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Author Topic: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel  (Read 123033 times)

Aristocat

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Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
« Reply #255 on: April 22, 2016, 10:27:05 AM »

it's updated, check one of above posts
Does that count as an update?

Then what does count as update?

Quote
I don't know about Wastelander's version, but I forked my own version of the mod since a11. I am in the process of updating it still, so it still may have bugs. Feel free to download the alpha build below.

I removed the Mend worktype, and made the table lowest priority for the Crafting job. This lets you add the mod to existing maps, and won't break the work priority interface. I remade the ITab and Jobdriver to support more options, and you can suspend the table if you don't want people to use it. ATM radius might be bugged, and it might throw errors if there is no empty storage space for the item. The pawns crafting speed effects how fast the item is repaired, and the pawn gets crafting XP for every HP he repairs.

Feel free to offer any suggestions or feedback.

Acruid

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Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
« Reply #256 on: April 22, 2016, 11:01:22 AM »

Here is an update of my current progress. I added the "patch" system that was discussed in the form of repair kits. I wanted to stay away from using components, because many people on the forums seem to complain about having a lack of them. Currently a repair kit takes 1x Cloth[$1.50] + 1x Steel[$2.00] = 1x Repair Kit[$3.50], each repair kit restores 5 durability. If you restore <5 durability it is free, so if you really want to micromanage colonist outfits you can. I wanted to stay away from using wood so people on ice sheets can still repair things.

Changed:
Slider range to mimic bill dialog (3-99+999).
Added display slider radius circle.
Added Items to list of things to repair.
Added the repair kit resource.

Fixed:
Dropping item into giant pile if no destination.
Make Power and Tool Cabinet actually effect work speed.
Initial ITab values when building.

ToDo:
Calculate how many repair kits to fetch based on item durability.
Multi-stack pickup when fetching repair kits.
Redo the bench texture and support different materials for crafting the bench.

This will be my last release in this thread, I will be making a new forum release thread, since I pretty much hijacked this one. As always, feedback/bug reports are welcome, especially about the repair kit balancing.

[attachment deleted by admin - too old]
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falcongrey

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Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
« Reply #257 on: April 22, 2016, 11:11:28 PM »

I'll be watching for the thread and thanks for updating this mod. Seems to me a form of this repair bench SHOULD be native to Rimworld, though there should be (in my opinion) a component cost if the item is more than just clothing from just a balance viewpoint. Such as power armor, weapons with movable parts or powered, and so on.

Yes, components are a choking point but it is for a good reason. Balance.
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Aristocat

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Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
« Reply #258 on: April 23, 2016, 01:18:25 AM »

Here is an update of my current progress. I added the "patch" system that was discussed in the form of repair kits. I wanted to stay away from using components, because many people on the forums seem to complain about having a lack of them. Currently a repair kit takes 1x Cloth[$1.50] + 1x Steel[$2.00] = 1x Repair Kit[$3.50], each repair kit restores 5 durability. If you restore <5 durability it is free, so if you really want to micromanage colonist outfits you can. I wanted to stay away from using wood so people on ice sheets can still repair things.

Changed:
Slider range to mimic bill dialog (3-99+999).
Added display slider radius circle.
Added Items to list of things to repair.
Added the repair kit resource.

Fixed:
Dropping item into giant pile if no destination.
Make Power and Tool Cabinet actually effect work speed.
Initial ITab values when building.

ToDo:
Calculate how many repair kits to fetch based on item durability.
Multi-stack pickup when fetching repair kits.
Redo the bench texture and support different materials for crafting the bench.

This will be my last release in this thread, I will be making a new forum release thread, since I pretty much hijacked this one. As always, feedback/bug reports are welcome, especially about the repair kit balancing.

Amazing!
« Last Edit: April 28, 2016, 07:10:34 AM by Aristocat »
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duduluu

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Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
« Reply #259 on: April 28, 2016, 01:56:05 AM »

Hello, Wastelander. My friend topp2000 updates Mending to A13

[attachment deleted by admin - too old]
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Luroshard

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Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
« Reply #260 on: April 28, 2016, 02:43:19 AM »

This will be my last release in this thread, I will be making a new forum release thread, since I pretty much hijacked this one. As always, feedback/bug reports are welcome, especially about the repair kit balancing.

