边缘世界 RimWorld

边缘世界 RimWorld

363 个评价
[Og] 修复你的装备
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Mod, 1.5, 1.6
文件大小
发表于
更新日期
7.968 MB
6 月 30 日 下午 7:44
7 月 4 日 上午 7:59
4 项改动说明 ( 查看 )

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[Og] 修复你的装备

描述
介绍
这个mod可以让你的殖民者自动修补身上的装备,可选的材料消耗,不需要建造工作台,不需要进行繁琐的设置或操作——一切都是自动进行的,开箱即用!(详见上方的GIF)

特点
  • 便捷性——自动进行,无需设置或手动操作 。
  • 平衡性——耐久需要占用时间(和资源,如果你在设置中启用)进行修复,这样既保证了损失耐久会付出一定的代价(耐久减少到0会直接损毁,和原版一样——这对yayo combat或类似mod玩家极其重要!),又极大地减少了后勤压力。
  • 灵活性——数值可调节!同时,对于想用49%耐久的武器压缩财富的玩家,也存在选项可禁止武器的修复;对于想要更少后勤压力的玩家,也存在相应选项进行免费维修。(警告:修改该选项需要重启游戏!)。
  • 代入感——衣物仍然会损失耐久,并且需要殖民者动手修复,而不是锁定在100%。
  • 性能——没有复杂的逻辑和搜索遍历,性能友好。

兼容性
在我的700个mod的存档上进行了测试,未发现不兼容。
兼容于CE,但是可能需要在安装后再次重启

Q&A
我的殖民者不修复装备!
  • 是否在工作安排中允许了“修补”?
  • 殖民者是否正在进行优先级更高的工作(有时他们会等到没什么事做的时候才进行修补)?
  • 是否在设置里打开了维修需要资源的选项,而殖民地没有相应资源?

更新:平衡性和细节
基于社区和论坛的反馈,进行了大量平衡性修正和细节微调。

  1. 平衡性:
    1. 资源消耗:新增可选的资源消耗设置。当开启时,每次修复将消耗1单位材料,规则如下:
      1. 若待修复物体存在材质,则使用其原材料进行修复
      2. 若无材质,则使用配方中数量最多的原材料(如黄金等小体积物体在计算时数量除以10)
      3. 若无材质和配方,则根据物体的科技时代选择材料:
        • 石器时代 – 使用原木
        • 中世纪/工业 – 使用钢铁
        • 太空/极致/超凡 – 使用玻璃钢
      4. 若以上均不满足,默认使用钢铁

    2. 免费维修滑条:新增免费维修的滑动条(仅在开启资源消耗选项时可见)。当装备耐久高于该数值时,修复不会消耗材料——毕竟破个小洞缝一下就好,没必要用一整块材料打补丁。

    3. 可配置性:所有数值均可在Mod选项中自定义。

  2. 细节:
    1. 逻辑更新:小人将优先修补衣物,然后才修复武器
    2. 特效更新
      • 修复金属制品、武器或高护甲值物品时,使用电焊音效与火花特效
      • 其他情况则使用缝纫音效与灰尘特效
    3. 新增工作类型:增加了独立的“修补”工作类型,优先级高于研究。旧存档可能需要手动启用。

  3. 未使用的想法:
    1. 小人会走到桌椅处再开始修补——避免为了补一件99%耐久的衣服来回跑,浪费时间
    2. 修复上限下降 —— 兼容性问题
121 条留言
MerLatus 13 小时以前 
对性能的影响如何?
turkler 15 小时以前 
great mod, could you add a threshold for when pawns actually start repairing their gear? I'm having an issue, especially with apparels which have high daliy degradation, where pawns are constantly going to repair their gear after the smallest degradation. could we get an option to, say, make it so pawns only go to repair their gear after it degrades to below an x percentage?
Kitich 10 月 1 日 上午 7:40 
Ok, after using this mod for some time, must say it's amazing.

I've tried many repair mods before and it always was a complex thing: setup policies, workbench tasks, stockpiles for 'to be repaired' apparel. This mod does not only simplify the production line, but also (suddenly) simplifies apparel policies a lot. As the forced outfits are now always 'as new' and I have not to manage individual policies for each small group of pawns.
OganessonG  [作者] 9 月 28 日 下午 1:09 
1. When durability is over FreeRepairThreshold (75% default), repairing is free.
2. If I have time ... I'll try that.
RoNeG 9 月 28 日 上午 9:42 
Great mod, just my 2 cents for ideas that I think could be great?

- Add a threshold so the gear will NOT be repaired unless it is X% or below (Currently if i am not mistaken, if a pawn has as highest priority repairing, he will try to repair his gear even if its 99% and would consume repair material?

-On regards the resources consumed for repair... for balance, It would be great if it was more realistic, as in... If a weapon costs 50 Iron, for every 10% of repair, it should consume 5 Iron.
If I am not mistaken, with the current settings there is no way to make the repair to be balanced around the original cost of crafting said item?
SYSTEMTerr0r 9 月 21 日 上午 9:17 
@hellmagus666, thanks a lot for advice, will use them both now, unfortunately "repair items" has no configurations
sei 9 月 19 日 上午 10:28 
coincidentally found the mod i was asking about!! but still, doubly so, thank you for your work and the great mod that you've created! <3
sei 9 月 19 日 上午 8:10 
amazing mod, has made gameplay so much smoother and less fussy as i can stop worrying about having to remake my colonists' individual outfits. thank you so much for your work!
was wondering if you knew the name of the mod in the first screenshot, that shows the colonist's equipped armor and weapons? thank you in advance. <3
nealsarah1909 9 月 15 日 下午 6:40 
Thanks a lot
Wolfen 9 月 15 日 上午 9:00 
Finally one that may work, thank you.