RimWorld

RimWorld

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[LTS]Maintenance
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Mod, 1.3, 1.4, 1.5, 1.6
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1.164 MB
May 4, 2022 @ 8:25am
Jun 15 @ 5:57am
14 Change Notes ( view )

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[LTS]Maintenance

Description




Maintenance expands upon the game's degradation and breakdown system by providing ways to let pawns repair worn equipment such as weapons and armor through the introduction of Weapon Toolkits and Sewing Toolkits. Over time, equipment degrade with use, with faster wear on lower-quality items. Poorly maintained weapons have a chance of jamming as well, and breakdowns are now repaired using Repair Toolkits instead of components, which only require 1 component to make 5 repair kits. You can alter and toggle a lot of these behaviors in the mod settings page.

[ko-fi.com]



Don't you just hate it when that legendary armor you worked so hard to craft, fighting RNG tooth and nail, just starts to deteriorate over time? Ever wondered why you can't invest the time to fix them after putting in all that work? Why don't weapons jam when they're deteriorating? well, we have, so we added toolkits, specific toolkits are required to repair a subset of items, weapons will require Weapon Toolkits to repair, apparel will require Sewing Toolkits, and breakdowns will require Repair Toolkits to fix, poorly maintained weapons will now jam as well to further incentivize maintaining your weapons.


Breakdowns! They're expensive, too expensive. That's why we decided to change the way you repair breakdowns, breakdowns will now require Repair Toolkits, Repair Toolkits still require a component to make, but now you get to repair 5 breakdowns using just 1 component!


Of course, repairing weapons and apparel requires some knowledge in crafting, that's why we made it dependent on your pawns crafting skill on how much is repaired on said equipment, so if you find your pawn using so many repair kits just to repair their revolver from 75% to 100%, they may have a skill issue.








Compatibility list:
Partial Incompatibility list:
  • None at this moment
Incompatibility list:
  • None at this moment


Note: Any inaccuracy in the following list of translations is not our responsibility, for corrections, please contact the translator through their workshop page.


Q: How can I report bugs?
A: Comment down below, or report it over at our discord, make sure to include your player log files.

Q: Is it compatible with SOS2? It is flagges as not compatible.
A: The issue was that my mod removed the option to use components to repair their ship which causes enemy ships not to repair themselves. Now however, you can use components (toggleable in mod settings).

Q: Why can't I repair X?
A: You must have the research for said item to repair it (Toggleable in mod settings.)

Q: Can pawns repair apparel and other items on the ground?
A: No, there are other mods for that like "Mending". Pawns repair only their worn and equipped items using the "task" work type.

Q: I hate "Task" work type, why would you ever create that when you could have used Basic or Crafting?!
A: I wanted guests in quests to be able to repair their worn "Locked" items. When "all work" is disabled for some quests, pawns could no longer repair their worn items. I once had another option but then we'd remove some fine 'control' the player have over their pawns which was somewhat intrusive and people complained about that.

Q: I need help!
A: Comment down below, or join our discord. However, responses tend to be much faster on the discord

[discord.com]

ELIF_ – art
Shotty – testing

Many thanks to the folks over at Yggdrasil and Gjallarhorn for their support

Code by LTS, art by ELIF_ and everything owned by LTS. Contact LTS for any inquiries.
Rimworld is owned by Tynan Sylvester.


  • None at this moment
Popular Discussions View All (1)
3
Sep 1, 2022 @ 3:42pm
incompatibility, possibly due to workgiver bug, with HousekeeperAssistanceCat
SlippyCheeze
376 Comments
T Aug 4 @ 8:53am 
Could you consider adding a mod option or something to control repair amount per weapon/sewing kit, or perhaps a "Repair by percentage rather than absolute" option? I have the mod "Quality Affects HP", so a masterwork item might have 800 hp and the sewing kit only repairs like 40 hp.
Minor thing, so I understand if not! I just don't see anything in the xml that controls repair amount, so I thought I'd ask!
Accord Ayre Aug 3 @ 1:39pm 
Looks like Medieval Overhaul removed the DankPyon_RusticCookingTable def and replaced it with a DankPyon_StoneOven def.
Veritas ☨ Aug 1 @ 11:42am 
They are not using repairs kits at all for buildings, broken down bench and despite having them in storage and even in colonist inventory it says "Need a repairs toolkit"
Captain Rex Jul 29 @ 6:55pm 
Does it have a performance impact?
Farbott Jul 28 @ 12:18am 
Does this make pawns do it out of their inventory, or will they maintain clothing/weaponry in storage as well? Would be very convenient if they do that so I can set my crafter up to be responsible for the colony's gear
Schadenfreude Jul 26 @ 5:50pm 
@Fonzo
Ah, that makes a lot of sense, I was wondering why pawns with a Charge Lance wouldn't maintain it, but weapons I crafted seemed to be in good shape.
Fonzo Jul 26 @ 11:50am 
@Schadenfreude
Don't know if this is your problem, but need to research the weapon in order to maintain it. This can be disabled in the mod options menu.
Schadenfreude Jul 26 @ 7:06am 
My pawns will maintain their apparel, but they completely neglect their weapons.

All their equipment is topped off, while the weapons are at risk of falling apart.

I do have weapon toolkits in storage.

Am I missing something?
Clover Schicksal Jul 25 @ 9:17am 
I'd like to second the question on compatibility with Fluffys Breakdowns, mostly for the gradual breakdowns before needing to use this mods Repair toolkits
Daesikki Jul 24 @ 8:00am 
how can i repair our mechanoid's weapon? is there an option to disable ally mechanoid's weapon get worse?