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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?
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
If someone strongly believes SOS2 is not worth keeping in my modlist (CE, gunplay, etc incompatibilities) let me know please!
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.
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.
In that case I'm absolitely happy as is! :D
Thanks for your work for the community!
That would make this mod here much better...
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!
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
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!