Don't Starve

Don't Starve

Repair Mod v3.1
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Update: 16 Oct, 2017 @ 12:08pm

Version 2.0.3

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

Update: 14 Oct, 2017 @ 7:29am

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: 12 Oct, 2017 @ 6:16am

Version 2.0.1

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

Update: 12 Oct, 2017 @ 6:01am

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 ;)