RimWorld

RimWorld

[LTS]Maintenance
351 Comments
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?
subhuman_p0s Nov 25, 2024 @ 3:24pm 
could you add an option to remove the possibility to repair? it's for a hardcore modpack, currently I have deleted all the files for repair kits manually, and it crashes my game (my fault). but it would be great if you would add such possiblity. thank you for the mod as it is
2_Modray Nov 11, 2024 @ 4:22pm 
Any way you could make pawns prioritize repairing more damaged items first? The seemingly-random way they currently do it can get frustrating in situations where you have to make them do it manually (for example, when their armor takes a lot of damage and they'd rather swap it for a fresh set than repair it).
LimeTreeSnake  [author] Nov 5, 2024 @ 6:17am 
Updated description a lil

Maintenance expands upon the game's degradation and breakdown system by providing ways to let pawns repair worn equipment such as weapons and armor through the introduction of Weapon Toolkits and Sewing Toolkits. Over time, equipment degrade with use, with faster wear on lower-quality items. Poorly maintained weapons have a chance of jamming as well, and breakdowns are now repaired using Repair Toolkits instead of components, which only require 1 component to make 5 repair kits. You can alter and toggle a lot of these behaviors in the mod settings page.
LimeTreeSnake  [author] Nov 5, 2024 @ 6:09am 
I should alter the summary a bit to better tell that, thanks for pointing it out
LimeTreeSnake  [author] Nov 5, 2024 @ 6:08am 
Yeah it does deteriorate when used, and bad weapons deteriorate faster. You can alter these settings in mod settings.
Futstub Nov 5, 2024 @ 3:51am 
Oh so this does make weapons detoriate when fired? It doesn't say so in the description (if I'm not too stupid to read, which may as well be the case).

In that case I'm absolitely happy as is! :D

Thanks for your work for the community!
LimeTreeSnake  [author] Nov 5, 2024 @ 12:52am 
Adding an option to right click on a weapon / apparel to repair it sounds legit. Would not be automatic job but to repair items that way could definitely be viable. Will look into it.
LimeTreeSnake  [author] Nov 5, 2024 @ 12:50am 
Hmm could add it as an option futstub. Will look into it for the next update. To allow natural deterioration like so. Not just by firing the weapons.
Futstub Nov 2, 2024 @ 12:02am 
Why is it so hard ro find a good mod that makes weapons deteriorate while used like armors..? D:

That would make this mod here much better...
Futstub Nov 1, 2024 @ 4:35am 
@Emilie Sackenball: You probably should download the ability to read.
Emilie Sackenball Oct 23, 2024 @ 6:19pm 
@LimeTreeSnake the game says maintenance is incompatible with Save our Ship 2
ReaperXGen Oct 21, 2024 @ 8:26am 
the fact that pawns can't repair items on the ground or on other pawns just renders the mod useless...
Chesse5552024 Sep 7, 2024 @ 7:26pm 
why weapons keeping degradation kin d of annyoing can de acriuvwd it
LimeTreeSnake  [author] Sep 5, 2024 @ 11:45am 
Do you use 1.4 version?
subhuman_p0s Aug 19, 2024 @ 6:39am 
Guns deteoriating from usage crashes the game on windows 10, but does not on the mac version of the game. Instead, on mac it freezes for solid ~2 seconds. Drafting the pawns negates the crash. I'm just wondering if there is any way to fix this?
Marmot Aug 16, 2024 @ 7:48pm 
found an incompatible mod, Save Our Ship 2
SghHanzMullerSW Aug 1, 2024 @ 3:08am 
is it compale whit fluffys breakdowns
Audrey III Jul 15, 2024 @ 10:16pm 
Ah, it's a conflict with Remove Industrial Stuff, I think (I'm using Medieval mods); patching out the Industrial techLevel fixed this for me :)
Audrey III Jul 15, 2024 @ 9:38pm 
For some reason none of my toolkits are able to be stored in any storage areas/buildings, it's simply not in the list of things to allow. Is anyone else having this issue since 1.5?
Acrophet Jun 18, 2024 @ 8:25am 
@jet Should be in the mod options by the sound of it.

