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Maybe I should increase the fuel usage. It costs cloth and steel after all.
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.
I often wonder why a trusty 'toggle' is often overlooked.
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
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.
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.