RimWorld

RimWorld

426 ratings
Fluffy Breakdowns
 
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File Size
Posted
Updated
0.244 MB
Jul 17, 2016 @ 5:48am
Nov 19, 2017 @ 3:44am
19 Change Notes ( view )

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Fluffy Breakdowns

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Description
Replaces random breakdowns with a maintenance requirement.

Features
Buildings using components will now gradually deteriorate. The odds of a breakdown happening (and requiring replacement components), is directly linked to the amount of deterioration.

To keep your machinery in top shape, your colonists with the construction work enabled will periodically maintain components. As long as components are properly maintained, they cannot randomly break down.

Notes
I’m very interested in any feedback on how these changes affect the difficulty of the game. I’ve tried to balance it so that it’s not too hard/easy - but I’m just one person with one playstyle.

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Contributors
- duduluu: Chinese translations
- Gabriel David: Brazilian Portuguese translation
- Well-sp: Russian translation


Think you found a bug?
Please read this guide before creating a bug report, and then create a bug report here[github.com]

Older versions
All current and past versions of this mod can be downloaded from GitHub[github.com].

License
All original code in this mod is licensed under the MIT license[opensource.org]. Do what you want, but give me credit. All original content (e.g. text, imagery, sounds) in this mod is licensed under the CC-BY-SA 4.0 license[creativecommons.org].

Parts of the code in this mod, and some content may be licensed by their original authors. If this is the case, the original author & license will either be given in the source code, or be in a LICENSE file next to the content. Please do not decompile my mods, but use the original source code available on GitHub[github.com], so license information in the source code is preserved.

Are you enjoying my mods?
Show your appreciation by buying me a coffee (or contribute towards a nice single malt).

[ko-fi.com]

Version
This is version v0.18.2.0

Popular Discussions View All (3)
1
Jun 27 @ 11:35am
Does maintaining things consume components?
cru
4
Jan 27 @ 1:53pm
Suggestion: Dynamic Life Time based on Component Cost
Mavoc
1
May 17 @ 12:38pm
How to repair solar panels and things outside?
Strifeboy
< >
453 Comments
Doug DimmaDong Jul 31 @ 1:44am 
@Fluffy thanks for the response
Fluffy  [author] Jul 31 @ 1:32am 
@Doug; there's an experimental v1.0 version on GitHub, you'll have to install it manually for now. I'll update all of my mods on steam once 1.0 is officially released.
Doug DimmaDong Jul 30 @ 11:01pm 
can you update it to 1.0 pretty please, things breakdown every day its outrageous
Wellech Jul 24 @ 1:57am 
Uhm.. my suggestion was bad. deleted. :steamsad:
Fluffy  [author] Jul 24 @ 1:08am 
@Unreal; Those already exist. Hardened and Nano-Infused components.
¡UnrealΩ Jul 23 @ 5:15pm 
Could make it a research to reduce the deterioration of each object. Maybe put it later in the tech tree or make it more expensive to deter obtaining it early and making it too easy.
Fluffy  [author] Jul 20 @ 10:20am 
@Wellech; I'm not a huge fan of setting the threshold so low, it's kind of dangerous, especially since most people will never change the default. As for making the threshold change with the number of objects, that's an interesting thought. I'll think about it!
OOF Jul 17 @ 6:10am 
Alright, thanks.
Karede Jul 16 @ 6:11pm 
awesome, thanks
Fluffy  [author] Jul 16 @ 6:26am 
@MrTacocorn; yep, no problems. You'll get some errors on removing it, but even that should be fine after another save+load.

Remember though, NEVER TRUST MODDERS, always make a backup first!