Thank you, I look forward to your thread!  ;D
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Rock5

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Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
« Reply #261 on: April 28, 2016, 06:50:07 AM »

Why not make patches needed relative to the size of the item. It would make more sense I think. Example a cloth parka needs 120 ingredients so a 50% damaged parka would need 60 cloth to repair. A 80% cowboy hat would need 5 cloth to repair. That way nothing is free. You are repairing the item exactly what it costs to repair. Maybe you could have it cost a little more to cover the patches having to overlap to sew in. The benefit of it costing more is it means you wont repair everything because it would be cheaper to make new ones. You only repair the quality items because you can't be sure of the quality of new items and because it might be faster to repair than make a new one. I don't know about adding steel cost though.
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Rock5

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Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
« Reply #262 on: April 28, 2016, 12:12:13 PM »

I just noticed Skill Lock. OMG! Please someone update that mod for A13. It would 100% be on my must have list of mods. It's a pain having to use area manager to stop my high skilled crafter from using the low skill benches. This would make it so much easier.
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Zeta Omega

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Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
« Reply #263 on: April 28, 2016, 05:52:23 PM »

I'm surprised this hasn't been updated yet...
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Dave-In-Texas

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I really like the mending mod. So I decompiled it, tweaked it to work on Alpha 10, and recompiled it.  Hope you don't mind Wastelander. 
The binary:  https://dl.dropboxusercontent.com/u/85306567/Mending.zip
My source code: https://dl.dropboxusercontent.com/u/85306567/Mending-source.zip

bumping this post from page 8 to the last page :)  i'm loving this.. works great
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Rock5

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Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
« Reply #265 on: April 28, 2016, 11:34:16 PM »

I just noticed Skill Lock. OMG! Please someone update that mod for A13. It would 100% be on my must have list of mods. It's a pain having to use area manager to stop my high skilled crafter from using the low skill benches. This would make it so much easier.
It just occurred to me I may have this wrong. Are there any skilled crafting jobs that require crafting to be ticked? Maybe if I have my skilled crafter have tailoring and smithing ticked but not crafting then maybe they will only do those skilled jobs but not use the low skill crafting benches which require crafting to be ticked. Is that right?
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Fluff_Thorrent

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Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
« Reply #266 on: April 29, 2016, 03:40:07 AM »

Hey peeps! I saw the "Mending Table" mod last night and decided to swing a pneumatic pick at it to see what I could do. I based my work on topp2000's A13 version. What came out was a graphical update to the mod - the mending table is now inheriting the new (A12) BenchBase, and has a spiffy new, shadeable and rotating texture!



I also made a few tweaks to the power draw, resources required for building and some other stats. Let me know and I'll upload a version with the original stats. Cheers!

(The images "TableMending_back.png" and "TableMending_side.png" included in this mod are subject to a CC-BY-NC-SA license, held by Filip Thorén)

[attachment deleted by admin - too old]
« Last Edit: April 29, 2016, 03:41:51 AM by Fluff_Thorrent »
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exelsiar

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Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
« Reply #267 on: May 01, 2016, 05:43:20 AM »

Hey peeps! I saw the "Mending Table" mod last night and decided to swing a pneumatic pick at it to see what I could do. I based my work on topp2000's A13 version. What came out was a graphical update to the mod - the mending table is now inheriting the new (A12) BenchBase, and has a spiffy new, shadeable and rotating texture!

-snip-

I also made a few tweaks to the power draw, resources required for building and some other stats. Let me know and I'll upload a version with the original stats. Cheers!

(The images "TableMending_back.png" and "TableMending_side.png" included in this mod are subject to a CC-BY-NC-SA license, held by Filip Thorén)

Looks good, but I don't know difference between the stats you changed I certainly love the material types :D
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highborne

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Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
« Reply #268 on: May 01, 2016, 04:45:10 PM »

Hey peeps! I saw the "Mending Table" mod last night and decided to swing a pneumatic pick at it to see what I could do. I based my work on topp2000's A13 version. What came out was a graphical update to the mod - the mending table is now inheriting the new (A12) BenchBase, and has a spiffy new, shadeable and rotating texture!



I also made a few tweaks to the power draw, resources required for building and some other stats. Let me know and I'll upload a version with the original stats. Cheers!

(The images "TableMending_back.png" and "TableMending_side.png" included in this mod are subject to a CC-BY-NC-SA license, held by Filip Thorén)

Hi Fluff, I am getting an issue when I load your mod (I have others loaded as well).  The Work tab shows only the first colonist, all the others are literally not there.  Any idea why?  Should I load your mod in a different order?
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Fluff_Thorrent

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Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
« Reply #269 on: May 02, 2016, 06:19:16 AM »

Hi Fluff, I am getting an issue when I load your mod (I have others loaded as well).  The Work tab shows only the first colonist, all the others are literally not there.  Any idea why?  Should I load your mod in a different order?

Really? You mean the main tab where work priorities are set? I actually have no idea why. What are your other mods? (Send me a private message so as not to clog up the thread).
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