RimWorld

RimWorld

158 ratings
Repair Workbench
 
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0.078 MB
Jul 29, 2016 @ 3:42pm
Jan 15 @ 4:25pm
11 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[dl.dropboxusercontent.com]
Repair Workbench for Rimworld v0.15.1284[dl.dropboxusercontent.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)
1
Aug 9, 2016 @ 11:10am
Russian localization
zumm
0
Nov 5, 2016 @ 4:40am
Trader NOT selling repair kits
YoloXXXL4
< >
119 Comments
Horny Rooster Apr 5 @ 6:31am 
This is a very well balanced mod since it requires 50 steel and 50 cloth to make 10 repair kits. Those 10 repair kits can repair very much. For instance to repair a nano weave armor for 300, it took about 60 kits. Every kit repairs 5 damage.
Nakkikassi Mar 28 @ 3:08am 
@Panda thanks! I had the same problem! I think workbench instruction should read how to use it. I mean when you click the little "i" on a workbench it should tell about repair kits and note about the "*allow non-deadman items" tab.
Shieldwall Mar 10 @ 5:13am 
okay my villagers are wearing broken stuff, there is broken stuff in the dropzone and i have the materials to craft the stuff, but my villagers never use the table and when i try to manually assign them it says i dont have the materials.how does it work exactly ?`what do i need to do ? oh do i need to craft a repair kit somewhere else first?
Panda Feb 26 @ 3:50pm 
Scratch that, I can repair personal shields. The reason it wasn't working was because I deselected all, then selected personal shields; in the process "allow non-deadman items" was unchecked. So it was looking for deadman personal shields only (which don't exist -- personal shields don't get the deadman debuff).
Panda Feb 26 @ 2:52pm 
Strangely I can repair weapons but I can't repair personal shields specifically. I wonder what's different about shields?
BlackOpsNinja Feb 23 @ 6:11pm 
Can't remove this mod without breaking my save. I've removed all Workbenches, Repair Kits, and Repair Kit Bills on the Machining Table. I've also unchecked all the repair kits in stockpile zones. My game keeps failing to load unless this mod is active.
Swatti Feb 13 @ 2:04pm 
ISSUE: Using the "glitter tech" mod that adds a lot of new guns and gear. The bench wont repair them for some reason.

They are listed in the bill, lots of gear in my storage and it did fix a vanilla power armor helmet.
Hey man, love the mod. Regarding this: "<RepairRate> is how many game ticks per reptick, higher numbers make the repairing faster, 60 ticks is 1 second." -- isn't this worded the opposite of how it actually is? I just tried increasing this number to 500, but it actually ends up repairing slower. Decreasing it to 1 seems to be the fastest speed. You'd want fewer game ticks per reptick for it to be faster, right? <3
g0jira Feb 3 @ 2:44pm 
also personal shield cant be repaired
Qwynn Feb 1 @ 6:19pm 
Just wanted to let you know that the repair bench is still calling for <WorkToMake> instead of <WorkToBuild> causing it to be built instantly.