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Better Repair
   
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8 月 5 日 上午 6:49
8 月 7 日 上午 1:08
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Better Repair

描述
Repairs require no materials but take longer to complete.

Info:

Ever wondered why repairing broken stuff costs valuable materials, but you can easily demolish it, build a new one, and keep everything for yourself?
Well... I can't really tell you why. But I can tell you this—this mod changes that!

Repairs no longer require materials, but if a building is completely broken, repair time will be the same as construction time. However, repairs will be much faster if your Duplicant is good at Building, Operating, or Strength.
For each of the following attributes, your Duplicant gets:
  • Construction: +25% repair speed
  • Machinery: +15% repair speed
  • Strength: +5% repair speed (because sometimes a good kick really is all it takes)

As a result, because it's more effective this way, the Repair errand now uses Building or Operating priority instead of Tidying.

More Features:

  • Repair errands are only scheduled for buildings with condition below 40%, reducing travel time and duplicant labor
  • If an already damaged building didn't get damaged for 1/4 of a cycle, duplicants will be allowed to repair it fully
  • Repairing overheated buildings actively removes excess heat, and vice versa for excess cold (can be enabled in mod options)

You can change all of the repair speed bonuses, thresholds etc. in the mod settings.

* ᴮᴱᵀᵀᴱᴿ ᴿᴱᴾᴬᴵᴿ ᴳᵁᴬᴿᴬᴺᵀᴱᴱ ᴺᴼᵀ ᴵᴹᴾᴸᴵᴱᴰ

Source code is available on GitHub
[github.com]
热门讨论 查看全部(1)
1
8 月 22 日 上午 9:34
Nullpointer exception
Thunderoux
22 条留言
nairacirino 9 月 8 日 上午 6:44 
Nice one!
Jaggid Edje 8 月 9 日 下午 11:17 
Fantastic idea!

I have always found it to be ridiculous that I have to micromanage 'repairs' by doing deconstruct, then placing a new one, simply because the game's repair functionality is not aligned with that other option.
Thanks for making and sharing this.
mementh 8 月 7 日 上午 11:27 
sounds and looks like a good middle ground.. added to my huge mod collection
Maxi 8 月 7 日 上午 4:41 
Wow, this is a great implementation! I didn't knew it was possible to set the temperature gradually according to the repaired damage percent, I believe this is the perfect solution. :) Kudos for the setting configuration too, not every mod has such features. :)
Airen  [作者] 8 月 7 日 上午 1:24 
Thanks for all sharing and ideas ❤️ it is really interesting to read about all the quirks this game has 🤭
I've added time threshold option, so if your building not getting damaged for, by default, 1/4 cycle, dupe will be happy to repair it to full. Otherwise they only go for it when it reaches low hp condition.
@mementh, I also put an option to repair building temperature in the mod options.
Example of how it works: if building is 100 C and fully broken after repair, all the heat will reset, and it will go down fully to default 45 C just like rebuild. If it is half broken, then half of the heat will be gone etc. Should give some breather if things went really funky.
I hope it's a decent middle ground between difficulty of mechanics and implementation and the end result we try to achieve here. 💕
Kaedys 8 月 6 日 下午 9:30 
In this case, resetting the temp wouldn't have mattered. 50 kg of Cobalt for the radiant pipe versus the 800 kg per tile of too-hot petroleum in my heat exchanger, especially given that buildings only inherit 1/5th of the SHC of their material. That radiant pipe has about 3% the thermal mass of a tile of petroleum. That said, in other contexts, I could definitely see the argument, and in this case, the pipe wasn't taking damage from overheating, it was from fluid boiling off inside it.

So what you're proposing is if the building is currently overheated, repairs should take materials as normal, and repairing it would reset its temperature as if it were freshly built from hot materials (so to 45 C, I believe). If it is not currently overheating, the repairs would be free and would not affect the building temp? I don't see a problem with that, especially if it's an optional feature in the mod (and, of course, assuming @Airen agrees and wants to implement said feature =P)
mementh 8 月 6 日 下午 8:25 
kaedys thats why i say repair using parts should reset temp, and if not repairing due to temp issues should not use parts.
Kaedys 8 月 6 日 下午 7:13 
Of note on the automatic repair band-aiding a problem, one thing of distinct note in the game's normal repair setup is that the resources required to repair the item do not depend on the item's breakage status (as you previously noted, Maxi) and also are not consumed until the repair actually finishes. I found that out after watching a boop spend half a cycle continuously repairing the same radiant pipe at the end of my petroleum boiler, where the incoming crude was getting a bit too hot and breaking the pipe, which of course exacerbated the issue because now there's less incoming "cooling" from crude to get the petroleum temp (and my heat battery from the magma) under control. The pipe kept getting damaged by more crude entering it and boiling over, and said boop kept channeling the repair into it, essentially exactly keeping up with the damage rate and never having to add more materials to it, which was frankly a bit hilarious.
Maxi 8 月 6 日 下午 3:28 
[Continued from previous comment due to Steam's stupid character limit]

the case, please disregard the above part.

"Machinery repair bonus was always in base game"

Ohh, I didn't knew this, thank you for the info :)

"Tho it just looks like automating band-aid for a heat problem instead of trying to fix it."

In a way, the game already applies an automatic band-aid fix with autorepair. If you set up a building wrong the duplicants will continually repair it and will never break until you run out of materials (assuming they can reach it), you don't need to actually fix the problem with a different design or such.
Also in other way, it is already a vanilla option to deconstruct and rebuild buildings at 45 C. This can be even used for volcano material extracting at an acceptable temperature, you make a lot of commands in vacuum to build metal/igneous tiles/any other building and you instantly delete thousands of degrees worth of heat.
Maxi 8 月 6 日 下午 3:27 
[Continued from previous comment due to Steam's stupid character limit]

click on the building and enable it again.

The idea of my previous comment(s) was to make the disabled status the default one upon construction, and when a building gets fully broken the game enables autorepair for it, so the duplicants will only go to repair it if it's fully broken, minimising travel and labor time. (This way a duplicant wont go multiple times to repair every small damage on it, instead they wait for it to be fully broken and only go once to repair it.)
The single building part refers to the ability of the player to manually click on the building and enable autorepair even if the building isn't fully broken yet, only damaged.

Or, you didn't mean the in-game clicking on every building to click enable-disable, and this sentence is coding related. If this is

[Continue in following comment due to Steam's stupid character limit]