[MOD 0.12.12+] PocketRepair 1.0.1

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Wulfson
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[MOD 0.12.12+] PocketRepair 1.0.1

Post by Wulfson »

Long Description:
PocketRepair adds a craftable armor module that becomes available after researching the Repair Module technology (Prereqs: Robotics and Portable Solar Panel). When slotting this armor module into your armor, it will repair any damaged items that are in your inventory. By default, it uses up the durability of any repair packs that you have on you to do the repairs, but this can be changed in the config file. If you add multiple Repair Modules to your armor, multiple items will be repaired at the same time; I.E., if you have 3 Repair Modules slotted and 5 damaged turrets in your inventory, 3 of the turrets will be repaired simultaneously.

I have not tested the mod with modpacks or with online play, so if anyone has any issues with either of these things, please let me know.
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Last edited by Wulfson on Fri Jan 29, 2016 11:28 pm, edited 3 times in total.
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Re: [MOD 0.12.12+] PocketRepair 1.0.0

Post by Xterminator »

This is an awesome idea! I always hate having to place down turrets that are damaged in order to repair them so that they will stack again. Glad someone made a Mod to fix this problem. :D

If you don't mind, I think I'll do a Mod Spotlight on this. I know Steejo's video went over the basics, but I think a spotlight video would be great too.
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Re: [MOD 0.12.12+] PocketRepair 1.0.0

Post by Wulfson »

Feel free :)
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Re: [MOD 0.12.12+] PocketRepair 1.0.0

Post by DOSorDIE »

Wow ... simple but great mod.
Make my factorio life much easier.

Thanks!
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Re: [MOD 0.12.12+] PocketRepair 1.0.0

Post by Ranakastrasz »

I placed a turret while two others were repairing, and the game gave an error.
From the log.
2319.606 Warning Thread.cpp:42: Thread exception: Error while running the event handler: __PocketRepair__/control.lua:160: LuaItemStack API call when LuaItemStack was invalid..
My Mods:
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Agent Orange - V16
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Easy Refineries - V16
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Re: [MOD 0.12.12+] PocketRepair 1.0.0

Post by Wulfson »

Thanks for reporting it. It should be fixed in v1.0.1
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Re: [MOD 0.12.12+] PocketRepair 1.0.1

Post by Ranakastrasz »

Good to know.

This mod, while it looks useful, isn't as useful as I would like. By the time you get modular armor, generally, you will have robots already, and personal roboport isn't far beyond that. Once you get that, generally you can expect anything you pick up to have been repaired long before you get to it.

As a result, I modified this mod for personal use, making it so that it is always active from the start, even without modules, but at a rate of one. I would have to anylize the code to figure out how to make it lower.

----
You can make a proper energy drain by having the module have a capacity, and make it so that whenever repairs are happening, each tick you deduct power from the module. IF a module lacks the power, then pretend the module doesn't exist. I think you run it every 15 ticks? That is 1/4th of a second, so if you drain 10kw, drain 2.5kw per loop.
My Mods:
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Agent Orange - V16
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Re: [MOD 0.12.12+] PocketRepair 1.0.1

Post by SkyFyre42 »

Does this support bob's mods?
If not, anyone know an easy way or could the mod owner add a recipe for if we are using bob's?
Thanks! :D
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Re: [MOD 0.12.12+] PocketRepair 1.0.1

Post by Wulfson »

As far as I'm aware, everything should work fine with Bob's. Was there something specific you had an issue with?
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Re: [MOD 0.12.12+] PocketRepair 1.0.1

Post by Nebbeh »

Any chance for a .13 update?
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Re: [MOD 0.12.12+] PocketRepair 1.0.1

Post by Wulfson »

Looks like it's more than just changing the required Factorio version number...I'll look at it when I get a chance
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Re: [MOD 0.12.12+] PocketRepair 1.0.1

Post by Sacredd »

Please upgrade to 0.14.x.
I love this mod.
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Re: [MOD 0.12.12+] PocketRepair 1.0.1

Post by Sacredd »

I could do some migration for 0.14.13:
PocketRepair_1.0.1.zip
(23.28 KiB) Downloaded 136 times
Tested it with creative mode, but nothing happening (having repair module + fusion reactor in modular armor, in inventory damaged item + repair kits).

Can someone take a look?

Btw is there an alternative mod available?
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Re: [MOD 0.12.12+] PocketRepair 1.0.1

Post by Ranakastrasz »

I kept trying to get it to work myself. Admittedly, my issue was that it tended to cause a script error if you tried to do anything with your inventory while it was repairing. Hence why I haven't bothered.
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16
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