RimWorld

RimWorld

Repair hubs
82 Comments
Xans Jan 23 @ 10:48am 
Durability of weapons dosent stop on 100%, and i dont have rpg inventory
LTS  [author] Sep 7, 2024 @ 5:47am 
Good to know
Resistance Band. Sep 6, 2024 @ 2:29am 
Hi @LTS!

Unsure if this is helpful, but that previous error with RPG Inventory regarding the constantly rising item HP: they pushed a fix today that sounds related to it?

4.1.revamp.6.3
- minor fix for cases when "health background" is used and for some reason apparel hp is higher than max hp;
LTS  [author] Jul 28, 2024 @ 11:40pm 
Looks like an error in the load file was making the 1.5 version load for 1.4. A fix will be uploaded momentarily.
Nex Nova Jul 28, 2024 @ 7:23pm 
downgraded my version to 1.4 and was going to use this mod, works fine, except for when I try to open the dev menus, menu fails to open and I get this error:

Exception filling window for Verse.ImmediateWindow: System.TypeLoadException: Could not load type of field 'LTS_Repair.RH_Building_FleshweaverObelisk:noiseSourceComp' (2) due to: Could not resolve type with token 0100001d (from typeref, class/assembly RimWorld.CompNoiseSource, Assembly-CSharp, Version=1.5.8909.13066, Culture=neutral, PublicKeyToken=null) assembly:Assembly-CSharp, Version=1.5.8909.13066, Culture=neutral, PublicKeyToken=null type:RimWorld.CompNoiseSource member:(null) signature:<none>

(i should mention that I don't have any of the dlc's)
SeasonedSoulsBorne Jul 28, 2024 @ 2:10am 
@ LTS
Yeah rpg and repair hub, from what i see the hp for the weapon goes over 100 and keeps going higher, even covering your pawn
LTS  [author] Jul 28, 2024 @ 12:25am 
@ SeasonedSoulsBorne
There’s a strange interaction with rpg inventory that does that.
SeasonedSoulsBorne Jul 27, 2024 @ 7:27pm 
Huh, i keep seeing the bar of a weapon get higher and higher if someone has a belt/implant in their inventory, and their weapon being 100%
Tirith Amar Jul 11, 2024 @ 10:12pm 
May i suggest introducing a new repair hub for items that allows repairing items more quickly at the cost of electricity and 2x2 building size, and nothing else?
Azazelim Jul 1, 2024 @ 4:40pm 
I see, may I suggest turning off the feature for equiped weapons? or have the ability to turn it off on the mod options, weapons don't get damaged on combat anyways so that would be a work around
LTS  [author] Jul 1, 2024 @ 2:31am 
@Azazelim
I've not yet figured out why, but the rpg inventory mod seems to remove the maximum health limit, and even subvert my manual maximum health checks.

Also, I'm planning to change the code so that it heals 'equipment', rather than apparel and the held weapon specifically. So hopefully that should target side arms.
Azazelim Jun 30, 2024 @ 8:53pm 
awsome mod, but i did noticed an issue, the hp of the equiped weapon just constantly keeps going up past the maxium limit, and since I use a mod that reworks the inventory screen this causes the square that represents the weapon equipped to just blocks a huge part of the screen, other than that, great mod.
Also, do you think you can also restore the hp for side arms that are on your inventory but not equipped, thanks :D
LTS  [author] Jun 25, 2024 @ 8:11am 
Odd...
ShinUon Jun 25, 2024 @ 8:09am 
@LTS I confirmed it was updated (including manually re-subscribing) before testing. I also tried again just now and it's the same error.
LTS  [author] Jun 25, 2024 @ 5:48am 
@ShinUon
I imagine steam hasn't automatically downloaded the update. I'd recommend manually redownloading the mod to force it.
ShinUon Jun 25, 2024 @ 5:34am 
Still getting the same errors as before. Also noticed there was a third error in-between but I didn't notice before it was related to Repair Hub.

Exception getting types in assembly LTS_RepairHubs (cut)


XML error: <generalRules><rulesStrings><li>subject-&gt;repair hubs</li><li>subject_story-&gt;oversaw the growth of labour mechanoids</li><li>subject_story-&gt;was hired by an ultratech mercenary group to find a better way for their scouts to maintain their gear on long solo missions</li><li>subject_story-&gt;found a way to maintain the crumbling architecture of poorer worlds</li><li>subject_gerund-&gt;using mechanites for repairs</li></rulesStrings></generalRules> doesn't correspond to any field in type ResearchProjectDef. Context: <ResearchProjectDef><defName>RH_RepairHubsResearch</defName> (cut)

Could not resolve cross-reference: No RimWorld.ResearchTabDef (cut)
LTS  [author] Jun 25, 2024 @ 2:02am 
Hopefully that should be fixed now.
LTS  [author] Jun 24, 2024 @ 4:01pm 
Odd, but an easy fix. I’ll sort that out tomorrow morning.
ShinUon Jun 24, 2024 @ 3:42pm 
I downgraded to 1.4 and am seeing these two errors in the debug log:

"Exception getting types in assembly LTS_RepairHubs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null. Some types may not work correctly. Exception: System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown."

