My Little Blacksmith Shop

My Little Blacksmith Shop

Hevi Dec 25, 2019 @ 7:14pm
How to repair items?
how do u repair a customers weapon?
Originally posted by Kurzidan:
take it to the anvil
Smack it with the hammer
It will separate
Take the head and heat it up, any amount will make it smooth
take it back to the anvil
Hit it again
Cool it off
reassemble it.
Complete order


If you don't heat it up, you can still hit it on the anvil, but it will go from cooled broken to heated repaired, but not be able to be cooled offf
Then you'll have to heat the repaired head, at least a little, and then you can cool it.
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The author of this thread has indicated that this post answers the original topic.
Kurzidan Dec 25, 2019 @ 7:46pm 
take it to the anvil
Smack it with the hammer
It will separate
Take the head and heat it up, any amount will make it smooth
take it back to the anvil
Hit it again
Cool it off
reassemble it.
Complete order


If you don't heat it up, you can still hit it on the anvil, but it will go from cooled broken to heated repaired, but not be able to be cooled offf
Then you'll have to heat the repaired head, at least a little, and then you can cool it.
SideSwipe Jan 11, 2020 @ 10:33am 
Originally posted by Kurzidan:
take it to the anvil
Smack it with the hammer
It will separate
Take the head and heat it up, any amount will make it smooth
take it back to the anvil
Hit it again
Cool it off
reassemble it.
Complete order


If you don't heat it up, you can still hit it on the anvil, but it will go from cooled broken to heated repaired, but not be able to be cooled offf
Then you'll have to heat the repaired head, at least a little, and then you can cool it.
I've done exactly this but the customers won't take the weapon
Kurzidan Jan 11, 2020 @ 12:12pm 
Originally posted by SideSwipe:
I've done exactly this but the customers won't take the weapon
There's a high chance that they've already taken a item.


They're not supposed to, but before you accept their request, There's a potential that they'll take an item that fits their needs, at which point if they did, you should turn them away, they should still attempt to pay for the item they've taken, but only if you turn them away, if you take their item, They switch to "You stole my ♥♥♥♥" mode, and only charge you.


However.
I haven't yet had the chance to determine whether

they take an item before you accept their request that fits their needs.


or


They take an item that you had made before saving and reloading, which has made the item broken in ways, ways that bypass the restrictions the repair is supposed to be adhering to, that otherwise partially fits their needs.




This is a rather important distinction, that I haven't yet made cause it takes time to work out the variables and actually having repair requests.

What's the difference?

Well the difference is.
IF its just because their order hasn't been accepted yet
That means that any matching item is fair game, no matter when it was built, and that turning away the customer will result in making a profit that matches the item, as if it was a proper sale.
money. so if they took say, an iron hammer, you should be getting approximately 2-3 iron bars worth of sale for turning them away, depending on factors, cause they should be getting forced to pay for what they've taken as if it was a properly occurring transaction.

IF
if it is the other way.
That would mean ALL non-reloaded items, are being PROPERLY restricted, whether you've accepted their repair request, or not.

and that items broken after reload, which are usually worthless in the eyes of the customer (between minimum sale value of 1c, and sometimes guard values for max of like, 12c)
are the only items that are bypassing the proper restrictions, and being taken
WHICH... would actually also fall in line with them not registering they've properly taken an item, because of how broken the item is at that point.

Cause actually
Previously
before MLBS became publicly available on steam
Repair requests could actually take items that matched their request, upsales and downsales, etc - leaving you with the broken item still in hand, while they potentially took a copper item, paid for it, and left, job well done.
The only time they didn't properly recognize the item they took, was polearms
where polearms "default" "proper" assembly is either polegrip and dagger/spear (blade), or Polegrip and small hammer head
They could take those items, not leave, not accept their repair, and charge you for the entire ordeal., because you'd have stolen their item.
Which sounds a lot like the current issue people are having.
The customer taking something, not acknowledging they took something, and then charging afterwards, and not usually paying for what they've taken, unless they were turned away before being accepted.

so actually...
I'm largely suspecting that its the latter reason that its occurring, and that the majority of the time if you turn them away after they've taken an item, it'll be 1c (as is the case of most of the complaints I've heard, where they've turned away a customer that took their item)

which would mean
That the best way to prevent customer repairs from failing, would be to not allow stock to be kept at save and on reload OR...
Not having the stock in "detectable" location. No stock on shelves, no stock on weapon racks, none near the customer or customer counter, none in the path that the customer takes in arriving, or leaving the shop, as their detection would of course, traverse that path with them.

