RimWorld

RimWorld

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[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.

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.
37 Comments
OganessonG  [author] 15 hours ago 
@ Zoe, the Bad Wolf You can control it in work tab. The performance impact is low because pawns will seldom do the repair job.
@ Theryer Yes, try restart the game. theoretically restart once will make it work, however sometimes it may need twice (if you are adding it in old save, or because of some mod interactions)
FullMetalRocket 16 hours ago 
@Theryer Try restart again,I have restarted twice to make this mod running in my current save.
OganessonG  [author] 21 hours ago 
Can you configure the needed material too?:
Sorry, It will be quite difficult---but you can configure "restored hitpoints" in setting as alternative.
Can you disable weapon repairing?:
You can disable it in mod setting.
Have you ... recreation?:
Now it is a work type.
Zairya 22 hours ago 
Can you configure the needed material too?
Like VPG fabrics has plasteel thread which is needed for some stuff.

Can you disable weapon repairing?
Have you considered making repair/maintance activity a scheduel type or is it more likely to happen during recreation?
Theryer Jul 5 @ 3:24am 
I subbed to this mod, and correctly enabled, but my colonists aren't repairing their own gear. "Use materials" is disabled. Does anyone know why?
A Magical Lime Jul 5 @ 2:13am 
Subbed, I’ll check it out once I get home later today, thanks for answering my question
Zoe, the Bad Wolf Jul 5 @ 12:46am 
@Author,
When do the pawns initiate the work? is there some sort of control? How heavy is it on performance? :D

The idea seems very very good! :)
OganessonG  [author] Jul 4 @ 6:18pm 
Yes, "automatically repair equipped gear" is the core function of this mod.
A Magical Lime Jul 4 @ 8:13am 
So I have a question, will colonists automatically repair equipped gear?
OganessonG  [author] Jul 4 @ 8:04am 
@233740541 已修复
@Kaschey I tried, but it may cause severe compatibility issue. Really sorry about that :(