RimWorld

RimWorld

I Cant Fix That
34 Comments
Elv Sep 2, 2024 @ 8:03am 
@Mlie Super! Thanks
Mlie  [author] Sep 2, 2024 @ 6:25am 
@Le Yes, it does
Elv Sep 2, 2024 @ 6:22am 
@Mlie Does this also work for breakdowns? It's a bit weird I think, if u can't repair, but can fix a breakdown of high-tech building
Mlie  [author] Aug 22, 2024 @ 12:40am 
@Yukari the White They changed their code in 1.5 it seems, should be fixed now
Yukari Whiteclouds Aug 21, 2024 @ 8:18am 
Even though it's stated to be compatible, running this mod with LTS Maintenance produces an error
https://gist.github.com/HugsLibRecordKeeper/5753a7e30c5a92e9932c395d1e1c0735
Thetaprime Apr 18, 2024 @ 4:09pm 
Hi Mlie! I know you are hard at work , but using my brilliant reverse psychology, I am telling you "Don;t update this to 1.5!"
Mlie  [author] Feb 20, 2024 @ 11:10am 
@Wololo Good idea, however its tricky to know what tech-level the colony has. Im not sure what the deciding factor should be?
Wololo Feb 19, 2024 @ 5:14am 
To follow up on Ted's post, maybe an option that only depends on the technology level to be repaired?

If the mod considers that I'm at the industrial level, I can repair everything at that technology level, but not at the space level?

Just a thought.
Mlie  [author] Jan 18, 2024 @ 9:54pm 
@Ted Bunny That is a nice idea, however due to the amount of tech defined by mods I dont really see a generic way to balance that. There is no way to programatically know if a tech would contribute to the repairability of another.
Ted Bunny Jan 18, 2024 @ 10:54am 
This is a cool idea, but I feel like the effect should be mitigated slightly. No, I don't know how a nuclear reactor works, but if I see a chewed wire behind the console I'm gonna try fixing that.

What if known technologies contribute to knowledge on the unknown ones, allowing you to partially repair through basic reverse engineering?
Mlie  [author] Oct 26, 2023 @ 12:55pm 
@tanitanino Should be fixed now
tanitanino Oct 23, 2023 @ 6:38pm 
I just noticed prisoners can repair everything as player faction tech level doesn't apply to them. Would it be possible to add a mod option or patch to allow prisoners only to repair items in line with their faction level? Thank you for the mod!
Mlie  [author] Sep 17, 2023 @ 12:48pm 
@Event Horizon Added a setting for tech-level now
Event Horizon Aug 21, 2023 @ 10:08pm 
Ability to repair things based on tech level. Arcane technology makes it so you can't use things that aren't researched/have same tech lvl as your colony(faction) have. And there is a option to increase allowed techs 1 or 2 above your actual tech lvl. (e.g as an industrial faction you can use spacer or ultratech things)
Mlie  [author] Aug 21, 2023 @ 3:24am 
@Event Horizon Can you explain a bit more?
Event Horizon Aug 21, 2023 @ 2:29am 
Like your mod. Makes game more logically sound. Can you make it possible to toggle ability to fix things based on your tech level? (like arcane technology does)
Klomster Sep 15, 2022 @ 9:36am 
Ey!!!

It's me!
Zer0_Requiem May 16, 2022 @ 2:37pm 
Ok cool, ill give it a try!
Mlie  [author] May 16, 2022 @ 12:56pm 
@Zer0_Requiem Found the issue, VFE Ancients patches all worktypes for some reason so I added a check that the recipe is a mending-recipe. Should work better now.
@GVLT This might be the cause of your issue as well
Zer0_Requiem May 16, 2022 @ 8:05am 
Peg Legs and Hand hooks, but any surgery is blocked regardless of what mod its from.
Mlie  [author] May 16, 2022 @ 7:35am 
@Zer0_Requiem What surgeries did you try?
Zer0_Requiem May 16, 2022 @ 7:23am 
When I only had those two mods I could not perform any surgeries no matter how simple
Mlie  [author] May 15, 2022 @ 10:07pm 
@Zer0_Requiem This does not change surgeries, just their repair job
Zer0_Requiem May 15, 2022 @ 6:34pm 
So when used with VFE: Ancients you cannot perform surgery at all as it will always say "Need Required Materials" no matter if you actually do or not.
Mlie  [author] May 7, 2022 @ 5:00am 
@GVLT If you find out I can take a look
GVLT May 7, 2022 @ 2:09am 
@Mile Well, it's certainly have something to do with this mod. For example I can't install craftable implants without knowing a reciepe, cannot smelt unknown weapons and so on, but I yet to figure out exact mod combination to cause this.
Mlie  [author] May 5, 2022 @ 6:28am 
@GVLT This mod does not change the smelting-jobs.
GVLT May 5, 2022 @ 6:21am 
Hi. great idea. But It seems that pawns cannot smelt weapons they can't craft too.
Mlie  [author] Mar 21, 2022 @ 12:49pm 
@d0b1k1 Sure, should be added now
dob1k Mar 20, 2022 @ 3:20pm 
can you please add compatibility for mending stations from VFE ancients
arof Mar 19, 2022 @ 8:24am 
Great addition to Arcane Technology runs, thanks.
Alexander The Great Mar 19, 2022 @ 6:46am 
incentivizes to research even not directly useful researches just to have the ability to repair them

this is amazing :)
kaczorski Mar 19, 2022 @ 4:14am 
Love it :)
ProfZelonka Mar 18, 2022 @ 1:01pm 
Pretty sweet feature!