RimWorld

RimWorld

326 ratings
[Og] Repair Your Gear
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Mod, 1.5, 1.6
File Size
Posted
Updated
7.968 MB
Jun 30 @ 7:44pm
Jul 4 @ 7:59am
4 Change Notes ( view )

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[Og] Repair Your Gear

Description
Introduction
This mod allows your colonists to automatically repair their worn-out gear. Optional materials usage, no workbenches to build, and no complicated setup or micromanagement—everything is fully automatic and works out of the box! (See the GIF above.)

Features
  • Convenience – Repairs are automatic, with no need for configuration or manual actions.
  • Balanced – Repairs consume time (and materials, if you open it in mod setting), ensuring that durability loss still comes with a cost (items still break at 0% durability, just like in vanilla—important for players using yayo combat or similar mods!), while greatly reducing logistics burden.
  • Flexibility – Adjustable values! There is option to disable weapon repairs for players who want to keep low-durability weapons (e.g. at 49%) to reduce colony wealth, and option to repair free for player who want less logistics burden.
    Warning: Changing this setting requires a game restart!
  • Immersion – Clothing still loses durability and must be manually repaired by colonists, rather than being permanently stuck at 100%.
  • Performance – No complex logic or heavy searching; performance-friendly.

Compatibility
Tested on my 700-mods saves and no incompatibility found.
Compatible with CE —— Maybe need a restart after installing.

Q&A
My pawns do not repair their gear!
  • Is "repair" job enabled in work tab?
  • Are your pawns doing jobs with higher priority (sometimes they will not do repair jobs until they have free time)?
  • Do you enable material consumption in mod setting and don't have enough material?

Update: Balance and More
Based on feedback from the community and forums, a number of balance tweaks and detailed adjustments have been made.

  1. Balance:
    1. Resource Consumption: Added an optional resource cost setting. When enabled, each repair job will consume 1 unit of material, determined by the following rules:
      1. If the item has a material, use its base material.
      2. If no material exists, use the most abundant ingredient from its recipe (small-volume items like gold are divided by 10 in the count).
      3. If there is no material or recipe, the material is based on the tech level:
        • Neolithic – use wood
        • Medieval/Industrial – use steel
        • Spacer/Ultra/Archotech – use plasteel
      4. If none of the above apply, default to steel.

    2. Free Repair Threshold: Added a slider (only active when resource cost is enabled). Above this durability value, repairs consume no materials—because sewing a small tear shouldn't cost a full material unit.

    3. Customizability: All values are configurable in the mod options.

  2. Details:
    1. Logic Update: Colonists will now prioritize repairing apparel before weapons.
    2. Visual Effects Update:
      • Repairing metallic/weapon/high-armor items now triggers welding sparks and sound.
      • Other repairs use sewing sounds and dust effects.
    3. New Job Type: A dedicated repair job has been added with higher priority than research. You may need to manually enable it in old saves.

  3. Unused idea:
    1. Colonists will not walk to chairs/tables before repairing — no more running across the map just to fix a shirt at 99% durability.
    2. Repair reduce max durability – Compatibility issue.
105 Comments
4CS Aug 28 @ 10:52am 
谢谢
OganessonG  [author] Aug 28 @ 10:45am 
4CS Aug 28 @ 10:40am 
能修武器吗
Pablo Discobar Aug 22 @ 6:15pm 
Thanks. Saves me a lot of time. :)
Mace Aug 19 @ 8:51pm 
很好用的mod!可以的话希望把腰部配件类的装备也单独设置是否修复,就像武器那样。我压财富喜欢把武器和腰部配件一起压...
JessieFeathers Aug 16 @ 7:57am 
Thank you! Love light little mods and this one is perfect!!!!
Eclipse Aug 15 @ 7:23pm 
Does crafting skill and manipulation affect repairing time?
uleswj Aug 10 @ 12:24am 
真是方便的模組,感謝作者!:steamhappy:
OganessonG  [author] Aug 9 @ 10:57pm 
No