[1.0] Mend And Recycle

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

Previous topic - Next topic

Vlad0mi3r


It is not the structure or the optical that give the mood debuff. It is the knowledge that someone die inside that, its bad karma.
Like if someone die in a house, housebroker sometimes need to reduce the price for these houses too, even it is fully renovated.
Sure not everyone care about it, but serveral do.
Quote

Really?? come on, so you strip someone who is bleeding out on the sand. They are going to die in under 1 hour and that makes it all good?? "No no its ok, yeah he died just after but when I took it off him I'm sure I could still hear him breathing, the giant hole in his chest made it hard to tell but yeah I am sure."

Please don't change this mod any more it is great and I love using it.
Mods I would recommend:
Mending, Fertile Fields, Smokeleaf Industries and the Giddy Up series.

The Mod you must have:
https://ludeon.com/forums/index.php?topic=40545.msg403503#msg403503

Schwartz

#181
Well.. we'll just have to agree to disagree. Yeah it is game-y to strip dying enemies and not get the debuff, but you're still looking at a big value difference between deadman and clean items. A value difference you essentially get for free by mending .1 durability. Would be nice to have as a toggle, but it's not terribly important.

Got an issue here where the game started stuttering quite heavily for me, stop-and-go. A ton of mending jobs being created from different pawns, all pointing to the same gun (which happened to be on fire). Had to delete the item. Suspending and resuming the mending jobs did not work.

https://pastebin.com/raw/MxFhzXEH

SpaceDorf

Quote from: Oblitus on August 06, 2017, 05:07:59 PM
Mending dead man apparel barely makes sense anyway since it is 99% of awful junk; you would likely want just to recycle, or burn since it is faster and you don't want to clutter your warehouse with scraps.

I only recycle fully mended items, it adds some sense of balance to the game for me .. is uses a lot of labor and ressource to reclaim .. and I try not to sell damaged items ..
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

Vlad0mi3r

Ok have been using this mod for a while now and I have come up with a suggestion/Idea.

Two levels of repair kit.

One for simple repairs one for advanced repairs. The simple repair kit should be the same as the repair kit we have now the advanced repair kits should use Plasteel and Devilstrand as the ingredients (with the icon on the kit being red instead of blue). I think that this would make this mod have more of a vanilla feel to it. If you want to repair advanced things like shield belts, powered armour and weapons you are going to need top shelf ingredients to do that. I admit its to easy and cheep at the moment.


I would also suggest additional research in order to be able to conduct advanced repairs.

P.S I still love this mod.
Mods I would recommend:
Mending, Fertile Fields, Smokeleaf Industries and the Giddy Up series.

The Mod you must have:
https://ludeon.com/forums/index.php?topic=40545.msg403503#msg403503

Beathrus

So, how would I go about changing a number of resources it takes to make a mending kit?

Canute

Edit
/Mending/Defs/RecipeDefs/Recipes_Production.xml
look for cloth/steel.
And change the number behind <count>

Beathrus

Quote from: Canute on October 15, 2017, 01:58:45 PM
Edit
/Mending/Defs/RecipeDefs/Recipes_Production.xml
look for cloth/steel.
And change the number behind <count>

Thank you!

SpaceDorf

Quote from: Vlad0mi3r on September 02, 2017, 06:14:19 AM
Two levels of repair kit.

I like the Idea.
The recipe for the Kits could be up to debate.
The way mending kits work at the moment, this would mean two seperate mending tables as well.
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

Kori

I love this mod!

..and post to follow :)

Valak

I'm really enjoying this mod so far =) I feel like I should tweak it to make it more costly for myself to repair.

Warning for those with other mods that add gear: Some modded items may have high HP (100,000 for Beta Poly simple helmet from Glitter Tech  :o ) and it takes so long to repair that your colonist will likely go insane while working on it. I just had two go insane back-to-back because I wasn't paying attention and it was because they were taking ages to try and repair a single hat, forgoing all sleep and food.

sadpickle

Does this mod require a new save to function or will parts of it break if I try?

Vlad0mi3r

It shouldn't break your save by adding it.

However you probably will not be able to remove it after with out breaking it. Unless you make sure anything to do with the mending mod is removed from your game. repair kits, work benches etc.
Mods I would recommend:
Mending, Fertile Fields, Smokeleaf Industries and the Giddy Up series.

The Mod you must have:
https://ludeon.com/forums/index.php?topic=40545.msg403503#msg403503

kamuii

Will there be a prerelease A18 version of this availiable? This is one of the must have mods.

Kiame

#193
For anyone using ChangeDresser i've made a mod to allow pawns to remove apparel from ChangeDressers for mending: https://ludeon.com/forums/index.php?topic=36832.0

frenchiveruti

This is such a nice mod, will you release a B18 version for it?