边缘世界 RimWorld

边缘世界 RimWorld

[LTS]Maintenance
380 条留言
veoba 10 月 1 日 上午 6:46 
@Commander Link
I remember there was a mod that let you choose what can be used to fuel fuelable objects.
Dr. Wicked 9 月 21 日 下午 6:22 
This is my favorite mod out of all the mending/recycling ones out there. If I were to make a change, it would be to the notification when a pawn repairs something. It feels too verbose, and it's hard to read with all the numbers included, and it would heavily benefit from just a couple tweaks in formatting.

Instead of
"Pawn repaired pants and increased the durability by 24 points from 136 to 160 out of 200."

Consider
"Pawn repaired pants from 136/200 to 160/200."
Commander Link 9 月 18 日 上午 5:43 
I love the mod but I am sick of colonists refueling the wood-fire generators with grease when we have tons of wood to spare, then going and wasting more food to make grease. can't we please have a toggle for whether grease is usable as fuel?
SutiituS 9 月 4 日 下午 3:55 
My only ask is if it's possible to add warcasket compat so those dunderheads can maintain their gear.
T 8 月 4 日 上午 8:53 
Could you consider adding a mod option or something to control repair amount per weapon/sewing kit, or perhaps a "Repair by percentage rather than absolute" option? I have the mod "Quality Affects HP", so a masterwork item might have 800 hp and the sewing kit only repairs like 40 hp.
Minor thing, so I understand if not! I just don't see anything in the xml that controls repair amount, so I thought I'd ask!
Accord Ayre 8 月 3 日 下午 1:39 
Looks like Medieval Overhaul removed the DankPyon_RusticCookingTable def and replaced it with a DankPyon_StoneOven def.
Veritas ☨ 8 月 1 日 上午 11:42 
They are not using repairs kits at all for buildings, broken down bench and despite having them in storage and even in colonist inventory it says "Need a repairs toolkit"
Captain Rex 7 月 29 日 下午 6:55 
Does it have a performance impact?
Farbott 7 月 28 日 上午 12:18 
Does this make pawns do it out of their inventory, or will they maintain clothing/weaponry in storage as well? Would be very convenient if they do that so I can set my crafter up to be responsible for the colony's gear
Schadenfreude 7 月 26 日 下午 5:50 
@Fonzo
Ah, that makes a lot of sense, I was wondering why pawns with a Charge Lance wouldn't maintain it, but weapons I crafted seemed to be in good shape.
Fonzo 7 月 26 日 上午 11:50 
@Schadenfreude
Don't know if this is your problem, but need to research the weapon in order to maintain it. This can be disabled in the mod options menu.
Schadenfreude 7 月 26 日 上午 7:06 
My pawns will maintain their apparel, but they completely neglect their weapons.

All their equipment is topped off, while the weapons are at risk of falling apart.

I do have weapon toolkits in storage.

Am I missing something?
Clover Schicksal 7 月 25 日 上午 9:17 
I'd like to second the question on compatibility with Fluffys Breakdowns, mostly for the gradual breakdowns before needing to use this mods Repair toolkits
Daesikki 7 月 24 日 上午 8:00 
how can i repair our mechanoid's weapon? is there an option to disable ally mechanoid's weapon get worse?
Jet 7 月 22 日 上午 3:50 
is there another mod that adds repairs for clothing
Dealer Mangan 7 月 22 日 上午 3:48 
It seems like pawns don't automatically priotitize repair kits over components. My pawn has a repair kit in the inventory, and a few more in the storage. But she still decides to grab a regular component to repair a breakdown. When i drafted her, causing her to drop the component, and forbade all the components on the map, only then did she start using the repair kit.
King of Blades 7 月 21 日 下午 1:06 
@moo This doesn't add recycling...
gunns22 7 月 12 日 上午 9:30 
@LimeTreeSnake
Looks like RimPy's still saying this needs [LTS] Systems, which I recall you saying you'll let die and make all of your mods standalone. Don't suppose you could look into it?
BHZRD_guy2 7 月 11 日 上午 10:46 
Uh is this compatible with gravship building?
ozfresh 7 月 4 日 上午 11:22 
I love the mod, but I was just thinking that you should make archotech buildings not need repairing. I just think its silly they need it.
Gender Bender 7 月 3 日 下午 7:15 
is it possible to configure how much weapon degrade when using it? using LMGs with weapon degradation turn on mean they always degrade to 0% especially in a long fight and the gun have magazine size in the hundreds
SghHanzMullerSW 7 月 3 日 上午 5:23 
is it compatible whit fluffy breakdown (1,6)
illcat 7 月 2 日 上午 7:20 
I'm guessing this can't be added mid save due to the new worktype it adds?
moo 6 月 27 日 下午 8:47 
Hi. Can you confirm if your mod's recycling features completely obsoletes Simple Recycling in terms of functionality?
girk 6 月 17 日 上午 9:38 
found an issue, error pops out after adding this to my modlist
https://postimg.cc/gallery/SMd3C8S
僕ら間違ってはいないよね? 6 月 16 日 下午 2:21 
will pawns learn crafting experience from repairing their appearance and weapons?
LimeTreeSnake  [作者] 6 月 15 日 上午 5:58 
- Updated to 1.6, updates henceforth only for 1.6. Previous versions kept as is.
- Removed Systems dependency.
- With removal of Systems, removed worktype Task.
- Maintenance now use new worktype "Maintenance"
- Gave Grease a fuel value of 4 for Medieval Overhaul.
- Wherever WoodLog is used as fuel, grease can now be used too.
- Refactored code and made it more optimized and safer.
- Can now recycle apparel at DankPyon_TailorsBench & DankPyon_MendingBench
- Fixed error when reserving a spot while people eat there.
Mr Big Penis 6 月 15 日 上午 5:38 
@Guineatown read the faq mate
gazza_m_bolton 6 月 13 日 上午 9:59 
What are your plans for this mod with the new 1.6 update approaching (a lot faster than I personally expected). I really like the weapon deterioration and maintenance built in with this mod.
Guineatown20806 5 月 23 日 上午 4:34 
Modsorter says it is incompatible with SO2. Is this really the case or is this just a modsorter issue? Becaue Maintenance doesn't have incompatible mods as listed here.
Gender Bender 5 月 14 日 下午 5:33 
how does weapon jamming works with other mod that added gun jamming like this mod ? Does the mod that load last take over the other one?
Olirin 5 月 10 日 上午 2:00 
Hi.
Tried this mod in a medieval game (medieval overhaul), can craft repair kit but maintenance job isnt in the job manager so pawn dont use kit. Anyone had this problem?
ozfresh 5 月 4 日 下午 1:19 
Mod sorter says this isnt compatible with SOS2
deltaCorben 5 月 4 日 上午 3:04 
I do not understand the point of this mod. I gave the new job to my crafter because you write that crafting skill is relevant but they only repair the gear they are wearing and not other peoples gear or stored gear.
gazza_m_bolton 4 月 16 日 上午 3:01 
I'm not sure if it's this mod or your LTS systems mod but I've noticed the recycle job for apparel no longer gives back resources. I'm not getting an error message from it either.
Sentinel 3 月 16 日 上午 12:43 
Idea for repairing clothing/armor. clothing/armor can only be repaired using a kit made with same material. a cloth sewing kit can only repair cloth items, plainleather kit for plainleather clothes, and so on. Armor can be armor repair kits made in a similar manner with recon, marine, and cataphract needing a kits made from plasteel and advanced components.
Dealer Mangan 2 月 27 日 下午 8:32 
Is it possible to have max durability degradation after each maintenance? I do like to be able to prolong the life of my clothes and armors, but the way it's done completely trivializes it. I think if every maintenance operation decreased maximum top durability by 5~10% it would be both realistic and bring back the need to procure fresh clothing from time to time, just less annoyingly often as without the mod.
Reisen 1 月 26 日 上午 12:39 
While we're talking about suggestions, could we have an option to limit how many times a given item can be repaired, to balance out never having to create new equipment again?

