RimWorld

RimWorld

[LTS]Maintenance
385 Comments
kanthf Nov 4 @ 10:54pm 
can't repair buildings, even though i have repairs toolkits right there in a stockpile, in the repairing pawn's inventory, and basic components (from the medieval overhaul) available. Spawned in regular vanilla components with devtools and then the buildings could be repaired, but that's less than ideal. (I can get the regular components from traders but they are rare)
Crack Jack Oct 24 @ 11:05am 
how do i get them to repair my damn cataphract armor
Papa021 Oct 23 @ 1:03am 
Is there a way to disable weapon and apparel maintenance, leaving only structure maintenance?

Love the added realism of the mod, compared to Fluffy Breakdowns
Vladmirangel Oct 19 @ 1:05pm 
The Pawns seem to prioritize using components instead of repair kits for broken down buildings. Unless the repair kits are already in their inventory from the start, they try to seek and use components instead
Vladmirangel Oct 19 @ 2:14am 
Odd idea to require crafting skill for maintaining equipment when pawns can only maintain their own equipment and not others.
veoba Oct 1 @ 6:46am 
@Commander Link
I remember there was a mod that let you choose what can be used to fuel fuelable objects.
Dr. Wicked Sep 21 @ 6:22pm 
This is my favorite mod out of all the mending/recycling ones out there. If I were to make a change, it would be to the notification when a pawn repairs something. It feels too verbose, and it's hard to read with all the numbers included, and it would heavily benefit from just a couple tweaks in formatting.

Instead of
"Pawn repaired pants and increased the durability by 24 points from 136 to 160 out of 200."

Consider
"Pawn repaired pants from 136/200 to 160/200."
Commander Link Sep 18 @ 5:43am 
I love the mod but I am sick of colonists refueling the wood-fire generators with grease when we have tons of wood to spare, then going and wasting more food to make grease. can't we please have a toggle for whether grease is usable as fuel?
SutiituS Sep 4 @ 3:55pm 
My only ask is if it's possible to add warcasket compat so those dunderheads can maintain their gear.
T Aug 4 @ 8:53am 
Could you consider adding a mod option or something to control repair amount per weapon/sewing kit, or perhaps a "Repair by percentage rather than absolute" option? I have the mod "Quality Affects HP", so a masterwork item might have 800 hp and the sewing kit only repairs like 40 hp.
Minor thing, so I understand if not! I just don't see anything in the xml that controls repair amount, so I thought I'd ask!
Accord Ayre Aug 3 @ 1:39pm 
Looks like Medieval Overhaul removed the DankPyon_RusticCookingTable def and replaced it with a DankPyon_StoneOven def.
Veritas ☨ Aug 1 @ 11:42am 
They are not using repairs kits at all for buildings, broken down bench and despite having them in storage and even in colonist inventory it says "Need a repairs toolkit"
Captain Rex Jul 29 @ 6:55pm 
Does it have a performance impact?
Farbott Jul 28 @ 12:18am 
Does this make pawns do it out of their inventory, or will they maintain clothing/weaponry in storage as well? Would be very convenient if they do that so I can set my crafter up to be responsible for the colony's gear
Schadenfreude Jul 26 @ 5:50pm 
@Fonzo
Ah, that makes a lot of sense, I was wondering why pawns with a Charge Lance wouldn't maintain it, but weapons I crafted seemed to be in good shape.
Fonzo Jul 26 @ 11:50am 
@Schadenfreude
Don't know if this is your problem, but need to research the weapon in order to maintain it. This can be disabled in the mod options menu.
Schadenfreude Jul 26 @ 7:06am 
My pawns will maintain their apparel, but they completely neglect their weapons.

All their equipment is topped off, while the weapons are at risk of falling apart.

I do have weapon toolkits in storage.

Am I missing something?
Clover Schicksal Jul 25 @ 9:17am 
I'd like to second the question on compatibility with Fluffys Breakdowns, mostly for the gradual breakdowns before needing to use this mods Repair toolkits
Daesikki Jul 24 @ 8:00am 
how can i repair our mechanoid's weapon? is there an option to disable ally mechanoid's weapon get worse?
Jet Jul 22 @ 3:50am 
is there another mod that adds repairs for clothing
Dealer Mangan Jul 22 @ 3:48am 
It seems like pawns don't automatically priotitize repair kits over components. My pawn has a repair kit in the inventory, and a few more in the storage. But she still decides to grab a regular component to repair a breakdown. When i drafted her, causing her to drop the component, and forbade all the components on the map, only then did she start using the repair kit.
King of Blades Jul 21 @ 1:06pm 
@moo This doesn't add recycling...
gunns22 Jul 12 @ 9:30am 
@LimeTreeSnake
Looks like RimPy's still saying this needs [LTS] Systems, which I recall you saying you'll let die and make all of your mods standalone. Don't suppose you could look into it?
BHZRD_guy2 Jul 11 @ 10:46am 
Uh is this compatible with gravship building?
ozfresh Jul 4 @ 11:22am 
I love the mod, but I was just thinking that you should make archotech buildings not need repairing. I just think its silly they need it.
Gender Bender Jul 3 @ 7:15pm 
is it possible to configure how much weapon degrade when using it? using LMGs with weapon degradation turn on mean they always degrade to 0% especially in a long fight and the gun have magazine size in the hundreds
SghHanzMullerSW Jul 3 @ 5:23am 
is it compatible whit fluffy breakdown (1,6)
illcat Jul 2 @ 7:20am 
I'm guessing this can't be added mid save due to the new worktype it adds?
moo Jun 27 @ 8:47pm 
Hi. Can you confirm if your mod's recycling features completely obsoletes Simple Recycling in terms of functionality?
girk Jun 17 @ 9:38am 
found an issue, error pops out after adding this to my modlist
https://postimg.cc/gallery/SMd3C8S
鬱卒喪門星 Jun 16 @ 2:21pm 
will pawns learn crafting experience from repairing their appearance and weapons?
LimeTreeSnake  [author] Jun 15 @ 5:58am 
- Updated to 1.6, updates henceforth only for 1.6. Previous versions kept as is.
- Removed Systems dependency.
- With removal of Systems, removed worktype Task.
- Maintenance now use new worktype "Maintenance"
- Gave Grease a fuel value of 4 for Medieval Overhaul.
- Wherever WoodLog is used as fuel, grease can now be used too.
- Refactored code and made it more optimized and safer.
- Can now recycle apparel at DankPyon_TailorsBench & DankPyon_MendingBench
- Fixed error when reserving a spot while people eat there.
Mr Big Penis Jun 15 @ 5:38am 
@Guineatown read the faq mate
gazza_m_bolton Jun 13 @ 9:59am 
What are your plans for this mod with the new 1.6 update approaching (a lot faster than I personally expected). I really like the weapon deterioration and maintenance built in with this mod.
Guineatown20806 May 23 @ 4:34am 
Modsorter says it is incompatible with SO2. Is this really the case or is this just a modsorter issue? Becaue Maintenance doesn't have incompatible mods as listed here.
Gender Bender May 14 @ 5:33pm 
how does weapon jamming works with other mod that added gun jamming like this mod ? Does the mod that load last take over the other one?
Olirin May 10 @ 2:00am 
Hi.
Tried this mod in a medieval game (medieval overhaul), can craft repair kit but maintenance job isnt in the job manager so pawn dont use kit. Anyone had this problem?
ozfresh May 4 @ 1:19pm 
Mod sorter says this isnt compatible with SOS2
deltaCorben May 4 @ 3:04am 
I do not understand the point of this mod. I gave the new job to my crafter because you write that crafting skill is relevant but they only repair the gear they are wearing and not other peoples gear or stored gear.
gazza_m_bolton Apr 16 @ 3:01am 
I'm not sure if it's this mod or your LTS systems mod but I've noticed the recycle job for apparel no longer gives back resources. I'm not getting an error message from it either.
Sentinel Mar 16 @ 12:43am 
Idea for repairing clothing/armor. clothing/armor can only be repaired using a kit made with same material. a cloth sewing kit can only repair cloth items, plainleather kit for plainleather clothes, and so on. Armor can be armor repair kits made in a similar manner with recon, marine, and cataphract needing a kits made from plasteel and advanced components.
Dealer Mangan Feb 27 @ 8:32pm 
Is it possible to have max durability degradation after each maintenance? I do like to be able to prolong the life of my clothes and armors, but the way it's done completely trivializes it. I think if every maintenance operation decreased maximum top durability by 5~10% it would be both realistic and bring back the need to procure fresh clothing from time to time, just less annoyingly often as without the mod.
Reisen Jan 26 @ 12:39am 
While we're talking about suggestions, could we have an option to limit how many times a given item can be repaired, to balance out never having to create new equipment again?

I was thinking something like reducing max HP with each repair, but if that's not possible, just limiting to a configurable count would be ok too
VNVVWVVNV Jan 21 @ 12:39am 
Incompatible with Save Our Ships 2.

If someone strongly believes SOS2 is not worth keeping in my modlist (CE, gunplay, etc incompatibilities) let me know please!
Horhyzon Dec 31, 2024 @ 4:30pm 
How does this work with persona weapons since there is no research for them?
TheAuditor Dec 26, 2024 @ 10:59pm 
Its can be worked using mending table from VFE Ancients?
Rondson Dec 21, 2024 @ 12:38am 
Hello! Are sewing kits meant to repair items like bulletproof vests and flak vests, along with everything in between from the mods or vanilla game, so long as you have a relevant research?
LimeTreeSnake  [author] Dec 14, 2024 @ 3:30am 
How come they cannot repair it? It should be repairable by pawns as long as you have them weapon toolkits and pawn having the task job assigned. But if they cannot still repair it, then it's a bug and I'll have to look into why. Although I've not had that issue afaik.

I shall add it as optional in the future Subhuman.

Modray's suggestion is solid, I should add an option to allow switching the priority of repairs. Atm, iirc, it's percentage based. But shall look into anyhow to add more options.
Furgie Dec 10, 2024 @ 4:35pm 
one of my colonists has a persona weapon, which they are unable to repair, however it keeps taking damage the more they use it. is tthere any way to make it so it can be repaired, or make the persona weapon unable to degrade like normal weapons?