Don't Starve Together

Don't Starve Together

Repair Mod v3.1
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Update: Jun 15, 2020 @ 6:44pm

Version 3.0

Brace yourselves again folks, it's another big one...

**NOTE: I’ve updated the customdata.lua in this update, so any custom values you’ve set in your current customdata.lua will have to be manually copied over into the new file (instead of just replacing it with your backup). Sorry for the inconvenience <3**

Summary of What's New
  • Complete SW, Hamlet and current DST: Return of Them compatibility
  • Added two more custom data options for customdata.lua: custom hammers and ingredients
  • Added many more config options in the in-game menu, including making certain mechanics exclusive to certain characters
  • Added crafting recipes for thulecite pieces and bone shards
  • Added an additional crafting recipe for nightmare fuel (DST only)
  • Added unique battery item (artwork by Lynora)
  • Added many missing repair recipes and ingredients (sorry :( )
  • Various small character changes
  • General balance changes
  • Bug fixes!

If you want to see the full breakdown on the new features, check out the discussion here!


Balance Changes
Willow
  • Can now refuel torch-like items by 50% more (to match her character refresh)
  • Her lighter is not affected by this change

Maxwell
  • Can now empower twice as fast
  • Receives 50% less sanity penalty when empowering
  • Can now empower books (along with Wickerbottom) at 1 nightmare fuel per use

Winona
  • Slow-build speed penalty down from 2 to 1.5 sec
  • Repairing hunger depletion now consistent with how it works in vanilla (can still be adjusted in the config)
  • No longer gains sanity per repair hunger drain

Empowering
  • Default empower sanity penalty down from 15 to 10
  • Lazy Explorer empower value down from 50% to 35%
  • Volcano Staff empower value down from 25% to 20%
  • Construction Amulet empower value down from 33% to 20%
  • Chilled Amulet empower value up from 50% to 65%
  • Nightmare Amulet empower value up from 25% to 40%
  • Pan flute is now empowerable (woops!) as well as the other flute variants, all restoring 2 uses per empower

Miscellaneous
  • Animation for refilling sewing kits is now twice as fast for all characters
  • Can now repair broken (repairable) items that are on the ground while the hammer is equipped

Bug Fixes
  • Fixed an incompatibility naming issue with the previously named "tinder" component
  • Fixed a bug preventing tents and siesta lean-tos from being repairable
  • Fixed a bug that would cause the player to perform the animation for repairing before they would say they were missing the ingredient
  • Fixed a bug that allowed Book of Tentacles to be repaired by a hammer
  • Fixed a bug that would allow an additional item to be repaired by the hammer beyond that of the hammer's intended durability count
  • (DS Only) Fixed a crash that was preventing the mod from being loaded

Known Issues
Small Issue(s)
  • When reinforcing an item for the first time as Winona, the name will not reflect the amount of % that it has been reinforced. Relogging will fix this issue. (Still no "%" character in DS's font file either lol that's out of my control)
  • (DS Only) Other people can still craft thulecite pieces even when the config is set to only allow Maxwell to (something I can't fix either since there's no support for it in DS :( )

Big Issue - Crashing upon Reinforcing w/ Winona

(DST Only) I've received a few reports in the past of my mod crashing when an item gets reinforced by Winona. While unfortunately this is still an issue, I've looked in to this issue several times and have come up with a couple key takeaways. One is that my mod works fine stand alone, meaning if it's the only mod running on a world, and two is that every time this problem occurs, there's a message left in the game log right before the crash that states another mod has caused the actions table to become desynced betwen client and server.

I'm really unsure as to what causes this and why, as it can happen even when the mod seemingly doesn't even touch the actions or componentactions files. The reason why I think this mod seems to be the one "pushing" the crash is because I've set this mod to a much lower load priority to make sure it's loaded last (so it can auto-detect repairable items from other mods) and since it's last on the stack, the reinforce action is the one that desyncs (doesn't exist on both client and server, causing the client to crash).

If anyone who's familiar with this issue has any technical insight for me, I would gladly accept (and credit!) any help on the matter. But as of right now, the only solution I can give is to either not use my mod concurrently with these other mods that cause the desync or to not use the reinforce feature with Winona as it seems to be the only action that causes the crash.

I apologize for the inconvenience and thank you in advance for understanding!

Thank you!
I just wanted to thank you all for being so patient! The past year or so has been a bit rough for me and I do humbly apologize for the long wait on updating this mod. I've had this update planned for a while (with lots of changes that had to be made internally) and even had plans to try and get it released by the end of last year, but as you can see that never came to fruition lol.

As far as plans going forward, I don't really have any sort of plans of any new features (subject to change) but I do plan on at least maintaining this mod to make sure no future crashes arrive. I'm hoping with the newly added features to customdata.lua that it will help future-proof it a bit more and allow you folks to add in new ingredients/repairing values as you see fit (and not be so reliant on me when new items release :D).

