RimWorld

RimWorld

Vagineer1 Aug 15, 2019 @ 2:38pm
Machine Breakdown
Is there a way to turn off random machine breakdowns? I've got a large base and thus a large amount of machines ending in a lot of breakdowns and I kinda need the components for more important things like building bionic parts and whatnot.

The one mod I did find that seemed to turn them off (Enhanced Options) seems to have a lot of problems with it.
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Showing 1-6 of 6 comments
flu007 Aug 15, 2019 @ 2:45pm 
Or you could get more components. That seems like a more straight-forward solution. :)

(Edit: I know this reply isn't very helpful, but by the time I have enough machines where breakdowns start to make a dent, I tend to have more components than I know what to do with. Then again, I only make bionics when limbs are lost, perhaps if I was turning everyone into Robocop, I'd feel differently.)
Last edited by flu007; Aug 15, 2019 @ 2:48pm
Jin [Medic] Aug 16, 2019 @ 1:16am 
the golden rule of vanilla(or any playthroughs without mods addressing the issue) is ABC. Always Buy Components.

or use mods that fixes it, there's a few around, from completely removing the breakdowns to changing it so it requires regular maintenance from construction workers (not using comp).
martindirt Aug 16, 2019 @ 8:14am 
My only problem with these breakdowns (when you have a large base, and around 100-200 machines), its hard to notice them. A notification on the top of the screen would be enough...
Vagineer1 Aug 16, 2019 @ 8:21am 
Originally posted by martindirt:
My only problem with these breakdowns (when you have a large base, and around 100-200 machines), its hard to notice them. A notification on the top of the screen would be enough...

Yup. My current base and colony has been around for about five in-game years or so and it's pretty big so it's hard to notice when something breaks down.

I've got some farbrication machines pumping components out whenever possible but given that it takes so long to make just one and that I have a lot of other jobs that need doing it's hard to create them.

I kinda wish the time to make one component was cut down or you get more than one from a single use of the fabrication machine.

Though luckily at the point I am at I can easily just buy what I need, though one problem is that traders don't carry enough advanced components.
Preechr Aug 16, 2019 @ 8:37am 
Originally posted by martindirt:
My only problem with these breakdowns (when you have a large base, and around 100-200 machines), its hard to notice them. A notification on the top of the screen would be enough...
What, your cooler defrosting and all your food spoiling doesn't get your attention?
Morkonan Aug 16, 2019 @ 8:46am 
Originally posted by Vagineer1:
...Though luckily at the point I am at I can easily just buy what I need, though one problem is that traders don't carry enough advanced components.

Well, you're in kind of a unique gameplay situation, here. You've "proved your point" by successfully having a colony for five in-game years and it's so developed that machine breakdowns are now a problem for your component supplies, even if you buy from traders.

Devmode is your answer.

There's no shame in it. You've exceeded the current intended mechanics for "Breakdown," so it makes sense just to go ahead and plop down some components using Devmode.

It's either that or mod component manufacture to require less work units. Devmode, again, I suppose. :)

PS - Personally, I'd try very hard to avoid doing that, since you've now reached a new sort of gameplay challenge to overcome. That's A Good Thing ™ and you could have a lot of fun trying to figure out how to successfully manage component stockpiles. The Component Problem is a very real gameplay element, you're just encountering it in a new way. I don't think it's something you have to find a workaround for as much as it is a new challenge.
Last edited by Morkonan; Aug 16, 2019 @ 8:48am
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Date Posted: Aug 15, 2019 @ 2:38pm
Posts: 6