边缘世界 RimWorld

边缘世界 RimWorld

Repair hubs
85 条留言
Elijah 9 月 23 日 上午 3:21 
Forked 🍴 Version
Gormac 8 月 24 日 上午 9:12 
Also experiencing durability over 100%. Very frustrating bug, as it prevents "Until X" bills from working, as items above 100% are not counted. This is a great mod, and I've already given each of my colonists one of the implants! I really don't want to have to uninstall it :steamsad:
PhD in THC 8 月 17 日 下午 2:24 
@LTS
I also don't have RPG inventory and my weapons are over 100%
Xans 1 月 23 日 上午 10:48 
Durability of weapons dosent stop on 100%, and i dont have rpg inventory
LTS  [作者] 2024 年 9 月 7 日 上午 5:47 
Good to know
Resistance Band. 2024 年 9 月 6 日 上午 2:29 
Hi @LTS!

Unsure if this is helpful, but that previous error with RPG Inventory regarding the constantly rising item HP: they pushed a fix today that sounds related to it?

4.1.revamp.6.3
- minor fix for cases when "health background" is used and for some reason apparel hp is higher than max hp;
LTS  [作者] 2024 年 7 月 28 日 下午 11:40 
Looks like an error in the load file was making the 1.5 version load for 1.4. A fix will be uploaded momentarily.
Nex Nova 2024 年 7 月 28 日 下午 7:23 
downgraded my version to 1.4 and was going to use this mod, works fine, except for when I try to open the dev menus, menu fails to open and I get this error:

Exception filling window for Verse.ImmediateWindow: System.TypeLoadException: Could not load type of field 'LTS_Repair.RH_Building_FleshweaverObelisk:noiseSourceComp' (2) due to: Could not resolve type with token 0100001d (from typeref, class/assembly RimWorld.CompNoiseSource, Assembly-CSharp, Version=1.5.8909.13066, Culture=neutral, PublicKeyToken=null) assembly:Assembly-CSharp, Version=1.5.8909.13066, Culture=neutral, PublicKeyToken=null type:RimWorld.CompNoiseSource member:(null) signature:<none>

(i should mention that I don't have any of the dlc's)
SeasonedSoulsBorne 2024 年 7 月 28 日 上午 2:10 
@ LTS
Yeah rpg and repair hub, from what i see the hp for the weapon goes over 100 and keeps going higher, even covering your pawn
LTS  [作者] 2024 年 7 月 28 日 上午 12:25 
@ SeasonedSoulsBorne
There’s a strange interaction with rpg inventory that does that.
SeasonedSoulsBorne 2024 年 7 月 27 日 下午 7:27 
Huh, i keep seeing the bar of a weapon get higher and higher if someone has a belt/implant in their inventory, and their weapon being 100%
Tirith Amar 2024 年 7 月 11 日 下午 10:12 
May i suggest introducing a new repair hub for items that allows repairing items more quickly at the cost of electricity and 2x2 building size, and nothing else?
Azazelim 2024 年 7 月 1 日 下午 4:40 
I see, may I suggest turning off the feature for equiped weapons? or have the ability to turn it off on the mod options, weapons don't get damaged on combat anyways so that would be a work around
LTS  [作者] 2024 年 7 月 1 日 上午 2:31 
@Azazelim
I've not yet figured out why, but the rpg inventory mod seems to remove the maximum health limit, and even subvert my manual maximum health checks.

Also, I'm planning to change the code so that it heals 'equipment', rather than apparel and the held weapon specifically. So hopefully that should target side arms.
Azazelim 2024 年 6 月 30 日 下午 8:53 
awsome mod, but i did noticed an issue, the hp of the equiped weapon just constantly keeps going up past the maxium limit, and since I use a mod that reworks the inventory screen this causes the square that represents the weapon equipped to just blocks a huge part of the screen, other than that, great mod.
Also, do you think you can also restore the hp for side arms that are on your inventory but not equipped, thanks :D
LTS  [作者] 2024 年 6 月 25 日 上午 8:11 
Odd...
ShinUon 2024 年 6 月 25 日 上午 8:09 
@LTS I confirmed it was updated (including manually re-subscribing) before testing. I also tried again just now and it's the same error.
LTS  [作者] 2024 年 6 月 25 日 上午 5:48 
@ShinUon
I imagine steam hasn't automatically downloaded the update. I'd recommend manually redownloading the mod to force it.
ShinUon 2024 年 6 月 25 日 上午 5:34 
Still getting the same errors as before. Also noticed there was a third error in-between but I didn't notice before it was related to Repair Hub.

Exception getting types in assembly LTS_RepairHubs (cut)


XML error: <generalRules><rulesStrings><li>subject-&gt;repair hubs</li><li>subject_story-&gt;oversaw the growth of labour mechanoids</li><li>subject_story-&gt;was hired by an ultratech mercenary group to find a better way for their scouts to maintain their gear on long solo missions</li><li>subject_story-&gt;found a way to maintain the crumbling architecture of poorer worlds</li><li>subject_gerund-&gt;using mechanites for repairs</li></rulesStrings></generalRules> doesn't correspond to any field in type ResearchProjectDef. Context: <ResearchProjectDef><defName>RH_RepairHubsResearch</defName> (cut)

Could not resolve cross-reference: No RimWorld.ResearchTabDef (cut)
LTS  [作者] 2024 年 6 月 25 日 上午 2:02 
Hopefully that should be fixed now.
LTS  [作者] 2024 年 6 月 24 日 下午 4:01 
Odd, but an easy fix. I’ll sort that out tomorrow morning.
ShinUon 2024 年 6 月 24 日 下午 3:42 
I downgraded to 1.4 and am seeing these two errors in the debug log:

"Exception getting types in assembly LTS_RepairHubs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null. Some types may not work correctly. Exception: System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown."

