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I've tried many repair mods before and it always was a complex thing: setup policies, workbench tasks, stockpiles for 'to be repaired' apparel. This mod does not only simplify the production line, but also (suddenly) simplifies apparel policies a lot. As the forced outfits are now always 'as new' and I have not to manage individual policies for each small group of pawns.
2. If I have time ... I'll try that.
- Add a threshold so the gear will NOT be repaired unless it is X% or below (Currently if i am not mistaken, if a pawn has as highest priority repairing, he will try to repair his gear even if its 99% and would consume repair material?
-On regards the resources consumed for repair... for balance, It would be great if it was more realistic, as in... If a weapon costs 50 Iron, for every 10% of repair, it should consume 5 Iron.
If I am not mistaken, with the current settings there is no way to make the repair to be balanced around the original cost of crafting said item?