"Could not resolve cross-reference: No RimWorld.ResearchTabDef named LTS found to give to Verse.ResearchProjectDef RH_RepairHubsResearch"

Don't remember seeing these when I played a few months ago when 1.4 was still the latest version.
LTS  [author] Jun 24, 2024 @ 3:32am 
That's certainly rather odd. I'll look into it.
Smeghead Jun 21, 2024 @ 6:41am 
So I came with bad and kind of weird news. There appears to be some kind of incompatability between this mod and Fortifications - Industrial. When this mod is loaded alongside it, any Reinforced/Rebarbed concrete you make from that mod breaks. Your pawns will not recognize it as a valit building material. However any of said material you spawn in with debug commands works as it should
Jw42291 Jun 20, 2024 @ 5:55am 
Thanks LTS <3
LTS  [author] Jun 20, 2024 @ 3:00am 
Aaand done.
LTS  [author] Jun 20, 2024 @ 2:31am 
I know exactly what's causing that.
As the twisted obelisk doesn't have the field for unlocking research, both mods are patching one in, which is causing the error. An inelegant solution would be to do the patch differently depending on whether Maleficus' is detected or not, but it'll do for now. Give me a few minutes.
Jw42291 Jun 19, 2024 @ 8:04pm 
Hi, im getting a red error "XML RimWorld.EntityCodexEntryDef defines the same field twice: discoveredResearchProjects." with just this and "Maleficus' Fleshmass Mutations" not sure how to properly report this but hoping I can figure it out with some help <3
LTS  [author] Jun 5, 2024 @ 7:22am 
Ah. That’s ironic. I’ll get that fixed in a few days once I’ve finished moving house.
Oler009 Jun 5, 2024 @ 6:45am 
Why is the Architect repair hub breaking down =)?
did the Architect create it for sure?
Jun 3, 2024 @ 5:51am 
The durability of weapons will be full
Daeharde Trihardt May 23, 2024 @ 3:39pm 
@LTS Sweet, I'm super excited!
Resistance Band. May 21, 2024 @ 4:09am 
@LTS Meant to be an uncraftable, stronger implant for nomadic and/or raiding-heavy playthroughs :D
LTS  [author] May 20, 2024 @ 5:22am 
@Daeharde Trihardt
I have future plans for this mod and, if I've figured out how mod options work at that point, I'll definitely add something like that.

@GeckoBoyer
I'm not exactly sure what an archotech version of the repair hub would do.
Resistance Band. May 20, 2024 @ 4:11am 
You're an absolute beast with the updates! Thanks for all your amazing mods (Implants is legendary work)

Would you consider making an archotech version of the implanted repair hub?
Molay May 13, 2024 @ 12:42am 
I just want to say how much I appreciate this mod, along your other mods. It really makes being a true SOLO mechanitor a lot more fun if you can augment him up the wazoo in all regards.
Daeharde Trihardt Apr 18, 2024 @ 12:18pm 
Thank you so much for the updates, LTS!

I don't want to be that "THANK YOU, BUT GIMMIE GIMMIE" user, but I'd figure I would put the suggestion in if you ever feel so inclined;

It would be fantastic if we could get a mod configuration menu to adjust the HP amount/rate of individual structures, so that if we have unconventional balance in our saves, it would be easier to adjust than fiddling around with the mod files.

Have a good one!
General Omen Mar 16, 2024 @ 8:14am 
Legend.
LTS  [author] Mar 16, 2024 @ 7:26am 
*support 1.5, in addition to 1.4
LTS  [author] Mar 16, 2024 @ 7:25am 
Never mind, I updated it to 1.5 now
LTS  [author] Mar 16, 2024 @ 6:39am 
Assuming nothing breaks the code to badly, I intend to have this updated fairly promptly after the update.
General Omen Mar 16, 2024 @ 6:20am 
I do hope this goes with 1.5 :D
AerosAtar Mar 15, 2024 @ 11:33am 
Vehicles are, technically, pawns IIRC.
LTS  [author] Feb 25, 2024 @ 3:28am 
Probably not. I have no idea what they count as, code wise.
TAHE Feb 13, 2024 @ 9:07am 
would these repair vehicles from VVE
Sera Jan 10, 2024 @ 1:31pm 
@sssniper
Im going to assume because it only does clothes. It says "each apparel"
Sssnipercat1 Dec 21, 2023 @ 6:07pm 
i have put a repair hub implant in one of my war casketed pawns and it doesn't repair her gun
LTS  [author] Dec 21, 2023 @ 5:28am 
I don't believe so
Sssnipercat1 Dec 19, 2023 @ 7:04pm 
would equipped items like guns also be repaired by the implanted repair hub?
LTS  [author] Sep 18, 2023 @ 11:50pm 
Huh, thanks for letting me know
cass Sep 18, 2023 @ 9:12pm 
So I don't quite understand why, but "RH_Races_Humanlike_Patch.xml" prevents the repair implant from being installed in VE Androids. Removing the file fixes the issue, and the regular human surgery seems to work fine without it.
[SV] Sep 14, 2023 @ 12:12am 
was about to ask mod option to let us change the repair rate, but XML based modification is fine as well, I only want gear repair stuff to repair 2 hp per trigger instead of 1 (I found out 1 is surprisingly prolonging my gear's life quite a bit despite playing with high rate of major threat storyteller and yayo combat, so I assume 2 will make it quite permanent without being too OP)
LTS  [author] Sep 13, 2023 @ 9:50am 
I suppose that would be a relatively easy and sensible change to make. I'll add that to the list of changes for when I get round to updating the mod, though I can't promise it will be any time soon.