Mods / Wear And Tear

Category: #QoL #Technology #Tweak
Author: TheInsanityGod
Side: Both
Created: Nov 26th 2024 at 12:43 PM
Last modified: 3 days ago
Downloads: 497
Follow Unfollow 41

Latest file for v1.20.0-rc.8:
wearandtear_1.1.0.zip 1-click install


Features:

Wear and Tear on various mechanical devices.

  • Durability for items: Helve Hammers and pulverizer pounder caps
  • Durability for blocks: Most mechanical blocks will automatically register parts
  • Part based system making it very configurable and extendible
  • Decay dependant on circumstances like the type of decay (time, wind, humidity), whether it's inside or outside and the presence of protective parts
  • Parts can be repaired up to a certain point (after which they will have to be replaced)
  • Protective parts such as wax and metal reinforcement (the latter is automatically present on mechanical devices containing metal)
  • Ability to roll up windmill sails (reduces wear of sails)
  • Windmill sails will tear (visually decay)
  • Durability affects efficiency (only current implementation is windmill sails)
  • Should work out of the box with mechanical devices added by other mods (if not let me know and I'll look into it)

New:

  • Metal reinforcement part! (present by default on blocks that are made with metals)
  • Improved (and now enabled by default) auto part registry
  • Improved configureability! (maybe a little too configureable but oh well)

For more information on maintenance, read the ingame handbook page.

Compatibility:

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v1.1.0 78 3 days ago Show wearandtear_1.1.0.zip Install now
v0.9.0 183 Dec 11th 2024 at 4:18 PM Show WearAndTear_0.9.0.zip Install now
v0.8.0 78 Dec 8th 2024 at 1:30 AM Show WearAndTear_0.8.0.zip Install now
v0.5.1 125 Nov 27th 2024 at 9:18 AM Show WearAndTear_0.5.1.zip Install now
v0.5.0 33 Nov 26th 2024 at 10:31 PM Show WearAndTear_0.5.0.zip Install now

18 Comments (oldest first | newest first)

💬 TheInsanityGodAuthor, 1 day ago

CKitt, config is documented inside the github code: https://github.com/InsanityGod/WearAndTear/blob/master/WearAndTear/Config/ModConfig.cs (you might have to search a bit between the different classes in the config folder)

Looking there would give you the following explenations:

DurabilityLeeway:

Until which point you don't actually lose any items if you where to break the block without first repairing.

(Reading this now I realise I should probably change this into the following: "Until which point item/block is still considered to be fully repaired when broken (this affects whether the block is dropped with durability or if the item is broken into ingredients)")

RoomExitCountLeeway:

Leeway for considering something as Sheltered.
Setting this higher means that you can build larger tunnels and still having it be considered sheltered.
Setting this to -1 will make everything be considered outside

(essentially the game always returns a "room" for a given position, but this room has an ExitCount which is how many times it reached the end of the search range. With the default value of 18 you could make a 3 by 3 tunnel and have the space inside be considered Sheltered)

DurabilityEfficiencyRatio:
How the missing durability translates itself into loss in efficiency
0 meaning no loss even when fully broken, 1 means it will stop working altogether when fully broken

(Currently only sails actually use the efficiency value)

💬 CKitt, 1 day ago

I am honestly bewildered by what the various settings do in the config file. For example, DurabilityLeeway, RoomExitCountLeeway, and DurabilityEfficiencyRatio.

What do those mean?

💬 BobEdJones, Dec 17th 2024 at 5:04 AM

@TheInsanityGod I noticed that the fraime of the pounder has durability, so maybe it helps with that. You could also that axle stability idea.

The basic idea is that machines will fall apart from all the shaking and whatnot, so adding additional supports should increase the durability.

💬 TheInsanityGodAuthor, Dec 10th 2024 at 3:44 PM

BobEdJones, I'm not quite sure how you envision adding more wood to wood would help in reducing the speed at which said wood decays. Or is this supposed to be a new kind of damage that comes from lacking propper support? Like for instance a wooden axle breaking faster if is going through the air for a long distance without support?

💬 BobEdJones, Dec 10th 2024 at 3:04 PM

One idea I had for something like this is attaching wooden beams would increase the integrity of certain things.

💬 TheInsanityGodAuthor, Dec 10th 2024 at 1:52 PM

I intend to once the stable release comes out yeah.

💬 propaneko, Dec 10th 2024 at 1:42 PM

Will this be updated to 1.20?

