Ради вашего удобства наш сайт использует cookies! Узнать больше! Мы используем cookies

[Og] Repair Your Gear

Introduction This mod allows your colonists to automatically repair their worn-out gear. [b]Optional[/b] materials usage and techlevel-based limitation, no workbenches to build, and no complicated setup or micromanagement—everything is fully automatic and works out of the box! (See the GIF above.) Cover art is by @Blank. Features [list] [*] [b]Convenience[/b] – Repairs are automatic, with no need for configuration or manual actions. [*] [b]Balanced[/b] – Repairs require time, certain research based on item's tech level (and materials, if you open it in mod setting), ensuring that durability loss still comes with a cost (items still break at 0% durability, just like in vanilla—important for players using yayo combat or similar mods!), while greatly reducing logistics burden. [*] [b]Flexibility[/b] – Adjustable values! There is option to [i]disable weapon repairs[/i] for players who want to keep low-durability weapons (e.g. at 49%) to reduce colony wealth, and option to repair free for player who want less logistics burden. [u]Warning: Changing this setting requires a game restart![/u] [*] [b]Immersion[/b] – Clothing still loses durability and must be manually repaired by colonists, rather than being permanently stuck at 100%. [*] [b]Performance[/b] – No complex logic or heavy searching; performance-friendly. [/list] Compatibility Tested on my 700-mods saves and no incompatibility found. [b]Compatible[/b] with CE —— Maybe need a restart after installing. Q&A [b] My pawns do not repair their gear![/b] [list] [*] Is "repair" job enabled in work tab? [*] Are your pawns doing jobs with higher priority (sometimes they will not do repair jobs until they have free time)? [*] Do you enable material consumption in mod setting and don't have enough material? [*] Do you apply tech-level based limit in setting and don't finish certain research? [/list] Update 2: Details [list] [*] Improve heuristic material finding logic. no more shield core used to repair shield pack. Now it will choose cheapest material if quantity in recipe is same, and will ignore material if recipe quantity is less than 4. [*] Add "don't repair until durability below" slider. Once start repair item will be repaired to full unless interrupted. [*] Add optional tech-level based limitation. [b]Electricity / Fabrication / Advanced Fabrication[/b] is required for certain tech-level item. [*] More realistic repairing cost and hp restored calculation. It is now based on item's max durability, recipe cost and factor in mod setting. [*] Thank @Blank for new cover! [/list] Update: Balance and More Based on feedback from the community and forums, a number of balance tweaks and detailed adjustments have been made. [list] [*] [b]Balance:[/b] [list] [*] [b]Resource Consumption[/b]: Added an optional resource cost setting. When enabled, each repair job will consume 1 unit of material, determined by the following rules: [list] [*] If the item has a material, use its base material. [*] If no material exists, use the most abundant ingredient from its recipe (small-volume items like gold are divided by 10 in the count). [*] If there is no material or recipe, the material is based on the tech level: [list] [*] Neolithic – use wood [*] Medieval/Industrial – use steel [*] Spacer/Ultra/Archotech – use plasteel [/list] [*] If none of the above apply, default to steel. [/list] [*] [b]Free Repair Threshold[/b]: Added a slider (only active when resource cost is enabled). Above this durability value, repairs consume no materials—because sewing a small tear shouldn't cost a full material unit. [*] [b]Customizability[/b]: All values are configurable in the mod options. [/list] [*] [b]Details:[/b] [list] [*] [b]Logic Update[/b]: Colonists will now prioritize repairing apparel before weapons. [*] [b]Visual Effects Update[/b]: [list] [*] Repairing metallic/weapon/high-armor items now triggers welding sparks and sound. [*] Other repairs use sewing sounds and dust effects. [/list] [*] [b]New Job Type[/b]: A dedicated repair job has been added with higher priority than research. You may need to manually enable it in old saves. [/list] [*] [b]Unused idea:[/b] [list] [*] Colonists will not walk to chairs/tables before repairing — no more running across the map just to fix a shirt at 99% durability. [*] Repair reduce max durability – [i]Compatibility issue[/i]. [/list] [/list]