Don't Starve Together

Don't Starve Together

Repair Combine
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Update: 5 Jan @ 8:23am

Updated the code when the "overmax" settings are enabled.

The max uses will now only increase if the new current uses is bigger than the previous max
For the current uses this makes no difference, but for the percentages shown, which will be more in line now with the behaviour when overmax is disabled (so in both cases a 40% + 30% spear will result in a 70% spear now).
And combining two spears with max uses of 150, but current uses of 110, will result in one spear with 220/220 uses now (instead of 220/300).
..
Most relevant difference will be noticable with perishable items.Combining them with the "overmax" setting makes sense now.

Update: 16 Aug, 2024 @ 12:19am

- added priority = 2 to the combinerepair action.
this prioritizes the combinerepair action more compared to other actions, so now you can eg. also repair the "luxury fan".

Let me know if this causes problems for other objects

Update: 12 Dec, 2019 @ 7:16am

- Added option to disable/enable repair-combine for specific components. (all enabled by default)
So if you want to be able to repair-combine weapons/tools (finiteuses) but not anything fuelable or perishable, you can change the settings accordingly.

- Added option to also increase the max values! (disabled by default)
A spear usually has a max usage of 150.
If this setting is enabled, and you combine 2 full spears, you will get one spear with 300 of 300 uses (will still show 100%).
If you combine instead a spear with 100 uses left (66.6%) and a spear with 50 uses left (33.3%), you will get a spear with 150 of 300 uses left (50%).
For fueled items, like a lantern, this means after combinging eg. 10 lanters, the new lantern can hold 10 times more fuel.
For perishable items it's more like a nerf, since whether something is stale or not, depends on the percentage, not of the values. So combining two perishable items will yield an item with average freshness of these both, which might make the result worse than using both on their own.

Of course the bonus setting still applies. In case of our 150/300 spear example, you will get x% on top of 150. So with that bonus you again may make perishable items more fresh.

Update: 30 Sep, 2019 @ 3:01pm

Now also works correctly with stackable equipments, like the Bull Kelp Stalk. should also work for mods that make weapons stackable.
So a stack of 3 items with 50% combined with one item of 30% will result in a stack of 3 items with 60%, like it should

Update: 26 Sep, 2019 @ 8:19am

Rewrote the whole code. Mod does not use the repairable component from the game any longer, I made my own component.
This means you also can combine things that are already repairable by other stuff, so now you can eg. combine two icecube-hats.
It also means that the mod will be much more stable and less possible bugs (although we had no bugs yet).

Update: 1 Aug, 2018 @ 4:20am

Added more options for bonus durability.
Now also negative values are possible, up to -5%
And randomly between -5% to +10%.

Update: 20 Sep, 2017 @ 8:27am

Added in modsettings "bonus durability". By default it is off.
You can choose from +1% to +10% or even randomly.
So when combining a 30% item and a 40% item, you may get an item with up to 80% if you wish so.

Update: 17 Dec, 2016 @ 7:34am

- excluded musha items and yamche from "[DST] Musha" Mod. So hopefully they are compatible now (someone needs to test)

Update: 1 Oct, 2016 @ 6:28am

- just added a hint to the mod options, that they do not work for clients for now.
I have no clue why.

Update: 22 Sep, 2016 @ 7:34am

- Now it also works for clients ;)