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Repairable Gear

english | français | português | 한국인 A comprehensive mod for repairing weapons and apparel. Repairs are mainly based on crafting skill and require materials to complete. You can make this mod as OP or as challenging as you want. At its default settings, this mod becomes a complimentary feature to crafting, not a substitute. So you'll need to craft, buy or venture out for new equipment eventually to stay on top of your game. Be sure to read the pinned "Guide" discussion and the "Change Notes" tab if you want more details on the features listed below. Features: Ingredients-based repair costs You'll need a portion of the item's original crafting ingredients/materials to repair badly damaged items. The worse the condition, the higher the cost. Repair workbenches Go old-school or go electric. The simple repair workbench, works at 50% work speed, no power/fuel needed. The electric repair workbench works at 100% work speed if powered, 40% otherwise. Automate everything repair workbenches come with recipes for you to set up bills. Priority repairs & repair info Need something fixed asap? no problem. With a pawn selected, right click an item for additional info. Comprehensive repair success chance New pawn stat 'Repair Item Success Chance'. The formula for this takes into account just about everything that matters. Tech level, research, condition, skill...etc. Multiple repair outcomes full restorations, partial fixes, failed attempts, and botches are all within your grasp. Quality degradation as long as you have the skill and materials, you can repair something indefinitely, but nothing good ever lasts, does it? If the item doesn't become irreparably damaged first, eventually items will degrade in quality. [i]*optional[/i] Maintain your gear All guns and apparel can be repaired cost-free if it's condition is 95% or higher. [i]*cost-free means there is no cost in materials, just labor time.[/i] [i]*optional[/i] Realistic melee/neolithic/medieval weapon maintenance When it comes to swords, knives, wooden bows... etc. You can repair them without using materials, but they'll become irreparably damaged at 75% condition. As opposed to everything else that becomes irreparably damaged at 25%. [i]*optional[/i] Taint removal successfully repairing armor will remove taint. This only works on armor, so regular clothing won't be affected. [i]*optional[/i] [b]Mod Settings & Difficulty Levels:[/b] Check out the mod settings to tweak the mod to your own liking. Most features can be disabled or re-configured for either ease or challenge. I do meticulously strive for balance and seemless integration with vanilla gameplay, so you can also just play with default settings if you'd like. Known Issues & Incompatibilities: Save our Ship 2 - Pawns working on the repair bench will remove ship hull tiles underneath them which instantly decompresses the room... I suggest you either don't use these two mods together or go down to the planet to repair xD Accessories are not repairable - this was something that was omitted intentionally to increase broader compatibility with modded apparel and weapons. The logic behind it had to be abstract enough to accomplish this. Since vanilla accessories aren't really things you would repair for the most part, its harmless in that aspect. However, I'm aware some mods make heavier usage of this, like by adding backpack accessories. This is something that's unlikely to be changed/fixed. FAQ: [b]Can I add/remove this to/from an existing save?[/b] Yes, just make sure to deconstruct all repair workbenches prior to removing the mod. [b]What does it mean for something to become irreparably damaged?[/b] Once something is irreparably damaged, you won't be able restore it. Think of it as the item becoming so damaged that you're better off getting a new replacement. The thresholds for irreparably damaged gear are also there to avoid having pawns bringing gear down to 0% condition and destroying it in the process without you being aware. [b]I can repair something via bills, but I don't see the option when right clicking [/b] Most likely modded weapon/apparel. The bills option has broader mod compatibility than the priority repair via menu feature. Post in the pinned discussion, with enough samples I can probably come up with a better solution than just patching. [b]Can I provide a translation for my native language?[/b] If the translation exists already but either something is wrong or missing, just post a comment (or better yet, open a discussion so others can contribute as well) referencing the string(s) that needs to be fixed along with the translation. If you want to provide a complete translation, please provide the translated files via a google drive zipped file link and I'll add them to the mod. [b]Still got a question?[/b] Please check out the pinned discussions before posting. Credits: [list] [*] @Acruid - Repair Workbench REPO (Repairable Gear is a heavily modified forked version of this mod). [*] @Wastelander - Mending (the original repair mod of which Repair Workbench REPO and MendAndRecycle are based on). [*] @Haplo_x1 - Misc. Weapon Repair (this mod's code was a useful reference for doing the floating menu option). [*] @Inbae - korean translation. [*] @Nem te conto - Portuguese (Brazilian) translation. [*] @Laast - French translation. [*] @Skyl3lazer - updated to 1.5. [/list] Licensing & Contributions: This mod wouldn't have been possible without the awesome contributions made by others, such as those I've given credit to above. Therefore, I've uploaded the mod source files to a public repo ([url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fgithub.com%2FSteveblandon%2FRWMod-RepairableGear]link here[/url][github.com]). If you would like to make fixes or contribute, feel free to make a pull request (I will add you to the credits). If you're a curious modder or aspiring modder looking for references, I hope this can be of some use. If you end up using any of the code extensively a mention in your credits would be nice if you end up publishing your mod :).