Additionally. If you DID have stock after a reload, make sure you disassemble it and reassemble it until reloads no longer cause the same issues that they currently cause.


also sorry, this got kinda long, It's not all directed specifically at you, I'm just taking this chance to talk about the issue and potential answers, making it be more of a, so everyone can see, potentially, the cause and workarounds.
Last edited by Kurzidan; Jan 12, 2020 @ 11:28am
SideSwipe Jan 12, 2020 @ 9:27am 
Originally posted by Kurzidan:
Originally posted by SideSwipe:
I've done exactly this but the customers won't take the weapon
There's a high chance that they've already taken a item.


They're not supposed to, but before you accept their request, There's a potential that they'll take an item that fits their needs, at which point if they did, you should turn them away, they should still attempt to pay for the item they've taken, but only if you turn them away, if you take their item, They switch to "You stole my ♥♥♥♥" mode, and only charge you.


However.
I haven't yet had the chance to determine whether

they take an item before you accept their request that fits their needs.


or


They take an item that you had made before saving and reloading, which has made the item broken in ways, ways that bypass the restrictions the repair is supposed to be adhering to, that otherwise partially fits their needs.




This is a rather important distinction, that I haven't yet made cause it takes time to work out the variables and actually having repair requests.

What's the difference?

Well the difference is.
IF its just because their order hasn't been accepted yet
That means that any matching item is fair game, no matter when it was built, and that turning away the customer will result in making a profit that matches the item, as if it was a proper sale.
money. so if they took say, an iron hammer, you should be getting approximately 2-3 iron bars worth of sale for turning them away, depending on factors, cause they should be getting forced to pay for what they've taken as if it was a properly occurring transaction.

IF
if it is the other way.
That would mean ALL non-reloaded items, are being PROPERLY restricted, whether you've accepted their repair request, or not.

and that items broken after reload, which are usually worthless in the eyes of the customer (between minimum sale value of 1c, and sometimes guard values for max of like, 12c)
are the only items that are bypassing the proper restrictions, and being taken
WHICH... would actually also fall in line with them not registering they've properly taken an item, because of how broken the item is at that point.

Cause actually
Previously
before MLBS became publicly available on steam
Repair requests could actually take items that matched their request, upsales and downsales, etc - leaving you with the broken item still in hand, while they potentially took a copper item, paid for it, and left, job well done.
The only time they didn't properly recognize the item they took, was polearms
where polearms "default" "proper" assembly is either polegrip and dagger/spear (blade), or Polegrip and small hammer head
They could take those items, not leave, not accept their repair, and charge you for the entire ordeal., because you'd have stolen their item.
Which sounds a lot like the current issue people are having.
The customer taking something, not acknowledging they took something, and then charging afterwards, and not usually paying for what they've taken, unless they were turned away before being accepted.

so actually...
I'm largely suspecting that its the latter reason that its occurring, and that the majority of the time if you turn them away after they've taken an item, it'll be 1c (as is the case of most of the complaints I've heard, where they've turned away a customer that took their item)

which would mean
That the best way to prevent customer repairs from failing, would be to not allow stock to be kept at save and on reload OR...
Not having the stock in "detectable" location. No stock on shelves, no stock on weapon racks, none near the customer or customer counter, none in the path that the customer takes in arriving, or leaving the shop, as their detection would of course, traverse that path with them.

Additionally. If you DID have stock after a reload, make sure you disassemble it and reassemble it until reloads no longer cause the same issues that they currently cause.


also sorry, this got kinda long, It's not all directed specifically at you, I'm just taking this chance to talk about the issue and potential answers, making it be more of a, so everyone can see, potentially, the cause and workarounds. [/quote]
Ok, seems to work now. No idea what was going on. But now, if I modify my weapon head, it'll go from like 26 quality to 29, and then down to 9. How does this happen?
Reignhardt Jan 12, 2020 @ 2:26pm 
Originally posted by Kurzidan:
take it to the anvil
Smack it with the hammer
It will separate
Take the head and heat it up, any amount will make it smooth
take it back to the anvil
Hit it again
Cool it off
reassemble it.
Complete order


If you don't heat it up, you can still hit it on the anvil, but it will go from cooled broken to heated repaired, but not be able to be cooled offf
Then you'll have to heat the repaired head, at least a little, and then you can cool it.


Thank you for this!
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Date Posted: Dec 25, 2019 @ 7:14pm
Posts: 5