[ a13 ] Wastelander's Minor mods: Mending

Started by topp2000, April 28, 2016, 01:33:49 AM

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Exende

would it be possible to just lump mending into the Repair job??  seems a bit too much to have a task be it's own "Job"

Fregrant

#46
Acruid made his fork of mending, and moved it into crafting category.
Later he made a "patch" system, but you could to try old version (1.0, not 1.01) of his mod.
https://ludeon.com/forums/index.php?topic=10908.msg201804#msg201804
https://ludeon.com/forums/index.php?topic=10908.msg211035#msg211035

[attachment deleted by admin - too old]

Langly

Quote from: Justas love on May 16, 2016, 11:00:09 AM
Ofcourse not, I backed up my save, but i already new it wouldn't work, because it adds a new skill to my colonists and it does break my ''work'' tab

I don't know if it is still relevant for you but if not maybe some other people will make use of it. Since I wanted to use it on an existing Colony too I took a look at the exception the game throws and the savegame, compared them with a new one with this mod and look here, the solution is pretty simple.

1. Add <li>Mending</li> to the <Mods> tab at the beginning of the savegame.
2. Find search for this tab:

               <li>
                  <defName>Art</defName>
                  <priority>430</priority>
                  <workGivers>
                     <li>
                        <defName>DoBillsSculpt</defName>
                        <priority>1</priority>
                     </li>
                  </workGivers>
               </li>

And add this after it add:

               <li>
                  <defName>WorkType_Mending</defName>
                  <priority>405</priority>
                  <workGivers>
                     <li>
                        <defName>WorkGiver_Mending</defName>
                        <priority>1</priority>
                     </li>
                  </workGivers>
               </li>


3. And the most annoying of the bunch. For every pawn:
Find him, it should look something like this:
         <thing Class="Pawn">
            <def>Human</def>
            <id>Human756526</id>
            <pos>(170, 0, 154)</pos>
            <rot>3</rot>
            <faction>Faction_16</faction>
            <kindDef>Villager</kindDef>
            <name Class="NameTriple">
               <first>Pavel</first>
               <nick>Pavel</nick>
               <last>Howe</last>
            </name>

Find the worksetting for the pawn, they should look like this:
            <workSettings>
               <priorities>
                  <vals>
                     <li>3</li>
                     <li>3</li>
                     <li>3</li>
                     <li>0</li>
                     <li>3</li>
                     <li>0</li>
                     <li>0</li>
                     <li>0</li>
                     <li>0</li>
                     <li>3</li>
                     <li>3</li>
                     <li>3</li>
                     <li>3</li>
                     <li>0</li>
                     <li>0</li>
                     <li>0</li>
                     <li>0</li>
                     <li>3</li>
                     <li>0</li>
                     <li>0</li>
                     <li>0</li>
                     <li>0</li>
                  </vals>
               </priorities>
            </workSettings>

Add one <li>0</li> line.

That is all. The last step messes you work priorities so keep that in mind. It is probably best to do the last step with a good text editor, I used Notepad++ and the plugin TextFX Characters. Which make Find/Replace stuff that covers multiple lines much easier than figuring out the RegEx for it...

As always make an backup before mucking around in the save file.

This whole things messed up my Hauling and CleaningBot's though since I couldn't be bothered to figure out where to insert the new line, my guess would be 18th but I didn't test it. Just destroyed them and spawned new ones with the dev tool.

JimmyProvince

Well, my colonists will stand still regardless of how much jobs they are supposed to do after activating the mod. I have put this mod to load first (before Core) and yet they just still stand. I can force them to do work but it is too problematic. I guess only deactivating the mod is my only option....

Justas love

Core must be allways first LMFAO, and this mod will never work on an existing colony, you will have to create a new colony for this mod to work

Dydy54000


eastwood6510

Quote from: Fregrant on May 27, 2016, 02:51:37 AM
Acruid made his fork of mending, and moved it into crafting category.
Later he made a "patch" system, but you could to try old version (1.0, not 1.01) of his mod.
https://ludeon.com/forums/index.php?topic=10908.0

V1.0 worked for my game. Mid-colony. No pawns just standing around. Thanks for the link

kybalion


harpo99999

we can hope and want( I also want mending to work in a14)

intyrist


falcongrey

A lot are waiting for this one, hoping for it's update and possible Steam release... (for ease of install)
It matters not if we win or fail. It's that we stood and faced it.

kaptain_kavern

In the meantime you have mods that permit to "Recycle Apparel at the Tailor Benches, and recycle weapons (as usual) at the Electric Smelter" : Recycle

And even better, Skullywag's ArmourRepair can be easily customed to repair pretty much all you want, it's "just" a matter of adding recipes in the Defs/RecipeDefs folder, in this file ;-)

Great

SO,how do you mend?There's no mending job and your colonist can't prioritize the mending bench.

falcongrey

Quote from: Great on July 21, 2016, 07:56:43 PM
SO,how do you mend?There's no mending job and your colonist can't prioritize the mending bench.

If you are trying to use this with A14 (or steam version) then it won't work correctly or at all. The mod was designed for A13. We are waiting and hoping for an update to A14 soon. <3
It matters not if we win or fail. It's that we stood and faced it.

sjohne

QuoteIn the meantime you have mods that permit to "Recycle Apparel at the Tailor Benches, and recycle weapons (as usual) at the Electric Smelter" : Recycle

And even better, Skullywag's ArmourRepair can be easily customed to repair pretty much all you want, it's "just" a matter of adding recipes in the Defs/RecipeDefs folder, in this file ;-)

Thanks for this... does the Armour Repair mod have it's own modding forum entry? I couldn't find it anywhere :o...

I too am praying that someone will update mending. It's the ONE mod I can't play without ugh :-(...