边缘世界 RimWorld

边缘世界 RimWorld

Fluffy Breakdowns (1.6 Update)
119 条留言
FoxDren 8 月 21 日 上午 3:33 
you do realise you don't need to have it set to max settings right? I mean that's the whole point of having settings, so you can set it to what works for you.
Sharindel 8 月 4 日 上午 8:25 
I like the idea, but the mod overall gets to much for my taste.
TPS without are much better, becaus i have not 4-5 mechs consantly repairing, also the max setting on it gets unrealistly high demanding. Why a stove need every 2-3 days a repair? Or a heater? Such things works for months or years without maintance.

So, nice idea, but not for my taste. Also TPS killing.
The Eye of Brows  [作者] 7 月 30 日 下午 12:34 
I had forgotten that powered-off machines have a separate, configurable rate of decay. @Thaumaus if you see this, please try it out in mod options.
Sp00py_P0tat0_666 7 月 25 日 下午 5:19 
+1 to @Anchoran’s last message. I also was coincidentally working on a hotfix to @Peluceus issue since I have the same qualm when playing, but I also don’t want to add more bloat on the workshop. Thanks for keeping this updated, regardless!
Archoran 7 月 11 日 上午 6:15 
@The Eye of Brows Do you accept pull requests or do you want to maintain the mod as close as possible to the original? Since the fix is very simple, another forked mod would be more bloat than any good. I could also introduce a "fix pack" and link it here in the comments once it's done, leading to "yet another small harmony patch" if you want to keep the original.
The Eye of Brows  [作者] 6 月 19 日 下午 12:04 
@Thaumaus This is a maintenance fork of the Fluffy Breakdowns mod - I will not be making feature changes.
As a workaround to your use case, know that only the machines inside of your home zone get maintenance tasks (unless you toggle off that restriction in the mod options).
If you'd like to develop the mod further, the source for the original mod and this maintenance fork are both available.
Peluceus Donmian 6 月 19 日 上午 1:38 
Can we please do something about machines that aren't powered or being used that are still deteriorating? Perhaps some sort of check if its using power? Cus I claimed some very lived in ruins and now my builder pawns are spending all their time maintaining devices that aren't even receiving power, let alone being used because I haven't added any bills to them. They repaired components on a generator I haven't added wood to a SINGLE TIME since I moved in. Deconstructing it all would take just as long and I would be out useful benches that I should hold onto in the long run.
Tybo 6 月 15 日 下午 5:35 
Yeah I'm not sure it's this mod actually or maybe the complex work tab screwed up. I installed mech work tab and it looks as though the hauler didn't have hauling ticked as a job. Thanks for the prompt response anyway, love the mod!
The Eye of Brows  [作者] 6 月 15 日 上午 8:31 
@Tybo Couldn't reproduce.
Using a clean setup of all expansions, harmony, and this Fluffy breakdown, lifter mech did its hauling just fine.
Tybo 6 月 15 日 上午 3:04 
hmm after adding this to my game my lifter mech doesn't seem to haul anymore
uNo_DeLF 6 月 14 日 上午 11:55 
Godly mod. Thanks for the quick update.
lucasthewoof 6 月 10 日 下午 7:00 
when using this with prf the autocrafters reserve my workbenches so no one can come repair them, is their any solution?
Mike3223cz 6 月 6 日 上午 10:32 
also, really awesome mod
Mike3223cz 6 月 6 日 上午 9:41 
Could there be a machine that, when placed next to another machine, it maintains the machine? pls... have it be expensive?
tsboyorz 5 月 5 日 下午 7:54 
替换原版随机损坏机制,设备会随着时间逐渐磨损,出现可预见的故障警告(如冒烟、火花)。
添加维护需求:殖民者需定期检修设备,否则故障率上升。
轻微故障:效率下降(-10%工作速度),可手动修复。
严重故障:完全停机,需要零件维修(避免原版“突然爆炸”的不合理设定)。
设备状态条显示磨损程度,警告图标提示需维护的设备。

兼容性:与大多数生产类Mod(如RimFactory)兼容,但会覆盖原版故障逻辑。
平衡性:可通过Mod设置调整磨损速度,适应不同难度。
12138 1 月 14 日 下午 6:10 
在游戏中途移除是否安全////Is it safe to remove mid game?
TheAuditor 2024 年 12 月 27 日 上午 12:10 
Is it safe to remove mid game
brevisdiem34ミスト 2024 年 11 月 16 日 上午 3:46 
It does require a small amount of research.
Pedda 2024 年 9 月 16 日 上午 6:43 
had the same feeling
kyrambox 2024 年 9 月 16 日 上午 5:05 
It seems that mod settings don't work, i.e. degradation speed is always the same on equipment which is offline
Redras Sethran 2024 年 9 月 16 日 上午 3:59 
Does this work with Vanilla Furniture Expanded - Power?
Jumber 2024 年 9 月 15 日 上午 11:40 
Essential since steel shortages are so punishing mid-game.
WDLKD 2024 年 7 月 7 日 下午 1:34 
@Soylent
Seems to work fine for me.
Soylent 2024 年 5 月 20 日 上午 6:52 
So what's the status of this mod? I see a bunch of unanswered questions about issues, and it still says Anomaly DLC isn't supported
tase 2024 年 4 月 17 日 下午 7:20 
@The Eye of Brows, can you tell us how many in-game hours your test lasted? So we can compare yours & ShinUon's results?

