Don't Starve Together

Don't Starve Together

Repair Mod v3.1
148 Comments
wherethesunnoshine 21 Apr @ 12:08pm 
crashes when attacking or being attacked by a tallbird
Cascade 13 Jun, 2024 @ 9:35pm 
Crashes my game :c
ZAL 3 Jan, 2024 @ 4:49am 
good best mod
nati-colombo 20 Oct, 2023 @ 5:48pm 
O mod ta quebrado ??
Cheryl 31 Aug, 2023 @ 5:20pm 
(For hammer repairs I mean)
Cheryl 29 Aug, 2023 @ 7:01pm 
@w00t Heya, could you add a little config setting that says "Always max repair" so it will cause the item to get 100% when a repair is done? If that already exists somewhere let me know---- Would be nice for certain playstyles.
w00t  [author] 27 Aug, 2023 @ 8:26am 
@Ikkegwn If you go to the Bug/Crash Reports discussion up above and post your crash report using the steps there, I can try to help you fix it :)
Ikkegwn 27 Aug, 2023 @ 7:51am 
With this mod enabled and a bunch others, the moment i craft a razor, normal one, it crashes the game. Full crash, nothing more, nothing less.
jhprk2003 8 Jul, 2023 @ 12:21pm 
Just so you know, the mod works really well! Thank you for the mod!
tools guy-kun 27 Aug, 2022 @ 7:44am 
this mod is awesome. great work!
Edward 6 Jul, 2022 @ 11:43am 
Noted! Again, tyvm for the advice and have a good day!
w00t  [author] 6 Jul, 2022 @ 9:44am 
@Edward Wow, thank you for the very kind words :D that comment made my day!

I'm glad you were able to solve the issue, just keep in mind that this is going to be the new mod directory going forward. Instead of copying the mod to the old mods folder in the game's directory, might I suggest just creating a shortcut to the 322330 folder and keep that in the game's directory instead, that way you can easily access any of the more recently updated mods as well as your older mods if you ever needed to.

You're free to do what you want tho! I just figured I'd try to save you the headache in the future when any of your mods eventually update, not just this one haha
Edward 6 Jul, 2022 @ 9:26am 
@w00t You were absolutely right, the mod was there but not on my dst mod files. I had to manually creater the workshop-850125165 file there and move the files and the issue was completely fixed. Thank you so much for dedicating your time to this mod and also for helping me.