My heart goes out to anyone who's been affected in any sort of way from covid-19. I hope you all stay safe and stay healthy in these scary times. Wash your hands and always try to be kind to each other :) we need each other now more than ever.

Update: Nov 19, 2017 @ 6:43am

Version 2.1.3

  • Fixed a bug that would cause a crash when repairing a wall

Update: Oct 22, 2017 @ 1:24pm

Version 2.1.2

  • (DST Only) Fixed a bug that was causing other players to hear the repair "ding" sound when you repair items

Update: Oct 20, 2017 @ 5:16pm

Version 2.1.1

  • Reverted a change internally that was causing unintended behavior in DST

Update: Oct 18, 2017 @ 4:53pm

Version 2.1

Added a couple more repair mechanics to the game, refilling salt licks and refilling electrical-like items. Read below for a little bit more detail on the both of them.

  • You can now refill electrical-like items up with electrical doodads (6 min of charge per doodad). These items include: miner hat, lantern, morning star, and moggles

    This was actually an idea I had originally, but scrapped it after finding out the "electrical doodads" are supposed to be transistors, not batteries lol. I'm implementing this now as a temporary solution to be able to repair the niche "electrical" items, but in the future if I'm ever able to get an artist's help (since I'm no artist myself lol) I would much rather make an actual battery-like item that would act similar to a sewing kit or boat repair kit.

  • *DST Only* You can now refill semi-depleted salt licks in the world. A single nitre will refill 30 uses (or 25%) of a salt lick's durability.

    Because there is no way to tell how much durability a salt lick has remaining other than judging it based on its sprite (which changes every 20% of its durability), the option to fill a salt lick with nitre will not show up until it has changed its sprite from the newly built sprite to the first semi depleted one. This way it prevents the player from wasting too much of their precious commodity that is nitre. ;)

Update: Oct 16, 2017 @ 11:45am

Version 2.0.3

  • Fixed a bug that would sometimes cause a crash when reinforcing an item

Update: Oct 14, 2017 @ 7:14am

Version 2.0.2

  • Fixed a bug that was preventing Wigfrid's gear from being repairable in DS

**NOTE: I’ve updated the customdata.lua in this update so any custom values you’ve set prior you’ll have to manually copy over into the new file. Sorry (again) for the inconvenience, but this will ultimately be the last time I have to, read below for more info**


With this update I changed around the customdata.lua file again, but this time it's purposely to make it so I won't have to update it in the future unless I add any new features to it for you guys.

There was a bit of a design flaw in customdata.lua in that, at the time of making it, I was including any and all recipes that didn't have a crafting recipe in-game to add repair support to it. The problem with that is that if I rely solely on using customdata.lua to add these values, it's an inconvenience for you guys due to the fact you then wouldn't be able to copy/paste your backup customdata.lua in to the mod (as they're not the same file anymore) but instead have to copy and paste each individual value to the new file.

So instead, I've added support to repairdata.lua so I can add in and adjust whatever default value I want to the game, but customdata.lua still overrides any changes to anything that's in repairdata.lua. I've still kept the examples (and even stole a couple from from repairdata.lua to show magic and blacklist examples as well) so that people who know barely anything about coding can still be able to figure out what they need to do to add in their own values.

If you have any questions/requests as far as the customdata.lua file goes, feel free to leave a comment on the mod and I will help any way I can :)

Update: Oct 12, 2017 @ 5:57am

Version 2.0.1

Fixed a bug that would sometimes cause a crash when repairing with the hammer

Update: Oct 9, 2017 @ 10:27am

Version 2.0

Brace yourselves, it's a bit of a biggie lol

**NOTE: I’ve updated the customdata.lua in this update so any custom values you’ve set prior you’ll have to manually copy over into the new file. Sorry for the inconvenience <3**

New Features

  • Don’t Starve compatibility (w/ RoG and SW as well, woohoo!)

  • Changed the name of the mod from "Hammer Repair mod" to "Repair mod", with all of the new types of repairing mechanics I think it's finally earned the title ;)

  • Winona now, by default, has a small hunger drain per repair/reinforcement, but she will gain sanity equal to the amount of hunger lost (more info under Balance Changes)

  • Hammers and Construction Amulets’ durability costs (in regards to repairing) have been completely revamped (more info under Balance Changes)

  • You can now add tinder-like items to torches and boat torches, these items include: grass, twigs, petals, foliage, and feathers

  • You can refill buckets’o’poop with manure-like items now, these items include: poop, guano, glommer goop, and rot

  • In Shipwrecked, you can refill boat repair kits with boards (1 use per board), as well as you have the option to allow a boat repair kit to use a board out of your inventory (or boat’s inventory) before using its own durability, as long as a board is available (set in the config)

  • In Shipwrecked, you can reload a boat cannon with coconuts as ammo. Each coconut refills 3 cannon shots

Balance Changes


Minor Changes:
  • Removed steel wool as an ingredient, things that used steel wool to repair will now use another ingredient out of their respective crafting ingredients
  • Added rocks and bone shards to the list of ingredients for better mod compatibility
  • Tweaked a couple different default repair values listed in customdata.lua as well as added more that’re Shipwrecked related

Major Changes:

New Hammer and Construction Amulet durabilities
Durability used on a hammer or construction amulet (when repairing) has been completely revamped from what it used to be. Instead of a flat amount of uses, the amount of “repair” uses each has is now based on a total amount of times you repair something to 100% durability.

