I might be coming from very slight minority of players but frankly speaking i detest permanent stuff.
It devalues the tool cost, it strips the player from daily or weekly "quests" (depending on his activity) to rebuild a certain tool. It makes daily engame life much more boring. True some might consider that a hassle, but without huge project in mind all that is usually left to do for established industrialist is...to start over again.
As such here in the concept: allow config option (to silence the resulting outcry) to have tools and specific items to break on use.
Chance of occurrence:
The chance of breaking can be calculated using two methods:
- grace period after craft/previous repair which is followed by small % chance check on X amount of uses.
grace period might start as very long and deteriorate after so many repair cycles providing the need for players to rebuild tools, while at the same time player will be certain that the tool they just crafted wont break 5 minutes into the cave.
- linear progression on how many uses the tool had, with chance of breaking either triggered on specific amount of uses, has X% after specific amount of uses, or has growing % chance that correlates to total times used.
item repair would then subtract the certain amount from the total times used.
this would allow players to repair item up to brand new status
Effect of breaking
Changes in tool state can also be shown in name change by adding different adjective: "New" "Proven" "Used" "Heavily used" "Broken" "Sparking" "Short-circuited" "FUBAR"
When the tool is broken it is NOT useless: When break chance succeeds tool will either acquire certain debuff (slower speed, reduced battery, leaky battery, bigger energy usage) or it will trigger event ( player electrocution, aerial explosion (e.g. fuel jet pack), loss of charge in battery, poison, significant decrease in tool durability). Details of the accident printed to player's chat.
As the player continues to operate faulty equipment the debuffs accumulate or the chance of specific events happening would slowly increase prompting player to either make a new tool or repair old one.
Repairing
Repair could be initiated either through block (repair station) or item (tool box/ repair kit etc)
This will open up GUI somewhat similar to the forge, the difference is, when player places a broken item in first slot MC will randomly select 1 item from the it's crafting recipe and designate it as the broken part, the player would then need to supplement that part in order to fix the tool.
Usage of the item crafting recipe would allow repair to be balanced without too much coding. (e.g. simple drill would probably need a reinforced iron bar, circuit, or a battery; diamond drill would need a diamond or a normal drill for repair)
repair cost can be done two ways:
- repair block might use EU, or portable repair toolkit as "fuel" costing it durability
- portable toolkit can be used as mobile repair at the expense of increased durability loss during repair.
- portable toolkit is not rechargeable/fixable
Increased cost of consecutive repair can be waived since after few repairs player would effectively replaced the old tool with new, parts wise.
Additional implementations
Many are blissfully unaware, but IC2 and its addons are the leaders in cheapest energy production among most of the popular mods.
Reason being; free energy. No matter how big a boiler is or how efficient fuel factory, they cant compete with solars, windmills, watermills, and by some extent geothermals. reason being is fuel/energy ratio. while other generators have at least some form of fuel the three ones mentioned above have none, making their ratio 0, which would always be infinitely more efficient fuel wise that any other means of energy generation.
That is why IC2 dominated the energy market not only among other mods, but within itself as well. on each nuclear reactor built there are thousands of solars constructed, while geos can hold their ground with a mystcraft or railcraft crutch, coal generators are crying in the corner forgotten forever after 1 hour of playtime.
As such If there are no plans on energy re-balance similar to nuclear rewrite I would suggest another configurable addition, that would have similar mechanic presented above applied all free sources of energy.
The mechanic should be severely simplified so servers don't keel over.
either 2 state or 3 state: 2 state would have these generators either working or broken, with broken one having distinct visual cues, and outputting 0 energy. 3 state would have "partially broken" state in between with normal energy production but visual cues to show imminent collapse.
while player tools durability would change on usage ratio, generators would age every X amount of seconds, to prevent tick loss. Perhaps stagger age checks between different generator types so they wont all check at once.
Another thing to consider...breaking pumps when they are pumping lava....but thats BC side to tackle...