"Could not resolve cross-reference: No RimWorld.ResearchTabDef named LTS found to give to Verse.ResearchProjectDef RH_RepairHubsResearch"

Don't remember seeing these when I played a few months ago when 1.4 was still the latest version.
LTS  [作者] 2024 年 6 月 24 日 上午 3:32 
That's certainly rather odd. I'll look into it.
Smeghead 2024 年 6 月 21 日 上午 6:41 
So I came with bad and kind of weird news. There appears to be some kind of incompatability between this mod and Fortifications - Industrial. When this mod is loaded alongside it, any Reinforced/Rebarbed concrete you make from that mod breaks. Your pawns will not recognize it as a valit building material. However any of said material you spawn in with debug commands works as it should
Jw42291 2024 年 6 月 20 日 上午 5:55 
Thanks LTS <3
LTS  [作者] 2024 年 6 月 20 日 上午 3:00 
Aaand done.
LTS  [作者] 2024 年 6 月 20 日 上午 2:31 
I know exactly what's causing that.
As the twisted obelisk doesn't have the field for unlocking research, both mods are patching one in, which is causing the error. An inelegant solution would be to do the patch differently depending on whether Maleficus' is detected or not, but it'll do for now. Give me a few minutes.
Jw42291 2024 年 6 月 19 日 下午 8:04 
Hi, im getting a red error "XML RimWorld.EntityCodexEntryDef defines the same field twice: discoveredResearchProjects." with just this and "Maleficus' Fleshmass Mutations" not sure how to properly report this but hoping I can figure it out with some help <3
LTS  [作者] 2024 年 6 月 5 日 上午 7:22 
Ah. That’s ironic. I’ll get that fixed in a few days once I’ve finished moving house.
Oler009 2024 年 6 月 5 日 上午 6:45 
Why is the Architect repair hub breaking down =)?
did the Architect create it for sure?
2024 年 6 月 3 日 上午 5:51 
The durability of weapons will be full
Daeharde Trihardt 2024 年 5 月 23 日 下午 3:39 
@LTS Sweet, I'm super excited!
Resistance Band. 2024 年 5 月 21 日 上午 4:09 
@LTS Meant to be an uncraftable, stronger implant for nomadic and/or raiding-heavy playthroughs :D
LTS  [作者] 2024 年 5 月 20 日 上午 5:22 
@Daeharde Trihardt
I have future plans for this mod and, if I've figured out how mod options work at that point, I'll definitely add something like that.

@GeckoBoyer
I'm not exactly sure what an archotech version of the repair hub would do.
Resistance Band. 2024 年 5 月 20 日 上午 4:11 
You're an absolute beast with the updates! Thanks for all your amazing mods (Implants is legendary work)

Would you consider making an archotech version of the implanted repair hub?
Molay 2024 年 5 月 13 日 上午 12:42 
I just want to say how much I appreciate this mod, along your other mods. It really makes being a true SOLO mechanitor a lot more fun if you can augment him up the wazoo in all regards.
Daeharde Trihardt 2024 年 4 月 18 日 下午 12:18 
Thank you so much for the updates, LTS!

I don't want to be that "THANK YOU, BUT GIMMIE GIMMIE" user, but I'd figure I would put the suggestion in if you ever feel so inclined;

It would be fantastic if we could get a mod configuration menu to adjust the HP amount/rate of individual structures, so that if we have unconventional balance in our saves, it would be easier to adjust than fiddling around with the mod files.

Have a good one!
General Omen 2024 年 3 月 16 日 上午 8:14 
Legend.
LTS  [作者] 2024 年 3 月 16 日 上午 7:26 
*support 1.5, in addition to 1.4
LTS  [作者] 2024 年 3 月 16 日 上午 7:25 
Never mind, I updated it to 1.5 now
LTS  [作者] 2024 年 3 月 16 日 上午 6:39 
Assuming nothing breaks the code to badly, I intend to have this updated fairly promptly after the update.
General Omen 2024 年 3 月 16 日 上午 6:20 
I do hope this goes with 1.5 :D
AerosAtar 2024 年 3 月 15 日 上午 11:33 
Vehicles are, technically, pawns IIRC.
LTS  [作者] 2024 年 2 月 25 日 上午 3:28 
Probably not. I have no idea what they count as, code wise.
TAHE 2024 年 2 月 13 日 上午 9:07 
would these repair vehicles from VVE
Sera 2024 年 1 月 10 日 下午 1:31 
@sssniper
Im going to assume because it only does clothes. It says "each apparel"
Sssnipercat1 2023 年 12 月 21 日 下午 6:07 
i have put a repair hub implant in one of my war casketed pawns and it doesn't repair her gun
LTS  [作者] 2023 年 12 月 21 日 上午 5:28 
I don't believe so
Sssnipercat1 2023 年 12 月 19 日 下午 7:04 
would equipped items like guns also be repaired by the implanted repair hub?
LTS  [作者] 2023 年 9 月 18 日 下午 11:50 
Huh, thanks for letting me know