I was thinking something like reducing max HP with each repair, but if that's not possible, just limiting to a configurable count would be ok too
VNVVWVVNV 1 月 21 日 上午 12:39 
Incompatible with Save Our Ships 2.

If someone strongly believes SOS2 is not worth keeping in my modlist (CE, gunplay, etc incompatibilities) let me know please!
Horhyzon 2024 年 12 月 31 日 下午 4:30 
How does this work with persona weapons since there is no research for them?
TheAuditor 2024 年 12 月 26 日 下午 10:59 
Its can be worked using mending table from VFE Ancients?
Rondson 2024 年 12 月 21 日 上午 12:38 
Hello! Are sewing kits meant to repair items like bulletproof vests and flak vests, along with everything in between from the mods or vanilla game, so long as you have a relevant research?
LimeTreeSnake  [作者] 2024 年 12 月 14 日 上午 3:30 
How come they cannot repair it? It should be repairable by pawns as long as you have them weapon toolkits and pawn having the task job assigned. But if they cannot still repair it, then it's a bug and I'll have to look into why. Although I've not had that issue afaik.

I shall add it as optional in the future Subhuman.

Modray's suggestion is solid, I should add an option to allow switching the priority of repairs. Atm, iirc, it's percentage based. But shall look into anyhow to add more options.
Furgie 2024 年 12 月 10 日 下午 4:35 
one of my colonists has a persona weapon, which they are unable to repair, however it keeps taking damage the more they use it. is tthere any way to make it so it can be repaired, or make the persona weapon unable to degrade like normal weapons?
subhuman_p0s 2024 年 11 月 25 日 下午 3:24 
could you add an option to remove the possibility to repair? it's for a hardcore modpack, currently I have deleted all the files for repair kits manually, and it crashes my game (my fault). but it would be great if you would add such possiblity. thank you for the mod as it is
2_Modray 2024 年 11 月 11 日 下午 4:22 
Any way you could make pawns prioritize repairing more damaged items first? The seemingly-random way they currently do it can get frustrating in situations where you have to make them do it manually (for example, when their armor takes a lot of damage and they'd rather swap it for a fresh set than repair it).
LimeTreeSnake  [作者] 2024 年 11 月 5 日 上午 6:17 
Updated description a lil

Maintenance expands upon the game's degradation and breakdown system by providing ways to let pawns repair worn equipment such as weapons and armor through the introduction of Weapon Toolkits and Sewing Toolkits. Over time, equipment degrade with use, with faster wear on lower-quality items. Poorly maintained weapons have a chance of jamming as well, and breakdowns are now repaired using Repair Toolkits instead of components, which only require 1 component to make 5 repair kits. You can alter and toggle a lot of these behaviors in the mod settings page.
LimeTreeSnake  [作者] 2024 年 11 月 5 日 上午 6:09 
I should alter the summary a bit to better tell that, thanks for pointing it out
LimeTreeSnake  [作者] 2024 年 11 月 5 日 上午 6:08 
Yeah it does deteriorate when used, and bad weapons deteriorate faster. You can alter these settings in mod settings.