[1.0] Mend And Recycle

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

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Kiame

Steam and github have the b18 version

notfood


fl0

#197
hi,

first of all thanks for the mod!

i found it and thought i will use it, because i just want an option to get rid of all the useless apparel and i really think the option to reclaim some of its fabric in exchange for worktime is legit.

i kind of also like the idea to be able to repair stuff, but honestly the way you implemented it is pretty imbalanced (in my opinion).

i already read about a possible "hardcore" setting, but here is what i would suggest:

make the mending kits really cheap and fast to produce, with only basic material needed (basically just like it is right now, only even cheaper). each repair consumes a whole mending kit, plus it also needs the materials the apparel is made of. so if i kill a raider with a simple plasteel helmet, i need one mending kit and plasteel to repair it.
for example, the helmet ended the battle with 40% durability. so 60% of the costs to produce a simple plasteel helmet to have it fully repaired. that way repairing becomes basically crafting. the advantages are, its faster to repair the broken helmet than to craft a new one (since 40% of the work is already done) plus it removes the possible deadmans label. this would be balanced in my opinion, since the raider didnt hand you over his helmet for free, so you already put in some effort and possibly risked the life of your pawns.
also one would have to make the decision: do i want to repair this item or not? with mending kits really cheap it wouldnt matter that much at hight tech gear, but it could end up taking more materials when repairing low tech stuff like tribalwear etc.
there could be also the option that higher crafting skill reduces the amount of material needed to repair. so for example a lvl 0 crafter needs the whole material cost to repair and a lvl 20 crafter needs only 80%, because hes just skilled enough to reuse enough of the damaged material.
the formula would be simple: material_needed = (100-durability)*(100-craft_lvl)/100^2 + mending_kit

another idea i had was, the quality of the item should play a role. maybe make it so that shoddy apparell cant be fully repaired, since its shoddy quality. there could be several repair limits, like shoddy wont get better than 60 durabilty, normal 75 etc. only masterworks and legendary can be repaired fully, since they are so high quality that even repairing is easy on them (after the hard work was already done crafting them).

same idea applies to dismantle stuff, higher quality stuff yields more material, that way its a decision if you dismantle some high quality loot for its huge material yield or repair it and equip it yourself.

that way after a tribes people raid the legendary thrumbofur tribal wear is a nice (and rewarding) drop to reclaim fabric, instead of clogging the stockpile till a trader comes and pays 4 bucks for the deadmans apparel.

also maybe the time to repair stuff should take longer than to craft it. that way it would further balance the mod. if i have lots of materials but all crafters are super busy i better not repair stuff but craft it myself. if i have lots of dudes standing around poking their nose but materials are scarce, i invest their time into repairing stuff.

i know what i wrote is demanding much, but tynan balanced apparel for obvious reasons and i really think a mod shoulndt allow it to craft 5 mending kits in few seconds so a pawn can turn a whole stockpile of utter crap into high selling gear in one afternoon.

but still, i would absolutely LOVE it if i had more reasonable options regarding loot after a fight. your mod has the potential! :)

kaorimoch

This mod is a must have for me.

Two questions
1 - I am using a mod with introduces new weapons into the game, but they aren't coming up in the repair complex weapons bill.  Is there a way I can add them in with your mod, or do I need to make some changes to the original mod?
2 - Along with issue 1, I have a selectable item in the bill called "Please read description" which says "If you are reading this, something has gone very wrong!  Please turn on developer mode and delete me!"  I have no idea how to do that or where the error came from.

Canute

Normaly ALL weapons and armor should be repairable.
I didn't encounter any problem with mods they add new weapons/armor.
You should say at last what from which mod are these weapons.

2. At the bill all possible item appear, looks like some modder keep these "Please read description"  for some debug issues and didn't remove it from the final release.
You should ignore these item, or mention it to the mod-author of these mod.

