.JobGiver_OptimizeApparel.TryGiveJob (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
Verse.Log:Error(String)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()

I am using 0.16.1.0-easymode
Title: Re: [A15] Mending
Post by: FoxXeL on January 02, 2017, 07:05:59 AM
I was geting the same error. Go to Assign tab and select the "Current outfit" for all workers to  "Anything". Let me know if you still have the error.

EDIT: Actually, I think you did not check the "Allow non-roofed" on the Mending workbench. Try this one.
Title: Re: [A15] Mending
Post by: Arigitine on January 02, 2017, 08:13:50 AM
It was Assigned tab i went in and turned on Allow non-roofed to all the outfits and i stopped getting error Thx for help

Title: Re: [A15] Mending
Post by: TimTumm on January 02, 2017, 08:48:28 AM
I had a similar problem:

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Exception in Tick (pawn=Uhura, job=HaulToCell A=Thing_Gold65514 B=(79, 0, 163), CurToil=5): System.NullReferenceException: Object reference not set to an instance of an object
  at Mending.SpecialThingFilterWorker_Unroofed.Matches (Verse.Thing t) [0x00000] in <filename unknown>:0
  at Verse.ThingFilter.Allows (Verse.Thing t) [0x00000] in <filename unknown>:0
  at RimWorld.StorageSettings.AllowedToAccept (Verse.Thing t) [0x00000] in <filename unknown>:0
  at RimWorld.StoreUtility.IsValidStorageFor (IntVec3 c, Verse.Map map, Verse.Thing storable) [0x00000] in <filename unknown>:0
  at Verse.AI.Toils_Haul+<CarryHauledThingToCell>c__AnonStorey41E.<>m__67F () [0x00000] in <filename unknown>:0
  at Verse.AI.Toil+<AddFailCondition>c__AnonStorey42A.<>m__68F () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.CheckCurrentToilEndOrFail () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.DriverTick () [0x00000] in <filename unknown>:0

It cause stuttering (the time-speed would flicker from paused to 2x back to paused like 10 times a second).  And the pawns would push items on the ground 1 square at a time.  I removed mending and the issue went away.

I hope this can be fixed.  I really like this mod.
Title: Re: [A15] Mending
Post by: Canute on January 03, 2017, 05:24:17 AM
I think mending got a not documented side effect.
It remove the deathman flag from repaired appearels.
Title: Re: [A15] Mending
Post by: Telarin on January 03, 2017, 07:39:23 AM
I have a small feature request.

It would be really nice if a colonist would check an items eligibility for repair each time they fail. For instance, if I have the bill set so that only normal or better items are repaired. For example: if a colonist fails while repairing a normal item and it drops to poor, the colonist should stop attempting to repair the now ineligible item, rather than continuing.
Title: Re: [A15] Mending
Post by: notfood on January 03, 2017, 01:56:23 PM
I'll remove that quality degrade next update. It's kinda pointless as it only affects the name. The -50 hp is alright. For the mending, it can be fixed. For the recycling, some materials are lost.
Title: Re: [A15] Mending
Post by: Pichu0102 on January 03, 2017, 03:35:20 PM
Hmm, is mending speed affected by crafting skill? Also, does mending items give crafting experience?
Title: Re: [A15] Mending
Post by: Furrymessiah on January 03, 2017, 07:50:03 PM
Felt like a proper bug report was in order, so here we are.




Version: Rimworld 0.16.1393

OS: Windows 7 Professional SP1

Active Mods:

Additional Joy Objects
Better Pathfinding
Fluffy's Blueprints
Fluffy's Colony Manager
Deep Core Miner
Deep Core Miner Stone Addon
EDB's Prepare Carefully
Expanded Prosthetics and Organ Engineering
FashionRIMsta
Floor Lights
Hug's Library
Hospitality
Koisama's Numbers
Mad Skills Tiered
Mending
Haplo's Miscellaneous Training
Quality Builder
Encode's Recycle
Rimsenal
Rimsenal Hair
Stack XXL
Tilled Soil
Vein Miner



Summary: Mending mod is preventing food production objects from completing bills.


Description:

Installed Mending_easymode_0.16.1.0.

Began a fresh colony.

Whenever a colonist attempts to complete a bill on a food production object, the following error log is generated and whatever food item was used or generated by the bill disappears. The Butcher's Table, when the Butcher Creature bill is completed, generates leather/hide/fur, but no meat.


JobDriver threw exception in initAction. Pawn=Princess, Job=DoBill A=Thing_TableButcher76078 B=Thing_Turkey_Corpse77893 C=(138, 0, 111), Exception: System.NullReferenceException: Object reference not set to an instance of an object
  at Mending.SpecialThingFilterWorker_Unroofed.Matches (Verse.Thing t) [0x00000] in <filename unknown>:0
  at Verse.ThingFilter.Allows (Verse.Thing t) [0x00000] in <filename unknown>:0
  at RimWorld.StorageSettings.AllowedToAccept (Verse.Thing t) [0x00000] in <filename unknown>:0
  at RimWorld.StoreUtility.TryFindBestBetterStoreCellFor (Verse.Thing t, Verse.Pawn carrier, Verse.Map map, StoragePriority currentPriority, RimWorld.Faction faction, Verse.IntVec3& foundCell, Boolean needAccurateResult) [0x00000] in <filename unknown>:0
  at Verse.AI.Toils_Recipe+<FinishRecipeAndStartStoringProduct>c__AnonStorey418.<>m__674 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.<DoRecipeWork>c__AnonStorey417:<>m__66F()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()


NOTE: There are no unroofed areas within the colony.


Once the initial error occurred, Pawns attempting to perform the Hauling task on food items would become caught in a loop of moving the same items over and over again. This generated the following error log:


Exception in Tick (pawn=Ray, job=HaulToCell A=Thing_RawBerries82803 B=(135, 0, 112), CurToil=5): System.NullReferenceException: Object reference not set to an instance of an object
  at Mending.SpecialThingFilterWorker_Unroofed.Matches (Verse.Thing t) [0x00000] in <filename unknown>:0
  at Verse.ThingFilter.Allows (Verse.Thing t) [0x00000] in <filename unknown>:0
  at RimWorld.StorageSettings.AllowedToAccept (Verse.Thing t) [0x00000] in <filename unknown>:0
  at RimWorld.StoreUtility.IsValidStorageFor (IntVec3 c, Verse.Map map, Verse.Thing storable) [0x00000] in <filename unknown>:0
  at Verse.AI.Toils_Haul+<CarryHauledThingToCell>c__AnonStorey41E.<>m__67F () [0x00000] in <filename unknown>:0
  at Verse.AI.Toil+<AddFailCondition>c__AnonStorey42A.<>m__68F () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.CheckCurrentToilEndOrFail () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.DriverTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()



When the Mending mod is disabled and the save re-loaded, multiple error logs begin repeatedly occuring:


Object reference not set to an instance of an object
  at Verse.ThingFilter.Allows (Verse.Thing t) [0x00000] in <filename unknown>:0
  at RimWorld.StorageSettings.AllowedToAccept (Verse.Thing t) [0x00000] in <filename unknown>:0
  at RimWorld.StoreUtility.TryFindBestBetterStoreCellFor (Verse.Thing t, Verse.Pawn carrier, Verse.Map map, StoragePriority currentPriority, RimWorld.Faction faction, Verse.IntVec3& foundCell, Boolean needAccurateResult) [0x00000] in <filename unknown>:0
  at RimWorld.StoreUtility.IsInValidBestStorage (Verse.Thing t) [0x00000] in <filename unknown>:0
  at RimWorld.ListerHaulables.ShouldBeHaulable (Verse.Thing t) [0x00000] in <filename unknown>:0
  at RimWorld.ListerHaulables.Check (Verse.Thing t) [0x00000] in <filename unknown>:0
  at RimWorld.ListerHaulables.ListerHaulablesTick () [0x00000] in <filename unknown>:0
  at Verse.Map.MapPreTick () [0x00000] in <filename unknown>:0
  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0
  at Verse.TickManager.TickManagerUpdate () [0x00000] in <filename unknown>:0
  at Verse.Game.Update () [0x00000] in <filename unknown>:0
  at Verse.Root_Play.Update () [0x00000] in <filename unknown>:0


In an attempt to circumvent potential conflicts with earlier mod versions, the ModsConfig.xml file was deleted and all mods were reloaded fresh. This did not prevent the error from occurring. Disabling Encode's Recycle mod, which has similar functionality to the Mending mod, did not prevent the error from occurring.

NOTE: Upon reproduction of the bug, it seems to only effect production objects that utilize food items, as tailoring, stonecutting, and fabricating prostheses were unaffected and did not generate an error log.
Title: Re: [A15] Mending
Post by: notfood on January 03, 2017, 09:37:21 PM
Ah... You are using 16.1.0

Get the github source. I'll do a proper release right now.
Title: Re: [A15] Mending
Post by: notfood on January 03, 2017, 09:43:59 PM
Mending Easy Mode 0.16.1.1 (https://github.com/notfood/RimWorld-Mending/releases/download/0.16.1.1-easymode/Mending_easymode_0.16.1.1.zip)
I released it on steam and forgot to update the github.
Title: Re: [A15] Mending
Post by: Love on January 03, 2017, 09:55:58 PM
I'm not sure I understand why you're not updating the OP and why you're not making it clear how to get the 'normal' mode.

Doesn't seem like there even is a normal mode 0.16.1.1
Title: Re: [A15] Mending
Post by: notfood on January 03, 2017, 10:10:51 PM
I was hoping to make a proper release for ModFriendlyOverrides then release the rest of the mods that depend on it. I hit a roadblock I've got to solve first.

There. I updated the OP.
Title: Re: [A16] Mending
Post by: Smexy_Vampire on January 07, 2017, 03:12:22 AM
bill option to allwasy desemble dead men clothing ?
Title: Re: [A15] Mending
Post by: Pichu0102 on January 07, 2017, 06:18:50 AM
Quote from: notfood on January 03, 2017, 09:43:59 PM
Mending Easy Mode 0.16.1.1 (https://github.com/notfood/RimWorld-Mending/releases/download/0.16.1.1-easymode/Mending_easymode_0.16.1.1.zip)

  • Removed Mending.SpecialThingFilterWorker, to recover your save use Safe Inside, can be found on steam or Mending thread. New saves don't have to do anything.
  • Removed Quality degradation from mending. Failure means flat hp damage.
  • XP gain increased when using any benches.
I released it on steam and forgot to update the github.
Strange, I'm still seeing quality degradation using the one from the Workshop.
Title: Re: [A16] Mending
Post by: Thyme on January 07, 2017, 07:01:09 AM
Quote from: Smexy_Vampire on January 07, 2017, 03:12:22 AM
bill option to allwasy desemble dead men clothing ?
+1, that should actually go to the cheap ideas thread (for the crematorium)
Title: Re: [A16] Mending
Post by: Igotdis on January 10, 2017, 04:21:30 AM
I love this mod, quick and easy thing to use.  Although, is there a way to get colonists to repair the apparel that they are already wearing?  I notice that they will fix weapons already equipped, mod added or not, but they won't do apparel unless I tell them to drop the item.

Thanks in advance
Title: Re: [A16] Mending
Post by: notfood on January 10, 2017, 04:07:42 PM
That one is harder to do in toils.

The best way is to just set a stockpile that has a hp filter, the line above, just next to the mending table. Set it above 51% hp and the pawns will drop their apparel, fix it and wear it again.
Title: Re: [A16] Mending
Post by: cap75 on January 10, 2017, 04:45:42 PM
How i can set a bill to recycle ONLY deadman clothes?
Title: Re: [A16] Mending
Post by: Igotdis on January 10, 2017, 05:22:48 PM
Ah great idea, thanks for the advice
Title: Re: [A16] Mending
Post by: notfood on January 10, 2017, 05:30:27 PM
Quote from: cap75 on January 10, 2017, 04:45:42 PM
How i can set a bill to recycle ONLY deadman clothes?

Same idea. Put down a stockpile that only allows deadman clothes and reduce the radious of the bill to cover that stockpile only and everything will be recycled.

You can also untick allow non-deadman clothes in the recycle bill itself. Same thing.
Title: Re: [A16] Mending
Post by: SurrealSadi on January 11, 2017, 02:15:19 AM
Oh  Yay! I was waiting to see this hit A16!
Title: Re: [A16] Mending
Post by: RickyMartini on January 12, 2017, 09:23:47 AM
Steam update please?
Title: Re: [A16] Mending
Post by: Zebukin on January 12, 2017, 11:20:52 AM
Hi. Thank you for mod. It is very useful with recycling.
It can have some more difficuilty: for each level it should requires more skill to repair.
So legendary apparel can be repaired only by high-skilled crafter.

Or the other way. After repair item have mark 'repaired', can`t be fully repaired and, and can be repaired after it not more than it was after last time.
So if the crafter is not the best, hp of item will go lower and lower after few repairings.

p.s. sorry for bad english (not my native)
Title: Re: [A16] Mending
Post by: Danetta on January 15, 2017, 05:58:45 PM
Normal mode eta?
Title: Re: [A16] Mending
Post by: notfood on January 16, 2017, 03:32:09 PM
It's in the git. Needs MFO to run with no red errors but can work fine without.
Title: Re: [A16] Mending
Post by: RickyMartini on January 16, 2017, 06:04:34 PM
What's MFO?
Title: Re: [A16] Mending
Post by: notfood on January 16, 2017, 06:28:09 PM
ModFriendlyOverrides (https://ludeon.com/forums/index.php?action=dlattach;topic=22763.0;attach=17660)

A work in progress. Info here: https://github.com/notfood/Rimworld-MFO/wiki
Title: Re: [A16] Mending
Post by: RickyMartini on January 17, 2017, 08:06:27 AM
That's looks incredible, thanks
Title: Re: [A15] Mending
Post by: Telarin on January 17, 2017, 08:58:28 AM
Quote from: notfood on January 03, 2017, 09:43:59 PM

  • Removed Mending.SpecialThingFilterWorker, to recover your save use Safe Inside, can be found on steam or Mending thread. New saves don't have to do anything.

Can you elaborate on this? I'm definitely seeing an error related to this on load, but have no idea what Safe Inside is, or how to use it to recover my save. I don't see anything when doing a search of this forum for "Safe Inside" other than this thread.
Title: Re: [A16] Mending
Post by: notfood on January 17, 2017, 02:31:43 PM
Just install it. The feature that was removed was put in that mod and it's bugless.
Title: Re: [A16] Mending
Post by: Thyme on January 26, 2017, 10:30:04 AM
Mending an item removes the D. Intentional?

I'd rather have it not do that. Currently doing tundra and anticipated the substitute of textile income through recycling (no animals to hunt!), but it doesn't pay off to recycle perfectly fine apparel.
Title: Re: [A16] Mending
Post by: swatti on February 18, 2017, 09:02:04 AM
Would it be possible to make a "repair bench" compatible addon that can "wash off" the dead-mans-gear from such?
Title: Re: [A16] Mending
Post by: Canute on February 18, 2017, 12:55:11 PM
Hmm, last time i used it, the "D" flag got removed after a mending.

