Don't Starve Together

Don't Starve Together

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Repair Combine
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Sep 21, 2016 @ 7:52pm
Jan 5 @ 8:23am
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Repair Combine

Description
With this mod you can repair your equipment with the same equipment.

So you can combine a logsuit with 10% and a logsuit with 30% to a logsuit with 40%!

This mod works for things with:
finiteuses (like weapons), armor, fueled and perishable+equipable.

Added in modsettings "bonus durability". By default it is off.
You can choose from +1% to +10% or even randomly. Also negative bonus is possible, if you prefer.
So when combining a 30% item and a 40% item, you may get an item with up to 80% if you wish so.

Also works correctly for stackables like Bull Kelp Stalk and mod items.


Also take a look at other mods I made, see my workshop ;)


DS version from another author:
https://steamcommunity.com/sharedfiles/filedetails/?id=1532277729


Update 12.12.2019:
- Added option to disable/enable repair-combine for specific components. (all enabled by default)
So if you want to be able to repair-combine weapons/tools (finiteuses) but not anything fuelable or perishable, you can change the settings accordingly.

- Added option to also increase the max values! (disabled by default)
A spear usually has a max usage of 150.
If this setting is enabled, and you combine 2 full spears, you will get one spear with 300 of 300 uses (will still show 100%).
If you combine instead a spear with 100 uses left (66.6%) and a spear with 60 uses left (33.3%), you will get a spear with 160 of 160 uses left (100%).
For fueled items, like a lantern, this means after combinging eg. 10 full lanters, the new lantern can hold 10 times more fuel.
I highly recommend a mod like "Insight" to show you the current/max uses of an item, since the percentages will be confusing with these "overmax" settings enabled.


In case I get inactive and do not respond to bugfixes/feature requests, everyone is free to fork this or other of my mods to fix/expand them, but please link to the original. As long as I'm responding also feel free to write new/better code for it and I may upload it and add you as author if you want.
182 Comments
EldVarg May 18 @ 2:04am 
Ok worked. Would be cool to have an option to be able to combine up to 150/200/300% percent. So you make 3 axes, combine them to a super axe :).
Serp  [author] May 9 @ 7:44am 
@EldVarg test and let us know.
It does not change specific objects, but components. So it also works for mod items. But very very special items may have problems with this.
EldVarg May 8 @ 1:49am 
Does this mod still works?
Is it compatible with Island Adventures?
Serp  [author] Feb 1 @ 6:29pm 
@Hemlit: the mod affects everything automatically that has one of the componets listed above and is not already repairable by sth else. So if turf-raiser is not already repairable, it can be combined.
Hemlit Feb 1 @ 6:05pm 
Can turf-raisers be combined?
Serp  [author] Jan 5 @ 8:30am 
Updated the mod, now combining perishable items with the "overmax" setting enabled makes sense again.

I recommend to use a mod like "Insight" to show you the left and max uses/freshness and so on from items, because with "overmax" the percentages displayed will be confusing.

@Lanple: if you want to write to me personally, please write me at the Klei Forum: https://forums.kleientertainment.com/profile/881349-serpens/
Serp  [author] Jan 4 @ 5:08pm 
@兰_Lanple: Thanks, I will implement such a change (only really relevant for the freshness state of perishable equipment).

Btw. is there menawhile any item that uses finitieuses/fueled/armor AND is stackable? Or is this still only something for perishable objects? I think my calculation with stacks when using overmax modsettings is also not correct (assuming that the shown freshness or uses are valid for all stacked items at once and are decreasing for all of them at once)
兰_Lanple Jan 1 @ 7:36pm 
Hello author, I really like this mod, but I think there is something wrong with the repair when REPAIRCOMBINE_overmaxperishable: I believe that the maximum value should only be added when the sum of the current values is bigger than the maximum value, otherwise the maximum value should be taken from the two items with the bigger one. According to the code you are writing now, when the REPAIRCOMBINE_overmaxperimetable is enabled, the maximum value will be infinitely stacked, which is not correct because, for example, for a Ham Bat, the difference between its maximum value and the current value will only increase.
I attached the code that I am trying to modify, hoping it will help you understand what I mean:
(The same applies to other REPAIRCOMBINE_overmaxXXX as well)
♥KRYPT1CC♥ Aug 16, 2024 @ 3:42pm 
@Serp thank you!
Serp  [author] Aug 16, 2024 @ 12:21am 
@♥KRYPT1CC♥
- added priority = 2 to the combinerepair action.
this prioritizes the combinerepair action more compared to other actions, so now you can eg. also repair the "luxury fan".

Let me know if this causes problems for other objects