[1.0] Mend And Recycle

Started by notfood, August 06, 2016, 09:02:41 PM

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SurrealSadi

Edit: Okay. I'm an idiot. I put the wrong folder in. Please ignore me.

scotty562

#136
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.

notfood

Do they fuel the table? Mending kits need to be put in the table.

scotty562


notfood

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?

BJR1984

#140
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.

Fregrant

skullywag's recycle mod has dependence on an item integrity, but no idea when it will be updated.

notfood

#142
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.

BJR1984

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?

notfood

I'm getting 1 too, my mod list is big... I'll see what's wrong.

notfood

#145
I can't facepalm any harder.

dem bugs!

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.

Belgrath

Helllo

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

:)



I love testing things and watching them break   :P
Sure I'll test it for you!
"Are you a Wizard^^ Belgrath?"
"maybe..."

Lethe

#147
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

asquirrel

#148
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! :)

notfood

Check in the bill tab, it says the required level. Modded items that add categories outside of the vanilla ones will behave that way.