Or do you want a mending bench that don't remove the "D" ? But that would be unlogical, why should a 100% appearal marked with "D" when you removed all the shooting holes and wash off the blood ?
Title: Re: [A16] Mending
Post by: sixstar on February 18, 2017, 11:49:32 PM
Sorry if this is a noob question, but for some reason i can't seem to get the mod to load at all on a pre-existing save. Some previous posts have said that nothing is required at all to use the mod, besides to just place it in the proper folder. I have A16, and a few other mods on a previous save, however every time i load "mending" i get the "mods mismatch. this file was saved with a different set of mods than those we are currently running... etc" error screen. Doesn't matter where i put it in the order list. Other mods i have loaded with a previous save that were "plug and play" worked with no problem.
Title: Re: [A16] Mending
Post by: Pichu0102 on February 19, 2017, 12:38:46 AM
Quote from: sixstar on February 18, 2017, 11:49:32 PM
Sorry if this is a noob question, but for some reason i can't seem to get the mod to load at all on a pre-existing save. Some previous posts have said that nothing is required at all to use the mod, besides to just place it in the proper folder. I have A16, and a few other mods on a previous save, however every time i load "mending" i get the "mods mismatch. this file was saved with a different set of mods than those we are currently running... etc" error screen. Doesn't matter where i put it in the order list. Other mods i have loaded with a previous save that were "plug and play" worked with no problem.
Your save probably has a pawn trying to do a broken pawn. You can confirm this by turning on dev mode in settings, loading the save, then after it fails to load, open the debug console. You'll see an error there. Usually it's something related to a pawn doing a job incorrectly and the save fails to load. If you know how, you can graft an idle pawn's job onto the bugged out pawn by editing the save file, but if you aren't comfortable with doing that, try loading an earlier save instead.
If the error message isn't a pawn job problem, then I've no clue, sorry.
Title: Re: [A16] Mending
Post by: sixstar on February 19, 2017, 01:45:13 AM
Quote from: Pichu0102 on February 19, 2017, 12:38:46 AM
Your save probably has a pawn trying to do a broken pawn. You can confirm this by turning on dev mode in settings, loading the save, then after it fails to load, open the debug console. You'll see an error there. Usually it's something related to a pawn doing a job incorrectly and the save fails to load. If you know how, you can graft an idle pawn's job onto the bugged out pawn by editing the save file, but if you aren't comfortable with doing that, try loading an earlier save instead.
If the error message isn't a pawn job problem, then I've no clue, sorry.

I don't think it has anything to do with a pawn job problem. The error says this:

~~~~
Exception from asynchronous event: 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[RimWorld.WorkGiverDef,System.Int32].get_Item (RimWorld.WorkGiverDef def) [0x00000] in <filename unknown>:0
  at Fluffy_Tabs.PawnPrioritiesTracker.SetPriority (RimWorld.WorkGiverDef workgiver, Int32 priority, Int32 hour) [0x00000] in <filename unknown>:0
  at Fluffy_Tabs.PawnPrioritiesTracker.SetPriority (RimWorld.WorkGiverDef workgiver, Int32 priority) [0x00000] in <filename unknown>:0
  at Fluffy_Tabs.PawnPrioritiesTracker.SetPriority (Verse.WorkTypeDef worktype, Int32 priority) [0x00000] in <filename unknown>:0
  at Fluffy_Tabs.Detours_WorkSettings._SetPriority (Verse.WorkTypeDef w, Int32 priority) [0x00000] in <filename unknown>:0
  at RimWorld.Pawn_WorkSettings.Disable (Verse.WorkTypeDef w) [0x00000] in <filename unknown>:0
  at Hospitality.Detouring.Pawn_WorkSettings.CheckForDisabledTypes (RimWorld.Pawn_WorkSettings _this, Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Hospitality.Detouring.Pawn_WorkSettings.ExposeData (RimWorld.Pawn_WorkSettings _this) [0x00000] in <filename unknown>:0
  at Verse.PostLoadInitter.DoAllPostLoadInits () [0x00000] in <filename unknown>:0
  at Verse.Game.LoadGame () [0x00000] in <filename unknown>:0
  at Verse.SavedGameLoader.LoadGameFromSaveFile (System.String fileName) [0x00000] in <filename unknown>:0
  at Verse.Root_Play.<Start>m__736 () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action action) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()
~~~~

At first it seemed like the mod was incompatible with fluffy's mods or Hospitality, so i disabled them to see if it would load Mending... and still no load.
Title: Re: [A16] Mending
Post by: Pichu0102 on February 19, 2017, 02:35:48 AM
Quote from: sixstar on February 19, 2017, 01:45:13 AM
Quote from: Pichu0102 on February 19, 2017, 12:38:46 AM
Your save probably has a pawn trying to do a broken pawn. You can confirm this by turning on dev mode in settings, loading the save, then after it fails to load, open the debug console. You'll see an error there. Usually it's something related to a pawn doing a job incorrectly and the save fails to load. If you know how, you can graft an idle pawn's job onto the bugged out pawn by editing the save file, but if you aren't comfortable with doing that, try loading an earlier save instead.
If the error message isn't a pawn job problem, then I've no clue, sorry.

I don't think it has anything to do with a pawn job problem. The error says this:

~~~~
Exception from asynchronous event: 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[RimWorld.WorkGiverDef,System.Int32].get_Item (RimWorld.WorkGiverDef def) [0x00000] in <filename unknown>:0
  at Fluffy_Tabs.PawnPrioritiesTracker.SetPriority (RimWorld.WorkGiverDef workgiver, Int32 priority, Int32 hour) [0x00000] in <filename unknown>:0
  at Fluffy_Tabs.PawnPrioritiesTracker.SetPriority (RimWorld.WorkGiverDef workgiver, Int32 priority) [0x00000] in <filename unknown>:0
  at Fluffy_Tabs.PawnPrioritiesTracker.SetPriority (Verse.WorkTypeDef worktype, Int32 priority) [0x00000] in <filename unknown>:0
  at Fluffy_Tabs.Detours_WorkSettings._SetPriority (Verse.WorkTypeDef w, Int32 priority) [0x00000] in <filename unknown>:0
  at RimWorld.Pawn_WorkSettings.Disable (Verse.WorkTypeDef w) [0x00000] in <filename unknown>:0
  at Hospitality.Detouring.Pawn_WorkSettings.CheckForDisabledTypes (RimWorld.Pawn_WorkSettings _this, Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Hospitality.Detouring.Pawn_WorkSettings.ExposeData (RimWorld.Pawn_WorkSettings _this) [0x00000] in <filename unknown>:0
  at Verse.PostLoadInitter.DoAllPostLoadInits () [0x00000] in <filename unknown>:0
  at Verse.Game.LoadGame () [0x00000] in <filename unknown>:0
  at Verse.SavedGameLoader.LoadGameFromSaveFile (System.String fileName) [0x00000] in <filename unknown>:0
  at Verse.Root_Play.<Start>m__736 () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action action) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()
~~~~

At first it seemed like the mod was incompatible with fluffy's mods or Hospitality, so i disabled them to see if it would load Mending... and still no load.
I think I may know what is wrong, somewhat, but unfortunately, I can't think of a way to fix it very easily, and the long fix I'm thinking of (manually editing pawn work priorities somewhere in the fluffy worktab component in the save) is way too long and may not even work. But I'm thinking Fluffy's Worktab's enhanced work priorities aren't registering the two new Mending jobs correctly, leaving the worktab trying to find the priorities of two more jobs and, uh, not finding it, then panicking. This is mostly guesswork since I haven't really used worktab much but it given how vanilla stores work priorities (just an ordered number list, doesn't actually reference worktype names, lets the game figure it out on load), I'd guess worktab does something similar, which is where it might mess up.
Title: Re: [A16] Mending
Post by: Canute on February 19, 2017, 02:51:30 AM
Fluffy's work tab cause some trouble with some other mods but not with mending and that should be solved with the latest version.
And i don't got problems either with mending + hospitality.
All 3  (mending,work tab, hospitality) are allways part of my default mods and never encounter problems.

You should keep on the dev. mode and play a few days and look if there are some errors during normal gameplay.
Or try to load some older save with mending.

If nothing works. Then you need to play without it or start a new colony.
Title: Re: [A16] Mending
Post by: FreyaMaluk on February 19, 2017, 08:04:18 AM
@notfood can you please include the "normal" version... with repair kits??
Title: Re: [A16] Mending
Post by: XeoNovaDan on February 19, 2017, 12:55:10 PM
Just curious, any ETA of the normal mode of this being updated to A16?
Title: Re: [A16] Mending
Post by: Lethe on February 19, 2017, 07:23:52 PM
So, the not powered recycling table recycles 50% of the materials, but with electricity 100%? Or no power recycled = 25% of materials and electricity jumps it to 50%?
Title: Re: [A16] Mending
Post by: Thyme on February 20, 2017, 09:34:14 AM
Without looking at the code, I think it's 50% as fast as with power.
Title: Re: [A15] Mending
Post by: Pichu0102 on February 26, 2017, 01:56:02 AM
Quote from: notfood on January 03, 2017, 01:56:23 PM
I'll remove that quality degrade next update. It's kinda pointless as it only affects the name. The -50 hp is alright. For the mending, it can be fixed. For the recycling, some materials are lost.
Testing it myself, I found that quality degradation in a version with it still in did affect item stats. http://imgur.com/a/UKpxF
Title: Re: [A16] Mending
Post by: Ruisuki on March 16, 2017, 05:14:34 AM
by modular does that mean i can combine mending and recycling tables into one?
Title: Re: [A16] Mending
Post by: drats666 on April 14, 2017, 01:08:33 AM
no workshop link?
Title: Re: [A16] Mending
Post by: Kassidoo on April 18, 2017, 03:44:06 PM
Hi!

Is this compatible with the Infused mod? Ie, when I mend a piece of clothing, does it keep the infusion?
Title: Re: [A16] Mending
Post by: Lethe on April 18, 2017, 06:00:07 PM
Quote from: Kassidoo on April 18, 2017, 03:44:06 PM
Hi!

Is this compatible with the Infused mod? Ie, when I mend a piece of clothing, does it keep the infusion?

Yes. I use both. Haven't noticed any problems, seems to work perfectly fine.
Title: Re: [A16] Mending
Post by: puschk1n on April 19, 2017, 05:54:12 AM
I downloaded the github source and it seems to work, except that it never uses any mending kits.

Is there any way to make mending costly, because like this the game gets very easy and almost boring very fast.
Title: Re: [A16] Mending
Post by: Kassidoo on April 28, 2017, 12:33:10 PM
Hi, in the recycle bench, is personal shield supposed to not give any return?
Title: Re: [A16] Mending
Post by: Canute on April 28, 2017, 12:39:16 PM
Yes, because there is no crafting recipe for it.
Title: Re: [A16] Mending
Post by: AngleWyrm on May 01, 2017, 10:48:15 PM
Would it be do-able to add a wooden mending bench for use with tribal starts that doesn't require electricity?
Title: Re: [A16] Mending
Post by: Canute on May 02, 2017, 03:11:59 AM
The building material shouldn't be the problem.
But how do you decide what items could be repaired with the "primitive" mending table.
It wouldn't made sense that you can repair power armor, perso. shield and other similar stuff.
Sure it would be possible just to repair tribals and turques at the crafting spot.
And you can select what vanila stuff would be repairable at the primitive mending table, but then any weapon/armor mod need an extra patch to work with it.
Title: Re: [A16] Mending
Post by: AngleWyrm on May 02, 2017, 09:35:04 PM

(https://s-media-cache-ak0.pinimg.com/564x/98/a9/0b/98a90b9965ffd771ca90d4eaf32bd311.jpg)If we make the generalization that industrial & spacer equipment requires steel and plasteel, then perhaps the reverse can be made to apply as well. Items built without the use of steel or plasteel could be considered as satisfying the requirement for low-tech.

There's likely a some grey area in there where some low-tech items have steel, and some high-tech items are built without steel or plasteel, but it seems to be a pattern that most mod developers follow.

A more precise method might be to check if the technology has been researched that enables construction of a given item.
Title: Re: [A16] Mending
Post by: Canute on May 03, 2017, 03:06:33 AM
It would be possible if the item got extra tags for filtering.
Like the "headgear" or "modular armor".
You would need a "tribal" or "medivial" flag for all these items you mention and can assign these for mending only at the simple mending bench.
But other modder need to support that and add proper flags too for their weapons/armor or you need extra patches from yourside.
Title: Re: [A16] Mending
Post by: Edixo on May 03, 2017, 05:14:42 AM
Been playing with this for a while now. Props, it's a great mod, does something I've wanted in the game for a long time.

However, it's slightly overpowered when combined with Glittertech. After the first commando raid I got, my entire colony is now decked out in nano suits and reactive armors.
Title: Re: [A16] Mending
Post by: Minnigin on May 03, 2017, 08:02:42 AM
Quote from: Edixo on May 03, 2017, 05:14:42 AM
However, it's slightly overpowered when combined with Glittertech. After the first commando raid I got, my entire colony is now decked out in nano suits and reactive armors.

you could go into the recipe defs folder and increase the skill requirement for the mend complex apparel recipe
Title: Re: [A16] Mending
Post by: sorrowinrain on May 13, 2017, 05:44:36 AM
Could anyone please port this mod to A17? This mod too awesome and i cant play the game without it  :P
Title: Re: [A16] Mending
Post by: AngleWyrm on May 13, 2017, 06:47:48 PM
Quote from: Edixo on May 03, 2017, 05:14:42 AM
However, it's slightly overpowered when combined with Glittertech. After the first commando raid I got, my entire colony is now decked out in nano suits and reactive armors.
Doesn't that mean that Glittertech raids are overpowered?
Looks like evening the odds to me.
Title: Re: [A16] Mending
Post by: Belgrath on May 19, 2017, 09:02:04 AM
Hi. I love this mod, but it won't load in A17.
Is there any chance of an A17 version to test with the test build of A17?

Anyway keep up the good work.
Title: Re: [A16] Mending
Post by: DeadInferno on May 20, 2017, 06:13:23 PM
Is new game needed?
Title: Re: [A16] Mending
Post by: Zeitresu on May 25, 2017, 08:30:55 AM
I'm a huge fan of your mod, hope to see an A17 version once you have some free time.
RimWorld just isn't the same without it. ~
Title: Re: [A16] Mending
Post by: asquirrel on May 25, 2017, 11:33:39 AM
I went back to A16 until your mod is available for A17.  Game is horrible without it.   I'll keep hoping for an A17 update. :)
Title: Re: [A16] Mending
Post by: SurrealSadi on May 25, 2017, 06:13:01 PM
Wow, people are impatient. A17 JUST came out and people are pestering Mod Makers to update. Mod Makers can't just drop EVERYTHING to update their mods. They have real lives they need to live BEFORE they make the mods we love to use. Be Patient. The mod will get updated.
Title: Re: [A16] Mending
Post by: Famous Shoes on May 25, 2017, 06:20:50 PM
Quote from: SurrealSadi on May 25, 2017, 06:13:01 PM
Wow, people are impatient. A17 JUST came out and people are pestering Mod Makers to update. Mod Makers can't just drop EVERYTHING to update their mods. They have real lives they need to live BEFORE they make the mods we love to use. Be Patient. The mod will get updated.