Jo The Veteran

I almost cry when I have to burn my, torn out, legendary thrumbofur duster just because the game does not give me another option. So with that in mind I have gotta say, I really love the implementation your mod brings into the game (and all the other similar mods that came before it). And recycling the clothes of the dead (or the shitty ones) is an unimaginable extra perk, so it is just too much for words. It is just awesome and it MUST become part of the core game eventually.
Than being said, can you somehow make it so the dead people clothes do not end up in the mending bench? I mean, I know this can be done with stockpiles and crafting station ranges, but would be cool if you did not have to go to all that hassle, especially since multiple stockpiles tend to lag the game.

Thank you for all your hard work :D

kaorimoch

Quote from: Canute on December 17, 2017, 06:23:44 AM
Normaly ALL weapons and armor should be repairable.
I didn't encounter any problem with mods they add new weapons/armor.
You should say at last what from which mod are these weapons.
Cybernetic Storm is the mod giving me grief for weapon repairs.  Weapons such as FACER and Cutter don't appear in the bill.  I tried to have a look at the way it stores the weapons but I am not well versed enough in modding.

I traced the "Please read description" item down to the Weapon Tech mod.  It was located at the bottom of the weapon xml file.

notfood

I think their weapons are not a subcategory of the weapon category. That's why they can't be found in the bill.

Nightinggale

Quote from: kaorimoch on December 17, 2017, 05:44:05 AM1 - I am using a mod with introduces new weapons into the game, but they aren't coming up in the repair complex weapons bill.  Is there a way I can add them in with your mod, or do I need to make some changes to the original mod?
Quote from: notfood on December 18, 2017, 09:31:17 PM
I think their weapons are not a subcategory of the weapon category. That's why they can't be found in the bill.
I think that's spot on. At least I noticed that's the issue with Toolmetrics, which adds a tool category. It's still A17 though, meaning it's not one I will mess with for the time being.

It should be possible to write a patch to add compatibility with this new weapon type and the patch can be in any mod, at least if it uses ModCheck features. The first step in making such a patch would be to know which mod you are talking about.
ModCheck - boost your patch loading times and include patchmods in your main mod.

crusader2010

Hello,

Is it possible to make pawns take off their clothes when they meet the mending conditions of the production table? It's a hassle to make them drop an item, then wait for another pawn (or force him) to mend, especially since we have no control over what item gets mended.

On the same line of thought, making pawns that do the mending actually take the clothes from other pawns, mending them, then giving them back, would be awesome. As a failsafe, if the pawn dies in the meantime (or some other bad thing happens to him), the items should be put in the best stockpile.

Is this possible to do?
My mod pack: {A13} Mod Mega Pack

Canute

Quotesince we have no control over what item gets mended.
Sure you have some control.
Just lower the search range to minimum, and drop the clothes in front.

Basicly you need to have 2 x 4 bills up, one set for close range, the other with longer range.

crusader2010

Quote from: Canute on December 30, 2017, 05:39:29 PM
Quotesince we have no control over what item gets mended.
Sure you have some control.
Just lower the search range to minimum, and drop the clothes in front.

Basicly you need to have 2 x 4 bills up, one set for close range, the other with longer range.

Thanks for the idea. This feels like scratching my head with my toes, though.  :-\
I just want a "normal" way of doing things.
My mod pack: {A13} Mod Mega Pack

wwWraith

Quote from: crusader2010 on December 30, 2017, 03:28:43 PM
Is it possible to make pawns take off their clothes when they meet the mending conditions of the production table?

Just use "hp" slider (the upper one) in the assigned outfits setup. E.g. if you set it to allow only items with 81-100%, then pawns will take off their clothes if its hp become lower than 81%. Then someone can mend it automatically (if you set your mending recipes to "do forever") and bring back to the stockpile where that or other pawn can wear it automatically again.
Think about it. Think around it. Perhaps you'll get some new good idea even if it would be completely different from my words.

Ruisuki

Can you deconstruct clothing from other mods like fashionrimsta? Main complaint about Telkir's bench from expanded cloth is it only affects vanilla.

Canute

I use Recycle from this and Salvage from Vegetable garden. And with both i can use at any appareal piece i found so far.
It depend of the other mod setup a cost list for the clothing if you are geting something back.
At FashionRimsta anything is craftable so you will get something back for sure.