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Claim Auto Repair Block

@TK1993 please forget what I wrote before, just saw you are actually trying it with A19.

The mod is unfortunately not yet compatible with linux out of the box.

You might be able to compile it yourself though, but I can't really help here.
Have it on my todo list to check out how to compile it on linux myself.
Until then you are probably out of luck, sorry!

Edit: Make sure that you disabled EAC ...

 
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This is not working on my A20 (windows) server, i am getting the same blockclaim error the others above are getting.

I've disabled EAC on my Client side, and in the Serverconfig.xml settings.

Is it possible to have this completely just Server side, and not have client side installs for MP dedicated servers?

Also is there any progress on a settings configurable via config xml file?

 
@ocbMaurice

Would any manual repairs we perform cause problems for the Claim Auto-Repair Block (CARB for short)?

1) The CARB is checking one block. I repair that block during CARB's check. Does CARB halt its check and move on to a different block?

2) If I start to repair a block that CARB is already fixing, does CARB see my action as "damage" and halt its repairs as if I had hit the block with a weapon or harvesting tool?

 
Author:

Wish you a merry Christmas in advance

Do you have a way to use it without DMT?

Or are there any tools that let me directly use mods that need DMT

A19 undeadlegacy failed to DMT

 
Hello Maurice,

I found a little "bug":

When I try to produce one of these Repair Blocks and cancel the production in the Workbench, I get batteries in Quality 4 back, equal, which batteries I used to produce.

Kind Regards

Thomas

P.S.: I will try, if the repair block works well even when I use more then one claim block (placing one repair block next to each claim block).

 
That is a core/vanilla bug and nothing I can easily fix unfortunately.
We only found it about yesterday, so no idea yet how to address.
P.s. you can only have one active land claim block in game!

 
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I've implemented some fixes in develop branch to address this issue.
But the code I needed to copy and patch is rather big (~400 lines).
So I'm a bit hesitant if I really want to go that route and would need more testing for sure:
https://github.com/OCB7D2D/ClaimAutoRepair/archive/develop.zip
On the upside it should also improve vanilla crafting, as it should now use the lowest
quality item available in your inventory or toolbelt and not the first one it finds.
It might bite me in the ass on updates though, but I hope TFP would fix this by then too.

 
Super stoked for this mod.  Just can't seem to get it to chooch.

1.) You mentioned "On the upside it should also improve vanilla crafting, as it should now use the lowestquality item available in your inventory or toolbelt and not the first one it finds."  Does this mean it uses the repair tool in your toolbelt/inventory to do the repairs?  Meaning I have to have the item available in MY inventory for it to work?  Such as a NailGun?  

2.) Is the distance hardcoded?  Will it not work if the server's land claim blocks have significantly higher area of influence?  

3.) For those who have run into the above errors, definitely make sure that it is installed on BOTH the client, and the server, and that the server AND THE CLIENT have EAC turned off.  To turn it off in the client, you have to go to the "launcher" first, and disable it.

 
1) No, it will use the lowest batteries available when being crafted (applies to all other recipes with ingredients that have quality). Simply means it doesn't use your 6 level batteries when you have lower qualities available (vanilla would just use the first items it finds, regardless of quality).

2) It uses land-claim distance as configured in game settings + 3 blocks as search radius.

 
Thanks for the quick reply!  And yes, I came on to post the same thing.  After some experimentation, I've found the exact same thing:  It definitely uses the server settings for the "distance".  HOWEVER (I don't know whether this is intentional, but I like it) damaged blocks that are closer to the source are more likely to get repaired than the ones further away.  Those furthest away will EVENTUALLY get repaired, but those closer will get repaired quickly.  For example: 

L3RiGJj.jpg


Blocks closer to the repair block are more likely to get "found" during a tick.  If you're on a server like mine where land claim blocks protect a very large area, this will encourage you to create multiple repair blocks and place them in various locations to increase the repair speed.  

GREAT mod, and well balanced.  I'm a big fan of the cost (6 batteries and 40 steel is no joke) and the slow pace at which it repairs.  Definitely balances it out without making it op.  And thank GOD it removes the micro-tedium of repairing minor damage in EVERY block.  Especially grass/ground.

One request I would have:  Is it possible to make it repair spikes?  If a spike is damaged without breaking to the next level, it will repair it, but if a spike is broken down to the next level, it won't.  For those of us that absolutely SURROUND our bases with spikes, it would be super handy to have it also repair them back to full state.

Thanks for such a handy mod!

 
Thanks for the feedback, it is indeed intentional that closer blocks are found easier and faster. As for the spike upgrades I also kept it that way to at least not fully take away that you have to repair some stuff yourself from time to time. I might revisit that decision, but adding upgrading of (certain) blocks into the mix could blow the code up quite a bit. The goal was exactly to help with the little tedious repairs while not being overpowered (and also CPU friendly).

 
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