SurrealSadi, that's some serious negative nonsense you're mixing into this mod's thread. A couple people express their love for the mod and let the author know they look forward to an A17 version "once you have some free time" and you're already in with the "wow", "impatient", "drop EVERYTHING". I also came here to let the author know that there's at least one more user who appreciates the work, which is not pestering.
Title: Re: [A17] Mending
Post by: notfood on May 25, 2017, 07:22:52 PM
(http://i.imgur.com/XWbCrhv.png?1)
A17 Release

(http://i.imgur.com/XEAiSka.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=735241897) Mending 0.17.1.0 (https://github.com/notfood/RimWorld-Mending/releases/download/0.17.1.0/Mending_0.17.1.0.zip)

(http://i.imgur.com/XEAiSka.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=735241569) Mending Easymode 0.17.1.0 (https://github.com/notfood/RimWorld-Mending/releases/download/0.17.1.0/Mending-easymode_0.17.1.0.zip)

- A17 Update
- Removed Recycle table, moved the recipes to the Tailoring benches.
- Fixed the xp gain
- Fixed fuel use

Title: Re: [A17] Mending
Post by: asquirrel on May 25, 2017, 08:07:30 PM
Thank you Notfood!! :)
Title: Re: [A17] Mending
Post by: gehennianviceroy on May 25, 2017, 10:47:33 PM
Absolutely a must have for anybody running a modded Rimworld. Had to duck out of my current colony for a second to snag this the moment I saw you'd updated! Plenty of quality items need repairing and I've got a lot of colonists complaining of ragged clothes!

Cheers!
Title: Re: [A17] Mending
Post by: SurrealSadi on May 26, 2017, 11:27:17 PM
I have this downloaded, and the game is saying it's not compatible with the latest version. Just a heads up.
Title: Re: [A17] Mending
Post by: notfood on May 26, 2017, 11:34:54 PM
I checked both A17 downloads and it's set correctly.

Did you download the right version?
Title: Re: [A17] Mending
Post by: SurrealSadi on May 26, 2017, 11:46:36 PM
Edit: Okay. I'm an idiot. I put the wrong folder in. Please ignore me.
Title: Re: [A17] Mending
Post by: scotty562 on May 28, 2017, 09:10:33 PM
After I make the mending kits, I'm unable to mend anything. I right click the mending table with a capable crafter and there is no option. What could I be doing wrong? A17. Easy mode works fine.
Title: Re: [A17] Mending
Post by: notfood on May 28, 2017, 11:17:41 PM
Do they fuel the table? Mending kits need to be put in the table.
Title: Re: [A17] Mending
Post by: scotty562 on May 29, 2017, 06:23:47 AM
Yes they do.
Title: Re: [A17] Mending
Post by: notfood on May 29, 2017, 06:18:07 PM
I re-checked everything in the workshop and the zips for Mending normal and it works fine.

Can I get a screenshot of the chosen recipe and the thing you are trying to mend?
Title: Re: [A17] Mending
Post by: BJR1984 on May 30, 2017, 03:56:48 AM
in alpha 17, is there a reason that the recycle option only returns on of the item type that the recycled item was made of is there a way to change this to a percent based off of durability?  Example. i recycle a deerhide duster, and only get one deerhide back.

thanks.
Title: Re: [A17] Mending
Post by: Fregrant on May 30, 2017, 04:08:44 AM
skullywag's recycle mod has dependence on an item integrity, but no idea when it will be updated.
Title: Re: [A17] Mending
Post by: notfood on May 30, 2017, 05:08:21 AM
This one uses the exact same formula as SKullywag's for getting the materials back. Except instead of calculating it at the end, it collects cycles of recycling, each cycle adds to the result. The more hp your item has, the more you will retrieve.

Unless it's only doing one cycle... which would mean something went wrong, you should be getting variable number of recycled materials.
Title: Re: [A17] Mending
Post by: BJR1984 on May 30, 2017, 03:19:57 PM
do you know of any mods that would conflict with this?  i'm still testing using a electric tailoring bench. I have had no luck in getting more then one piece. When i get home from work tonight will start up a new colony and run some more tests, maybe a creative style.

Also why did you include Cowboy Hat, Bowler Hat, and Tuque under the Complex material?
Title: Re: [A17] Mending
Post by: notfood on May 30, 2017, 05:01:41 PM
I'm getting 1 too, my mod list is big... I'll see what's wrong.
Title: Re: [A17] Mending
Post by: notfood on May 30, 2017, 08:33:25 PM
I can't facepalm any harder.

dem bugs! (https://github.com/notfood/RimWorld-Mending/commit/6b4807a54b0f637895e0d8409297533f7c554cec)

Fixed issue!

By the way, the formula is Lerp(0, 0.6, skill) * Lerp(0, 0.4, collectedHealth) * totalNonComplexMaterialsInItem * ((TableHasPower+1)/2)

It's in your best interest to have your best skilled crafter with the electrict tailor bench to get the most materials from recycling. It's pretty much the same formula from Skully's mod, the difference is that this one can get multiple materials back if they are part of the recipe as long as they aren't complex like components, medicine or so. This one also doesn't do detours. The reason I disliked Skully's solution is that it detoured code that was used too often and everywhere. This one doesn't detour anything.
Title: Re: [A17] Mending
Post by: Belgrath on May 31, 2017, 07:22:29 AM
Helllo

Thanks Notfood, Great work. I hate waste and thus your mod is a must for me.

:)



Title: Re: [A17] Mending
Post by: Lethe on June 01, 2017, 03:19:28 PM
Notfood, thanks for linking to the bug :D It's always the little things, innit. Thanks for the update! When I eventually make a new colony it'll be great having your mod in there. :D Also, I'm glad the recycling tables are gone. It does make more sense to have them being repaired at the tailoring stations and it's always good to reduce table clutter.

SurrealSadi, I'm right there with you on it. Asking for a17 updates weeks before a17 is even released officially is crazy. Yes, one of them was very nice about it, and that one did come back to give thanks and encouragement ^ which is good. I have no problems at all with that user :), but other people will make an entire account just to make 1 post begging for an update and never even come back to ever say "Thanks so much for the update! Great mod" etc which horrible, imho. The least we can do is cheer on modders and give our thanks to them.

Famous Shoes, if people have are free to ask for updates, then we should be just as free to be grumbly at them and be like 'be patient' >.> I think some of us might be a smidge over protective of the modders since sometimes people can be right arse to them. I've seen on another thread a new user who was strongly pleading for an a17 even though the author is only not updating because they are currently sick. Not even a "hope you get better" to it. Very rude. -grumbles-

Tl;dr: Remember to thank and encourage your wonderful modders! :D
Title: Re: [A17] Mending
Post by: asquirrel on June 24, 2017, 04:25:42 PM
Hi folks,

I'm noticing some things aren't being repaired.  For example, I got a bunch of Orassan weapons (from the race mod Orassan) and my crafting guy isn't repairing them.  Is my skill not high enough?  How can I check to see if that's the case?  One thing I do is select "clear all" and then "select all" for the recipe list.  Sometimes the weapons or items aren't checked so sometimes it fixed the problem when I do that.  Thanks! :)
Title: Re: [A17] Mending
Post by: notfood on June 26, 2017, 12:25:05 AM
Check in the bill tab, it says the required level. Modded items that add categories outside of the vanilla ones will behave that way.
Title: Re: [A17] Mending
Post by: Vlad0mi3r on June 27, 2017, 07:58:54 AM
is this compatible with previously saved games or is it a fresh start?

Excited to give it a try :)
Title: Re: [A17] Mending
Post by: notfood on June 27, 2017, 11:34:20 PM
It's fine to add to an old save. It can be removed safely if you remove the bench and have no pawns doing anything mending/recycling.
Title: Re: [A17] Mending
Post by: Jaxelar on June 29, 2017, 10:06:38 PM
Hey I've noticed that my colonists wont mend some of the Apparello stuff. (Specifically the scarf and Infiltrator headgear). Is there any reason that could be happening?
Title: Re: [A17] Mending
Post by: notfood on June 29, 2017, 10:49:46 PM
Are they not in complex apparel?
Title: Re: [A17] Mending
Post by: Canute on June 30, 2017, 02:31:36 AM
Quote from: Jaxelar on June 29, 2017, 10:06:38 PM
Hey I've noticed that my colonists wont mend some of the Apparello stuff. (Specifically the scarf and Infiltrator headgear). Is there any reason that could be happening?
Did you add apparello later to the game ? Then maybe the stuff is unflagged at existing bills try to check this.
Title: Re: [A17] Mending
Post by: notfood on June 30, 2017, 08:37:03 AM
Even if you add them later, they should appear if the category in Apparelo is right.
Title: Re: [A17] Mending
Post by: Jaxelar on June 30, 2017, 11:24:54 AM
No it's weird because they do appear in the selection menu its just that when I try and make my colonist repair them and they're the last items in my stockpile that haven't been repaired my colonists wont do it on their own and cant e assigned to the mending workbench.
Title: Re: [A17] Mending
Post by: notfood on June 30, 2017, 12:10:25 PM
do they have the skill required?
Title: Re: [A17] Mending
Post by: Jaxelar on June 30, 2017, 02:45:15 PM
20 Crafting skill
Title: Re: [A17] Mending
Post by: notfood on June 30, 2017, 04:18:17 PM
Can you screenshot the relevant things? Like the list of the apparels in the recipe. The item in question and the pawn.
Title: Re: [A17] Mending
Post by: Jaxelar on June 30, 2017, 09:27:11 PM
http://imgur.com/a/mhMYh

Title: Re: [A17] Mending
Post by: notfood on June 30, 2017, 09:53:17 PM
Is that thing non Deadman? Tick the fliter?
Title: Re: [A17] Mending
Post by: Constance68W on June 30, 2017, 11:05:57 PM
If you crafted it/built it/found it, you need to tick that "allow non-deadman" so that way they can fix it.

If you took it off a body, then it's not working properly, but I've never had any issues with Mending and any other mod.. :/
Title: Re: [A17] Mending
Post by: Jaxelar on July 01, 2017, 01:40:39 AM
Thanks dude! It's fixed now and everything is working good
Title: Re: [A17] Mending
Post by: Vlad0mi3r on July 02, 2017, 07:31:35 PM
Notfood,

What can I say but thankyou so much. This mod answers one of the issues I had with the vanilla version of the game. It worked fine with my previous save and fits in nicely with everything.

Really made my day when I saw the recycling and mending taking place no more wasting those shirts and pants at 50% durability.

The only Idea I had for this mod was to reduce the durability an item can be repaired to each time it is repaired. So an item that has durability of 100/100 first repair can get the item to 99/100 second repair 98/100 etc. I think this would answer some players issues about things lasting forever when repairing them.(I don't have any issues and think it is awesome the way it is)

Yet again thankyou  :) 8) :) ;D
Title: Re: [A17] Mending
Post by: notfood on July 06, 2017, 11:11:15 PM
For a brief period it used to reduce durability. Nobody liked it.

Updated to fix a minor bug. Instead of an error being logged when the recycling amount falls under 1, it'll just log a message.
Title: Re: [A17] Mending
Post by: faltonico on July 07, 2017, 08:39:00 AM
Quote from: notfood on July 06, 2017, 11:11:15 PM
For a brief period it used to reduce durability. Nobody liked it.
How about reducing max HP? by appending a "mended" prefix?
Title: Re: [A17] Mending
Post by: Canute on July 07, 2017, 09:01:19 AM
You allready created a lite version, why not a harcore version, which lower the max HP to made the people happy ? :-)
Title: Re: [A17] Mending
Post by: faltonico on July 07, 2017, 09:34:21 AM
My suggestion is to add more flavor to the mod, i'm totally fine with how the normal mode is right now BTW.
Title: Re: [A17] Mending
Post by: notfood on July 07, 2017, 10:48:45 AM
I'll put some settings in the mod menu.
Title: Re: [A17] Mending
Post by: phmalu on July 09, 2017, 05:51:43 AM
And how about limiting the number of times that one can repair an item? Like 2 or 3 times and once you repair ir the durability goes up to 85% or so but not 100%
Because it seems to be a bit OP right now. Also, another possibility would be to increase the repairment cost once repairing is so cheap right now and pawns get the job done too fast.
Additionally, you could keep the normal version as is and add a "hardcore" version instead. So players could choose which version suits you best.
Title: Re: [A17] Mending
Post by: Schwartz on August 04, 2017, 02:02:50 PM
Small note: Mending apparel taken off corpses removes the (D) modifier. I don't think Mending needs to be any more powerful than it already is. ;)
Title: Re: [A17] Mending
Post by: Canute on August 04, 2017, 04:22:48 PM
Schwartz,
I think it must be a mod-conflict at your side, my mending bench don't remove the deadman flag.
Title: Re: [A17] Mending
Post by: Dellamorte on August 04, 2017, 05:03:03 PM
Mending an item also removes the "D" for me aswell, I don't mind that really.
Title: Re: [A17] Mending
Post by: Schwartz on August 04, 2017, 05:31:03 PM
Yeah it does remove (D), just tried it in a fresh game with only this mod running.

It just makes it super easy to circumvent the bad thoughts, which are there for a reason. I don't mind at all that the Mending mod makes the single most sweeping balance change in the game - that's why we use and enjoy it. But a 'flavor' penalty like this would be nice to still have.

I've previously altered the mod to make it more difficult, so this isn't about a 'plz nerf' as much as I thought the (D) thing was just an oversight. Though I wouldn't mind a hardmode if the OP is so inclined.
Title: Re: [A17] Mending
Post by: notfood on August 06, 2017, 04:23:18 PM
It's intentional. If you are repairing/mending fully an item, it should remove the deadmans. You are paying in electricity, time and kits.

I can make an option to disable it for those who don't want it. Is there any demand though? I don't want to work needlessly.
Title: Re: [A17] Mending
Post by: Oblitus on August 06, 2017, 05:07:59 PM
Mending dead man apparel barely makes sense anyway since it is 99% of awful junk; you would likely want just to recycle, or burn since it is faster and you don't want to clutter your warehouse with scraps.
Title: Re: [A17] Mending
Post by: Schwartz on August 06, 2017, 05:42:29 PM
Really? I lifted plenty of good+ armor vests, helmets and power armors off dead raiders. Let's not forget shield belts, which are a pain to produce thanks to the Uranium requirement.

