Mods / Dynamic Workspeed

Tags: #Crafting #QoL
Author: Kenshkrix
Side: Both
Created: Feb 21st at 11:36 PM
Last modified: Mar 1st at 1:34 PM
Downloads: 150
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Latest file for v1.20.4:
DynamicToolWorkspeed_v1.0.4.zip 1-click install


V1.0.4: Added cooldown to using whetstones, changed default settings slightly.

V1.0.3: Whetstones are now knapped in a set of two.

V1.0.2: Repairs based on current durability can now be configured in the ModConfig. Whetstones stack to 4. ModConfig has been updated and should reset itself.

All tools gain a modifier to their attack power and work speed based on their durability ratio (so at half durability a tool will be half as effective)

Comes with a default 3x multiplier to durability, a 5% inherent bonus to all tools' effectiveness, and a 33% minimum effectiveness.

You can knap a whetstone out of flint, which will reduce a tool's maximum durability by 15%, repairing current durability by 50%, it will also increase the tool's effectiveness by 5%.

To use a whetstone place it in your offhand while wielding the tool you want to repair in your main hand and then right click.

Numbers can be adjusted in the ModConfig file.

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v1.0.4 45 Mar 1st at 1:34 PM Show DynamicToolWorkspeed_v1.0.4.zip Install now
v1.0.3 38 Feb 25th at 3:25 PM Show DynamicToolWorkspeed_v1.0.3.zip Install now
v1.0.2 29 Feb 22nd at 10:53 PM Show DynamicToolWorkspeed_v1.0.2.zip Install now
v1.0.1 30 Feb 22nd at 1:36 AM Show DynamicToolWorkspeed_v1.0.1.zip Install now
v1.0.0 8 Feb 21st at 11:39 PM Show DynamicToolWorkspeed_v1.0.0.zip Install now

5 Comments (oldest first | newest first)

💬 AffluenzaShot, Mar 1st at 10:33 PM

Oh hey I didn't know you made this mod! I've been following this mod recently and have been meaning to try it out. Tool repairing seems like a needed feature for the game.

💬 Kenshkrix , Feb 25th at 3:39 PM

I didn't really think of adding durability to the whetstones, I ended up changing the recipe so that it produces two whetstones earlier and was testing to see how that felt.

For the future I was thinking of implementing metal tools with a different effect profile, some difference based on the relative tiers of the two items is a good idea though.

💬 pngwn, Feb 25th at 3:11 PM

Thanks for this! Here is my preferred config:

{
  "DurabilityMultiplier": 2.0,
  "MinimumPowerFactor": 0.5,
  "InherentPowerFactor": 1.05,
  "WhetstoneMaxDurabilityFactor": 0.75,
  "WhetstoneRepairDurabilityFactor": 1.5,
  "WhetstoneBoostPercentage": 15.0
}
 
It increases the bonus from using a whetstone, but reduces the number of whetstones you can expect to use on a single tool. It also makes the optimal time to use a whetstone at around 50% durability.
One thing that could be great: Currently, using whetstones on Flint tools is hardly worth it, since you could just make a whole new tool rather than a whetstone, for the same cost. What if whetstones had a durability themselves? So it could be used, say, twice on Tier 1 tools, but only once on higher tiers?
💬 Kenshkrix , Feb 22nd at 9:26 AM

Currently it does reduce maximum durability, but you can adjust the config to change the amount.

This mod is part of me figuring out how to mod things, and this functionality is what came to mind. The idea was that your tools become sharper but more fragile as you grind them down.

Considering the effectiveness loss at lower durabilities and the direct durability multiplier I included, it seemed like a reasonable tradeoff. I can only do so much testing on my own though so I'm not sure how it'll feel throughout a longer game.

These numbers are also just pulled out of nowhere, which is why I included a ModConfig. I'm not sure what the defaults will end up being but I do intend to expand upon the options available in the config files.

If you have any particular ideas you'd want to see I can look into them.

💬 DeviousDoge, Feb 22nd at 5:07 AM

"which will reduce a tool's maximum durability by 20%," Is this a typo? I'm hoping not. I like the idea of pairing this mod with SmithingPlus, as a sort of way to increase the lifespan of existing tools, and then that mod's system for reduced durability on repairs when tools break compounding with this to give you a greatly increased lifespan on tools at the cost of requiring frequent maintenance the longer you stretch them past their limits. Do you have any plans for different tools for durability, IE metal tools used to sharpen your existing tools? Possibly even a way to disable the flint one to force a sort of resource assessment behind repairing your tools on the go?

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