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报告翻译问题
I remember there was a mod that let you choose what can be used to fuel fuelable objects.
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."
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!
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.
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.
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?
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?
– https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2584064444
https://postimg.cc/gallery/SMd3C8S
- 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.
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?
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
If someone strongly believes SOS2 is not worth keeping in my modlist (CE, gunplay, etc incompatibilities) let me know please!
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.
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.