The regular clothes are indeed often junk.
Title: Re: [A17] Mending
Post by: Oblitus on August 06, 2017, 06:09:23 PM
Quote from: Schwartz on August 06, 2017, 05:42:29 PM
Really? I lifted plenty of good+ armor vests, helmets and power armors off dead raiders. Let's not forget shield belts, which are a pain to produce thanks to the Uranium requirement.

The regular clothes are indeed often junk.
Very late game, maybe. But it won't really make difference then.
Title: Re: [A17] Mending
Post by: Canute on August 07, 2017, 03:56:42 AM
Quote from: notfood on August 06, 2017, 04:23:18 PM
It's intentional. If you are repairing/mending fully an item, it should remove the deadmans. You are paying in electricity, time and kits.
It is not the structure or the optical that give the mood debuff. It is the knowledge that someone die inside that, its bad karma.
Like if someone die in a house, housebroker sometimes need to reduce the price for these houses too, even it is fully renovated.
Sure not everyone care about it, but serveral do.

Quote
I can make an option to disable it for those who don't want it. Is there any demand though? I don't want to work needlessly.
I would say you should do it, and it should be off by default.
Don't forget the hugh value income for some items if the D-flag get removed, shoddy power armor at example.
And when you are working on it, what do you think to add another option.
How much repair material is used
0 (lite version, maybe a newly build mending bench got 0.1 material by default)
1, regular version
or higher numbers if someone like it tougher.
Title: Re: [A17] Mending
Post by: Vlad0mi3r on August 08, 2017, 09:29:46 PM

It is not the structure or the optical that give the mood debuff. It is the knowledge that someone die inside that, its bad karma.
Like if someone die in a house, housebroker sometimes need to reduce the price for these houses too, even it is fully renovated.
Sure not everyone care about it, but serveral do.
Quote

Really?? come on, so you strip someone who is bleeding out on the sand. They are going to die in under 1 hour and that makes it all good?? "No no its ok, yeah he died just after but when I took it off him I'm sure I could still hear him breathing, the giant hole in his chest made it hard to tell but yeah I am sure."

Please don't change this mod any more it is great and I love using it.
Title: Re: [A17] Mending
Post by: Schwartz on August 10, 2017, 04:15:25 PM
Well.. we'll just have to agree to disagree. Yeah it is game-y to strip dying enemies and not get the debuff, but you're still looking at a big value difference between deadman and clean items. A value difference you essentially get for free by mending .1 durability. Would be nice to have as a toggle, but it's not terribly important.

Got an issue here where the game started stuttering quite heavily for me, stop-and-go. A ton of mending jobs being created from different pawns, all pointing to the same gun (which happened to be on fire). Had to delete the item. Suspending and resuming the mending jobs did not work.

https://pastebin.com/raw/MxFhzXEH
Title: Re: [A17] Mending
Post by: SpaceDorf on August 10, 2017, 04:37:28 PM
Quote from: Oblitus on August 06, 2017, 05:07:59 PM
Mending dead man apparel barely makes sense anyway since it is 99% of awful junk; you would likely want just to recycle, or burn since it is faster and you don't want to clutter your warehouse with scraps.

I only recycle fully mended items, it adds some sense of balance to the game for me .. is uses a lot of labor and ressource to reclaim .. and I try not to sell damaged items ..
Title: Re: [A17] Mending
Post by: Vlad0mi3r on September 02, 2017, 06:14:19 AM
Ok have been using this mod for a while now and I have come up with a suggestion/Idea.

Two levels of repair kit.

One for simple repairs one for advanced repairs. The simple repair kit should be the same as the repair kit we have now the advanced repair kits should use Plasteel and Devilstrand as the ingredients (with the icon on the kit being red instead of blue). I think that this would make this mod have more of a vanilla feel to it. If you want to repair advanced things like shield belts, powered armour and weapons you are going to need top shelf ingredients to do that. I admit its to easy and cheep at the moment.


I would also suggest additional research in order to be able to conduct advanced repairs.

P.S I still love this mod.
Title: Re: [A17] Mending
Post by: Beathrus on October 15, 2017, 12:32:45 PM
So, how would I go about changing a number of resources it takes to make a mending kit?
Title: Re: [A17] Mending
Post by: Canute on October 15, 2017, 01:58:45 PM
Edit
/Mending/Defs/RecipeDefs/Recipes_Production.xml
look for cloth/steel.
And change the number behind <count>
Title: Re: [A17] Mending
Post by: Beathrus on October 16, 2017, 01:35:30 AM
Quote from: Canute on October 15, 2017, 01:58:45 PM
Edit
/Mending/Defs/RecipeDefs/Recipes_Production.xml
look for cloth/steel.
And change the number behind <count>

Thank you!
Title: Re: [A17] Mending
Post by: SpaceDorf on October 16, 2017, 03:25:27 AM
Quote from: Vlad0mi3r on September 02, 2017, 06:14:19 AM
Two levels of repair kit.

I like the Idea.
The recipe for the Kits could be up to debate.
The way mending kits work at the moment, this would mean two seperate mending tables as well.
Title: Re: [A17] Mending
Post by: Kori on October 16, 2017, 01:51:57 PM
I love this mod!

..and post to follow :)
Title: Re: [A17] Mending
Post by: Valak on October 17, 2017, 08:57:05 AM
I'm really enjoying this mod so far =) I feel like I should tweak it to make it more costly for myself to repair.

Warning for those with other mods that add gear: Some modded items may have high HP (100,000 for Beta Poly simple helmet from Glitter Tech  :o ) and it takes so long to repair that your colonist will likely go insane while working on it. I just had two go insane back-to-back because I wasn't paying attention and it was because they were taking ages to try and repair a single hat, forgoing all sleep and food.
Title: Re: [A17] Mending
Post by: sadpickle on October 18, 2017, 08:53:59 PM
Does this mod require a new save to function or will parts of it break if I try?
Title: Re: [A17] Mending
Post by: Vlad0mi3r on October 18, 2017, 09:19:24 PM
It shouldn't break your save by adding it.

However you probably will not be able to remove it after with out breaking it. Unless you make sure anything to do with the mending mod is removed from your game. repair kits, work benches etc.
Title: Re: [A17] Mending
Post by: kamuii on November 05, 2017, 06:20:02 PM
Will there be a prerelease A18 version of this availiable? This is one of the must have mods.
Title: Re: [A17] Mending
Post by: Kiame on November 13, 2017, 10:38:26 PM
For anyone using ChangeDresser (https://ludeon.com/forums/index.php?topic=35632.0) i've made a mod to allow pawns to remove apparel from ChangeDressers for mending: https://ludeon.com/forums/index.php?topic=36832.0
Title: Re: [A17] Mending
Post by: frenchiveruti on November 22, 2017, 01:38:11 PM
This is such a nice mod, will you release a B18 version for it?
Title: Re: [A17] Mending
Post by: Kiame on November 22, 2017, 02:52:54 PM
Steam and github have the b18 version
Title: Re: [B18] Mending
Post by: notfood on November 23, 2017, 02:16:20 AM
OP updated
Title: Re: [B18] Mending
Post by: fl0 on November 27, 2017, 12:53:29 AM
hi,

first of all thanks for the mod!

i found it and thought i will use it, because i just want an option to get rid of all the useless apparel and i really think the option to reclaim some of its fabric in exchange for worktime is legit.

i kind of also like the idea to be able to repair stuff, but honestly the way you implemented it is pretty imbalanced (in my opinion).

i already read about a possible "hardcore" setting, but here is what i would suggest:

make the mending kits really cheap and fast to produce, with only basic material needed (basically just like it is right now, only even cheaper). each repair consumes a whole mending kit, plus it also needs the materials the apparel is made of. so if i kill a raider with a simple plasteel helmet, i need one mending kit and plasteel to repair it.
for example, the helmet ended the battle with 40% durability. so 60% of the costs to produce a simple plasteel helmet to have it fully repaired. that way repairing becomes basically crafting. the advantages are, its faster to repair the broken helmet than to craft a new one (since 40% of the work is already done) plus it removes the possible deadmans label. this would be balanced in my opinion, since the raider didnt hand you over his helmet for free, so you already put in some effort and possibly risked the life of your pawns.
also one would have to make the decision: do i want to repair this item or not? with mending kits really cheap it wouldnt matter that much at hight tech gear, but it could end up taking more materials when repairing low tech stuff like tribalwear etc.
there could be also the option that higher crafting skill reduces the amount of material needed to repair. so for example a lvl 0 crafter needs the whole material cost to repair and a lvl 20 crafter needs only 80%, because hes just skilled enough to reuse enough of the damaged material.
the formula would be simple: material_needed = (100-durability)*(100-craft_lvl)/100^2 + mending_kit

another idea i had was, the quality of the item should play a role. maybe make it so that shoddy apparell cant be fully repaired, since its shoddy quality. there could be several repair limits, like shoddy wont get better than 60 durabilty, normal 75 etc. only masterworks and legendary can be repaired fully, since they are so high quality that even repairing is easy on them (after the hard work was already done crafting them).

same idea applies to dismantle stuff, higher quality stuff yields more material, that way its a decision if you dismantle some high quality loot for its huge material yield or repair it and equip it yourself.

that way after a tribes people raid the legendary thrumbofur tribal wear is a nice (and rewarding) drop to reclaim fabric, instead of clogging the stockpile till a trader comes and pays 4 bucks for the deadmans apparel.

also maybe the time to repair stuff should take longer than to craft it. that way it would further balance the mod. if i have lots of materials but all crafters are super busy i better not repair stuff but craft it myself. if i have lots of dudes standing around poking their nose but materials are scarce, i invest their time into repairing stuff.

i know what i wrote is demanding much, but tynan balanced apparel for obvious reasons and i really think a mod shoulndt allow it to craft 5 mending kits in few seconds so a pawn can turn a whole stockpile of utter crap into high selling gear in one afternoon.

but still, i would absolutely LOVE it if i had more reasonable options regarding loot after a fight. your mod has the potential! :)
Title: Re: [B18] Mending
Post by: kaorimoch on December 17, 2017, 05:44:05 AM
This mod is a must have for me.

Two questions
1 - I am using a mod with introduces new weapons into the game, but they aren't coming up in the repair complex weapons bill.  Is there a way I can add them in with your mod, or do I need to make some changes to the original mod?
2 - Along with issue 1, I have a selectable item in the bill called "Please read description" which says "If you are reading this, something has gone very wrong!  Please turn on developer mode and delete me!"  I have no idea how to do that or where the error came from.
Title: Re: [B18] Mending
Post by: Canute on December 17, 2017, 06:23:44 AM
Normaly ALL weapons and armor should be repairable.
I didn't encounter any problem with mods they add new weapons/armor.
You should say at last what from which mod are these weapons.

2. At the bill all possible item appear, looks like some modder keep these "Please read description"  for some debug issues and didn't remove it from the final release.
You should ignore these item, or mention it to the mod-author of these mod.
Title: Re: [B18] Mending
Post by: Jo The Veteran on December 18, 2017, 04:00:07 AM
I almost cry when I have to burn my, torn out, legendary thrumbofur duster just because the game does not give me another option. So with that in mind I have gotta say, I really love the implementation your mod brings into the game (and all the other similar mods that came before it). And recycling the clothes of the dead (or the shitty ones) is an unimaginable extra perk, so it is just too much for words. It is just awesome and it MUST become part of the core game eventually.
Than being said, can you somehow make it so the dead people clothes do not end up in the mending bench? I mean, I know this can be done with stockpiles and crafting station ranges, but would be cool if you did not have to go to all that hassle, especially since multiple stockpiles tend to lag the game.

Thank you for all your hard work :D
Title: Re: [B18] Mending
Post by: kaorimoch on December 18, 2017, 06:41:27 AM
Quote from: Canute on December 17, 2017, 06:23:44 AM
Normaly ALL weapons and armor should be repairable.
I didn't encounter any problem with mods they add new weapons/armor.
You should say at last what from which mod are these weapons.
Cybernetic Storm is the mod giving me grief for weapon repairs.  Weapons such as FACER and Cutter don't appear in the bill.  I tried to have a look at the way it stores the weapons but I am not well versed enough in modding.

I traced the "Please read description" item down to the Weapon Tech mod.  It was located at the bottom of the weapon xml file.
Title: Re: [B18] Mending
Post by: notfood on December 18, 2017, 09:31:17 PM
I think their weapons are not a subcategory of the weapon category. That's why they can't be found in the bill.
Title: Re: [B18] Mending
Post by: Nightinggale on December 19, 2017, 12:54:16 AM
Quote from: kaorimoch on December 17, 2017, 05:44:05 AM1 - I am using a mod with introduces new weapons into the game, but they aren't coming up in the repair complex weapons bill.  Is there a way I can add them in with your mod, or do I need to make some changes to the original mod?
Quote from: notfood on December 18, 2017, 09:31:17 PM
I think their weapons are not a subcategory of the weapon category. That's why they can't be found in the bill.
I think that's spot on. At least I noticed that's the issue with Toolmetrics (https://ludeon.com/forums/index.php?topic=35460), which adds a tool category. It's still A17 though, meaning it's not one I will mess with for the time being.

It should be possible to write a patch to add compatibility with this new weapon type and the patch can be in any mod, at least if it uses ModCheck features. The first step in making such a patch would be to know which mod you are talking about.
Title: Re: [B18] Mending
Post by: crusader2010 on December 30, 2017, 03:28:43 PM
Hello,

Is it possible to make pawns take off their clothes when they meet the mending conditions of the production table? It's a hassle to make them drop an item, then wait for another pawn (or force him) to mend, especially since we have no control over what item gets mended.

On the same line of thought, making pawns that do the mending actually take the clothes from other pawns, mending them, then giving them back, would be awesome. As a failsafe, if the pawn dies in the meantime (or some other bad thing happens to him), the items should be put in the best stockpile.

Is this possible to do?
Title: Re: [B18] Mending
Post by: Canute on December 30, 2017, 05:39:29 PM
Quotesince we have no control over what item gets mended.
Sure you have some control.
Just lower the search range to minimum, and drop the clothes in front.

Basicly you need to have 2 x 4 bills up, one set for close range, the other with longer range.
Title: Re: [B18] Mending
Post by: crusader2010 on December 30, 2017, 06:58:58 PM
Quote from: Canute on December 30, 2017, 05:39:29 PM
Quotesince we have no control over what item gets mended.
Sure you have some control.
Just lower the search range to minimum, and drop the clothes in front.

Basicly you need to have 2 x 4 bills up, one set for close range, the other with longer range.

Thanks for the idea. This feels like scratching my head with my toes, though.  :-\
I just want a "normal" way of doing things.
Title: Re: [B18] Mending
Post by: wwWraith on December 30, 2017, 08:27:05 PM
Quote from: crusader2010 on December 30, 2017, 03:28:43 PM
Is it possible to make pawns take off their clothes when they meet the mending conditions of the production table?

