RimWorld

RimWorld

I Cant Fix That
Počet komentářů: 47
Mlie  [autor] 1. říj. v 9.08 
@ZzZombo Nah
ZzZombo 1. říj. v 9.06 
Sorry, but what's with the typo in the name of the mod? Please, fix that.
Ascythian 1. říj. v 6.22 
@Mlie Im just going to quote from someone who commented in the Repairing Priority comments.

- After installing this the I Cant Fix Mod no longer works, buildings get repaired regardless.
Mlie  [autor] 1. říj. v 2.11 
@BTAxis Thanks, updated now
BTAxis 1. říj. v 1.36 
Hi. I noticed some sub-optimal in-game text belonging to this mod, so I've adjusted my local copy. My text XML now looks like this:

<?xml version="1.0" encoding="utf-8"?>
<LanguageData>
<ICFT.NoKnowledge.reason>Colony doesn't have enough knowledge</ICFT.NoKnowledge.reason>
<ICFT.CurrentModVersion>Installed mod-version: {0}</ICFT.CurrentModVersion>
<ICFT.AlsoBlockTechlevel>Also block based on colony's tech level</ICFT.AlsoBlockTechlevel>
<ICFT.AlsoBlockTechlevelLevel>Block if item's tech level is more than {0} levels over colony</ICFT.AlsoBlockTechlevelLevel>
<ICFT.TechLevelExplanation>Current colony tech level: {0}
Max repairable tech level: {1}</ICFT.TechLevelExplanation>
</LanguageData>

I believe this makes for more comfortable reading.
Mlie  [autor] 26. zář. v 14.18 
@Ascythian What issues are there?
Ascythian 26. zář. v 14.08 
Will this be made compatible with Repairing Priority?
Porknelius 17. zář. v 19.46 
goes well with this and Ignorance Is Bliss
Porknelius 17. zář. v 19.45 
@Brett Arcane Technology
Brett 9. zář. v 23.07 
Does anyone know a mod where usage of unresearched items is forbidden? I swear, I stumbled across it but I can't seem to find it anymore...

On the thumbnail was a tribal pawn who looked into the barrel of a rifle... :tta_smile_very_happy:

Thanks for the help
Gunseeker 11. srp. v 16.07 
Thank you for the update, and massive respect for the amount you're doing man. I looked at the Trello on your Discord and the sheer amount of mods you've been updating and maintaining is insane (in a good way lol)
Mlie  [autor] 11. čvc. v 21.22 
@Boleta Updating all my mods, see Discord for progress
Boleta 11. čvc. v 14.44 
1.6 please?
Uwы и ahh 2. zář. 2024 v 8.03 
@Mlie Super! Thanks
Mlie  [autor] 2. zář. 2024 v 6.25 
@Le Yes, it does
Uwы и ahh 2. zář. 2024 v 6.22 
@Mlie Does this also work for breakdowns? It's a bit weird I think, if u can't repair, but can fix a breakdown of high-tech building
Mlie  [autor] 22. srp. 2024 v 0.40 
@Yukari the White They changed their code in 1.5 it seems, should be fixed now
Yukari Whiteclouds 21. srp. 2024 v 8.18 
Even though it's stated to be compatible, running this mod with LTS Maintenance produces an error
https://gist.github.com/HugsLibRecordKeeper/5753a7e30c5a92e9932c395d1e1c0735
Thetaprime 18. dub. 2024 v 16.09 
Hi Mlie! I know you are hard at work , but using my brilliant reverse psychology, I am telling you "Don;t update this to 1.5!"
Mlie  [autor] 20. úno. 2024 v 11.10 
@Wololo Good idea, however its tricky to know what tech-level the colony has. Im not sure what the deciding factor should be?
Wololo 19. úno. 2024 v 5.14 
To follow up on Ted's post, maybe an option that only depends on the technology level to be repaired?

If the mod considers that I'm at the industrial level, I can repair everything at that technology level, but not at the space level?

