Yeah that makes total sense. The downside is alot of modpacks are published use Thunderstore and its Database. Also Vortex does seem to not handle Valheim mods in a correct way, atleast thats what im getting told everytime i come up with the name Vortex. I dont think Nexus is the site for Valheim mods anymore thats shifted. I dont like that cause i think Nexus pages give more information, a thread to discuss things and ofc. rewards for authors. Just to give u a user perspective on it. People will not use or cant use different sides for their installation without doing it manually which is a problem for server users. Me for example. I try to make it as easy and accesible for everyone and that means Nexus mods cant be used. A shame great mods here especially urs! ;)
I have a level 4 bone mace (warfare mod) that l have enchanted at the lowest rarity with Epic Loot.
Its about 10% condition and its asking for multiples more than it cost to enchant in the first place. So for example it wants 4 shards when it cost 3 shards to enchant but also wants 4 runestones when it only took 1 runestone to enchant initially.
I have a level 4 vanilla flint spear. Similar situation - its only slightly damaged to about 84% condition but already wants 1 shard and one runestone etc..
Feels like the level of the item is not just taking into account the basic upgrade costs (fine) but is acting a multiplier on the enchant cost. Is this intended? I'm sure l didn't have this issue pre mistlands update.
Edited to add - I might have EL augemented both of these as well but augment doesn't use shards/runestones. I mention this in case its relevant anyway.
Let the upgrade cost be configurable if people need it. Frankly l think it's a good trade off. This mod also includes the enchant costs from EL so actually makes for hard decisions. i.e. you can build and enchant it, but can you maintain it?
I hope this mod gets updated for mistlands, as it's a cornerstone mod for me!
Also the craft from containers should be toggle-able if its implemented. Sometimes you don't want to repair something as you want those resources for something else. If it yoinks resources out from your storage it might cause more hassle than it solves. imho :)
+1 for the config option to ignore upgrade costs during repair! Additionally it would pretty cool if it could allow repairing from containers so a person doesnt have to go and grab each and every specified material from their storage for each item they have to repair. Just a thought. Awesome mod though. :)
Thank you for this mod. It adds a bit of realism and immersion which I quite enjoy.
However, as the mod stands right now, it is punitive on upgrades. I understand many people think repair costs should consider the cumulative cost of an upgraded item, but that just discourages upgrading. Why should I upgrade my bronze axe when a level 1 broken item will only cost 4 bronze to repair while a level 4 will cost 16 bronze to repair? The durability increase in levels is double, but the repair premium is quadruple.
Would it therefore be possible to add a customising option to only consider the initial crafting cost when calculating repair cost? That way, those who want a cumulative cost can still have it while those who want a bit of immersion but also don't want to be discouraged from upgrading can do so. Many thanks in advance if there is something you can do! :)
62 comments
Its about 10% condition and its asking for multiples more than it cost to enchant in the first place. So for example it wants 4 shards when it cost 3 shards to enchant but also wants 4 runestones when it only took 1 runestone to enchant initially.
I have a level 4 vanilla flint spear. Similar situation - its only slightly damaged to about 84% condition but already wants 1 shard and one runestone etc..
Feels like the level of the item is not just taking into account the basic upgrade costs (fine) but is acting a multiplier on the enchant cost. Is this intended? I'm sure l didn't have this issue pre mistlands update.
Edited to add - I might have EL augemented both of these as well but augment doesn't use shards/runestones. I mention this in case its relevant anyway.
I hope this mod gets updated for mistlands, as it's a cornerstone mod for me!
Also the craft from containers should be toggle-able if its implemented. Sometimes you don't want to repair something as you want those resources for something else. If it yoinks resources out from your storage it might cause more hassle than it solves. imho :)
Additionally it would pretty cool if it could allow repairing from containers so a person doesnt have to go and grab each
and every specified material from their storage for each item they have
to repair. Just a thought. Awesome mod though. :)
However, as the mod stands right now, it is punitive on upgrades. I understand many people think repair costs should consider the cumulative cost of an upgraded item, but that just discourages upgrading. Why should I upgrade my bronze axe when a level 1 broken item will only cost 4 bronze to repair while a level 4 will cost 16 bronze to repair? The durability increase in levels is double, but the repair premium is quadruple.
Would it therefore be possible to add a customising option to only consider the initial crafting cost when calculating repair cost? That way, those who want a cumulative cost can still have it while those who want a bit of immersion but also don't want to be discouraged from upgrading can do so. Many thanks in advance if there is something you can do! :)