Just use "hp" slider (the upper one) in the assigned outfits setup. E.g. if you set it to allow only items with 81-100%, then pawns will take off their clothes if its hp become lower than 81%. Then someone can mend it automatically (if you set your mending recipes to "do forever") and bring back to the stockpile where that or other pawn can wear it automatically again.
Title: Re: [B18] Mending
Post by: Ruisuki on April 04, 2018, 11:54:00 PM
Can you deconstruct clothing from other mods like fashionrimsta? Main complaint about Telkir's bench from expanded cloth is it only affects vanilla.
Title: Re: [B18] Mending
Post by: Canute on April 05, 2018, 01:20:06 AM
I use Recycle from this and Salvage from Vegetable garden. And with both i can use at any appareal piece i found so far.
It depend of the other mod setup a cost list for the clothing if you are geting something back.
At FashionRimsta anything is craftable so you will get something back for sure.
Title: Re: [B18] Mending
Post by: Nightinggale on June 05, 2018, 02:18:09 PM
How do you tell the normal and easy mode Mending mods apart while patching?

I found a steam mod called Small workbenches (https://steamcommunity.com/sharedfiles/filedetails/?id=1331181010) and I noticed that it will patch for Mending if the mod is loaded. However it assumes MendingKit to be present if a mod named Mending is loaded, meaning it causes a lot of errors when using the easy Mending mod.

Obviously the answer is to conditionally patch depending on which version is loaded, but it looks like those two mods are too similar to tell them apart. I found two differences, one is the MendingKit and the other is the different preview image. None of those can be used while patching. Wouldn't it make sense to make at least some difference, like easy mode targets 0.18.0 and normal 0.18.1 in about.xml. ModCheck is able to read that number and that way patch creators will be able to tell them apart. Alternatively renaming one of them, but that would likely be messy to do now that they have been released and the name is in savegames.
Title: Re: [B18] Mending
Post by: Platonov555 on June 28, 2018, 11:21:37 PM
Will this get updated? or is it even possible, with all the changes in 1.0?
Title: Re: [B18] Mending
Post by: Kiame on June 28, 2018, 11:26:07 PM
I can see NotFood is still active on GitHub with other RimWorld mods so i can only assume this mod will get a 1.0 update.

If not, NotFood I will gladly pick this mod up for continued support if you are not planning to update it. I use it too much and I have two mods that use it as well  :D
Title: Re: [B18] Mending
Post by: Platonov555 on June 29, 2018, 01:24:14 PM
Quote from: Kiame on June 28, 2018, 11:26:07 PM
I can see NotFood is still active on GitHub with other RimWorld mods so i can only assume this mod will get a 1.0 update.

If not, NotFood I will gladly pick this mod up for continued support if you are not planning to update it. I use it too much and I have two mods that use it as well  :D

That'd be excellent, we all appreciate you modders a lot
Title: Re: [B18] Mending
Post by: Galvenox on July 03, 2018, 03:15:45 PM
I would really love a 1.0 update for this one...
Title: Re: [B18] Mending
Post by: BlackSmokeDMax on July 03, 2018, 03:32:14 PM
Quote from: Galvenox on July 03, 2018, 03:15:45 PM
I would really love a 1.0 update for this one...

If you can live without the Mending part and just want the Recyling, the Recycle (https://ludeon.com/forums/index.php?topic=18799.0) mod is updated.
Title: Re: [B18] Mending
Post by: Galvenox on July 04, 2018, 02:56:44 PM
Quote from: BlackSmokeDMax on July 03, 2018, 03:32:14 PM
Quote from: Galvenox on July 03, 2018, 03:15:45 PM
I would really love a 1.0 update for this one...

If you can live without the Mending part and just want the Recyling, the Recycle (https://ludeon.com/forums/index.php?topic=18799.0) mod is updated.
yes, that's what I'm using at the moment, but Mending is what it's all about :D thanks though.
Title: Re: [B18] Mending
Post by: Kiame on July 09, 2018, 03:12:47 AM
I've probably done a little too much for an unofficial patch...

Here's a 1.0 version: https://github.com/KiameV/RimWorld-Mending/releases/download/1.0/Mending.zip

Main changes are I've added a Settings page where anyone can adjust the rate of mending failures.
I've also made apparel for mending receipts load dynamically. Now all apparel that requires either an Industrial or Spacer Component are considered complex. All other apparel is simple.

Anyone using Change Dresser or Weapon Storage will need to grab the newest version.
Change Dresser: https://github.com/KiameV/rimworld-changedresser/releases/download/1.0/ChangeDresser.zip
Weapon Storage: https://github.com/KiameV/rimworld-weaponstorage/releases/download/1.0/WeaponStorage.zip

Note: I did not update the ModSync versions for these as nothing is really updated except the mending mod linkages


@NotFood
Sorry I didn't wait for any response from you. If you want me to take this down I will.
Feel free to grab any of the code from my fork  :)
Title: Re: [B18] Mending
Post by: Goberfish on July 09, 2018, 05:36:43 AM
Quote from: Kiame on July 09, 2018, 03:12:47 AM
I've probably done a little too much for an unofficial patch...

Here's a 1.0 version: https://github.com/KiameV/RimWorld-Mending/releases/download/1.0/Mending.zip

For me the apparel recipes didn't work.

Adding the relevant categories to their ingredient lists in the recipe defs appears to have solved this issue, though.
Title: Re: [B18] Mending
Post by: Kiame on July 09, 2018, 09:48:08 AM
hmm

What wasnt working? Did the receipts not have any ingredients listed or  were pawns not doing the bills?
Title: Re: [B18] Mending
Post by: Goberfish on July 09, 2018, 11:55:09 AM
Quote from: Kiame on July 09, 2018, 09:48:08 AMWhat wasnt working? Did the receipts not have any ingredients listed or  were pawns not doing the bills?

The recipes knew that you were talking about apparel (you could go into their details and see the complex apparel listing complex apparel, simple apparel listing simple apparel) but it's like that information wasn't getting to the actual job itself. When there were relevant weapons nearby that fit their bills, the pawns would do it and you could right click on the bench to prioritise it. But when there was relevant apparel nearby, the pawns wouldn't do it and you couldn't right click on the bench to prioritise it, which is what makes me suspect that the job doesn't actually recognise that there's relevant apparel to be used even though the recipes know what types of apparel they're responsible for.

I'm not a modder so I apologise if I'm using terms weirdly but this was the best way I knew how to describe it. If this description doesn't help then let me know and I'd be happy to go back and revert my personal changes and document the problem with images.  :)
Title: Re: [B18] Mending
Post by: Kiame on July 09, 2018, 12:13:10 PM
Thanks you described it well. In my (limited) testing pawns were mending apparel and I was able to right click. I was using a saved game though and that might have added extra data. I'll play around with it more this evening.

I would like to get dynamically loaded bills working for mending as I have a few mods that have what should be complex apparel showing up in the simple apparel mending bills
Title: Re: [B18] Mending
Post by: Galvenox on July 09, 2018, 04:12:00 PM
thank you so much for the update Kiame! but I have the same problem as Goberfish, pawns will mend weapons, but won't mend apparel. and I'm not as bright as Goberfish when it comes to editing files, so could anyone give me a hint what exactly should I do to make it work?
Title: Re: [B18] Mending
Post by: Kiame on July 09, 2018, 06:03:44 PM
I will get to this soonish and will have an update tonight

I did just confirm i can reproduce on my side
Title: Re: [B18] Mending
Post by: Galvenox on July 09, 2018, 07:13:55 PM
managed to fix it myself for now, amazing being a dummy I am. but a proper update will only help I suppose. again, thanks for updating!
Title: Re: [B18] Mending
Post by: Syrchalis on July 09, 2018, 08:14:18 PM
Putting this where ingredients were fixed it for me. Basically only the filter categories were missing.
    <ingredients>
      <li>
        <filter>
          <categories>
            <li>Apparel</li>
          </categories>
        </filter>
        <count>1</count>
      </li>
    </ingredients>
Title: Re: [B18] Mending
Post by: Kiame on July 09, 2018, 09:48:44 PM
Fixed version: https://github.com/KiameV/RimWorld-Mending/releases/download/1.0/Mending.zip

Syrchalis is correct and those that made that change do not need to download this version.

I thought how i was dynamically loading ingredients would cover this (and in my test save it was) but i think there must have been lingering data in the save file that allowed things to continue correctly.

Doesn't help that i had run out of midnight oil as it was 1am when i was testing the final version  ;D


Edit: Depending on if we hear anything from NoFood I will launch this in a new thread and add ModSync RW (https://ludeon.com/forums/index.php?topic=41634.0) support when 1.0 is released
Title: Re: [B18] Mending
Post by: Syrchalis on July 11, 2018, 08:30:02 PM
The awful 32x32 mending kit and the non-pseudo-3D workbench without even proper material management annoyed the hell out of me, so I made new assets:
Mending-Kit is inspired by Repair Workbench (another similar mod)
(https://i.imgur.com/LYX2B6v.png)  --->  (https://i.imgur.com/0kvHjAv.png)

Workbench was a lot of work. Had to make 3 variants with pseudo-3D effect, then another 3 red/black versions so Rimworld knows what it can color in material color and what not. Then it took an hour to get the offset right so the draw size (3.5, 1,5) works, which is the default for all workbenches. Now it aligns perfectly. I also had to completely recolor the thing because it was blue and if you want the material to be not awful it has to be pretty white.
(https://i.imgur.com/qvWfsbf.png)(https://i.imgur.com/ON0zSWh.png)(https://i.imgur.com/YTPrMGE.png)

If notfood wants to use my assets, I would gladly give them to him. (The material red/black ones aren't posted here).

Edit: Okay, this has gotten a bit out of hand. I worked several hours on making this stuff as good as I can. I kind of wanted to play actually.
Title: Re: [B18] Mending
Post by: Kiame on July 11, 2018, 09:29:47 PM
i will include in my fork syrchalis
Title: Re: [B18] Mending
Post by: Syrchalis on July 11, 2018, 10:19:28 PM
I sent you a PM with a link to the assets. I'm using them in my current game already, so I can say they work.

(https://i.imgur.com/4VHz3FM.jpg)
Title: Re: [B18] Mending
Post by: Kiame on July 11, 2018, 11:27:54 PM
Updated with the new texture: https://github.com/KiameV/RimWorld-Mending/releases/tag/1.0

I scaled the textures in the def to match the other production tables. I also figured out how to show a chair icon when placing the mending bench. Added ModSync RW (https://ludeon.com/forums/index.php?topic=41634.0) support too just for the heck of it  :P

(https://i.imgur.com/sSrNB8A.jpg)
Title: Re: [B18] Mending
Post by: Kiame on July 12, 2018, 01:57:46 PM
Looks like i goofed and recompiled the mending.dll when i didnt need to. In short, for anyone that's using 1.0 versions of Change Dresser and/or Weapon Storage will need to update their download.
Change Dresser: https://github.com/KiameV/rimworld-changedresser/releases/download/1.0/ChangeDresser.zip
Weapon Stroage: https://github.com/KiameV/rimworld-weaponstorage/releases/download/1.0/WeaponStorage.zip

Sorry for the inconvenience. Hopefully my mending fork is stable now so this won't happen again  :)
Title: Re: [B18] Mending
Post by: Kiame on July 24, 2018, 02:11:00 AM
Updated to work with the latest 1.0 unstable version:
https://github.com/KiameV/RimWorld-Mending/releases/download/1.0/Mending.zip
Title: Re: [B18] Mending
Post by: MisterLock on July 24, 2018, 07:34:39 PM
Quote from: Kiame on July 24, 2018, 02:11:00 AM
Updated to work with the latest 1.0 unstable version:
https://github.com/KiameV/RimWorld-Mending/releases/download/1.0/Mending.zip

I was just gonna post that the mod became broken, now I want to thank you for noticing and updating it all on your own accord, gracias.
Title: Re: [B18] Mending
Post by: Syrchalis on August 03, 2018, 08:15:20 AM
Quote from: Kiame on July 11, 2018, 11:27:54 PM
Updated with the new texture: https://github.com/KiameV/RimWorld-Mending/releases/tag/1.0

I scaled the textures in the def to match the other production tables. I also figured out how to show a chair icon when placing the mending bench. Added ModSync RW (https://ludeon.com/forums/index.php?topic=41634.0) support too just for the heck of it  :P

Please update with new textures:
https://www.dropbox.com/s/5gxde73nvlisty2/Buildings.7z?dl=0

I've been modding a crapton lately and I got a lot better at making proper textures so I remade the mending table from scratch. It now uses the same drawsize as normal workbenches (3.5, 1.5) and looks generally a lot better.
(https://i.imgur.com/bi5kgBy.png)(https://i.imgur.com/VPo4w9A.png)(https://i.imgur.com/Y3er9o5.png)
Title: Re: [B18] Mending
Post by: Kiame on August 03, 2018, 10:35:39 AM
ooo i'll update some time today
Title: Re: [B18] Mending
Post by: Kiame on August 05, 2018, 03:15:12 AM
Textures are up now. It'll be part of the next update (either when this breaks or for 1.0 final)
Title: Re: [B18] Mending
Post by: Syrchalis on August 05, 2018, 03:28:52 AM
Yeah it's fine, I mean I got the textures in my game already =p
Title: Re: [B18] Mending
Post by: Sixdd on August 09, 2018, 10:32:03 PM
Hey Kiame, just letting you know that on your github for this project you have a duplicate texture, TableMending_north.png and TableMending_north.PNG. On linux these would be treated as separate files and may cause issues, on windows one just overrides the other so no worries. Hope that helps :D
Title: Re: [B18] Mending
Post by: Kiame on August 09, 2018, 11:33:16 PM
Quote from: Sixdd on August 09, 2018, 10:32:03 PM
Hey Kiame, just letting you know that on your github for this project you have a duplicate texture, TableMending_north.png and TableMending_north.PNG. On linux these would be treated as separate files and may cause issues, on windows one just overrides the other so no worries. Hope that helps :D

Doh

Updated and went ahead and incremented the version.

[1.0] Update. Now has better textures
Title: Re: [B18] Mending
Post by: Syrchalis on August 15, 2018, 08:04:55 PM
Getting this error since the patch - did you recompile the mending.dll? It's the mending patch from change dresser.

