RimWorld

RimWorld

257 ratings
[Og] Repair Your Gear
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Mod, 1.5, 1.6
File Size
Posted
Updated
7.968 MB
Jun 30 @ 7:44pm
Jul 4 @ 7:59am
4 Change Notes ( view )

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[Og] Repair Your Gear

Description
Introduction
This mod allows your colonists to automatically repair their worn-out gear. Optional materials usage, no workbenches to build, and no complicated setup or micromanagement—everything is fully automatic and works out of the box! (See the GIF above.)

Features
  • Convenience – Repairs are automatic, with no need for configuration or manual actions.
  • Balanced – Repairs consume time (and materials, if you open it in mod setting), ensuring that durability loss still comes with a cost (items still break at 0% durability, just like in vanilla—important for players using yayo combat or similar mods!), while greatly reducing logistics burden.
  • Flexibility – Adjustable values! There is option to disable weapon repairs for players who want to keep low-durability weapons (e.g. at 49%) to reduce colony wealth, and option to repair free for player who want less logistics burden.
    Warning: Changing this setting requires a game restart!
  • Immersion – Clothing still loses durability and must be manually repaired by colonists, rather than being permanently stuck at 100%.
  • Performance – No complex logic or heavy searching; performance-friendly.

Compatibility
Tested on my 700-mods saves and no incompatibility found.
Compatible with CE —— Maybe need a restart after installing.

Update: Balance and More
Based on feedback from the community and forums, a number of balance tweaks and detailed adjustments have been made.

  1. Balance:
    1. Resource Consumption: Added an optional resource cost setting. When enabled, each repair job will consume 1 unit of material, determined by the following rules:
      1. If the item has a material, use its base material.
      2. If no material exists, use the most abundant ingredient from its recipe (small-volume items like gold are divided by 10 in the count).
      3. If there is no material or recipe, the material is based on the tech level:
        • Neolithic – use wood
        • Medieval/Industrial – use steel
        • Spacer/Ultra/Archotech – use plasteel
      4. If none of the above apply, default to steel.

    2. Free Repair Threshold: Added a slider (only active when resource cost is enabled). Above this durability value, repairs consume no materials—because sewing a small tear shouldn't cost a full material unit.

    3. Customizability: All values are configurable in the mod options.

  2. Details:
    1. Logic Update: Colonists will now prioritize repairing apparel before weapons.
    2. Visual Effects Update:
      • Repairing metallic/weapon/high-armor items now triggers welding sparks and sound.
      • Other repairs use sewing sounds and dust effects.
    3. New Job Type: A dedicated repair job has been added with higher priority than research. You may need to manually enable it in old saves.

  3. Unused idea:
    1. Colonists will not walk to chairs/tables before repairing — no more running across the map just to fix a shirt at 99% durability.
    2. Repair reduce max durability – Compatibility issue.
80 Comments
Blaire_Shadowpaw Aug 1 @ 3:02am 
I am back. I apologise, I didn't see the work priority. It was entirely on me lmao
Stevuh Jul 30 @ 2:13pm 
Can you try that it works with this mod?
https://steamcommunity.com/sharedfiles/filedetails/?id=927155256


The Melee Weapon is in the Inventory and dont get repaired. Would be nice if the Melee Weapon get repaired too.
Thanky you :lunar2019coolpig:
viirinsoftworks Jul 30 @ 12:27am 
I'm liking what I'm reading! My other out of date repair mod stopped working tonight for some reason, and then I found yours.

I'd love it if there was a mod (I mod, but it's not my type of mod to code and I'm busy with college right now) that did some math with leather repairs. The amount of hit points lost on a piece of gear is converted to resistance loss. Material used to repair those hit points is also converted.

Then math.

You could repair gear to become way better than it was before with better materials, or good gear can be made crappy because it was made of thrumbo wool but now it's patchleather.

Just a thought.
auberraco Jul 29 @ 8:17am 
horrible all the AI art on here, blegh
OganessonG  [author] Jul 27 @ 7:17pm 
@ thesoupiest No, but you can use with https://steamcommunity.com/sharedfiles/filedetails/?id=2564355300
@ Kell maybe i'll add it later
thesoupiest Jul 27 @ 7:15pm 
Does this have any functionality for apparel/items/etc that pawns are not currently wearing/carrying?
Kell Jul 27 @ 10:27am 
hi ! great work.

i just arrived here after x repair mods......
i like small logistics with no xtra work bench and weapon lay down micro tasks etc.... general repair ressource (your medium solution is already existiing in this"workbench" mod @KRKR)

but i need balance so i have no problem to pay 50% material if HP is 50% my problem is when i craft a masterwork piece and it goes to hell ! ^^ or i go mad when the weaposn already have 98% after a fight xD hrhr monk

i ll try with 98% treshold and no priority in scedule? because otherway they repair always at 99% and there is no mat cost at all?
林深见鹿 Jul 27 @ 7:53am 
米莉拉的衣服好像修不了欸:steammocking:
OganessonG  [author] Jul 26 @ 11:49pm 
the job is in low priority by default. Try to assign it in higher priority?
Blaire_Shadowpaw Jul 26 @ 2:28am 
My pawns are just not repairing things at all. Any advice?