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We've already taken the ridiculously long repair times of RE1 into account in RE2 and compressed the time for repairs as short as physically possible without breaking other parts of the game.
A repair bay's time is determined by the time it takes a normal constructor to craft components and blocks from the ingots provided to the repair bay. This is why constructor speed settings affect repair bay times.
This is why crafting components and blocks only take 1-5 seconds to craft, as opposed to vanilla's 5-60 seconds.
I know about that, but I don't like to have instant factory blue prints as it would really change the game. But I kinda suspect "repairpersecond" will probably change nothing for RepairToTemplate as that seems to be coupled with factory.
Factory production also works fine while being offline/warp away. I would be completely be fine with 5 hour repairs, if they would actually complete in multiplayer without having to babysit them.
Lowering the time for repairs just seemed like a good idea to fix that without needing to completely change behaviour of them, but I don't know if it is as easy as I thought at the beginning as they seem to be connected to factory blue print production.
And as I said, station services will already repair your ship instantly, so having to wait for hours with repair bays doesn't make to much sense.
So I basically need to use Station Services for repairs or find a busy playfield which has active player 24/7 for my repair bay if I don't want babysit it for hours.
Thx for the reply.
But like vermilion said there's not much else we can do about it.