Skaft
Hammer repair reaches further the higher your Crafting skill.
About this mod Author’s original text
Skaft
Skaft is about repair, and the Crafting skill is what it pays you in.
With the hammer it turns repair into an area repair, and the size of that area is your Crafting
skill. Every piece the sweep fixes costs the same stamina, eitr and hammer durability that
repairing it by hand would have cost, so the skill decides how far you reach and your stamina
bar decides how much of that you can afford in one swing.
At a crafting station the same skill decides how many worn items one press of the Repair button
puts right. Vanilla charges nothing to repair an item, so there is no price there to cut and the
count is the whole of it: one item a press at Crafting 0, a full kit from 60.
Skaft is Old Norse for the shaft of a tool.
Features
- Repairing a damaged piece with the hammer also repairs the damaged pieces around it.
- The radius comes from Crafting: nothing at level 0, about 2m at 10, 4m at 25, 7m at 50, and
8m from 60 upwards.
- Each swept piece is charged the full vanilla per-piece repair cost. Nothing is free.
- Pieces are repaired nearest first, so a swing that runs out of stamina has fixed the wall in
front of you.
- The Repair entry in the build menu shows your current reach in metres and the Crafting level
it came from, and the crosshair shows how many damaged pieces are in reach of what you are
pointing at.
- The result arrives in the usual corner message as Repaired Wood wall x13, using the game's
own text.
- The sweep will not break your hammer inside one click; it stops a durability point short.
- One press of the Repair button at a bench repairs several worn items: one at Crafting 0, three
around 25, seven around 50 and ten from 60.
- The bench half grants vanilla's own skill, per item, so nine items in one press raise Crafting
by exactly what nine presses raised it by.
- Either half can be switched off on its own.
- No new prefabs, items, recipes or saved values. A world played with Skaft is an ordinary
world, and removing the mod leaves nothing behind.
How the sweep works
Take out the hammer, select Repair, and hit something damaged. Everything damaged within reach
of that piece is repaired until your stamina or your hammer durability runs out.
Point at something broken. With a repair entry selected, the crosshair says how many damaged
pieces are in reach of the one you are aiming at - and says aim at a damaged piece when that
one is intact, because the sweep only runs when the piece under your cursor was itself repaired
by that swing.
That line is worth having because damage is mostly invisible. The game swaps in the worn model
below three quarters health and the broken one below a quarter, and shows nothing at all above
that, so a wall at 90% looks new. The count is damage and distance only: stamina, hammer
durability, wards and a missing station can still cut the swing short, so it is what the swing
will attempt rather than a promise about what it will finish.
A second click within a second also does nothing, because vanilla holds each piece on a one
second repair cooldown. Following vanilla's own success is how the mod inherits every check the
game already makes: build mode, the crafting station a piece requires, ward access, and the
full-health test.
The radius is MinRadius + (MaxRadius - MinRadius) * (level / FullLevel)^Curve, read fresh on
every swing. With the default numbers:
| Crafting | Reach |
| --- | --- |
| 0 | none |
| 10 | 1.9m |
| 25 | 4.0m |
| 50 | 6.9m |
| 60 and above | 8.0m |
FullLevel is 60 rather than 100 because Crafting 100 costs roughly 20,300 crafts and level 60
about 5,700, and repairing buildings trains no skill at all. Crafting rises from crafting and
upgrading at a station and from repairing worn items.
Vanilla already makes building and repairing cheaper as Crafting rises: the Hammer's piece
table names the Crafting skill, so GetBuildStamina subtracts up to half the cost at max
level. Measured in game that is 5.00 stamina a piece at Crafting 0, 3.50 at 60 and 2.5
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file. In multiplayer, the host and every client need the same mods installed.
Install these first, or the mod will not work: