For the calculation of resources needed for repairs, could you add the possibility to choose between "base cost only" and "base cost plus improvements"? It would be a great help for those who have rebalanced all the recipes...
[Suggestion] Now, what would be fantastic is if this mod got combined with Repair Requires Materials, then both mods made compatible with Project Auga! :D
Any chance of getting an updated version of this? Need to create more necessity to acquire certain matts. Too many metals and items become obsolete. i used this a long time ago with EpicLoot and Item recycling to create a really good loop system and purpose to the excessive items drops. Please update <3
If you use the Repair button in the crafting UI as opposed to the key combo to repair specific items do the required materials still get consumed or does the Repair button still allow free repairs to everything? I couldn't tell because I wasn't seeing any ' Xxx used to repair...' notifications and I have no idea how much stuff I had in the chests :P
@dunc001, I can confirm that the [Repair] button does NOT use the required materials. All repairs using it are FREE. Also, unlike the other mod "Repairs Require Materials", there is no visual notifications of requirements shown hovering over the [Repair] button. In my opinion, if the intent is to use this mod, then you should NOT be able to get free repairs from the [Repair] button while this mod is installed and enabled. MAYBE @aedenthorn can update this mod, at least giving us that option???? Also, this mod IS A REPLACEMENT for the other "Repairs Require Materials" mod. Reason being if you install and enable both, thinking, well this will FIX the problem and make the [Repair] button function, it WON'T. The "Repairs Require Materials" one does NOTHING then. Maybe due to "load order"? Hope this info helps, and that @aedenthorn sees it, and considers addressing the conflicts. He is the best modder here for Valheim......
I tried using both and they worked. But the amount required for the repair of the same item was more for "Require Specific Items"(which was also the right amount) and less for "Repair require materials"(the default gui for repair).
I looked at the code but htey both use the same calculation. Idk where the problem is
Both mods, when used together, are repairing and consuming the mats. The issue I'm having is that when something requires 0/1 of a material, instead of skipping that material, it needs to consume 1 of that item? Like, if something requires 0/1 to repair something, it shouldn't even need it to repair at all. This problem mainly circumvents with Epic Loot's materials when it comes to enchanted equipment, but also applies to non-enchanted items. Lowering the multiplier does not fix this.
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Thanks for your work!
Also, this mod IS A REPLACEMENT for the other "Repairs Require Materials" mod. Reason being if you install and enable both, thinking, well this will FIX the problem and make the [Repair] button function, it WON'T. The "Repairs Require Materials" one does NOTHING then. Maybe due to "load order"? Hope this info helps, and that @aedenthorn sees it, and considers addressing the conflicts. He is the best modder here for Valheim......
I looked at the code but htey both use the same calculation. Idk where the problem is
Ability to not use a modifier, so simply clicking on items while at the correct station, repairs them.
tooltip only shows when at a crafting station menu
All slot icon turned into place holders, cannot craft, stuck in crafting/inventory tab.
Pic
UPDATE: Fixed with the new update.
I had one little suggestion if I may, would it be possible to disable the normal repair function that allows the user to circumvent your mod?
Best,