To me dst has another whole light when your work is in it. It adds so much Quality of life in the game its absurd, i really love your work. Keep killing it, its brilliant.
w00t  [author] 6 Jul, 2022 @ 1:22am 
@Edward A while back, Klei had changed their workshop mod download location to match Steam's default download location, which is under "Steam\steamapps\workshop\content\322330" (322330 is DST's Steam Store ID). You should be able to find most of your workshop mods after you've updated them, including mine, in that folder. Let me know if you still can't find it. :)
Edward 5 Jul, 2022 @ 9:53pm 
Hello, sorry to disturb. I cant seem to download the pertinent workshop 850125165 file into my computer, its not on my mod files and no mater how many times i subscribe and unsubscribe the file doesnt appear and the server cant even start. Could the author be so kind to link me the file of the mod? Would apreciate it. Love your work, keep being awesome.
ventress 8 Jun, 2022 @ 3:09pm 
tysmmmmm if anyone else also mentions the same error, deleting the folder and then downloading the mod ingame solved it for me.
w00t  [author] 8 Jun, 2022 @ 4:14am 
@eiliastraee Sorry to hear you're having issues, I actually just made a new discussion over here to try and handle any bug/crash reports, if you wouldn't mind dropping a crash report over there I'll try and address it as soon as I can
ventress 8 Jun, 2022 @ 2:32am 
Things are no longer working for me now I guess lmao. I can't start any save that included this mod. I get a dedicated server failed to start error. However, when I exclude the mod from list, everything starts up just fine.
Krakkip 6 Jun, 2022 @ 6:10pm 
Things are working for me now! Thanks!
w00t  [author] 6 Jun, 2022 @ 5:25pm 
@Krakkip Awesome, thanks for reporting that, I just posted an update that should fix that issue. Let me know if you end up having any more issues.
Krakkip 6 Jun, 2022 @ 5:17pm 
[00:02:00]: [string "scripts/mainfunctions.lua"]:1485: variable 'global_error_widget' is not declared
LUA ERROR stack traceback:
=[C] in function 'error'
scripts/strict.lua(23,1)
scripts/mainfunctions.lua(1485,1)
=[C] in function 'SetPersistentString'
scripts/mainfunctions.lua(26,1) in function 'SavePersistentString'
scripts/modindex.lua(119,1)
=[C] in function 'GetPersistentString'
scripts/modindex.lua(106,1) in function 'BeginStartupSequence'
scripts/main.lua(476,1) in function 'callback'
scripts/modindex.lua(735,1)
=[C] in function 'GetPersistentString'
scripts/modindex.lua(709,1) in function 'Load'
scripts/main.lua(475,1) in main chunk
Krakkip 6 Jun, 2022 @ 5:17pm 
scripts/mods.lua(563,1) in function 'InitializeModMain'
scripts/mods.lua(537,1) in function 'LoadMods'
scripts/main.lua(356,1) in function 'ModSafeStartup'
scripts/main.lua(477,1)
=[C] in function 'SetPersistentString'
scripts/mainfunctions.lua(26,1) in function 'SavePersistentString'
scripts/modindex.lua(119,1)
=[C] in function 'GetPersistentString'
scripts/modindex.lua(106,1) in function 'BeginStartupSequence'
scripts/main.lua(476,1) in function 'callback'
scripts/modindex.lua(735,1)
=[C] in function 'GetPersistentString'
scripts/modindex.lua(709,1) in function 'Load'
scripts/main.lua(475,1) in main chunk
Krakkip 6 Jun, 2022 @ 5:17pm 
probably gonna need to post in chunks. MOD ERROR: workshop-850125165 (Repair Mod): Mod: workshop-850125165 (Repair Mod)
[00:02:00]: [string "scripts/modutil.lua"]:35: modname must be supplied manually if calling GetModConfigData from outside of modmain or modworldgenmain. Use ModIndex:GetModActualName(fancyname) function [fancyname is name string from modinfo].
LUA ERROR stack traceback:
=[C] in function 'assert'
scripts/modutil.lua(35,1) in function 'GetModConfigData'
../mods/workshop-850125165/scripts/repairdata.lua(59,1) in main chunk
=[C] in function 'require'
../mods/workshop-850125165/modmain.lua(3,1) in main chunk
=[C] in function 'xpcall'
scripts/util.lua(780,1) in function 'RunInEnvironment'
w00t  [author] 6 Jun, 2022 @ 4:51pm 
@Krakkip I don't seem to have any issues on my end, the next time it happens can you check your client_log.txt and/or server_log.txt for any Lua errors and post them here? I wish I could have you just post them both to pastebin but Steam doesn't allow external links anymore.
Krakkip 6 Jun, 2022 @ 4:40pm 
The latest update is causing me to crash to desktop if get back in my worlds with this enabled. Even if it's the only mod active it wont let me generate a new world.
w00t  [author] 6 Jun, 2022 @ 4:04pm 
Hey all, sorry for the delay but I just pushed an update that'll now allow WX-78 to repair his circuitry along with a couple other things. Check out the patch notes here if you're interested.
w00t  [author] 5 Jun, 2022 @ 5:31am 
@chibiushi I don't think I'll be adding configs to toggle off individual items like that, but you do have the option to add it to the hammer's repair blacklist in customdata.lua to disable being able to repair it. Instructions on how to do so are included in the file, and iirc I think the in-game prefab for the tent is literally just "tent" lol
chibiushi 5 Jun, 2022 @ 5:07am 
Could you please add an option to turn off tent repair? if it is already there I might have missed it.
w00t  [author] 29 May, 2022 @ 5:00am 
@Luneyl Yup, it should! As long as whoever edited their customdata is the one who's hosting, their changes are the ones that are applied to the game (connecting clients' customdata will be ignored)
Luneyl 29 May, 2022 @ 3:52am 
Will it work on hosted game if I change that file? Other mods tells that this kind of file editing only works on dedicated servers.
w00t  [author] 29 May, 2022 @ 3:39am 
@Luneyl Haha maybe in my next update I'll include a default support for it, but as an option for now you do have the opportunity to add it yourself.

In the mod's folder (Steam\steamapps\workshop\content\###\850125165) there's a file called customdata.lua. In that file you can actually add in your own custom values for a couple different things, repair values for either the hammer or nightmare fuel, repair blacklists, as well as the ability to add in your own "hammer" tool. There's instructions included as to how to do it, the only thing you'll need to know is the marble hammer's internal "prefab" name (what name you use to spawn it through code, etc).

