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Repair Bench

[url=https://steamcommunity.com/sharedfiles/filedetails/?id=3686112421][img]https://images.steamusercontent.com/ugc/16256564158279442476/E89B3FF4F55B30F3A752FB2C6A9E9B3882C7F004/[/img][/url] Repair Bench Your best colonist is wearing a legendary devilstrand undies at 30% HP. You can't repair it. The game just... doesn't let you. Your options are to wear it until it breaks, or throw it away and hope you get lucky again. Repair Bench adds a workbench that lets you restore damaged gear — but repairing a legendary item is expensive, slow, and requires a master crafter. As it should be. How it works Build a repair bench. Add bills to configure what to repair — same interface as a smelter or tailoring bench. A colonist with sufficient crafting skill will physically haul materials to the bench, then haul the item, and spend time repairing it to full durability. The twist: everything scales with quality and damage. Repair your own gear Colonists can repair items they're currently wearing or carrying — no need to unequip and wait for someone to haul it to storage first. The colonist walks to the bench, removes the item onto the work surface, repairs it, and puts it back on. If the job is interrupted for any reason (raid, mental break, drafted), the item is automatically re-equipped. Cost structure Repair costs are split into two categories: [b]Primary material[/b] (stuff material, or the most-used material for non-stuff items): scales with both quality and damage. Higher quality items waste more material in the painstaking process of matching the original craftsmanship. [b]Complementary materials[/b] (components, steel, and other fixed recipe materials): always charged at full original crafting cost. Repairing is not cheap — these parts are consumed regardless of damage level. Quality scaling Primary material cost multiplier by quality: [b]Quality[/b] [b]Primary material[/b] [b]Min crafting skill[/b] Awful 0.25x 0 Poor 0.4x 2 Normal 0.5x 2 Good 1.0x 6 Excellent 1.5x 10 Masterwork 2.5x 14 Legendary 4.5x 18 These multipliers apply to the primary material only. Complementary materials are always consumed at their full original recipe amount. Damage scaling Primary material cost also scales proportionally with how damaged the item is: [list] [*] Item at 90% HP → primary material costs ~10% of quality-adjusted amount [*] Item at 50% HP → primary material costs ~50% of quality-adjusted amount [*] Item at 10% HP → primary material costs ~90% of quality-adjusted amount [/list] This stacks with quality scaling. A legendary item at 10% HP is the most expensive repair in the game — the primary material alone can cost several times the original crafting amount. Complementary materials remain fixed regardless of damage. Repair early and often, or pay the price later. Example: legendary cataphract set Crafting cost (armor + helmet): 200 plasteel, 50 uranium, 7 advanced components. Repair cost at different damage levels: [list] [*] At 90% HP — 91 plasteel + 50 uranium + 7 adv. components [*] At 50% HP — 451 plasteel + 50 uranium + 7 adv. components [*] At 1% HP — 893 plasteel + 50 uranium + 7 adv. components [/list] Plasteel (primary material) scales with quality and damage — at 50% HP it costs 2.26x more plasteel than crafting new. Uranium and advanced components (complementary) are always charged at full crafting cost. In practice, you'd never let legendary gear drop to 1% — that example is just to illustrate the scale. Repairing at 90% HP costs less than half the original crafting materials. The smart move is to repair early and regularly rather than waiting until the item is nearly destroyed. Bringing a legendary piece of gear back from the brink of destruction is supposed to cost you — that's the price of cheating fate. [b]And if the repair cost feels too high — craft another one and pray it rolls legendary again 😉.[/b] Not everything can be repaired [list] [*] [b]Throwing weapons[/b] (grenades, molotovs...) [*] [b]Ultratech and archotech items[/b] (monoswords, zeushammers, persona weapons) — their construction principles are beyond rimworld-level understanding. No known repair procedure exists [/list] Select any weapon or piece of apparel to see its repair status in the info panel, including whether it can be repaired and why not. Features [list] [*] [b]Standard bill system[/b] — same UI as the smelter: add bills, configure filters, set repeat mode, adjust ingredient radius [*] [b]Repair equipped items[/b] — colonists can repair what they're wearing without unequipping first [*] [b]Physical material hauling[/b] — all materials are carried to the bench, nothing is consumed magically from the map [*] [b]Quality-scaled costs[/b] — legendary gear is expensive to maintain, as it should be [*] [b]Skill gating[/b] — your level 3 crafter can't attempt to fix masterwork power armor [*] [b]Material refund on interruption[/b] — if the job is interrupted after materials are delivered, they are dropped on the ground. No loss from raids or emergencies [*] [b]Damage-proportional cost[/b] — repair a scratch for pennies or rebuild a wreck for a fortune [*] [b]Inspect panel integration[/b] — select any item to see if it's repairable, why or why not, and what it will cost [/list] Compatibility [list] [*] No framework dependencies — no Harmony, no libraries [*] Safe to add or remove mid-save [*] Compatible with all DLCs (Royalty, Ideology, Biotech, Anomaly) [*] Works with modded weapons and apparel that follow standard ThingDef conventions [/list] [b]Note on equipment management mods:[/b] This mod temporarily unequips items for repair and re-equips them on completion (or interruption). Mods that manage automatic outfit assignment, forced apparel, or equipment loadouts may conflict with this behavior — for example, reassigning a different item while the original is being repaired. If you experience issues, try repairing from ground items instead of equipped ones. Design philosophy Most repair mods make mending trivially cheap. This one doesn't. Maintaining a set of legendary marine armor should be a strategic commitment — expensive materials, skilled labor, and real time. Repair Bench gives you the ability to repair gear, but makes you earn it. Seeking a collaborator [b]If you're an artist and would like to contribute a bench sprite that better matches RimWorld's art style, feel free to reach out[/b] → [url=https://steamcommunity.com/workshop/filedetails/discussion/3684682575/802342466057437512/]🎨 Seeking a collaborator[/url] [url=https%3A%2F%2Fko-fi.com%2Fcdcappa][img]https://i.imgur.com/JQgzWcq.png[/img][/url][ko-fi.com] [hr] [i]Compatible with RimWorld 1.6[/i]