Don't Starve Together

Don't Starve Together

Repair Combine
11개 중 1~10개 표시 중
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업데이트: 2025년 1월 5일 오전 8시 23분
작성자: Serp

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.

업데이트: 2024년 8월 16일 오전 12시 19분
작성자: Serp

- 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

업데이트: 2019년 12월 12일 오전 7시 16분

- 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.

업데이트: 2019년 9월 30일 오후 3시 01분

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

업데이트: 2019년 9월 26일 오전 8시 19분

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).

업데이트: 2018년 8월 1일 오전 4시 20분

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

업데이트: 2017년 9월 20일 오전 8시 27분

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.

업데이트: 2016년 12월 17일 오전 7시 34분

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

업데이트: 2016년 10월 1일 오전 6시 28분

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

업데이트: 2016년 9월 22일 오전 7시 34분

- Now it also works for clients ;)