💬 Ruyeex, Dec 9th 2024 at 9:41 AM

The mod is not the issue, but how the implementation can affect the players. But yes, it's quite a redundant downside when you have a steady supply of materials. I just don't find turtling my base appealing when everything I have to keep on track like how a mod that includes waterwheels and has durability, which can be quite annoying, specially when it comes to the price.
No hate for the mod, I just wanted to explain why we can't have nice things sometimes.

💬 DanekJovax, Dec 8th 2024 at 10:05 PM

There is a certain balance a mod like this would need to find to attract both casual and serious gamers to the same server with this kind of mod installed.  The concept fascinates me incredibly, though I can see the trap such a mod would impose on a game where it would in the latter stages possibly devolve into a "maintenance" nightmare.  To avoid this, I hope there will be a config file allowing for rates of wear and tear (entropy?) to be easily tweakable, among other things, and also allow for more advanced parts and lubricants that can extend durability and reduce maintenance cycles.

Thanks for adding this mod.  I seriously plan to checking it out when it comes to 1.20!  Peace! <><

💬 Thalius, Dec 8th 2024 at 5:30 AM

TheInsanityGod

I'm one of those that would throughly enjoy having maintenance on pretty much everything that should realistically need maintenance. And yes, largely because I am wanting to build just the sort of community to which you referred in your response to Ruyeex.  Maintenance reigns in runaway expansion on a server, and limits building to what a player is willing and able to keep up with. Communities working together can accomplish more when working together. Division of labor emerges, along with jobs and roles in a community aimed at providing what is needed.

To me, vanilla Vintage Story feels like a semi-creative mode.  Deeper, more immersive processes along with having to maintain what you've built (the things that should require maintenance to repair wear and tear), are very much lacking in the base game.

Very much appreciating this mod, and hoping you'll expand on it!

💬 TheInsanityGodAuthor, Nov 28th 2024 at 5:53 PM

Considering Vintage Story is heavily inspired by natural processes of the real world, I'd say this kinda mechanism would fit in quite well with the intended direction of the game.

You can't please everyone, because If there are people who love it, there will be people who hate it. which is why this is really just a case of: Will we need a mod to add the feature? Or will we need a mod to remove the feature?

Also Ruyeex, yes there are people who want to have to maintain everything, especially on multiplayer servers where people want to band together into a community (you know the kind where people aren't just all doing every type of taks on their own but instead come together to form towns and each takeup their own respective roles)

💬 Ruyeex, Nov 28th 2024 at 10:15 AM

CKitt It would be annoying to the average player since games are build on abstraction point which is it can favor realism but not reality. Unless it's on simulations which is reasonable, but nobody wants to maintain everything specially on multiplayer servers. It can be solved with brakes, even with maintenance on brakes it still can a nuance.

It should be as a mod like on Factorio some people despise spoilage or even certain mechanics of the game.

💬 Thalius, Nov 28th 2024 at 2:43 AM

Excited for this sort of mod content! Game needs more features like this. Hopeful you can update this to 1.20 once a stable release comes out!

💬 TheInsanityGodAuthor, Nov 27th 2024 at 10:07 PM

Shinji170981 I'm not particularly knowledgeable on this topic but from what I've gathered so far it seem that for the kind of wooden peg gears we have in this game waxing is actually far more important (especially when it comes to increasing lifespan outside) then lubrication. So I'll probably look into adding waxing rather then lubrication. (This will also make beewax more usefull, hooray)

💬 CKitt, Nov 27th 2024 at 11:30 AM

I absolutely adore this idea! It's such an obvious good idea I'm left thinking "why isn't this already in the base game?"

Well done!

💬 TheInsanityGodAuthor, Nov 27th 2024 at 9:29 AM

DanaCraluminum Thanks for pointing that out, now those are also supported.

💬 DanaCraluminum, Nov 26th 2024 at 11:03 PM

TheInsanityGod My Vanilla Variants mod also adds windmill rotor anmd helve hammer from wildcrafttree wood types, but under another domain, you may want to include those too

💬 Shinji170981, Nov 26th 2024 at 10:45 PM

Maybe the gears could wear out, because the teeth on them grind down over time and this could be done with like using fat or oil to lubricate the gears and that way they would stay in good condition. Obviously it should have some durability modifier, so people can adjust it to their liking. Especially when you have underground mechanics, itwould be very annoying to open up holes all over the place, just to find the faulty part.

(edit comment delete)