RimWorld

RimWorld

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[LTS]Maintenance
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Mod, 1.3, 1.4, 1.5
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May 4, 2022 @ 8:25am
Apr 1, 2024 @ 1:59am
13 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
351 Comments
gazza_m_bolton 3 hours ago 
What are your plans for this mod with the new 1.6 update approaching (a lot faster than I personally expected). I really like the weapon deterioration and maintenance built in with this mod.
Guineatown20806 May 23 @ 4:34am 
Modsorter says it is incompatible with SO2. Is this really the case or is this just a modsorter issue? Becaue Maintenance doesn't have incompatible mods as listed here.
Gender Bender May 14 @ 5:33pm 
how does weapon jamming works with other mod that added gun jamming like this mod ? Does the mod that load last take over the other one?
Olirin May 10 @ 2:00am 
Hi.
Tried this mod in a medieval game (medieval overhaul), can craft repair kit but maintenance job isnt in the job manager so pawn dont use kit. Anyone had this problem?
ozfresh May 4 @ 1:19pm 
Mod sorter says this isnt compatible with SOS2
deltaCorben May 4 @ 3:04am 
I do not understand the point of this mod. I gave the new job to my crafter because you write that crafting skill is relevant but they only repair the gear they are wearing and not other peoples gear or stored gear.
gazza_m_bolton Apr 16 @ 3:01am 
I'm not sure if it's this mod or your LTS systems mod but I've noticed the recycle job for apparel no longer gives back resources. I'm not getting an error message from it either.
Sentinel Mar 16 @ 12:43am 
Idea for repairing clothing/armor. clothing/armor can only be repaired using a kit made with same material. a cloth sewing kit can only repair cloth items, plainleather kit for plainleather clothes, and so on. Armor can be armor repair kits made in a similar manner with recon, marine, and cataphract needing a kits made from plasteel and advanced components.
Dealer Mangan Feb 27 @ 8:32pm 
Is it possible to have max durability degradation after each maintenance? I do like to be able to prolong the life of my clothes and armors, but the way it's done completely trivializes it. I think if every maintenance operation decreased maximum top durability by 5~10% it would be both realistic and bring back the need to procure fresh clothing from time to time, just less annoyingly often as without the mod.
Reisen Jan 26 @ 12:39am 
While we're talking about suggestions, could we have an option to limit how many times a given item can be repaired, to balance out never having to create new equipment again?

I was thinking something like reducing max HP with each repair, but if that's not possible, just limiting to a configurable count would be ok too