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RimWorld

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Nano Repair Tech
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
618.283 KB
Jul 21, 2018 @ 7:02pm
Apr 12, 2024 @ 5:00pm
29 Change Notes ( view )

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Nano Repair Tech

In 1 collection by Ogre
Mods by Ogre
2 items
Description
Allows construction of Nano Repair Units which slowly consume power and fuel to repair apparel and weapons.

Units:
  • Beds
    • (single, double, hospital) - repair equipped apparel / weapons while you sleep in them.
  • Shelves
    • (2x1, 1x1) - repair apparel / weapons stored on them.

Info
  • The rate at which repair work is done is determined by the quality of the nano unit. and is displayed in the info section.
  • Units that are powered off still do their base functionality (ie you can still sleep in beds, and store things on shelves that are not powered/fueled)
  • When not actively repairing anything, nano units automatically go into low power consumption mode.
  • Fuel is consumed at a relatively slow rate. 1 Fuel heals 10 HP. During my testing around 1 fill up per year.
  • Fuel is initially created at the machining bench, and with further research at the refinery from unwanted apparel (including tainted).
  • Shelves repair at the same rate over 24 hours as beds do for 8 hours. i.e. if you sleep all night with a duster on, the amount of repair done to it by a bed would have been the same as if it had been on a shelf all day
  • Shelves are particularly useful by a stockpile. Set the allowed HP range from 0-99 and pawns will automatically take items off the shelf when they are fully repaired, and put something else on that needs repaired.
  • Cleans apparel of the 'Tainted from being worn by a corpse' when it is repaired to 100%

Research
  • Nano Repair Tech (basic tech)
    • This research allows construction of Nano Repair Units (beds / shelves). These basic units will repair apparel only.
  • Apparel Breakdown
    • Break down apparel (tainted and/or non-tainted), at the biofuel refinery into base Nano Tech chemicals. This break down process is very destructive and the majority of useful chemicals are destroyed.
  • Nano Tech Refining
    • Refine base Nano Tech chemicals with small amounts of textile or leather into Nano Tech Fuel. This process requires chemfuel as a catalyst.

  • Power Shielding (advanced tech)
    • Further alter the nanites used in nano tech units to greatly increase their electric shielding. This lets the nanites operate at higher wattages, increasing and repair rate.


Changes for v1.5
  • Removed weapon specific research. Nano units now repair weapons/apparel both by default.
  • Repair cycle tracking is now tracked via the pawn vs the nano bed. This means cycles between their bed vs a hospital bed will track correctly.
  • Reworked how repair cycle points are distributed. Before per cycle at most 1HP would repair / item. Now there is a fixed amt of points per cycle but they can be applied how they are needed per item. This should lead to an overall increased repair speed. In some cases ex: where equipped items are all max HP except for 1 item. That 1 item will repair up to 6x faster than in 1.4.
  • Nano shelf units repair as if they were Normal.
1.5 Issues:
  • corpse breakdown carry to stockpiles is broken, it will drop on the floor no matter what the bill is set to


Changes for v1.4
  • If a pawn is using a mod that gives them sidearms that reside in their inventory when not in use. Nano tech beds will now repair these sidearms as long as the Nanite Extender Arm (weapons tech) research project is complete.
  • Repair speed has been doubled; fuel storage also doubled.

Changes for v1.0
  • The advanced tech no longer requires an entire new set of units to be made, the upgrades are applied to the units after the research is complete. I did this because with an advanced tier, it felt like a waste of resources to build the lower tier. With this change the nano tech units are useful as soon as they are researched, and more research will make them better without having to deconstruct/replace them.
  • Renamed (Bending Beds -> Nano Repair Tech)
  • The electricity only repair seemed too cheaty for a lot of people, even with the slow repair rate. With the added fuel requirement it feels much more balanced.
  • Added shelves
  • Patched bulk traders so that they buy/sell nano tech fuel. It's market worth is roughly that of wool, which isn't very much, but depending on how much you get raided, you could end up with a lot of it via Apparel Breakdown research from dead raiders apparel.
  • Shelves were an idea posted in comments for the B18 version by @Verence. It was a good idea thanks! I'm embarrassed I didn't think of it myself while making the beds.

