RimWorld

RimWorld

Repair Work Type
20 kommentarer
Mlie 1. sep. 2021 kl. 1:53 
FoxoManiak 2. nov. 2020 kl. 9:54 
Yes it exists! Thank you so much for making this mod!!!
Venom Steak 17. maj 2020 kl. 14:20 
Joshyan you're a good soul, thank you
Joshyan 18. mar. 2020 kl. 1:49 
Still working with 1.1
Vazzaroth 5. mar. 2020 kl. 11:55 
1.1? This was integral to me using Fluffy since I would have a lead constructor and an apprentice who only repaired. I think you can still accomplish this with expanded actions but I preferred this mod...
Imposter 16. juni 2019 kl. 2:12 
Love this, exactly what i was looking for. Perfect for Zombieland mod too.
ThingsYouRollUp 8. maj 2019 kl. 18:44 
Looking for a mod that adds a "Repair" order under the orders tab. Would like to be able to click and drag a repair order over walls outside the home area instead of doing the right-click > repair on each tile, or setting home area over it then removing the home area. Do this and I'll love you forever.
Brackishclover7 12. jan. 2019 kl. 11:45 
Can you add a Furniture work type? I use "No random constructio quality" so i want several builders but the best to work on furniture.
alicederyn 22. nov. 2018 kl. 8:14 
@Lytalm You can wrap your patch operation in a PatchOperationSequence with success set to Always to avoid those failures. See Zhentar's excellent intro [gist.github.com]
Lytalm  [ophavsmand] 16. nov. 2018 kl. 7:14 
@Time is the enemy : Do you have Fluffy Breakdowns mod on? If no, that's normal as I added a few lines to add a new work task to the Repair work type. (Read my comment below yours for more infos)
Alone 15. nov. 2018 kl. 18:46 
Mod still work. But everytime i run game i see debug log.
Alone 15. nov. 2018 kl. 18:44 
Hey...
[Repair Work Type] Patch operation Verse.PatchOperationReplace(/Defs/WorkGiverDef[defName = "FluffyBreakdowns_Maintenance"]/workType) failed
file: D:\Steam\steamapps\workshop\content\294100\1361691344\Patches\Repair.xml
Verse.Log:Error(String, Boolean)
Verse.PatchOperation:Complete(String)
Verse.LoadedModManager:ClearCachedPatches()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Lytalm  [ophavsmand] 15. nov. 2018 kl. 8:59 
Hey guys, I just added something to my mod ; If you have "Fluffy Breakdowns" installed, the new Maintenance task will be in the Repair worktype added with my mod. If you don't have the mod installed, it will simply throw and error at every game load but do nothing afterward. Sorry for this inconvenience but I really like to play with Breakdowns and I felt making another tiny mod that required 2 other mods to work would be pointless.
Enlonwhite 5. nov. 2018 kl. 8:32 
Cool still using then
Lytalm  [ophavsmand] 5. nov. 2018 kl. 8:05 
You got it right.
Enlonwhite 2. nov. 2018 kl. 9:34 
So it doesnt conflict with Fluffy Breakdowns, but it doesnt have maintainance in repair then.
right?
Lytalm  [ophavsmand] 2. nov. 2018 kl. 7:27 
@Enlonwhite I kinda started playing with Fluffly's Breakdowns mod as well and I've been annoyed by it, because the mod puts the work order in Construction by default. I don't want to make this mod dependant on Fluffy's breakdown, so I'll probably make another mod to add Maintenance into Repair Work Type sometime next week (I'll be busy this weekend).
Enlonwhite 1. nov. 2018 kl. 7:04 
Actually hoping this works for repair job types on Fluffy's Breakdowns mod.
aka, i can use low construct skilled pawns to focus on maintance first then built stuff.

and that will free up the hight skilled to build skill related stuff.
So i guess i am asking how does this work with mods like Fluffy's Breakdowns?
Symbro 23. juni 2018 kl. 12:25 
my only complaint... I wish repair was before construct.
thank you for the mod
MrDeliberto 15. apr. 2018 kl. 12:07 
Amazing
:conwayheadscratch: