Don't Starve

Don't Starve

Repair Mod v3.1
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Update: 28 Dec, 2021 @ 1:29pm

Version 3.1

A bit of a small update to bring the mod up to speed with current DST stuff, while also addressing a couple crashes in DST.

Gameplay Changes
  • Spiderhat repair value with spider glands buffed from 20% to 50%
  • Wolfgang's Gembell now needs to be empowered by nightmare fuel (50%)
  • Changed the yellow amulet config to account for all non-light source items that are "empowered" normally in vanilla

Bug Fixes
Minor:
  • Fixed crash involving renamed items after they've been reinforced
  • Alarming Clock no longer repairable with the hammer
  • Gembell no longer repairable with the hammer

Major:
  • Potentially fixed the infamous action desyncing crash with reinforcing items as Winona

    Ever since the recent QoL update, it seems Klei have fixed the issue that was causing certain mods to become desynced between client and server. This was what I believe to be the core problem behind what was causing a crash when reinforcing items with Winona in the past, and I've even tested a few mods that I know used to cause a crash in the past and I'm happy to say that it seems they are no longer causing any issues anymore.

    So I'm happy to see it finally being addressed, although still somewhat hesistant to say it's 100% fixed yet. Please let me know if any of you run into any crashes involving the reinforcing mechanic with Winona, but as far as I can tell the issue's been fixed. Fingers crossed! :)

Update: 24 Jun, 2020 @ 6:25pm

Version 3.0.4

  • Fixed a crash that would sometimes occur when trying to load with another mod that would similarly affect item description strings

Update: 24 Jun, 2020 @ 5:47am

Version 3.0.3

  • Fixed a crash that would occur when building a salt lick (DS Only)

Update: 21 Jun, 2020 @ 6:12pm

Version 3.0.2

  • Sewable clothes can now be added to either custom repair lists (hammer or nightmare fuel) and will replace their ability to be repaired by the sewing kit by the assigned action. (Keep in mind anything in the custom nightmare fuel repair table will still overwrite its hammer repair value.)

  • Fixed a bug that prevented certain items that lost durability over time from being repaired
  • Added the Hamlet compatibility tag for in-game mod checks (woops!)

Update: 18 Jun, 2020 @ 11:19am

Version 3.0.1

  • Fixed a bug in Hamlet that would allow the hammer to repair structures it shouldn't have been able to repair (looking at you, Klei...ಠ_ಠ)

Update: 15 Jun, 2020 @ 6:51pm

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: 19 Nov, 2017 @ 6:30am

Version 2.1.3

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

Update: 22 Oct, 2017 @ 1:26pm

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: 20 Oct, 2017 @ 5:18pm

Version 2.1.1

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

Update: 18 Oct, 2017 @ 4:54pm

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 minutes 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. ;)