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[MOD 0.12.12+] PocketRepair 1.0.1

Posted: Sun Jan 17, 2016 5:57 am
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.
Video
Changelog
Old Versions

Re: [MOD 0.12.12+] PocketRepair 1.0.0

Posted: Tue Jan 19, 2016 6:20 pm
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.

Re: [MOD 0.12.12+] PocketRepair 1.0.0

Posted: Wed Jan 20, 2016 12:12 am
by Wulfson
Feel free :)

Re: [MOD 0.12.12+] PocketRepair 1.0.0

Posted: Fri Jan 22, 2016 10:29 pm
by DOSorDIE
Wow ... simple but great mod.
Make my factorio life much easier.

Thanks!

Re: [MOD 0.12.12+] PocketRepair 1.0.0

Posted: Fri Jan 29, 2016 1:46 am
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..

Re: [MOD 0.12.12+] PocketRepair 1.0.0

Posted: Fri Jan 29, 2016 11:27 pm
by Wulfson
Thanks for reporting it. It should be fixed in v1.0.1

Re: [MOD 0.12.12+] PocketRepair 1.0.1

Posted: Sat Jan 30, 2016 3:24 am
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.

Re: [MOD 0.12.12+] PocketRepair 1.0.1

Posted: Tue Mar 29, 2016 4:53 pm
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

Re: [MOD 0.12.12+] PocketRepair 1.0.1

Posted: Thu Mar 31, 2016 12:31 am
by Wulfson
As far as I'm aware, everything should work fine with Bob's. Was there something specific you had an issue with?

Re: [MOD 0.12.12+] PocketRepair 1.0.1

Posted: Wed Jul 06, 2016 10:26 pm
by Nebbeh
Any chance for a .13 update?

Re: [MOD 0.12.12+] PocketRepair 1.0.1

Posted: Sat Jul 16, 2016 1:00 am
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

Re: [MOD 0.12.12+] PocketRepair 1.0.1

Posted: Sun Sep 18, 2016 11:58 am
by Sacredd
Please upgrade to 0.14.x.
I love this mod.

Re: [MOD 0.12.12+] PocketRepair 1.0.1

Posted: Sun Oct 09, 2016 2:57 pm
by Sacredd
I could do some migration for 0.14.13:
PocketRepair_1.0.1.zip
(23.28 KiB) Downloaded 132 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?

Re: [MOD 0.12.12+] PocketRepair 1.0.1

Posted: Sun Oct 09, 2016 3:41 pm
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.