2 minutes at triple speed on a different PC or save will result in different amount of in-game hours = deterioration.

ShinUon says 200% for 18h ingame = 6% deterioration. Yours says 200% for ??h ingame = 3% deterioration.
Cookiesaurus 2024 年 4 月 12 日 上午 3:39 
Can this be loaded mid save?
The Eye of Brows  [作者] 2024 年 4 月 9 日 下午 4:10 
@ShinUon it is calculated from the number of components used to build the building, so complex buildings deteriorate faster.
The current rate feels good to me, especially with the researches to keep pace with the high-tech buildings in the mid to late game. Of course, the mod option for component lifetime was put there specifically to tune for preference.
ShinUon 2024 年 4 月 9 日 下午 2:28 
I tested at 200% and 500% and was able to reproduce.

But I think the issue is the base deterioration rate. At 3x speed (360 ticks per second) for 2 minutes, only 18 hours passed in-game. But that results in 6% deterioration.

That seems like a lot of deterioration. Is the base deterioration rate based on some vanilla value that might've changed from a base game balance patch?
The Eye of Brows  [作者] 2024 年 4 月 8 日 下午 10:11 
@ShinUon I ran a bank of tests based on your report, and the math seems to be working right.
I'm using only this mod and Harmony.
All tests were in 1.4, ran for 2 minutes at triple speed, where I measured the maintenance deterioration of solar panels.
With the base component lifetime set to %100, the panels deteriorated 6%
With the base component lifetime set to %50, the panels deteriorated 12%
With the base component lifetime set to %200, the panels deteriorated 3%
With the base component lifetime set to %50 and with the hardened components researched, the panels deteriorated 6%

Please let me know if you're able to produce different results.
Pedda 2024 年 3 月 30 日 下午 3:59 
I experience the same issue, but it's only a feeling.
ShinUon 2024 年 3 月 30 日 上午 8:37 
Tried this version on 1.4 and the component lifetime multiplier still doesn't seem to be working.
ShinUon 2024 年 3 月 29 日 下午 2:09 
Does the 1.4 version of this mod fix anything from the original mod?

I started playing a new game after a few months of not touching Rimworld and noticed the original mod's multiplier setting didn't seem to be working (I maxed it out but electronic buildings were deteriorating a lot faster than my last game from a few months ago).
saintbrutal 2024 年 2 月 10 日 下午 6:37 
what would cause the issue for pawns not to repair/maintain? currently they ignore this job of maintaining unless i force them to repair/maintain
Pedda 2023 年 8 月 16 日 上午 7:06 
@The Blind One
Thank you for the detailed clarification. I understand it now.:winter2019happyyul:
The Blind One 2023 年 8 月 16 日 上午 6:42 
@Pedda Yes

Default is 33% degradation which means that it will take 100 / 33% = 3 times as long for a building without power to degrade compared to when it is using power.

The lower the degredation % the longer an unpowered building can go without needing maintenance.

So if you set it to 10% it would mean it would take 10x as long before an unpowered building would need maintenance. Or said in other words, it only takes 10% the degradation that it would receive if it was 'powered'.

Hope that completely clarifies it for you
Pedda 2023 年 8 月 16 日 上午 6:18 
@The Blind One
Does it mean, that a low value for degradation is a slow degradation for the building?
The Blind One 2023 年 8 月 15 日 上午 2:33 
Powered off Degredation Factor: How quickly the building degrades when unpowered
Maintenance Threshold: When the building ends below x% maintenance, will trigger a repair command to pawns with construction job enabled.
Pedda 2023 年 2 月 12 日 下午 1:23 
And what does the degradation factor mean (which site does what)?
Pedda 2023 年 2 月 10 日 上午 10:31 
What does the threshold option means?
Stellar Harbour 2022 年 12 月 11 日 上午 4:04 
Isn't main mod updated already?
That Defensive Guy 2022 年 11 月 1 日 上午 6:41 
Thanks for this !!!
Comton 2022 年 11 月 1 日 上午 3:16 
Thank you @ The Eye of Brows for updtating the mechanoid issue ! Simple but efficient !
You remind me that my years of coding are long ago of me :')
Bro Feel Good 2022 年 10 月 31 日 下午 4:23 
ay, it works! you awesome :steamthumbsup:
ChaosSzneks 2022 年 10 月 30 日 上午 9:38 
It works! Thank you for your hard work everyone!
Delivat 2022 年 10 月 30 日 上午 3:13 
@TheEyeofBrows
Yeah works thanks mate.
dutch casual gamer 2022 年 10 月 29 日 下午 11:18 
i also want you to maintain this fork. too many mods aren't ready for 1.4 so i'm still playing 1.3
The Eye of Brows  [作者] 2022 年 10 月 29 日 下午 11:01 
I've made an update to try and help with the BioTech constuctor mechanoid issue.
Please try it out!
MeatBeatMarv 2022 年 10 月 29 日 上午 9:03 
I'm begging you to please maintain this fork. God knows when Fluffy will be around next to bugfix.
ChaosSzneks 2022 年 10 月 27 日 上午 2:23 
According to post from Original Mod page there is a pull request on Github project that apparently fixes the issue.
Vehem 2022 年 10 月 24 日 下午 1:02 
Temporary work around - in \Defs\WorkGiverDefs\WorkGiver_Maintenance.xml set WorkType to "BasicWorker" and allow the "Basic" work type for your constructors - these will then do the repairs and the bots will ignore the job - not a fix, but prevents the need to manually manage repairs