If you need a help with anything, let me know!
Luneyl 29 May, 2022 @ 1:58am 
Is it possible to add support for Marble Hammer from Marble Tools mod? So it can be used to repair things.
w00t  [author] 17 May, 2022 @ 7:12am 
@Nononym It'll most likely stay exclusive to WX but everything is subject to change
Nononym 16 May, 2022 @ 7:29pm 
Are you gonna make it a repair thing exclusive to WX78/Winona or no? Just out of curiosity
w00t  [author] 16 May, 2022 @ 3:58pm 
@Nononym Not yet, but I do plan on updating it soon™ to include functionality for that, I just first had to work out how they should get repaired (seemed awkward to add them as hammer repair items given their recipes, so I'm going to add a unique repair action for them) and then I just need to find time to sit down and code it lol
Nononym 16 May, 2022 @ 1:29pm 
Can you repair Wx78's mods with the repair mod? Or no?
w00t  [author] 9 May, 2022 @ 4:27am 
@[ZG] Zandorum The strings are there as a filler for the line "It looks like I'm missing ________." which is what your character will say in-game if you try to repair something without having the right repair ingredient in your inventory
Ikkegwn 8 May, 2022 @ 9:51pm 
@wOOt I can send you the whole thing, i'm not entirely certain which part it is. All i know is that i can load into this specific world with this one disabled. DM me for discord or something?
[ZG] Zan⁧⁧dorum 8 May, 2022 @ 6:31pm 
I had a question about "repairdata.lua", what is the purpose of the strings in ingredients?
w00t  [author] 8 May, 2022 @ 3:19pm 
@Ikkegwn Sorry to hear you're having issues, can you grab the line in your server log where it crashes?
Ikkegwn 8 May, 2022 @ 1:23pm 
Greetings, i have a bunch of mods but currently, while trying to load back into a world, this one makes it crash. I tried tweaking others and disabling others but this is the only one that doesn't let me in.
It does work on a new world and on another old world but this specific one just breaks
w00t  [author] 18 Apr, 2022 @ 7:39pm 
@NerdViking Greetings friend! I've tried to do my best to make it as compatible with other mods as possible. As long as any added item from a mod requires a material from the long list of repair materials within my mod, the hammer will automatically add compatibility to repair it (using said item).

If you wish to change the item it needs to be repaired or change the repair behavior to adapt the magic repair instead (empowering with nightmare fuel) you can change it and customize its repair value in the "customdata.lua" file shipped with the mod. Just remember to back up the file as it will get overwritten whenever the mod updates in the future.

Reinforcing is a unique mechanic to Winona where you can actually extend the max durability of a hammer-repairable item, up to double its original durability. You'll need one of Winona's trusty tape and one repair ingredient of the item you're trying to reinforce.

Let me know if there's anything else I can clarify for you!
NerdViking 18 Apr, 2022 @ 5:54pm 
hello! first of all very nice mod as far as i have read. And also well balanced and documented!? (things that the DST mod community seems to hate) its a dream come true.
I have been out of the loop of DST for some time but as the WX rework seems to be lighting up my old gang(3 of then main him) i began to organize our modpack.

so i have some questions how does this mod interact with other mods? we use a combination of "repair combine" with "Refuelable Magic"(Guess this one get replaced by yours) and have being eyeing some like "tropical experience".

also is "enpowering" as you say in "change log" is the same as "reinforcing" as you say in the features?
Ikkegwn 25 Mar, 2022 @ 3:03pm 
A lot shows up in the modded stuff, it's fine. Confusing after getting used to it but well, whatever.
w00t  [author] 25 Mar, 2022 @ 1:27pm 
@Ikkegwn No problem!

One of these days I might fix the modded recipes showing up in the right tabs, but for now as long as it's stable they'll just be found in the modded crafting tab.
Ikkegwn 25 Mar, 2022 @ 1:13pm 
I noticed the crash too, thought it was on me bc i was messing around. Thanks for fix!
w00t  [author] 25 Mar, 2022 @ 12:31pm 
@Mustard You have good timing lol I just pushed an update that should fix the crashing issue. I haven't found any issue with Insight yet, but if you happen to run into any more issues let me know, I'll try to fix them asap.
Mustard 25 Mar, 2022 @ 11:56am 
Seems to be causing crashes, at least when used with Insight.
w00t  [author] 28 Dec, 2021 @ 1:51pm 
I just posted the v3.1 update, this should address a couple of repairing discrepancies that have been introduced in the past few DST updates as well as address the reinforcing name crash.

While looking into that crash, however, I noticed that it seems Klei have addressed the mod desyncing issue in the most recent QoL update, which is what I believe to be the cause of what was making it seem like this mod was crashing/incompatible with other mods when reinforcing with Winona in the past.

This issue has now supposedly been fixed according to Klei, and I've even tested with a couple mods that I know would cause the desync in the past and they now seem to work fine, but please let me know if you end up getting any more crashes of any kind, relating to reinforcing or not.

Have a happy new year, everyone!
w00t  [author] 23 Dec, 2021 @ 5:51am 
@aresdevil I should have that fixed soon, the only crash I wasn't able to solve is a clash between certain other mods, but that's an issue that must've cropped up over the past few updates.

I plan on doing a bit of a clean up update (hopefully) over the holiday. I don't really play DST anymore, but I know there's been some items added to the game since I last updated this mod, some of which have been auto-picked up properly, but some also haven't. I plan on fixing any of those discrepancies as well as any other crashes that might've popped up since as well.

If anyone is experience anything they feel is incorrect, either a repair behavior/type/ingredient is wrong or you're just getting a crash of some kind, please let me know as I can't really fix anything that I don't know exists :) and thank you for your patience, I've been super busy lately lol