738 ratings
Fluffy Breakdowns
Mod, 1.0
File Size
0.535 MB
Jul 17, 2016 @ 5:48am
Jun 5 @ 1:13am
30 Change Notes ( view )

Subscribe to download
Fluffy Breakdowns

Replaces random breakdowns with a maintenance requirement.

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.

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.

Powered by Harmony

- duduluu: Chinese translations
- Gabriel David: Brazilian Portuguese translation
- Well-sp: Russian translation
- 53N4: Spanish translation
- rw-chaos: German translation
- Phezzan: Extend base component lifetime range

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].

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).


This is version 3.3.48, for RimWorld 1.0.2282.

Popular Discussions View All (4)
Dec 20, 2018 @ 3:38pm
Suggestion: Dynamic Life Time based on Component Cost
Aug 21, 2018 @ 1:57am
Does maintaining things consume components?
cru #RemoveRandomCrits
May 17, 2018 @ 12:38pm
How to repair solar panels and things outside?
< >
Riffy Jun 7 @ 1:34pm 
Just my two cents but your mod works fine in multiplayer. The problem is people updating this mod list are doing it with other crap loaded so who knows what the real problem is and it got a one rating without any information as to why. So far it is working.
Fluffy  [author] Jun 6 @ 1:11am 
I haven't used the MP mod at all, so I couldn't say. The mod doesn't have UI interactions, which is usually the problem. Maybe I'm using the wrong random functions.
Microdia Jun 5 @ 5:15pm 
Oh? I was looking at the master mod list for multiplayer and it is listed as a 1, meaning major issues do not use. Not sure why, haven't tried myself.
Fluffy  [author] Jun 5 @ 3:51pm 
@Microdia; as far as I know, it should work in multiplayer. If not, then no, not until the modding API for multiplayer is released and stable.
Microdia Jun 5 @ 2:49pm 
Any chance at a multiplayer mod patch to make it work?
Luxordz Jun 1 @ 1:19am 
If I may make a suggestion if possible tie short circuits in somehow, every other mod disables both breakdowns and shorts as well as solar flares usually but I'd like it to be more dependent on the maintenance levels if possible, seems to be an event though so idk if that's possible to edit (or just an option to disable shorts entirely in the mod options but keep maintenance on)
Phezzan May 27 @ 9:20pm 
Thanks for some welcome reliability.

Would love it if the mod settings allowed higher (than 200%) values for the maintenance rate slider.
Fluffy  [author] May 27 @ 12:08am 
@TitanXD; both overall maintenance rate and maintenance for powered off buildings can be changed in the settings. Note that powered off is not as precise as one might like, it basically means when the power has been manually shut off. Devices that are in idle or low power mode still require full maintenance. I've looked at a more accurate way to track activity and therefore a more realistic way to portray maintenance, but it basically means I'd have to constantly poll all devices to see if they're active - which is just not worth it from a performance perspective.
Fluffy  [author] May 27 @ 12:06am 
@RavenousEye; there are various mods that re-arrange work types, some of them may restore the repair worktype and add maintenance to that. I'm not keen on doing so myself, as that would add functions to the mod that are not core behaviour, and may lead to conflicts.

An alternative is to use my Work Tab mod, which would allow you to set priorities on the level of individual tasks (e.g. maintenance). From your comment, I think you might enjoy that mod. It also allows you to do things like set specific butchers/cooks, nurses/surgeons, etc.
RavenousEye May 26 @ 12:32pm 
could there be a patch or anything that makes maintaining/repairing a different job than building? i want my lower builders to repair/maintain, and my master builder to focus on quality required structures such as beds.