RimWorld

RimWorld

241 ratings
Repair Workbench
 
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File Size
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0.085 MB
Jul 29, 2016 @ 3:42pm
Jun 27 @ 8:25pm
13 Change Notes ( view )

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Repair Workbench

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Description
This mod adds the Repair Workbench to the game so you can repair the durability of items.

Features
Completely repair the durability on weapons and armor, optionally balanced by Repair Kits needed.
Workbench can be used without power, at 40% efficiency.
Increase the speed of repairing with Tool Cabinets.
Uses vanilla bill system for endless combinations of item filters.
No components needed to repair your items!
All values are able to be modified with a config file.

Details
You need to research the Machining Table in order to craft repair kits, and research Item Repair in order to build the workbench. By default each repair kit costs 5 cloth and 5 steel, and fixes 5 durability, but this can be changed in the xml config file. The kits are used for repairing ALL types of items, no components needed. You need to have all of the repair kits required to fully repair the item, otherwise the bench will complain about missing materials.

Configuration File
Make sure you run the game and have a pawn use the table so that the config file is created. Its default location on windows is C:\Users\<USERNAME>\AppData\LocalLow\Ludeon Studios\RimWorld BY LUDEON STUDIOS\Config\RepairBench.xml.

<ResourceMode> has the value of NONE or REPAIR_KIT, this basically disables repair kits so you can repair for free.
<RepairRate> is how many game ticks per reptick, higher numbers make the repairing faster, 60 ticks is 1 second.
<SkillGain> is skill gained per reptick, to keep it fair this should be in the 0.25 to 0.75 range. This is base skill gain, not the numbers you see ingame.
<HpPerPack> is how many repticks (durability) a kit contains, bigger numbers means you use less packs to fix an item.
<HpPercentage> changes <HpPerPack> from a flat amount to a percentage. Can be True of False.

There is no error/sanity checking when loading the file, so don't make values negative or zero. If you do mess up the config file just delete it, restart the game and have a pawn interact with the table to generate a new one.

Compatability
This mod is compatible with new or old save games. Before disabling the mod, remove any Workbenches, Repair Kits, and the Repair Kit bill on the machining table.

Old Versions
Repair Workbench for Rimworld v0.14.1249[www.dropbox.com]
Repair Workbench for Rimworld v0.15.1284[www.dropbox.com]
Repair Workbench for Rimworld v0.16.1393[www.dropbox.com]

Contact Me
The best way to contact me is through Private Messages on the Rimworld forums[ludeon.com], or add me on Steam.

Credit
This is a forked version of the Alpha 11 version of Wastelander's Minor mods - Mending[ludeon.com].
Popular Discussions View All (2)
2
Jul 24 @ 10:21am
Russian localization
zumm
0
Nov 5, 2016 @ 4:40am
Trader NOT selling repair kits
YoloXXXL4
< >
145 Comments
Other_Olly Sep 15 @ 1:32am 
@Wellen Maybe it's like the proverbial broom. "This is the same broom my mother used. Of course, I've replaced the bristles five times and the handle twice."
Prester Sep 13 @ 4:53am 
i feel like colonists do not use this workbench by themselves, i always have to order them manually. they rather idle than repair something on their own ... i know i set it up right because otherwise i couldnt manually order them to do it and they do it ... otherwise great mod
Fuglypump Sep 13 @ 2:00am 
I'd like to be able to dissasemble or smelt armor like you can with weapons.
Wellech Sep 13 @ 1:57am 
Repairing sounds cool i like this.

Repairing forever does not sound so cool. Should the maximum durability of item be permanently reduced at each repair action?
Other_Olly Sep 2 @ 9:55pm 
My config file is set to require repair kits, but my pawns are doing repair jobs even though I have no repair kits. :-/
[AEC]pollux Aug 19 @ 5:28pm 
We needs robot repairing.
theshadow Aug 12 @ 2:29am 
@the moose ... as you can read above " By default each repair kit costs 5 cloth and 5 steel, and fixes 5 durability, but this can be changed in the xml config file. "

You have a weapon with 91% ,,, so you`ll need 2 kits to restore 100%
The Moose Aug 4 @ 2:50pm 
Wish you would be able to see how many repair kits are needed to repair an item.
The Rabid Otter Aug 3 @ 5:21pm 
This description is ambiguous regarding the need for repair kits. Does this mod require your bench be supplied with repair kits or not? Or instead is there an option directly accessible from the workbench that turns on or off the need for repair kits?

While the idea is interesting, the description is unclear as written above.
PreMormon Jul 29 @ 2:04am 
Why require a manufactured repair kit, when the material the items are made of exist? It would make more sense to me, and be less of a hassle - to be able to repair, say, a muffalo leather parka with muffalo leather, instead of having to acquire materials for repairing it that are not included in it to begin with.
Of course logic insists there to be tools for repairing, but that's the bench, ay?

Just a thought. (And a request ^^)