Don't Starve Together

Don't Starve Together

Repair Mod v3.1
 This topic has been pinned, so it's probably important
w00t  [developer] 15 Jun, 2020 @ 6:55pm
New Features in v3.0
More Custom Data Options

Now in customdata.lua, you'll be able to specify your own custom ingredients and custom hammers. Any custom ingredients added will automagically be added to the initial search algorithm when booting up a world and will allow for a broader range of possible repair item assignments on tools/weapons/armors. Any custom hammers that are added will simply be allowed to be used as a "repairing" hammer with a specified repairing durability if one should exist ("repairing durability" refers to how many items it can fully repair until it should break, the vanilla hammer has a default repairing durability of 15 items). NOTE: Custom hammers can technically be any item, but repair durability will only work if the "hammer" has the "finiteuses" durability component.

I've also added the ability to specify if a new custom item should be classified as a boss item or not. Further instructions for everything will be in customdata.lua (don't forget to back up your old customdata.lua if you want to reference what you've already added since you'll need to manually re-add them this time).

New Config Options

I've added quite a few different in-game config options for further mod customization. For example now you can make hammer repairing exclusive to Winona and Wagstaff, make the new crafting recipes for thulecite pieces and nightmare fuel exclusive to Maxwell, change the repair durabilities of the vanilla hammer & amulet, and even remove the sanity penalty for refilling the yellow amulet (default unmodded behavior). Be sure to check them all out!

New Crafting Recipes

You'll now have the option to allow crafting thulecite pieces, bone shards, and have an additional way to craft nightmare fuel. Bone shards are a lot more simple to get nowadays with rotting fish, but I've added a refinement recipe for them (made from hounds teeth) for either vanilla DS or for those with thalassophobia[en.wikipedia.org] like me :). Thulecite pieces and the additional nightmare fuel recipe will be crafted at a pseudoscience station and shadow manipulator respectively, however just like crafting anything at a pseudoscience station, the added nightmare fuel recipe follows the same rule: you must be standing next to the shadow manipulator in order to craft it.

The reason the additional nightmare fuel recipe has to stay exclusive to DST for now is because DS by default does not support health and sanity being used as crafting ingredients; only if you have Hamlet installed. This will be something I look into whenever I get around to a future update, but just wanted to at least cover why.

Bone shard recipe : 3 hounds teeth = 1 bone shard
Thulecite pieces recipe : 3 gold, 1 nightmare fuel, and 10 sanity (sanity DST only) = 3 thulecite pieces
Nightmare fuel recipe : 15 sanity, 5 health = 2 nightmare fuel

New Unique Battery Item

I've now finally managed to add in a dedicated battery item to replace the placeholding electrical doodad. It will function in the same way, but will now also accomodate for electrical items that have a finite amount of uses to them (will provide up to 6 minutes as fuel or restore 5 uses). There's also a config option to allow it only be craftable by either Winona or Wagstaff. Credits to Lynora for the artwork!

Battery recipe : 1 gold, 1 flint, 2 stone = 1 battery

Full Content Support

I've done the best I can to try to cover as much uncovered ground as I could with this update. I've tried to make sure that all of the new(er) SW content was covered (tar is now a tinder item!), that Hamlet is covered, and that the newest update(s) to DST have been covered as well (now including Walter and Woby!). I still can't help but feel that I've forgotten something as I'm only one person (and I've fallen a bit out of the loop with DS/DST lol), so please let me know if I've missed anything. Keep in mind if something has an already existing way of being repaired, for example like the cork head lamp or anything sewable, I try not to touch it in this mod.

Empowerable Boss Items

I've now added support to the empowering action for boss items. It will function similar to how boss items work with the hammer (by default you need to be wearing a construction amulet to repair), but the difference with empowering is everyone except for Maxwell (by default, can be changed in the config) will be required to be insane in order to empower an empowerable boss item. Wearing a nightmare amulet will also work, but will also drain some durability from the amulet (same calculation and durability as construction amulet). This support has also been added to customdata.lua.
Last edited by w00t; 21 Jun, 2020 @ 8:25pm
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Showing 1-3 of 3 comments
There doesn't seem to be a custom battery fueled option so I have to edit repair data if I want to add to it.
w00t  [developer] 9 May, 2022 @ 4:34am 
Yeah haha it won't break anything if you do, it's just repairdata.lua has a lot more other stuff in it that will make it hard to "reapply" any changes since everytime I update the mod, it overrides both your repairdata.lua and customdata.lua.

The other thing is I might change repairdata.lua on my own in-between updates based on if I'm adding a new feature or editing an old one or whatever, which means you'll always have to manually re-add the values back to any tables there. Hence why I made separate file to make it easier for the end-user to edit values because at least with customdata.lua you can just back up the whole file and replace it whenever the mod updates (unless I modify the file in some way, in which you'll have to manually add the values back again but that's a lot rarer to happen).
w00t  [developer] 9 May, 2022 @ 4:37am 
Maybe someday I'll add it a custom table for all of the extra repair types as well, I just have no promises on if/when that'll be. I really want to refactor this whole mod someday as I made it back when I first started to learn how to code lol
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