RimWorld

RimWorld

137 ratings
I Cant Fix That
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Mod, 1.3, 1.4, 1.5
File Size
Posted
Updated
283.614 KB
Mar 18, 2022 @ 12:56pm
Aug 22, 2024 @ 12:39am
10 Change Notes ( view )

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I Cant Fix That

In 2 collections by Mlie
My Current ModList
263 items
Developed by me
108 items
Description


This mod stops your pawns from being able to repair buildings, apparel and weapons that they do not know how to build in the first place.
Basically anything that has not been researched can be used but not repaired.
Always found it strange that my colony of tribals could scavenge a solar panel or a sniper rifle and keep it in working order.

Its compatible with the following mods:

If I've missed any repair-mod, please leave a comment below and I'll try to add support for it.

There is also a setting to block repair based on colony tech-level.

[dsc.gg]
[github.com]


Since modding is just a hobby for me I expect no donations to keep modding. If you still want to show your support you can gift me anything from my Wishlist or buy me a cup of tea.

[ko-fi.com]


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using HugsLib or the standalone Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods


34 Comments
Elv Sep 2, 2024 @ 8:03am 
@Mlie Super! Thanks
Mlie  [author] Sep 2, 2024 @ 6:25am 
@Le Yes, it does
Elv Sep 2, 2024 @ 6:22am 
@Mlie Does this also work for breakdowns? It's a bit weird I think, if u can't repair, but can fix a breakdown of high-tech building
Mlie  [author] Aug 22, 2024 @ 12:40am 
@Yukari the White They changed their code in 1.5 it seems, should be fixed now
Yukari Whiteclouds Aug 21, 2024 @ 8:18am 
Even though it's stated to be compatible, running this mod with LTS Maintenance produces an error
https://gist.github.com/HugsLibRecordKeeper/5753a7e30c5a92e9932c395d1e1c0735
Thetaprime Apr 18, 2024 @ 4:09pm 
Hi Mlie! I know you are hard at work , but using my brilliant reverse psychology, I am telling you "Don;t update this to 1.5!"
Mlie  [author] Feb 20, 2024 @ 11:10am 
@Wololo Good idea, however its tricky to know what tech-level the colony has. Im not sure what the deciding factor should be?
Wololo Feb 19, 2024 @ 5:14am 
To follow up on Ted's post, maybe an option that only depends on the technology level to be repaired?

If the mod considers that I'm at the industrial level, I can repair everything at that technology level, but not at the space level?

Just a thought.
Mlie  [author] Jan 18, 2024 @ 9:54pm 
@Ted Bunny That is a nice idea, however due to the amount of tech defined by mods I dont really see a generic way to balance that. There is no way to programatically know if a tech would contribute to the repairability of another.
Ted Bunny Jan 18, 2024 @ 10:54am 
This is a cool idea, but I feel like the effect should be mitigated slightly. No, I don't know how a nuclear reactor works, but if I see a chewed wire behind the console I'm gonna try fixing that.

What if known technologies contribute to knowledge on the unknown ones, allowing you to partially repair through basic reverse engineering?