Item repairing tools and materials rework #34189
Merged
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Summary
SUMMARY: Balance "Rework item repairing and materials"
Purpose of change
As a part of preparation for the tailoring overhaul, it has to be cleared which materials are repaired using which tools, and ensured that said tools are created in a sensible way.
Describe the solution
Add "gutskin" and "rigid Kevlar" materials; first is mostly for gutskin parka and sealed stomachs, second is for things like rigid Kevlar plated found in helmets or armor vests that can't be repaired via sewing. Currently both soft and rigid Kevlar uses Kevlar plates to repair; this is to be changed later.
Add extra stuff for some materials, like salvaging, repair compressing or burning residue entries.
Repairing items with welders now needs fabrication rather than mechanics (since it'd not necessarily be something that has mechanical parts)
Add crafting recipes for necessary parts of some toolkits that I hope make sense.
Add awls, to be used as a tailor's kit component.
Change repairable materials for the tailoring, welding and soldering tools.
Basic repair kit changed to use the same repair action as other repair tools do. This also fixes the issue of being able to reinforce non-reinforceable materials with the kit.
Prevent welders from being able to be used for cauterization or firestarting: they need a conductive material like metal to work at all (and even if they did work on flesh, I guess you'd electrocute yourself to death with the arc)
Change recipes for soldering iron and makeshift welder (based on several "how to make X" YouTube videos; I know that it isn't too reliable, but I couldn't find anything at all involving existing components, so I guess it's still an improvement; also makeshift welder still ignores the fact that you need an electrode for welding, but this is a general issue for welding, not the makeshift welder only thing)
Change recipes for tailor's kit and basic repair kit based on what components they need now, and make them dark-craftable.
Describe alternatives you've considered
None.
Additional context
None.