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I also subscribed to this mod, let me ask the author,thanks bro
This appears to be because an item closer to the repair bench has no material available with which to repair it. A workaround is to set up a staging stockpile close to the bench which also has materials on hand, and remove or add items to the stockpile as necessary.
The repair bench is between the warehouse with all of the apparel and armor and the raw material storage with steel, plasteel, cloth etc. So this cannot be it.
The other thing I've noticed is that setting a damage threshold or other qualifiers on the repair bill (No tainted apparel, HP%, etc) seems to also affect whether or not it works. I haven't dug into the mod itself to confirm this, but it may also be considering the HP%/flags on the *repair material* as well as the article to be repaired.
The only bills I've found to reliably work are bills which *don't* specify a threshold of quality, HP%, or object flags (Clean/tainted, etc). YMMV with other mods in the mixture.
I could however forbid repairing tainted or biocoded objects and everything works as intended
Despite plenty of to-be-repaired items in range as well as the necessary patching materials, it sais: "Cannot mend XYZ: Need material"
However, if I clear all items and then speciffically allow a damaged item I know about and want to mend, the command gets accepted!
(Which proves that it isn't an availability issue of material at all!)
This is clearly a workaround and far from compfortable.
But at least it does get it done ... one thing after the other! ;)
Maybe it is related to what Brigador Genetta claimed?
So, the Mend apparel one, can have armor allowed and disallowed in it. Mend apparel cant mend armor (no material). This job on the table will 'break' the other jobs aswell. So my 'fix' was to only allow clothing(no armor/headgear etc) to be mended by the mend apparel job.
I hope this makes stuff work for someone else :)
Nope, nevermind, now its broken for me aswell...