When dual wielding a weapon, it looks like the offhand weapon is ignored when performing maintenance. Quality of weapon would fall past the designated amount, 80% in my case. I would have to manually repair the weapon.

Great mod in any case. Saves a lot of time and resources!
Jet Jun 13, 2024 @ 7:36pm 
can you have an option to make it so we can set the maintenance when equipment hits a certain amount of durability? i would only like my colonists to do it when their apparel becomes tattered at 50 percent. I'd set it to manual use only via force if i could
LimeTreeSnake  [author] Jun 6, 2024 @ 2:32pm 
Should be no issue with SOS2 afaik, just check mod settings for maintenance to allow components.
ChrisF0001 Jun 6, 2024 @ 11:30am 
SOS2 still flags itself as incompatible - I'm just wondering if I can ignore this, or one or other mod is out of date :)
LimeTreeSnake  [author] Jun 3, 2024 @ 11:36am 
The issue should no longer be an issue with 1.5 however.
LimeTreeSnake  [author] Jun 3, 2024 @ 11:35am 
Regarding SOS2. The issue was that my mod removed the option to use components to repair their ship which causes enemy ships not to repair themselves. Now however, you can use components (toggleable in mod settings).
Raggsockan May 26, 2024 @ 7:57am 
Do pawns only repair their own gear that is currently equipped? Or is there anyway for 1 pawn to repair all apparel?
ChrisF0001 May 25, 2024 @ 10:38am 
So this compatibility with SOS2 thing - is it now just flagged as incompatible, but actually works?
The Blind One May 18, 2024 @ 12:34pm 
Not sure if this has already been done but according to the SOS2 mod compatiblity records for v1.4 of rimworld there was a compatibility problem with LTS maintenance.

https://docs.google.com/spreadsheets/d/e/2PACX-1vT1tWMpG9R7bU6asg5ICf6AmQGzUHmxnL8OPOWFzV1o4L_Dsli6OQbHfFXY4CTxX6vpCEvJjycMPniB/pubhtml

LTS]Maintenance Breaks shield generators making the shield unrepairable by enemy crews. xml patch could be made to replace comps with kits on all enemy ships
LimeTreeSnake  [author] May 18, 2024 @ 10:58am 
It is a toggleable option in mod settings.
LimeTreeSnake  [author] May 18, 2024 @ 10:58am 
It should be fixed now, since components are now a viable resource to use to repair.
DVD May 18, 2024 @ 10:19am 
According to a friend of mine, this mod has problems with SOS (Save our Ship 2) is this normal?
LimeTreeSnake  [author] May 15, 2024 @ 10:05am 
Thanks for the comment and report, shall look into why it acts up! Probably done a logical check mistake somewhere.
TheCynicalRat May 15, 2024 @ 7:32am 
Deleted my comment so that I could indicate the problem in a more intelligent manner.

Repair toolkits do not appear to work for me. I started a new game and spawned in a couple buildings, then dev-commanded them all to break. I assigned all pawns to construction and spawned a stack of components and a stack of repair toolkits. When the components are allowed the pawns will use them to repair the broken down buildings (a smelter and a biofuel refiner) even in spite of me toggling the mod option to say that they were not allowed to use said components. When components are forbidden the pawns won't do anything, and attempting to force them to do the repairs indicates that they are missing repair toolkits (Not components, so I am glad that they seem to know they should be using said kits).

Regardless, the apparel and weapon repair aspects of the mod seem to be working swimmingly, and it is a very cool mod regardless of my difficulties, so thank you very much for creating it!
Dümbük Enişte May 9, 2024 @ 12:46am 
Initially, I couldn't get used to the different method of repairing than other maintenance mods but it quickly became my favorite mod of in that regard. Thanks for the amazing work, LimeTreeSnake (not LTS)