Could not execute post-long-event action. Exception: System.TypeInitializationException: An exception was thrown by the type initializer for MendingWeaponStoragePatch.HarmonyPatches ---> System.ArgumentException: No target method specified for class MendingWeaponStoragePatch.Patch_WorkGiver_DoBill_TryFindBestBillIngredients
  at Harmony.PatchProcessor.PrepareType () [0x00000] in <filename unknown>:0
  at Harmony.PatchProcessor..ctor (Harmony.HarmonyInstance instance, System.Type type, Harmony.HarmonyMethod attributes) [0x00000] in <filename unknown>:0
  at Harmony.HarmonyInstance.<PatchAll>b__7_0 (System.Type type) [0x00000] in <filename unknown>:0
  at Harmony.CollectionExtensions.Do[Type] (IEnumerable`1 sequence, System.Action`1 action) [0x00000] in <filename unknown>:0
  at Harmony.HarmonyInstance.PatchAll (System.Reflection.Assembly assembly) [0x00000] in <filename unknown>:0
  at MendingWeaponStoragePatch.HarmonyPatches..cctor () [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
  at (wrapper managed-to-native) System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor (intptr)
  at System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor (RuntimeTypeHandle type) [0x00026] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Runtime.CompilerServices/RuntimeHelpers.cs:101
  at Verse.StaticConstructorOnStartupUtility.CallAll () [0x00022] in C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\StaticConstructorOnStartup.cs:26
  at Verse.PlayDataLoader.<DoPlayLoad>m__2 () [0x00001] in C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:280
  at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00036] in C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:489
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.LongEventHandler:ExecuteToExecuteWhenFinished() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:493)
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:402)
Verse.LongEventHandler:LongEventsUpdate(Boolean&) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:257)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Entry.cs:38)
Title: Re: [B18] Mending
Post by: K1tty on August 25, 2018, 01:05:42 PM
Quote from: Goberfish on July 09, 2018, 11:55:09 AM
Quote from: Kiame on July 09, 2018, 09:48:08 AMWhat wasnt working? Did the receipts not have any ingredients listed or  were pawns not doing the bills?

The recipes knew that you were talking about apparel (you could go into their details and see the complex apparel listing complex apparel, simple apparel listing simple apparel) but it's like that information wasn't getting to the actual job itself. When there were relevant weapons nearby that fit their bills, the pawns would do it and you could right click on the bench to prioritise it. But when there was relevant apparel nearby, the pawns wouldn't do it and you couldn't right click on the bench to prioritise it, which is what makes me suspect that the job doesn't actually recognise that there's relevant apparel to be used even though the recipes know what types of apparel they're responsible for.

I'm not a modder so I apologise if I'm using terms weirdly but this was the best way I knew how to describe it. If this description doesn't help then let me know and I'd be happy to go back and revert my personal changes and document the problem with images.  :)
I am getting this exact issue on b18
Title: Re: [B19] Mend And Recycle
Post by: notfood on August 28, 2018, 01:41:51 PM
B19 Released, steam will follow soon, enjoy.
Title: Re: [B19] Mend And Recycle
Post by: Kiame on August 28, 2018, 09:58:16 PM
thanks for including the options notfood. Took my version down and have a link to redirect people to your page  :)
Title: Re: [B19] Mend And Recycle
Post by: notfood on August 30, 2018, 04:47:32 AM
Thanks for the support Kiame.

New update: I added a toogle for power.
Title: Re: [B19] Mend And Recycle
Post by: alexdgreat on August 30, 2018, 05:56:55 AM
It is intentional, that the mending workbench has a smaller size, then other benches? (3x1 vs 3.5x1.5) Looks oddly, for me.

[attachment deleted due to age]
Title: Re: [B19] Mend And Recycle
Post by: Syrchalis on August 30, 2018, 07:24:34 AM
No it's not, I made the texture to be used with the vanilla size of (3.5, 1,5).
Title: Re: [B19] Mend And Recycle
Post by: notfood on August 30, 2018, 10:53:38 AM
You're right, how odd. I didn't notice. I released 0.19.3.0 to fix it.
Title: Re: [B19] Mend And Recycle
Post by: bigheadzach on September 12, 2018, 03:33:44 PM
Two questions:
1) Do mended apparel remove the Tainted quality?
2) Is there a best practice to get mendable apparel off of people and into a mending job without drafting and micromanagement?
Title: Re: [B19] Mend And Recycle
Post by: Redzik on September 12, 2018, 04:23:13 PM
1) Do mended apparel remove the Tainted quality?

Yes


2) Is there a best practice to get mendable apparel off of people and into a mending job without drafting and micromanagement?

Yes
Assign -> Outfits -> Menage outfits
Title: Re: [B19] Mend And Recycle
Post by: Canute on September 12, 2018, 04:23:53 PM
2. Adjust your clothing restriction, so they only wear 80-100% clothes.
Then they remove them self to wear fresh ones.
Title: Re: [B19] Mend And Recycle
Post by: bigheadzach on September 12, 2018, 04:58:37 PM
Quote from: Canute on September 12, 2018, 04:23:53 PM
2. Adjust your clothing restriction, so they only wear 80-100% clothes.
Then they remove them self to wear fresh ones.

Perfect, thanks!
Title: Re: [B19] Mend And Recycle
Post by: crusader2010 on October 13, 2018, 03:35:11 PM
Hi! Is it possible to make "Mending" a possible action when right clicking an item (if the Mending table is busy, pawns should get the item to a fitting stockpile and wait until they can repair it)? Or to somehow prevent pawns from wearing certain apparel before it gets mended? I'm looking for an easier solution than using outfits - right now it's very annoying and takes a lot of time and micromanagement.
Title: Re: [B19] Mend And Recycle
Post by: Kiame on October 13, 2018, 05:58:29 PM
The best way I've found to do it is have outfits allow apparel with greater than 90% hp. This will keep apparel rotating.

If you want pawns to keep specific apparel pieces consider using Change Dresser custom outfits
https://ludeon.com/forums/index.php?topic=41483.0
Title: Re: [B19] Mend And Recycle
Post by: FoxXeL on October 20, 2018, 08:31:36 AM
Update please?
Title: Re: [B19] Mend And Recycle
Post by: Kiame on October 20, 2018, 11:15:15 AM
The B19 version works in 1.0
Title: Re: [B19] Mend And Recycle
Post by: Backstab1993 on October 25, 2018, 08:59:30 PM
I just want to say thank you. This mod has saved my playthrough... after so many raids and so much clothing... i was pointed here from the community... so... THANKS!!!!
Title: Re: [B19] Mend And Recycle
Post by: ISO87 on October 26, 2018, 11:31:57 AM
Quote from: Kiame on October 20, 2018, 11:15:15 AM
The B19 version works in 1.0

I get this error on load up  and the colonists don't work at the mending benches


QuoteFailed to patch Mending & Recycling.
No target method specified for class MendingChangeDresserPatch.Patch_WorkGiver_DoBill_TryFindBestBillIngredients (declaringType=, methodName =TryFindBestBillIngredients, methodType=, argumentTypes=NULL)
Verse.Log:Error(String, Boolean)
MendingChangeDresserPatch.HarmonyPatches:.cctor()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(IntPtr)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(RuntimeTypeHandle)
Verse.StaticConstructorOnStartupUtility:CallAll()
Verse.PlayDataLoader:<DoPlayLoad>m__2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

Failed to patch Mending & Recycling.
No target method specified for class MendingInfiniteStoragePatch.Patch_WorkGiver_DoBill_TryFindBestBillIngredients (declaringType=, methodName =TryFindBestBillIngredients, methodType=, argumentTypes=NULL)
Verse.Log:Error(String, Boolean)
MendingInfiniteStoragePatch.HarmonyPatches:.cctor()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(IntPtr)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(RuntimeTypeHandle)
Verse.StaticConstructorOnStartupUtility:CallAll()
Verse.PlayDataLoader:<DoPlayLoad>m__2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

Failed to patch Mending & Recycling.
No target method specified for class MendingWeaponStoragePatch.Patch_WorkGiver_DoBill_TryFindBestBillIngredients (declaringType=, methodName =TryFindBestBillIngredients, methodType=, argumentTypes=NULL)
Verse.Log:Error(String, Boolean)
MendingWeaponStoragePatch.HarmonyPatches:.cctor()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(IntPtr)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(RuntimeTypeHandle)
Verse.StaticConstructorOnStartupUtility:CallAll()
Verse.PlayDataLoader:<DoPlayLoad>m__2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()



There's a recommended load order, or i'm missing something?
Title: Re: [B19] Mend And Recycle
Post by: Canute on October 26, 2018, 11:42:47 AM
Mend&Recycle should be before Change dresser, since change dresser want to patch it.

But someone else mention in the change dresser topic there is a problem with the Github release of Mend&recycle.
Title: Re: [B19] Mend And Recycle
Post by: Kiame on October 26, 2018, 12:01:33 PM
I'll look into the change dresser/weapon storage/infinite storage issue tonight though it should all be resolved at this point

Just to make sure you have the most up-to-date version of all the mods?
Title: Re: [B19] Mend And Recycle
Post by: Sirsim on October 26, 2018, 01:50:15 PM
I am using the B19 version and beside the error on loading Rimworld haven't noticed other errors in game.
Title: Re: [B19] Mend And Recycle
Post by: notfood on October 26, 2018, 03:49:50 PM
Use the master version until the beta testers at steam clear all the issues, it supports 1.0

https://github.com/notfood/RimWorld-MendAndRecycle/archive/master.zip
Title: Re: [B19] Mend And Recycle
Post by: ISO87 on October 27, 2018, 12:29:17 AM
Quote from: notfood on October 26, 2018, 03:49:50 PM
Use the master version until the beta testers at steam clear all the issues, it supports 1.0

https://github.com/notfood/RimWorld-MendAndRecycle/archive/master.zip

Now it work flawlessly, thanks!!
Title: Re: [B19] Mend And Recycle
Post by: NoCanDo on October 27, 2018, 02:46:08 PM
Quote from: ISO87 on October 27, 2018, 12:29:17 AM
Quote from: notfood on October 26, 2018, 03:49:50 PM
Use the master version until the beta testers at steam clear all the issues, it supports 1.0

https://github.com/notfood/RimWorld-MendAndRecycle/archive/master.zip

Now it work flawlessly, thanks!!

it does?? I'm getting MissingSkill
Title: Re: [B19] Mend And Recycle
Post by: notfood on October 27, 2018, 03:18:05 PM
More details?
Title: Re: [B19] Mend And Recycle
Post by: alexo on October 29, 2018, 11:27:46 PM
v1 pls.
Title: Re: [B19] Mend And Recycle
Post by: vovik on November 22, 2018, 05:12:44 PM
your research definition is missing coordinates for mending research in tech tree, resulting in weird view
Title: Re: [B19] Mend And Recycle
Post by: Mc_Peterson on November 25, 2018, 10:52:00 AM
V 1.0 please
Title: Re: [B19] Mend And Recycle
Post by: Canute on November 25, 2018, 12:25:32 PM
Mc_Peterson,
download the master from Github.
Title: Re: [B19] Mend And Recycle
Post by: N0xiety on November 27, 2018, 04:50:16 PM
Having the same problem with all the apparel that has more than one component. So for example when i try to recycle a flak vest, flak jacket or flak pants, it is giving me the same error and only the steel is recovered while no cloth is recovered. This same thing happens with Marine Armor. Only the uranium is recovered and no plasteel or advanced components recovered. This doesn't seem to happen with Marine Helmet and it recovers the plasteel. Tho Marine Helmet also has an advanced component in it, i assume that the component can't be recycled as there is only 1 component and there can be no recovery from a helmet. So the error doesn't happen. But anything else with more than one component in its making has this same problem. Advanced Helmet also has this problem. Only the ingredients used like steel, silver, ect are recovered and none of the plasteel is given back. Also the Psychic Foil Helmet is a non craftable item, but has a recycle que. It obviously gives nothing but an error. There are other non craftable items set for recycle like doomsday launcher ect. It would be good to remove them to prevent confusion. Also, no item seems to give back components even when there should atleast be some. Like minigun, which needs 20 components to craft. No matter how much of a bad shape it's in atleast a couple components should be there. If the excuse is that the weapon is being smelted, then components worth of steel should be recovered as a +

JobDriver threw exception in initAction for pawn Gregory-Heap driver=JobDriver_Recycle (toilIndex=10) driver.job=(Recycle (Job_3208619) A=Thing_ElectricTailoringBench567472 B=Thing_Apparel_FlakVest1139695 C=(191, 0, 97)) lastJobGiver=RimWorld.JobGiver_Work
System.ArgumentException: SplitOff with count <= 0
Parameter name: count
  at Verse.Thing.SplitOff (Int32 count) [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.SplitOff (Int32 count) [0x00000] in <filename unknown>:0
  at Verse.Pawn_CarryTracker.TryStartCarry (Verse.Thing item, Int32 count, Boolean reserve) [0x00000] in <filename unknown>:0
  at MendAndRecycle.JobDriver_DoBill.<Store>b__2_0 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
MendAndRecycle.<>c__DisplayClass4_0:<DoBill>b__1()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

JobDriver threw exception in initAction for pawn Gregory-Heap driver=JobDriver_Recycle (toilIndex=10) driver.job=(Recycle (Job_3225322) A=Thing_ElectricTailoringBench567472 B=Thing_Apparel_FlakJacket1139700 C=(191, 0, 97)) lastJobGiver=RimWorld.JobGiver_Work
System.ArgumentException: SplitOff with count <= 0
Parameter name: count
  at Verse.Thing.SplitOff (Int32 count) [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.SplitOff (Int32 count) [0x00000] in <filename unknown>:0
  at Verse.Pawn_CarryTracker.TryStartCarry (Verse.Thing item, Int32 count, Boolean reserve) [0x00000] in <filename unknown>:0
  at MendAndRecycle.JobDriver_DoBill.<Store>b__2_0 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
MendAndRecycle.<>c__DisplayClass4_0:<DoBill>b__1()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

JobDriver threw exception in initAction for pawn Gregory-Heap driver=JobDriver_Recycle (toilIndex=10) driver.job=(Recycle (Job_3256517) A=Thing_ElectricTailoringBench567472 B=Thing_Apparel_FlakPants1139391 C=(191, 0, 97)) lastJobGiver=RimWorld.JobGiver_Work
System.ArgumentException: SplitOff with count <= 0
Parameter name: count
  at Verse.Thing.SplitOff (Int32 count) [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.SplitOff (Int32 count) [0x00000] in <filename unknown>:0
  at Verse.Pawn_CarryTracker.TryStartCarry (Verse.Thing item, Int32 count, Boolean reserve) [0x00000] in <filename unknown>:0
  at MendAndRecycle.JobDriver_DoBill.<Store>b__2_0 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
MendAndRecycle.<>c__DisplayClass4_0:<DoBill>b__1()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

JobDriver threw exception in initAction for pawn Gregory-Heap driver=JobDriver_Recycle (toilIndex=10) driver.job=(Recycle (Job_3263311) A=Thing_ElectricTailoringBench567472 B=Thing_Apparel_PowerArmor1139361 C=(191, 0, 97)) lastJobGiver=RimWorld.JobGiver_Work
System.ArgumentException: SplitOff with count <= 0
Parameter name: count
  at Verse.Thing.SplitOff (Int32 count) [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.SplitOff (Int32 count) [0x00000] in <filename unknown>:0
  at Verse.Pawn_CarryTracker.TryStartCarry (Verse.Thing item, Int32 count, Boolean reserve) [0x00000] in <filename unknown>:0
  at MendAndRecycle.JobDriver_DoBill.<Store>b__2_0 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
MendAndRecycle.<>c__DisplayClass4_0:<DoBill>b__1()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

