RimWorld

RimWorld

I Cant Fix That
47 kommenttia
Mlie  [tekijä] 1.10. klo 9.08 
@ZzZombo Nah
ZzZombo 1.10. klo 9.06 
Sorry, but what's with the typo in the name of the mod? Please, fix that.
Ascythian 1.10. klo 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  [tekijä] 1.10. klo 2.11 
@BTAxis Thanks, updated now
BTAxis 1.10. klo 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  [tekijä] 26.9. klo 14.18 
@Ascythian What issues are there?
Ascythian 26.9. klo 14.08 
Will this be made compatible with Repairing Priority?
Porknelius 17.9. klo 19.46 
goes well with this and Ignorance Is Bliss
Porknelius 17.9. klo 19.45 
@Brett Arcane Technology
Brett 9.9. klo 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 11.8. klo 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  [tekijä] 11.7. klo 21.22 
@Boleta Updating all my mods, see Discord for progress
Boleta 11.7. klo 14.44 
1.6 please?
Uwы и ahh 2.9.2024 klo 8.03 
@Mlie Super! Thanks
Mlie  [tekijä] 2.9.2024 klo 6.25 
@Le Yes, it does
Uwы и ahh 2.9.2024 klo 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  [tekijä] 22.8.2024 klo 0.40 
@Yukari the White They changed their code in 1.5 it seems, should be fixed now
Yukari Whiteclouds 21.8.2024 klo 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 18.4.2024 klo 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  [tekijä] 20.2.2024 klo 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 19.2.2024 klo 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  [tekijä] 18.1.2024 klo 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 18.1.2024 klo 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  [tekijä] 26.10.2023 klo 12.55 
@tanitanino Should be fixed now
tanitanino 23.10.2023 klo 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  [tekijä] 17.9.2023 klo 12.48 
@Event Horizon Added a setting for tech-level now
Event Horizon 21.8.2023 klo 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  [tekijä] 21.8.2023 klo 3.24 
@Event Horizon Can you explain a bit more?
Event Horizon 21.8.2023 klo 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 15.9.2022 klo 9.36 
Ey!!!

It's me!
Zer0_Requiem 16.5.2022 klo 14.37 
Ok cool, ill give it a try!
Mlie  [tekijä] 16.5.2022 klo 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 16.5.2022 klo 8.05 
Peg Legs and Hand hooks, but any surgery is blocked regardless of what mod its from.
Mlie  [tekijä] 16.5.2022 klo 7.35 
@Zer0_Requiem What surgeries did you try?
Zer0_Requiem 16.5.2022 klo 7.23 
When I only had those two mods I could not perform any surgeries no matter how simple
Mlie  [tekijä] 15.5.2022 klo 22.07 
@Zer0_Requiem This does not change surgeries, just their repair job
Zer0_Requiem 15.5.2022 klo 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  [tekijä] 7.5.2022 klo 5.00 
@GVLT If you find out I can take a look
GVLT 7.5.2022 klo 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  [tekijä] 5.5.2022 klo 6.28 
@GVLT This mod does not change the smelting-jobs.
GVLT 5.5.2022 klo 6.21 
Hi. great idea. But It seems that pawns cannot smelt weapons they can't craft too.
Mlie  [tekijä] 21.3.2022 klo 12.49 
@d0b1k1 Sure, should be added now
dob1k 20.3.2022 klo 15.20 
can you please add compatibility for mending stations from VFE ancients
arof 19.3.2022 klo 8.24 
Great addition to Arcane Technology runs, thanks.
Alexander The Great 19.3.2022 klo 6.46 
incentivizes to research even not directly useful researches just to have the ability to repair them

this is amazing :)
kaczorski 19.3.2022 klo 4.14 
Love it :)
ProfZelonka 18.3.2022 klo 13.01 
Pretty sweet feature!