To explain further, once you repair something equal to 100% of its value, it will consume 1 “repair” use of the hammer (and construction amulet if one’s equipped). That means repairing a spear from 1% to 100% will use the same amount of durability on the hammer/amulet as repairing a logsuit from 1% to 100%, regardless of the logsuit needing 8x as many repairs. This is to make it feel less punishing to have to repair things that require many more repairs than others, while still sticking to the same repair rules (how many items needed to repair).

The amount of “repair” uses for each have been set to 15 for the hammer and 10 for the construction amulet (down from 25 flat uses and 20 flat uses respectively). This may seem like a nerf in the amount of uses but because of the change in how their durability is calculated, you will still get an overall increased value out of the hammer and *possibly* the amulet (depending on what you use the amulet on. I felt 5% for the amulet was a little too small before, but due to it being a flat cost per use it felt more balanced when dealing with things like armors that needed many repairs to fully repair)

There are a couple things to note with this new system. While wearing a construction amulet, the double repair multiplier does not apply to the amount of durability you use with the hammer (ergo you lose half as much durability on the hammer when repairing 1% to 100%). Winona’s extra repair multiplier, however, is added to how much durability you lose (you still use the same amount of durability repairing 1% to 100%, even tho there’s a lesser amount of repairs). However now, for both repairing and crafting purposes, Winona now only uses 75% of the normal amount of durability from the construction amulet (15% while crafting and 7.5% for a full repair).


Winona’s new hunger drain/sanity gain when repairing
With her new unique reinforcement mechanic and the ability to not only repair 33% more per repair but at double the speed (along with the new changes to how durability is used on the hammer/amulet), she makes for a great support role when it comes to things like prepping for and aiding during big fights, as well as greatly increasing the frugality of your materials.

However with so many buffs added to her, I felt like she needed a little something to sort of balance out all of the good, so I thought a small hunger drain per repair/reinforcement seem to fit her character (she “works up an appetite” lol). I also felt it would fit her character (and help soften the blow of the hunger drain) if there was a small sanity gain from those actions as well. By default the amount drained/gained is set to 5 and can be adjusted in the config, however as a design choice I’ve set it so that the numbers will always match each other (you’ll always gain in sanity what you lose in hunger).

This idea brings on a cool synergy later in the game once you get a construction amulet, since you require sanity (by default) to refuel a construction amulet but then you can gain that sanity back when using the amulet to repair. Do keep in mind, tho, that the amount of health drained/sanity gained is not affected by the amulet multiplier and is reduced by any “over-repair” value relative to the original repair value. Eg: if you repair something that normally has a base repair value of 10% but the item’s at 99% durability, the health drain/sanity gain will be reduced by 90%. (9% over-repair, 9/10 = 90%)

Let me know what you think of the change and feel free to leave any suggestions as to how you think it could be improved upon. :)


Bug Fixes

  • Fixed a bug where trying to reinforce an item added in through customdata.lua that didn’t have an existing crafting recipe in the game would cause a crash
  • Fixed some items not updating their “need of repair” status when the world first loads
  • Fixed the hammer being able to repair the bucket’o’poop (added new mechanic for that instead)

I’ve tried to sort the ingredients the best I could over the past few updates but let me know if you guys see any mod items that have any really unintentional ingredients chosen for their repair material. I can try to switch the ingredient priorities up to have the mod detect the proper ingredient by default, but it’s just impossible for me to A. know what every mod’s items are and B. try to accommodate every mod in a single linear list. I’ll try tho, promise <3 ;)

Update: Sep 17, 2017 @ 4:21pm

Version 1.2

Added a brand new mechanic exclusive to Winona and her mending tape: Reinforcing.

  • Winona can now use her mending tape to reinforce tools and armor to increase their max durability (effectiveness remains unchanged)

To reinforce tools and armor as Winona, just make sure you have the item you're trying to upgrade's respective repair material in your inventory and simply take the mending tape and right click it on to the item. Its max durability will be permanently raised by a certain percentage (labeled in the item's name) up to a maximum of an extra 100% durability. The percentage reinforced varies per item, ranging anywhere between 1-6 reinforcements necessary to increase it to 100%.

A great thing to note is that this also increases how much repairing value each item will recieve due to the fact repairing scales with the item's overall percentage, making the investment of reinforcing an item make up for itself over time if kept repaired.