JobDriver threw exception in initAction for pawn Gregory-Heap driver=JobDriver_Recycle (toilIndex=10) driver.job=(Recycle (Job_3265583) A=Thing_ElectricTailoringBench567472 B=Thing_Apparel_AdvancedHelmet1194897 C=(191, 0, 97)) lastJobGiver=RimWorld.JobGiver_Work
System.ArgumentException: SplitOff with count <= 0
Parameter name: count
  at Verse.Thing.SplitOff (Int32 count) [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.SplitOff (Int32 count) [0x00000] in <filename unknown>:0
  at Verse.Pawn_CarryTracker.TryStartCarry (Verse.Thing item, Int32 count, Boolean reserve) [0x00000] in <filename unknown>:0
  at MendAndRecycle.JobDriver_DoBill.<Store>b__2_0 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
MendAndRecycle.<>c__DisplayClass4_0:<DoBill>b__1()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

JobDriver threw exception in initAction for pawn Gregory-Heap driver=JobDriver_Recycle (toilIndex=10) driver.job=(Recycle (Job_3309454) A=Thing_ElectricTailoringBench567472 B=Thing_Apparel_PsychicFoilHelmet1139627 C=(191, 0, 97)) lastJobGiver=RimWorld.JobGiver_Work
System.ArgumentException: SplitOff with count <= 0
Parameter name: count
  at Verse.Thing.SplitOff (Int32 count) [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.SplitOff (Int32 count) [0x00000] in <filename unknown>:0
  at Verse.Pawn_CarryTracker.TryStartCarry (Verse.Thing item, Int32 count, Boolean reserve) [0x00000] in <filename unknown>:0
  at MendAndRecycle.JobDriver_DoBill.<Store>b__2_0 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
MendAndRecycle.<>c__DisplayClass4_0:<DoBill>b__1()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [B19] Mend And Recycle
Post by: Canute on November 27, 2018, 05:34:22 PM
Got the same error with the latest master from Github
JobDriver threw exception in initAction for pawn Chewy driver=JobDriver_Recycle (toilIndex=10) driver.job=(Recycle (Job_6403) A=Thing_ElectricTailoringBench29871 B=Thing_Apparel_FlakVest29873 C=(99, 0, 151)) lastJobGiver=Verse.AI.ThinkNode_QueuedJob
System.ArgumentException: SplitOff with count <= 0
Parameter name: count
  at Verse.Thing.SplitOff (Int32 count) [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.SplitOff (Int32 count) [0x00000] in <filename unknown>:0
  at Verse.Pawn_CarryTracker.TryStartCarry (Verse.Thing item, Int32 count, Boolean reserve) [0x00000] in <filename unknown>:0
  at MendAndRecycle.JobDriver_DoBill.<Store>b__2_0 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
MendAndRecycle.<>c__DisplayClass4_0:<DoBill>b__1()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

https://git.io/fpgXK
Title: Re: [B19] Mend And Recycle
Post by: notfood on November 27, 2018, 09:06:59 PM
I wasn't setting the thing to carry if list had more than one ingredient.

Updated on master.
Title: Re: [1.0] Mend And Recycle
Post by: notfood on November 27, 2018, 10:45:14 PM
There is currently an issue with KiameV mods, he hardcoded the DLL and I just updated it. It'll warn about something that "can't find MendAndRecycle.JobDriver_DoBill". It blocks the workgiver pawn won't do any work, I can't do anything about it. Sorry. You will have to play without changedresser/weaponstorage or Mending.

Alternatively, use this commit (https://github.com/notfood/RimWorld-MendAndRecycle/archive/7b46a36adf06def17afd8fb50beedcb893dcc06f.zip) or delete the Assemblies/MendingChangeDresserPatch.dll in Kiame's mods.
Title: Re: [1.0] Mend And Recycle
Post by: Kiame on November 28, 2018, 12:45:28 AM
Change Dresser, Infinite Storage, and Weapon Storage have all been updated.

With notfood's changes and the updates to my mods, these mods are no longer dependent on each other. If notfood updates mending in the future none of the storage mods will need to be updated to work.
Title: Re: [1.0] Mend And Recycle
Post by: bigheadzach on November 28, 2018, 08:48:59 AM
What about Change Mirror?
Title: Re: [1.0] Mend And Recycle
Post by: Kiame on November 28, 2018, 10:33:20 AM
Change mirror does not store anything and thus never needed a patch
Title: Re: [1.0] Mend And Recycle
Post by: RemisRO on November 28, 2018, 02:14:06 PM
What does "Percentage of Max Hit Points in play" do?
Title: Re: [1.0] Mend And Recycle
Post by: notfood on November 28, 2018, 04:20:05 PM
Everytime you mend or recycle, a certain percent of the max HP of the item is gambled. If you suceed, you fix or recover it, if you fail, you lose that * a random number of times.
Title: Re: [1.0] Mend And Recycle
Post by: crusader2010 on November 29, 2018, 01:46:43 PM
Hi. Is there any way to make pawns mend whatever they are wearing (themselves and other pawns), then put them back on?
Title: Re: [1.0] Mend And Recycle
Post by: Canute on November 29, 2018, 02:32:29 PM
notfood,
do you think it was a good idea to put the Mending kit recipe at the mending bench only ?
How do you craft them, when you don't have  fuel for the mending bench ?
Alternative  the Mending bench could be full fueled when you build it like the campfire.

Title: Re: [1.0] Mend And Recycle
Post by: N0xiety on November 29, 2018, 02:51:38 PM
I can't seem to craft the mending kit. For crafting mending kid, the table wants fuel, which is mending kits... I spawned some mending kit, fueled the table, and then the table was able to craft more mending kits. The table doesn't use fuel when crafting mending kits, but this makes it impossible to craft the first mending kit. I could always get around this by just spawning the first mending kit, but i would rather not use the cheat console. I was just testing if everything worked now and stumbled upon this. Is it just me having this problem?

Oh also the mending kit doesn't seem to deteriorate when left outside. Some fell with debris and have been outside for like half a year as i didn't care to get it in my mod test map.
Title: Re: [1.0] Mend And Recycle
Post by: notfood on November 29, 2018, 04:45:37 PM
Check the crafting spot.
Title: Re: [1.0] Mend And Recycle
Post by: Canute on November 30, 2018, 03:42:33 AM
Grrr how did i oversaw that, i even use helptab and checked for that.

But i realy liked the old way to craft them at the tailor bench.
Title: Re: [1.0] Mend And Recycle
Post by: Canute on December 02, 2018, 03:41:12 AM
Another small issue.
At the Mend simple appareal bill you got allowed Marine stuff and shield/smoke belts at the ingriendient list. But they don't work as input.
They are all for Complex appareal.
Title: Re: [1.0] Mend And Recycle
Post by: ShEsHy on December 15, 2018, 10:40:48 AM
There is a bug where the pawns just endlessly "work" on the bill (both mend and recycle), with mend kits enabled or disabled. The pawns just stand there, no skill increase, no change in the progress bar above the clothing item (which appears to be the item's hitpoints). There's also the occasional "failed" floating text (even with fail chance set to 0), after which the progress bar disappears, but the pawn still just stands there, as if it's working. 

Tested this in new games with only (Core and) Mend And Recycle mod(s) enabled.
Game version: 1.0.2096 (64bit)
Mod version: 1.0.1.1

Anyone else experiencing this? Or did I do something to my game installation?
Title: Re: [1.0] Mend And Recycle
Post by: Canute on December 15, 2018, 11:29:17 AM
No working without problems at my side (with serveral other mods too).
Do you got an error/warnings at the log ?
Title: Re: [1.0] Mend And Recycle
Post by: ShEsHy on December 15, 2018, 11:45:19 AM
Nothing. No errors/warnings whatsoever. Guess I'll try reinstalling the game, though I doubt that's gonna help, since I did nothing to it other than install mods.
Title: Re: [1.0] Mend And Recycle
Post by: notfood on December 15, 2018, 12:07:12 PM
Check the HP range, it has to be from 0 to 99. Not 0 to 100.
Title: Re: [1.0] Mend And Recycle
Post by: Canute on December 15, 2018, 01:25:53 PM
Quote from: ShEsHy on December 15, 2018, 11:45:19 AM
Nothing. No errors/warnings whatsoever. Guess I'll try reinstalling the game, though I doubt that's gonna help, since I did nothing to it other than install mods.
When you don't have error's at the log, a reinstall won't help.
And steam reinstall you can forget anyway.
You can try and look at the config folder to delete the config file for the mod.
Title: Re: [1.0] Mend And Recycle
Post by: ShEsHy on December 15, 2018, 02:38:17 PM
Quote from: notfood on December 15, 2018, 12:07:12 PM
Check the HP range, it has to be from 0 to 99. Not 0 to 100.
Tried it (setting the bill to 0-99%, recycling a 39% shirt, and mending a 76% pair of pants), still nothing. The pawns still just stand there, with the work animation particles and sound, but nothing actually being done.

Quote from: Canute on December 15, 2018, 01:25:53 PM
When you don't have error's at the log, a reinstall won't help.
And steam reinstall you can forget anyway.
You can try and look at the config folder to delete the config file for the mod.
Yeah, it didn't help. Also, I don't see anything in the config that could affect it:
<?xml version="1.0" encoding="utf-8"?>
<SettingsBlock>
<ModSettings Class="MendAndRecycle.Settings">
<requiresFuel>False</requiresFuel>
<requiresPower>False</requiresPower>
<costFromMaxHitPoints>0</costFromMaxHitPoints>
<chances>
<keys>
<li>Undefined</li>
<li>Animal</li>
<li>Neolithic</li>
<li>Medieval</li>
<li>Industrial</li>
<li>Spacer</li>
<li>Ultra</li>
<li>Archotech</li>
</keys>
<values>
<li>0.01</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
</values>
</chances>
</ModSettings>
</SettingsBlock>
Title: Re: [1.0] Mend And Recycle
Post by: notfood on December 15, 2018, 03:11:54 PM
Can you download master instead of the release?
Title: Re: [1.0] Mend And Recycle
Post by: ShEsHy on December 15, 2018, 03:38:28 PM
Quote from: notfood on December 15, 2018, 03:11:54 PM
Can you download master instead of the release?
You're a genius. It freaking worked, thank you so much.

Also, there was a "failed" floating text that popped up at the completion of the first recycling job, but I still got resources back, so I'm guessing I either got less resources back because the pawn failed some skill check, it was a leftover from the previous version of the mod, or it was a bug. But who fucking cares, I can finally fix my stuff :).
Title: Re: [1.0] Mend And Recycle
Post by: shadowstitch on December 16, 2018, 07:58:27 PM
I keep getting cargo pods dropping Mending Kits, even though I'm using the Easy version that doesn't require them. Is there a way to disallow these items from being randomly included in cargo pod drops without brute force removing the def entirely?
I can't figure out a way to sidestep Incidentworker_ResourcePodCrash to exclude these items specifically.
Title: Re: [1.0] Mend And Recycle
Post by: vovik on December 27, 2018, 06:34:00 PM
I fixed recipes onmending bench... kinda.

[attachment deleted due to age]
Title: Re: [1.0] Mend And Recycle
Post by: notfood on December 27, 2018, 09:34:36 PM
So what did you change?
Title: Re: [1.0] Mend And Recycle
Post by: vovik on December 28, 2018, 10:42:54 AM
mending recipes default ingridient were not influenced by code.
Title: Re: [1.0] Mend And Recycle
Post by: notfood on December 28, 2018, 12:33:56 PM
Were not? Explain further.
Title: Re: [1.0] Mend And Recycle
Post by: ertzuiop on December 28, 2018, 02:21:10 PM
Guess he means that the mending kits recipe not in the tailor bench but in the mending bench itself? Atleast i have that issue.


[attachment deleted due to age]
Title: Re: [1.0] Mend And Recycle
Post by: Canute on December 28, 2018, 02:27:09 PM
notfood explained a page 19 that the mending kit's at the Mending table AND Crafting spot.
But i wondering too, and at my first use of the new release i spawned one mending kit with the devs tools ! :-)
Title: Re: [1.0] Mend And Recycle
Post by: ertzuiop on December 28, 2018, 02:30:56 PM
Ah ok.
Same workaround here :)
Title: Re: [1.0] Mend And Recycle
Post by: shenniko on December 29, 2018, 07:12:06 AM
Hi,

would it be possible to change the research level on this? or make a lite/patch version of the mod?

I'm playing Lord of the Rims, and am unable to repair anything due to the research level being Industrial.

Dont get me wrong, i know i can go into the xml and change the research to remove electricity and change the level to Neolithic.. but next time the mod updates, im guessing that will be overwritten..

Thanks

Shenn
Title: Re: [1.0] Mend And Recycle
Post by: Canute on December 29, 2018, 08:38:38 AM
shenniko,
just do it yourself.
Edit the
/MendAndRecycle/Defs/ResearchProjectDefs/ResearchProjects.xml
remove
<prerequisites><li>Electricity</li></prerequisites>
And if this don't help, you can change
<techLevel>Industrial</techLevel>
into
<techLevel>Neolithic</techLevel>
.
Title: Re: [1.0] Mend And Recycle
Post by: vovik on December 30, 2018, 10:06:28 AM
sorry, in Injet() method after sortapparelbycomplexity after all operations with filters they were not applied as a result repair recipes.
this method, last four statements:

static void SortApparelsInComplexity() {
            // select and group ThingDefs by complexity
            var query = (
                from def in DefDatabase<ThingDef>.AllDefs
                where def.IsApparel ||  def.IsWeapon
                select new { def = def, isComplex = HasComponents(def), isApparel = def.IsApparel}
            );

            var mendComplexApparel = GetCleanFilter(ResourceBank.Recipe.MendComplexApparel);
            var mendSimpleApparel = GetCleanFilter(ResourceBank.Recipe.MendSimpleApparel);
            var mendComplexWeapon = GetCleanFilter(ResourceBank.Recipe.MendComplexWeapon);
            var mendSimpleWeapon = GetCleanFilter(ResourceBank.Recipe.MendSimpleWeapon);

            foreach (var item in query)
            {
                ThingFilter filter;
                if (item.isApparel) {
                    if (item.isComplex)
                    {
                        filter = mendComplexApparel;
                    }
                    else
                    {
                        filter = mendSimpleApparel;
                    }
                } else {
                    if (item.isComplex)
                    {
                        filter = mendComplexWeapon;
                    }
                    else
                    {
                        filter = mendSimpleWeapon;
                    }
                }

                filter.SetAllow(item.def, true);
            }

            ResourceBank.Recipe.MendComplexApparel.fixedIngredientFilter = mendComplexApparel;
            ResourceBank.Recipe.MendSimpleApparel.fixedIngredientFilter = mendSimpleApparel;
            ResourceBank.Recipe.MendComplexWeapon.fixedIngredientFilter = mendComplexWeapon;
            ResourceBank.Recipe.MendSimpleWeapon.fixedIngredientFilter = mendSimpleWeapon;
        }

Title: Re: [1.0] Mend And Recycle
Post by: notfood on December 30, 2018, 05:20:48 PM
Oh Vovik, you don't need to do that. It's an object, it resides inside ResourceBank.Recipe.* already.

