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======> [b] Disclaimer [/b] <======
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I am not the original author of this mod. I have forked and updated it for RimWorld 1.6. If the original author requests its removal, I will respectfully comply.
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======> [b] Credits [/b] <======
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[url=https://steamcommunity.com/sharedfiles/filedetails/?id=3025361802]Original Mod by LTS[/url]
Special Thanks
Please check out and thank these creators for their work and inspiration:
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[*] [url=https://steamcommunity.com/profiles/76561198118351158/myworkshopfiles/?appid=294100]LTS[/url]
[*] [url=https://steamcommunity.com/profiles/76561198995948644/myworkshopfiles/?appid=294100]蠢萌小白兽[/url]
[*] [url=https://steamcommunity.com/id/astratangens/myworkshopfiles/?appid=294100]АstraTangens[/url]
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< [b]Official Source Code[/b] >
[url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fgitgud.io%2Fetf_rimworldprojects%2Frepair-hubs-forked]Link[/url][gitgud.io]
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======> [b] Questions [/b] <======
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[b]Q: What did you change in the original?[/b][list]
[*] [b]Bug Fix[/b]: Fixed an issue where a weapon’s current HP could exceed its maximum (e.g., 102, 103, 104…/100).
[*] [b]Code Updates[/b]: Improved compatibility with other mods and updated code for RimWorld 1.4.
• Adjustments made in both XML and C#.
• Functionality remains unchanged from the original mod.
[*] [b]Mod Settings[/b]: Added new options that allow Repair Hubs to repair gear [i](suggested by Lyrdian)[/i], and introduced customizable stats for all items and buildings added by this mod [i](suggested by HamperedLeek)[/i].
[*] [b]Translations[/b]: Added support for Russian, ChineseTraditional, and ChineseSimplified.
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[b]Q: Can I safely replace the original mod with this fork? [/b]
A: I tested this scenario, and it worked just fine. So ideally, yes, it should work. You might see a packageID/mod warning in existing saves because of adding a new mod and removing the old one, but you can safely ignore it and continue.
[b]Q: How can I change the mod settings? [/b]
A-1: Step 1: Access Mod Settings
- Go to the Menu, either from the main screen or through the in-game icon list (the button with the three dots and three lines). Click Options, then Mod Options. This will open the list of mods that have settings. Find and click “Repair Hubs (LTS)”.
A-2: Step 2: Changing Mod Settings
- Inside the mod settings, you can customize options by clicking the X or checkmark (aka, the checkboxes), or by moving the sliders left or right. Changes apply instantly as soon as you adjust something. Oh! And there is also a Reset to Default button if you want to return to the original settings or redo everything from scratch.
[b]Q: Can you replace the sliders with textboxes? [/b]
A: I’d prefer to add them as an optional feature rather than a full replacement. However, if more people request it, I’ll definitely consider implementing it. In the meantime, I believe [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2218078784]BetterSliders[/url] should work well and offer a good solution to your question.
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[b] ==> Original Mod Description <== [/b]
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Originally posted by [b]LTS[/b]:
Adds a variety of structures that repair nearby walls and a couple of items that slowly repair equipment, all unlocked by a new research:
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[*] Small repair hub: restores [b]10 HP[/b] to structures in a radius of [b]6 tiles[/b] once every [b]5 seconds[/b].
[*] Large repair hub: restores [b]10 HP[/b] to structures in a radius of [b]32 tiles[/b] once every [b]10 seconds[/b].
[*] Archotech repair hub: restores [b]10 HP[/b] to structures in a radius of [b]4 tiles[/b] once every [b]second[/b]. Doesn't require power but can't be crafted.
[*] Repair hub belt: restores [b]1 HP[/b] to each equipment item twice per day, modified by quality, e.g. once per day for awful and 4 times per day for legendary.
[*] Implanted repair hub: restores [b]1 HP[/b] to each equipment item twice per day
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With Anomaly:
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[*] Fleshweaver Obelisk: grants up to [b]5 HP/day[/b] regeneration in a radius of [b]4[/b] with a chance to mutate pawns on average once every [b]45 days[/b]
[*] Fleshweaver Implant: grants up to [b]2 HP/day[/b] regeneration with a chance to mutate the pawn on average once every [b]120 days[/b]
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Big thanks to everyone on the rimworld discord for the help with coding and to Oskar, who's work these items are inspired by.