I've searched pretty hard looking for the connection between the sewing kit.lua and sewing.lua and the items it's used on but I can't figure it out, I don't understand how it's determined what can be sewed and what can't be. local Sewing = Class(function(self, inst) self.inst = inst self.repair_value = 1end)function Sewing:DoSewing(target, doer) if target:HasTag("needssewing") then target.components.fueled:DoDelta(self.repair_value) if self.inst.components.finiteuses then self.inst.components.finiteuses:Use(1) end if self.onsewn then self.onsewn(self.inst, target, doer) end return true endendreturn Sewinglocal function walrus() local inst = simple() if not TheWorld.ismastersim then return inst end inst:AddComponent("dapperness") inst.components.dapperness.dapperness = TUNING.DAPPERNESS_LARGE inst:AddComponent("insulator") inst.components.insulator.insulation = TUNING.INSULATION_MED inst:AddComponent("fueled") inst.components.fueled.fueltype = FUELTYPE.USAGE inst.components.fueled:InitializeFuelLevel(TUNING.WALRUSHAT_PERISHTIME) inst.components.fueled:SetDepletedFn(inst.Remove) return inst endLooking at all of the hats that could be sewn in game I couldn't find out where DoSewing, or onsewn, or needsewing are used .. any help? what part of the code is telling the item it can be sewn? or repaired?