Just a thought.
Mlie  [autor] 18. led. 2024 v 21.54 
@Ted Bunny That is a nice idea, however due to the amount of tech defined by mods I dont really see a generic way to balance that. There is no way to programatically know if a tech would contribute to the repairability of another.
Ted Bunny 18. led. 2024 v 10.54 
This is a cool idea, but I feel like the effect should be mitigated slightly. No, I don't know how a nuclear reactor works, but if I see a chewed wire behind the console I'm gonna try fixing that.

What if known technologies contribute to knowledge on the unknown ones, allowing you to partially repair through basic reverse engineering?
Mlie  [autor] 26. říj. 2023 v 12.55 
@tanitanino Should be fixed now
tanitanino 23. říj. 2023 v 18.38 
I just noticed prisoners can repair everything as player faction tech level doesn't apply to them. Would it be possible to add a mod option or patch to allow prisoners only to repair items in line with their faction level? Thank you for the mod!
Mlie  [autor] 17. zář. 2023 v 12.48 
@Event Horizon Added a setting for tech-level now
Event Horizon 21. srp. 2023 v 22.08 
Ability to repair things based on tech level. Arcane technology makes it so you can't use things that aren't researched/have same tech lvl as your colony(faction) have. And there is a option to increase allowed techs 1 or 2 above your actual tech lvl. (e.g as an industrial faction you can use spacer or ultratech things)
Mlie  [autor] 21. srp. 2023 v 3.24 
@Event Horizon Can you explain a bit more?
Event Horizon 21. srp. 2023 v 2.29 
Like your mod. Makes game more logically sound. Can you make it possible to toggle ability to fix things based on your tech level? (like arcane technology does)
Klomster 15. zář. 2022 v 9.36 
Ey!!!

It's me!
Zer0_Requiem 16. kvě. 2022 v 14.37 
Ok cool, ill give it a try!
Mlie  [autor] 16. kvě. 2022 v 12.56 
@Zer0_Requiem Found the issue, VFE Ancients patches all worktypes for some reason so I added a check that the recipe is a mending-recipe. Should work better now.
@GVLT This might be the cause of your issue as well
Zer0_Requiem 16. kvě. 2022 v 8.05 
Peg Legs and Hand hooks, but any surgery is blocked regardless of what mod its from.
Mlie  [autor] 16. kvě. 2022 v 7.35 
@Zer0_Requiem What surgeries did you try?
Zer0_Requiem 16. kvě. 2022 v 7.23 
When I only had those two mods I could not perform any surgeries no matter how simple
Mlie  [autor] 15. kvě. 2022 v 22.07 
@Zer0_Requiem This does not change surgeries, just their repair job
Zer0_Requiem 15. kvě. 2022 v 18.34 
So when used with VFE: Ancients you cannot perform surgery at all as it will always say "Need Required Materials" no matter if you actually do or not.
Mlie  [autor] 7. kvě. 2022 v 5.00 
@GVLT If you find out I can take a look
GVLT 7. kvě. 2022 v 2.09 
@Mile Well, it's certainly have something to do with this mod. For example I can't install craftable implants without knowing a reciepe, cannot smelt unknown weapons and so on, but I yet to figure out exact mod combination to cause this.
Mlie  [autor] 5. kvě. 2022 v 6.28 
@GVLT This mod does not change the smelting-jobs.
GVLT 5. kvě. 2022 v 6.21 
Hi. great idea. But It seems that pawns cannot smelt weapons they can't craft too.
Mlie  [autor] 21. bře. 2022 v 12.49 
@d0b1k1 Sure, should be added now
dob1k 20. bře. 2022 v 15.20 
can you please add compatibility for mending stations from VFE ancients
arof 19. bře. 2022 v 8.24 
Great addition to Arcane Technology runs, thanks.
Alexander The Great 19. bře. 2022 v 6.46 
incentivizes to research even not directly useful researches just to have the ability to repair them

this is amazing :)
kaczorski 19. bře. 2022 v 4.14 
Love it :)
ProfZelonka 18. bře. 2022 v 13.01 
Pretty sweet feature!