Try testing with ResourceBank.Recipe.MendComplexApparel.fixedIngredientFilter == mendComplexApparel, it will come as true.
Title: Re: [1.0] Mend And Recycle
Post by: vovik on January 03, 2019, 02:15:06 PM
Yea, i dont need to do that - you dont need to do that.
Look, im not saying that you did errors, i see that i can fix it - i fix it. Assuming that i dont need to put that code there i use 1.0.1.1 version from your github.
Result is: all recipes using same recipe pool but still accepting their assigned items - yea, mod works, but interface does not cope with that, after applying patches its all aok.
Result:
https://imgur.com/a/u1uRbrx

So i fixed that.

Also, job driver for mending and for recycle dont save their state and toil does not execute InitAction() after save if pawn is already working on it - this results in bug where pawns stand doing nothing if they were saved and loaded while mending.
Following code saves state and fixes this behavior
JobDriver_Mend
public override void ExposeData()
        {
            base.ExposeData();
            Scribe_Values.Look(ref workCycle, "workCycle", 1f);
            Scribe_Values.Look(ref workCycleProgress, "workCycleProgress", 1f);
            Scribe_Values.Look(ref costHitPointsPerCycle, "costHitPointsPerCycle", 1);
        }

and in JobDriver_Recycle
public override void ExposeData()
        {
            base.ExposeData();
            Scribe_Values.Look(ref workCycle, "workCycle", 1f);
            Scribe_Values.Look(ref workCycleProgress, "workCycleProgress", 1f);
            Scribe_Values.Look(ref costHitPointsPerCycle, "costHitPointsPerCycle", 1);
            Scribe_Values.Look(ref processedHitPoints, "processedHitPoints", 1);
        }
Title: Re: [1.0] Mend And Recycle
Post by: vovik on January 03, 2019, 03:19:02 PM
Here is super-lite version (https://drive.google.com/open?id=1oBekwoeT7J1qi5B_qeBdH-pfpH3ukBGz) i am using now - fixed noticable bugs, no additional structures and items that sometimes pop out even if they are forbidded, source included
Title: Re: [1.0] Mend And Recycle
Post by: notfood on January 03, 2019, 06:04:57 PM
The missing ExposeData is a valid bug but you are being vague again about other bugs. I wish you would use git properly to submit a PR instead of distributing things I won't support.

Fixed in master.
Title: Re: [1.0] Mend And Recycle
Post by: Schwartz on January 13, 2019, 11:34:44 PM
Using a Change Dresser mod item set to accept only 100% durability, good-legendary, marine helmets, marine armor, shield belt,

Rimworld hangs with these settings in conjunction with the workbench set to mend items that will fit into the dresser. I can either remove the dresser or remove the mending bills. Since I don't know which mod is to blame, or if it's possibly a bad interaction, I'm posting this to both.
Title: Re: [1.0] Mend And Recycle
Post by: paragonid on February 07, 2019, 12:47:29 PM
> But i wondering too, and at my first use of the new release i spawned one mending kit with the devs tools ! :-)

(https://i.imgflip.com/2t3okg.jpg)

PS: sry no spoilers on forum
Title: Re: [1.0] Mend And Recycle
Post by: LiteEmUp on March 31, 2019, 02:07:27 AM
any known hard incompatibilities?? also is this likely compatible with repair workbench mod?? i'm trying to decide if i should keep that one or get this mod


no replies on the steamworkshop, so maybe in here i would get better answers
Title: Re: [1.0] Mend And Recycle
Post by: Canute on March 31, 2019, 02:53:47 AM
Since both mods are doing basicly the same i wouldn't recommended to use them both together.
You should try it out self, play one colony with this mod, later anothe colony with the other.
Title: Re: [1.0] Mend And Recycle
Post by: Kiame on April 03, 2019, 10:48:17 AM
Quote from: Schwartz on January 13, 2019, 11:34:44 PM
Using a Change Dresser mod item set to accept only 100% durability, good-legendary, marine helmets, marine armor, shield belt,

Rimworld hangs with these settings in conjunction with the workbench set to mend items that will fit into the dresser. I can either remove the dresser or remove the mending bills. Since I don't know which mod is to blame, or if it's possibly a bad interaction, I'm posting this to both.

I'll try to reproduce this tonight. IIRC I added a check in Change Dresser to not drop items that were 100% hp as pawns would keep reparing apparel that was not damaged.

One thing you could try is modify the mend's bills' details to make sure you're not trying to mend apparel the has 100% hp.
Title: Re: [1.0] Mend And Recycle
Post by: Ruisuki on September 17, 2019, 09:19:16 PM
does the resource payout vary depending on the remaining health of the equipment when you recycle a piece of equipment? Will a 50% hp synthread t shirt give me less synthread than a new one?
Title: Re: [1.0] Mend And Recycle
Post by: vovik on September 18, 2019, 01:30:29 PM
Quote from: Ruisuki on September 17, 2019, 09:19:16 PM
does the resource payout vary depending on the remaining health of the equipment ...
does not, equipment looses durability imgame when recycling(for immersion) and resulting amount does not vary epending on remaining health since it is dynamic during recycling
Title: Re: [1.0] Mend And Recycle
Post by: Ruisuki on September 19, 2019, 12:04:45 AM
Quote from: vovik on September 18, 2019, 01:30:29 PM
Quote from: Ruisuki on September 17, 2019, 09:19:16 PM
does the resource payout vary depending on the remaining health of the equipment ...
does not, equipment looses durability imgame when recycling(for immersion) and resulting amount does not vary epending on remaining health since it is dynamic during recycling
got it thanks. Any reason why I can't make mending kits? I created new bills meet the skill requirements have appropriate leather and steel unforbidden and set the bill radius to unlimited. It's set to colony production not suspended and not to a specific colonist. I can make other equipment and recycle but can't get the actual kits for some reason
Title: Re: [1.0] Mend And Recycle
Post by: Canute on September 19, 2019, 02:00:45 AM
The only other requirement are, the pawn need crafting 4.
Title: Re: [1.0] Mend And Recycle
Post by: Tocato on September 20, 2019, 02:27:20 AM
nah i meet the crafting requirements too. only option available when clicking is cannot mend and cannot refuel (need mending kits)
Title: Re: [1.0] Mend And Recycle
Post by: Canute on September 20, 2019, 02:37:02 AM
To craft mending kits at the mending table it need to be fueled.
But you can craft mending kits at the crafting spot too.
Title: Re: [1.0] Mend And Recycle
Post by: Tocato on September 20, 2019, 05:36:55 AM
oh that must be it. i will try that thanks
Title: Re: [1.0] Mend And Recycle
Post by: forumgod on September 21, 2019, 03:13:32 AM
Mending should require components for "simple" apparel and weapons, and advanced components for "complex" apparel and weapons. Otherwise it's too easy. Make two types of mending kits, one kit required for each bill and remove the "fuel" nonsense
Title: Re: [1.0] Mend And Recycle
Post by: Hjkma on September 21, 2019, 03:26:04 AM
Quote from: nickdos on September 21, 2019, 03:13:32 AM
Mending should require components for "simple" apparel and weapons, and advanced components for "complex" apparel and weapons. Otherwise it's too easy. Make two types of mending kits, one kit required for each bill and remove the "fuel" nonsense
+1
Title: Re: [1.0] Mend And Recycle
Post by: Tocato on September 21, 2019, 04:15:49 AM
i kind of agree. once you make a masterwork or legendary item theres no reason not to immediately repair it. and yknow, that has an impact on your need to craft of course.
Title: Re: [1.0] Mend And Recycle
Post by: Canute on September 21, 2019, 05:17:54 AM
That shouldn't be hard to create.
Just clone the mending kits with new name/def and new resources to create.
Clone the mending bench to use the adv. mending kits.
And don't forget to reassign the recipe's to the benches.
A talented XML modder should do the job.
Title: Re: [1.0] Mend And Recycle
Post by: Ogoun on February 26, 2020, 07:54:09 AM
Just an idea to make ist less easy.
Instead of mending kits you need the material the item is made of.
Repair legendary thrumbowool pants? Sure, use x thrombowool and x cotton and x steel. Need to repair legendary uranium sword? X uranium and x steel. Charge rifle? plassteel components steel. You get the point.
More realistic and less game breaking.
Title: Re: [1.0] Mend And Recycle
Post by: Canute on February 26, 2020, 08:53:21 AM
And i bet much more complicate to create.
If you believe it or not the idea isn't new.

Haplo created a weapon repair mod, where you need to have and sacrifice another same weapon to repair another. But only works for weapon.
Title: Re: [1.0] Mend And Recycle
Post by: vovik on February 26, 2020, 01:43:50 PM
Doable, will get on it when i free up from other planned stuff.
Title: Re: [1.0] Mend And Recycle
Post by: Ogoun on February 28, 2020, 12:00:09 PM
Unfortunately i cant mod Rimworld myself. Never touched c# (till now).
I would take the smelting products of smeltable things as "extra" ingredients.
If the object to repair is not smeltable i would take quarter of the production costs(rounded down +1).
Is the xml part powerful enough to use this approach?

Is it possible to have different "fuel types"?
"Hyperweave repairset" (x Hyperweave + x plasteel) for all "clothy" appearal (cloth, devilstrand, Synthread ....)
"Leather repairset" (x Leather + x plasteel + x chemfuel/neutramin/any chemical) for all Leather appearal
"Complex repairset" (x components + x plasteel + x steel + x Hyperweave) for all complex Weapon and Apperal ("normal" guns, helmets, protective Vests, ....)
"SpaceTec repairset" ( x adv. components + x components + x plasteel + x Hyperweave) for anything that is powered/spacertec
"lowTec repairsec" (x steel + x wood + x cloth) for melee and bows

As another (maybe less work intensive) approach.

It is more expensive and more complex. and that is the way i t should be. imho.
Could code it in XML with 5 diffrent workbenches. But ... no .. rly no.

Title: Re: [1.0] Mend And Recycle
Post by: Wuwuk on February 29, 2020, 07:08:58 AM
Mending kits are not build on a electric tailoring workbench as it is written at the top of the first page of a topic, but are build on a craft spot?
Title: Re: [1.0] Mend And Recycle
Post by: Canute on February 29, 2020, 07:13:51 AM
Quote from: Wuwuk on February 29, 2020, 07:08:58 AM
Mending kits are not build on a electric tailoring workbench as it is written at the top of the first page of a topic, but are build on a craft spot?
I would suggest to use RimWiki mod, so you can see what table/research is need for craftable items.
But yes the first posting is a bit outdated. You can them at the crafting spot too.
Title: Re: [1.0] Mend And Recycle
Post by: Wuwuk on February 29, 2020, 07:45:35 AM
Quote from: Canute on February 29, 2020, 07:13:51 AM
Quote from: Wuwuk on February 29, 2020, 07:08:58 AM
Mending kits are not build on a electric tailoring workbench as it is written at the top of the first page of a topic, but are build on a craft spot?
I would suggest to use RimWiki mod, so you can see what table/research is need for craftable items.
But yes the first posting is a bit outdated. You can them at the crafting spot too.
Thanks for the tip on the WikiRim mod)
Title: Re: [1.0] Mend And Recycle
Post by: phuhque on March 01, 2020, 02:22:44 PM
Any chance on a 1.1 update?  Or, failing that, anyone know of another mod that does something similar?
Title: Re: [1.0] Mend And Recycle
Post by: CrazyCaityCat on March 01, 2020, 05:32:54 PM
Mod author on steam workshop says he's working on the MP mod update. No idea why given that Tynan is doing his own, but that may delay an update for this for awhile.
Title: Re: [1.0] Mend And Recycle
Post by: phuhque on March 04, 2020, 04:57:11 PM
That sucks.  My game isn't steam.  I seen that 1.1 i is listed inside the mod on steam, but it hasn't been updated at github.
Title: Re: [1.0] Mend And Recycle
Post by: Canute on March 05, 2020, 02:47:15 AM
Try to use
http://steamworkshop.download/
to get workshop mods.
Title: Re: [1.0] Mend And Recycle
Post by: Angelix on March 11, 2020, 10:42:45 AM
its updated at github(but not in "releases"), just press "Clone or download" button. or use link (https://github.com/notfood/RimWorld-MendAndRecycle/archive/master.zip)
Title: Re: [1.0] Mend And Recycle
Post by: Kiame on March 11, 2020, 08:11:57 PM
Quote from: Canute on March 05, 2020, 02:47:15 AM
Try to use
http://steamworkshop.download/
to get workshop mods.

Whenever I used that I get the 1.0 version and not the 1.1 one
Title: Re: [1.0] Mend And Recycle
Post by: Canute on March 12, 2020, 02:29:08 AM
Yeah these tools have a weakness about latest versions.
I think they don't download them if they allready got that at the local. Heavy design issue.

Title: Re: [1.0] Mend And Recycle
Post by: boopyhoofy on March 12, 2020, 11:14:38 PM
Quote from: phuhque on March 04, 2020, 04:57:11 PM
That sucks.  My game isn't steam.  I seen that 1.1 i is listed inside the mod on steam, but it hasn't been updated at github.

It has been updated on github now (not in the releases page but in the git itself, it does not contain only the source but the dlls as well). Just do git clone https://github.com/notfood/RimWorld-Mending in the rimworld mod directory.
Alternatively download https://github.com/notfood/RimWorld-MendAndRecycle/archive/master.zip
Title: Re: [1.0] Mend And Recycle
Post by: pauloandrade2 on March 16, 2020, 03:21:18 AM
Quote from: boopyhoofy on March 12, 2020, 11:14:38 PM
Quote from: phuhque on March 04, 2020, 04:57:11 PM
That sucks.  My game isn't steam.  I seen that 1.1 i is listed inside the mod on steam, but it hasn't been updated at github.

It has been updated on github now (not in the releases page but in the git itself, it does not contain only the source but the dlls as well). Just do git clone https://github.com/notfood/RimWorld-Mending in the rimworld mod directory.
Alternatively download https://github.com/notfood/RimWorld-MendAndRecycle/archive/master.zip


THANK U YOU BEAUTIFUL PERSON OF THE WEB  :-* :-* :-* :-*
Title: Re: [1.0] Mend And Recycle
Post by: Ozymandias on March 25, 2020, 11:08:29 PM
Quote from: Canute on March 12, 2020, 02:29:08 AM
Yeah these tools have a weakness about latest versions.
I think they don't download them if they allready got that at the local. Heavy design issue.

https://steamworkshopdownloader.io/

This one works properly