[A12d] Wastelander's Minor mods: Mending updated by skyarkhangel

Started by Wastelander, February 25, 2015, 08:58:11 PM

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Kaballah


Kaballah

#151
Heads up, the last version of this has a keybind that conflicts with the Tailor production table (just going to disable the keybind for the mending bench personally)

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

  <designationHotKey>P</designationHotKey>

^^ delete this line ^^

Ouan

Thanks for the 11b update and quick debug everyone!
Damn Pirates!

Remorium

I cannot get this mod to work. All the recent download did was give me a dll file, and I put it in a folder called mending. The game recognized it in the mod list, but the mod won't work in the game itself. Help?

foopex

Any chance for configurable material cost and repair duration to be added?

cucumpear

Quote from: foopex on July 16, 2015, 12:13:59 AM
Any chance for configurable material cost and repair duration to be added?
I second that request, mending is just a bit OP without any material cost. Still, thanks for creating a rather necessary mod!
This person might poke around in Def folders more than is healthy.
https://github.com/cucumpear

foopex

Quote from: Canute on July 16, 2015, 03:16:12 AM
That will be hard to realize.
Do you want use steel for weapon, cloth for appeareals to repair ?
Do you realy can fix a golden weapon with steel ?

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

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

EDIT: Heck, even if you just make the repair kit on a crafting table out of and assortment of raw resources would be great.  There are at least a couple ways this could work.

LanMc

I personally am fine with the way this mod works right now.  I think of it as sewing and repairing the clothing, which wouldn't require a lot of resources.  As for the weapons, I see it as going through and fixing any parts that might be starting to deteriorate from use and time. 

I would vote "No" on making it consume more of my already precious materials. 
Hi, my name is Lan and I am a Rimworld addict...

Talonidir

I'm (trying) to use this with the Ultimate Overhaul modpack and I can't seem to get mending to work no matter what I do! Is there anyone who can figure this out/give some tips? I've tried moving it in the mod order multiple times already.

kexici

Quote from: Talonidir on July 16, 2015, 05:12:47 PM
I'm (trying) to use this with the Ultimate Overhaul modpack and I can't seem to get mending to work no matter what I do! Is there anyone who can figure this out/give some tips? I've tried moving it in the mod order multiple times already.
Works fine + Ultimamate modpack(+add) + skuliwags + my mods :D
(my mods order)
<activeMods>
    <li>Core</li>
    <li>EdBModOrder</li>
    <li>EdBPrepareCarefully</li>
    <li>Backstories</li>
    <li>Wave Survival Mode</li>
    <li>Rimsenal_Storyteller</li>
    <li>Darkness (SBO)</li>
    <li>MoreHair</li>
    <li>Rimsenal_hair</li>
    <li>Biodiversity</li>
    <li>Apparello</li>
    <li>Marines_SK</li>
    <li>AlphaMuffaloHat</li>
    <li>MD2Base</li>
    <li>ED-Core</li>
    <li>SCA11Core</li>
    <li>Miscellaneous</li>
    <li>ExpandedProsthetics&amp;OrganEngineering</li>
    <li>Industrialisation v0.98</li>
    <li>LT_RedistHeat</li>
    <li>ED-Shields</li>
    <li>RT Fusebox</li>
    <li>RT Storage</li>
    <li>Rimsenal</li>
    <li>Rimsenal_Federation</li>
    <li>GlitterTech</li>
    <li>PANY Tech</li>
    <li>BiomatterPower</li>
    <li>Finer Things</li>
    <li>EnhancedFireFight</li>
    <li>AnimalHideWorking</li>
    <li>Glassworks</li>
    <li>Weed</li>
    <li>Stroyent</li>
    <li>VeinMiner</li>
    <li>SeedsPlease</li>
    <li>RoofSupport</li>
    <li>Rimfire</li>
    <li>EMP pistol</li>
    <li>ProjectArmory300</li>
    <li>Weapon Crafting 1.3</li>
    <li>Weapon Crafting + Rimfire Patch</li>
    <li>OmniStorage</li>
    <li>BeanTekRefrigeratedFoodStorage</li>
    <li>RW_A2B</li>
    <li>RW_A2B_Selector</li>
    <li>RW_A2B_Teleport</li>
    <li>CaveworldFlora</li>
    <li>Clutter</li>
    <li>AdditionalJoyObjects</li>
    <li>MD2Droids</li>
    <li>MD2Industry-8</li>
    <li>Turret Collection</li>
    <li>Turret Collection Overkill</li>
    <li>Medical Drinks</li>
    <li>FishIndustry</li>
    <li>Norbals</li>
    <li>Pirates!</li>
    <li>PreTranscended</li>
    <li>PrisonImprovements</li>
    <li>Hospitality</li>
    <li>AutoHuntBeacon</li>
    <li>AbilityPack</li>
    <li>AlienAnts</li>
    <li>MechaTanks</li>
    <li>M&amp;Co. Common</li>
    <li>M&amp;Co. MMS</li>
    <li>PowerCell-PowerCell1.0</li>
    <li>Cell buider</li>
    <li>GaussWeapons-GaussWeapons1.2</li>
    <li>FlameWeapons-FlameWeapons1.2</li>
    <li>LaserWeapons-LaserWeapons1.2</li>
    <li>PlasmaWeapons-PlasmaWeapons1.2</li>
    <li>PersonalShieldMKII-PersonalShieldMKII1.0</li>
    <li>PowerArmourMKII-PowerArmourMKII1.0</li>
    <li>Mending</li>
    <li>LT_Infusion</li>
    <li>Pawn State Icons</li>
    <li>RWAutoSell</li>
    <li>EdBInterface</li>
    <li>Zombie Apocalypse</li>
    <li>CrashLanding</li>

harpo99999

odd, I did just add mending to the end of my mods list and continued the game

jal21

Quote from: Canute on July 17, 2015, 09:17:42 AM
lucky one, i tryed this a few times since the mod got update to A11(b) and it never worked.
https://ludeon.com/forums/index.php?topic=10908.msg144193#msg144193

i think what you are supost to do is take that downlode and replace the .dll that is in the unifishle and put in the one that Wastelander provated

Talonidir

Mending just doesn't work at all ): we removed all other mods, started fresh, and added the dll file mending and it just doesn't work. We thought it was because of all the other mods, but nope.

anything else we should know or try? We love this mod. We can live without it, but don't expect us to be happy lol

cucumpear

Quote from: Canute on July 19, 2015, 03:01:37 AM
Did you do:
- download the attachment from page 10
- replace the .dll with the attachment from page 11
- start a new colony.

This is what I did when I finally updated to 11b and I haven't had issues (despite having a gajillion mods).  :D
This person might poke around in Def folders more than is healthy.
https://github.com/cucumpear

Talonidir

Actually yes, we did do all that. We've downloaded the .dlls fun the front page and page 11 and combined them with the mod folder from page 10. You'd be surprised at what all we've tried in the eight or so hours we've worked on this. We've done everything short of going in to mess with the code