I would like to make a mod that allows me to repair apparel and weapons. Both should work on the core tailoring/smithing table. It would like it to be a single recipe for each table. So take any apparel in and output the same apparel just with 100% hitpoints. I don't care if the color changes or if the quality changes. Quite the opposite, it would be a nice touch if a bad tailor might get the hitpoints to 100% but randomly drops the quality from "legendary" to "shoddy" . But the material has to stay the same. (in essence very similar to what stonecutting and butchering does)
I've managed to make a recipe that takes any apparel(weapon) to the bench and gets worked on. But when finisched it vanishes into thin air, because I don't know what should be specified as a product. Is this even possible with just an XML recipe or does this have to be a DLL mod?
I've managed to make a recipe that takes any apparel(weapon) to the bench and gets worked on. But when finisched it vanishes into thin air, because I don't know what should be specified as a product. Is this even possible with just an XML recipe or does this have to be a DLL mod?
Code Select
<?xml version="1.0" encoding="utf-8" ?>
<RecipeDefs>
<RecipeDef>
<defName>Lupin_MendApparel</defName>
<label>mend apparel</label>
<description>Mend clothing</description>
<jobString>Mending.</jobString>
<workAmount>1400</workAmount>
<workSpeedStat>TailoringSpeed</workSpeedStat>
<workSkill>Crafting</workSkill>
<workSkillLearnFactor>0.1</workSkillLearnFactor>
<effectWorking>Tailor</effectWorking>
<soundWorking>Recipe_Tailor</soundWorking>
<ingredients>
<li>
<filter>
<categories>
<li>Apparel</li>
</categories>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<categories>
<li>Apparel</li>
</categories>
</fixedIngredientFilter>
<recipeUsers>
<li>TableTailor</li>
</recipeUsers>
</RecipeDef>
</RecipeDefs>