RimWorld

RimWorld

MendAndRecycle
TheJollyKraut Aug 29, 2018 @ 11:38am
More balance?
hi @Charlotte,

i played your mod in the last version and although it's in principle a fantastic mod i found it to be very overpowered to the point of being game breaking as it basicly provides free and easy money and no incentive for a colony to get into tailoring.

here are a few things I think could make this mod more balanced, reasonable and realistic...
- make mending kits mandatory in order to mend clothes (wool kits in order to mend wool clothes, leather kits for leather, fabric kits for fabric)
- have mending kits have reasonable material costs
- have items lose one quality level each time they are mended (eg a superior item becomes a good item, good becomes normal, and so on) unless the mending failed
- a similar system could be implemented for weapons and armor


not sure if you'd like this idea but i think it would really add to your mod.

cheers o/
Last edited by TheJollyKraut; Aug 29, 2018 @ 11:08pm
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Showing 1-15 of 51 comments
Charlotte  [developer] Aug 30, 2018 @ 1:24am 
I implemented the qualtity one and everyone hated it lol.

Maybe I should increase the fuel usage. It costs cloth and steel after all.
TheJollyKraut Aug 30, 2018 @ 11:53am 
bummer. i'd assume people prefer realism...
araziel Oct 19, 2018 @ 8:32am 
I don't I prefer fun :P
But I would like to see mending kits be a lot more expensive, e.g using high-tech mending kits that take advanced components to repair marine armor/charge lances etc.
brightsideguy Oct 27, 2018 @ 1:16pm 
An option to toggle on that quality one, would be super cool. Like Jolly, I really do like the concept of some consequence to mending (other than losing a little resources) and thus needing to build clothing every once in a while.
RedLightning Nov 2, 2018 @ 11:10pm 
Originally posted by brightsideguy:
An option to toggle on that quality one, would be super cool. Like Jolly, I really do like the concept of some consequence to mending (other than losing a little resources) and thus needing to build clothing every once in a while.

I often wonder why a trusty 'toggle' is often overlooked.
Mr.Lemming Nov 29, 2018 @ 10:47pm 
ikr "We can't just let the customer CHOOSE! They don't know what they want, we do." ( Not trying to be a ♥♥♥♥, I'm actually fine with how it works now, thanks for a great mod :) )
Last edited by Mr.Lemming; Nov 29, 2018 @ 10:48pm
Pimpmaster Bob Nov 30, 2018 @ 1:37pm 
A % chance to decrease quality could be an option. default is like 25%, but people can choose from 0 to 100.
sorry for offtopic, but is it possible to make a patch for Weapon Tech to make a weapon repairing impossible if there's no such technology for it? Probably, I could do it myself, I played the game two years ago, made some patches. But it would be great if you show the example on some weapon so I could do the rest.
AmbiguousMonk Dec 9, 2018 @ 7:09pm 
Rather than require mending kits, I'd love it if each item required a percentage of it's original crafting cost (proportional to it's remaining health percentage, or even more) and material to repair. (e.g. cloth parka at 50% requires at least 40 cloth to repair) That way, repairing is possible, but it's not any more efficient than crafting a new item, thus not breaking economic balance

The point of repairing at this point really becomes preserving items with high quality, at the expense of the materials that made it. In other words, say a pawn made a legendary item, you could keep repairing it, although you don't gain any additional value or wealth for it. You just get to keep a legendary item instead of crafting a new one at probably lower quality
araziel Dec 10, 2018 @ 3:38pm 
Actually I like that idea the best. Do away with the mending kits and use components needed to make the item originally, or even more. Shouldn't be too hard, does away with the completely unneeded extra item, and could probably be made to be very mod-friendly to boot.
AmbiguousMonk, +1. seems more realistic and interesting.
Jukebox Dec 11, 2018 @ 1:30am 
Agreed, makes sense and doesn't need a new item to be added. I'd assume it'd be easier, rather than balancing a repair pack for every tiem.
AmbiguousMonk Dec 14, 2018 @ 12:36am 
The only problem with my idea is that I'm quite sure it's much more difficult to make happen programmatically. As a mod designer myself (albeit amateur), I know full well that even things that sound simple 'on paper' aren't always so once you get to the programming part
Last edited by AmbiguousMonk; Dec 14, 2018 @ 12:38am
SumYungGuy Jan 19, 2019 @ 6:36pm 
It comes down to whether there is a script that lets the mending recipe dynamically recognize the 'stuff' that each item is made from.

But then there are items that are not 'stuffed' (that is the offically recognized term, seriously). Take Marine Armor. We players all know it's made with plasteel and components, but a dynamic recipe that looks at the metadata of an item won't see any particular material that it is made from to draw on for the mending requirements. Compare it to a Devilstrand Duster, Plasteel Longsword, or Cloth Pants and the script would instantly recognize that these items draw traits from their source material and use that material in the recipe.
Emelio Lizardo Mar 24, 2019 @ 3:19am 
If items are going to lose quality there's almost no point in mending them in the first place.

If such a control is needed, reduce the upper limit of the repair value each time an item is mended.

But I'm not convinced this mod is overpowered.

As far as the bench printing money, the present costs of mending are pretty high. But your colony should be in the business of making a profit anyway.

It is a little weird to have the bench "fueled", and needing the crafting spot to jump start it. Not exactly elegant.

I do like the idea of using 'original' materials in the mending process (as opposed to the fueling process) and for items without metadata just use some default based upon the type of item.
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