Translations
  • Japanese : Proxyer
  • German : Wuppdich
  • ChineseSimplified : 亡霄雨

Support for other furniture mods
  • GloomyFurniture
  • RIMkea
  • Vanilla Furniture Expanded

Patched Support for Linkable Furniture/Facilities
  • More Furniture
  • Wall Vital Monitor
  • Medic Addons

Updates
  • 2020 Sept 8
    • Support for 1.2
    • Fixed broken animal beds
  • 2019 May 5
    • Fixed bug where nano beds would not be auto assigned like other beds.
    • Added support for Vanilla Furniture Expanded
  • 2019 Jan 10
    • Increased fuel efficiency from 1 fuel per 4 HP repaired to 1 fuel per 10 HP repaired.
    • Increased repair speed on all nano tech units by 250%.
  • 2018 Nov 17
    • Updated Japanese translation via Proxyer
    • Nano Tech will now clean apparel of the 'Tainted from being worn by a corpse' when it is repaired to 100%
  • 2018 Nov 11
    • Support added to use other furniture mods for nano tech beds Initial support is Rimkea and GloomyFurniture.
    • Added 2 animal beds to nano tech for those who use mods which allow animals to equip apparel.
    • Moved nano tech furniture to it's own tab.
    • Attempted to remove nano tech fuel/base from showing up from deep drilling. Not sure if this worked, please let me know if you still get it on new maps.
  • 2018 Sep 29
    • Patched support for More Furniture, Wall Vital Monitor, Medic Addons
  • 2018 Aug 7
    • Research: Apparel Breakdown, can now be researched independent of Nano Tech and no longer requires the Hi-Tech Research Bench
  • 2018 July 31
    • Increased market value for fuel slightly
    • Fuel is now sometimes available for purchase from bulk traders

GitHub: https://github.com/cmdprompt/NanoRepairTech

Popular Discussions View All (1)
10
Nov 8, 2023 @ 5:18pm
PINNED: Known Issues
Ogre
302 Comments
-El- Mar 9 @ 5:38am 
Thank you for this awesome mod!
Phoera Nov 8, 2024 @ 5:17am 
somehow feature of removing tainted not working for me. is there something i miss?(it worked before 1.5) i removed mods which can interfere with storage, but repair work fine, except for tainted removal. gear lays on shelf, but nothing changes.
EnhancedTwilight Oct 27, 2024 @ 11:43am 
Could we possibly get a setting to change the speed of the repairs? That is my only problem with this mod everything else is wonderful :steamthumbsup:
SmoothSailing Aug 26, 2024 @ 4:53pm 
[Request] Can deathrest caskets be added to be covered by this mod? Thank you.
Nite Jul 25, 2024 @ 11:05pm 
Not quite sure how to increase speed, the numbers accessible in the defs aren't used for calculations, according to the comments, and the github version is woefully out of date. No mod options, no worthwhile way to properly unpack a dll without the updated source code.
L3wt Jul 24, 2024 @ 12:21am 
Nice mod, but I had to up the charge drastically because even at max research it was SLOW.
WhimsicalHorse Jul 11, 2024 @ 9:31am 
Would It be possible to add Nano deathrest caskets?
GuppyFacesAreCute Jun 26, 2024 @ 1:51am 
the texture of the posts on your royal poster beds from VFE go under walls
Blossom Jun 7, 2024 @ 6:42am 
Are you planning on adding Nano Repair on death caskets? Since I have a vampire and they have that reduced sleep trait so I have to micro their item repair. Thought that might be a good idea to add?
Lenzar May 30, 2024 @ 6:33am 
The repair rate is so slow! At least can we have an option to speed it up?