RimWorld

RimWorld

Fluffy Breakdowns (1.6 Update)
119 Comments
FoxDren 21 Aug @ 3:33am 
you do realise you don't need to have it set to max settings right? I mean that's the whole point of having settings, so you can set it to what works for you.
Sharindel 4 Aug @ 8:25am 
I like the idea, but the mod overall gets to much for my taste.
TPS without are much better, becaus i have not 4-5 mechs consantly repairing, also the max setting on it gets unrealistly high demanding. Why a stove need every 2-3 days a repair? Or a heater? Such things works for months or years without maintance.

So, nice idea, but not for my taste. Also TPS killing.
The Eye of Brows  [author] 30 Jul @ 12:34pm 
I had forgotten that powered-off machines have a separate, configurable rate of decay. @Thaumaus if you see this, please try it out in mod options.
Sp00py_P0tat0_666 25 Jul @ 5:19pm 
+1 to @Anchoran’s last message. I also was coincidentally working on a hotfix to @Peluceus issue since I have the same qualm when playing, but I also don’t want to add more bloat on the workshop. Thanks for keeping this updated, regardless!
Archoran 11 Jul @ 6:15am 
@The Eye of Brows Do you accept pull requests or do you want to maintain the mod as close as possible to the original? Since the fix is very simple, another forked mod would be more bloat than any good. I could also introduce a "fix pack" and link it here in the comments once it's done, leading to "yet another small harmony patch" if you want to keep the original.
The Eye of Brows  [author] 19 Jun @ 12:04pm 
@Thaumaus This is a maintenance fork of the Fluffy Breakdowns mod - I will not be making feature changes.
As a workaround to your use case, know that only the machines inside of your home zone get maintenance tasks (unless you toggle off that restriction in the mod options).
If you'd like to develop the mod further, the source for the original mod and this maintenance fork are both available.
Peluceus Donmian 19 Jun @ 1:38am 
Can we please do something about machines that aren't powered or being used that are still deteriorating? Perhaps some sort of check if its using power? Cus I claimed some very lived in ruins and now my builder pawns are spending all their time maintaining devices that aren't even receiving power, let alone being used because I haven't added any bills to them. They repaired components on a generator I haven't added wood to a SINGLE TIME since I moved in. Deconstructing it all would take just as long and I would be out useful benches that I should hold onto in the long run.
Tybo 15 Jun @ 5:35pm 
Yeah I'm not sure it's this mod actually or maybe the complex work tab screwed up. I installed mech work tab and it looks as though the hauler didn't have hauling ticked as a job. Thanks for the prompt response anyway, love the mod!
The Eye of Brows  [author] 15 Jun @ 8:31am 
@Tybo Couldn't reproduce.
Using a clean setup of all expansions, harmony, and this Fluffy breakdown, lifter mech did its hauling just fine.
Tybo 15 Jun @ 3:04am 
hmm after adding this to my game my lifter mech doesn't seem to haul anymore
uNo_DeLF 14 Jun @ 11:55am 
Godly mod. Thanks for the quick update.
lucasthewoof 10 Jun @ 7:00pm 
when using this with prf the autocrafters reserve my workbenches so no one can come repair them, is their any solution?
Mike3223cz 6 Jun @ 10:32am 
also, really awesome mod
Mike3223cz 6 Jun @ 9:41am 
Could there be a machine that, when placed next to another machine, it maintains the machine? pls... have it be expensive?
tsboyorz 5 May @ 7:54pm 
替换原版随机损坏机制,设备会随着时间逐渐磨损,出现可预见的故障警告(如冒烟、火花)。
添加维护需求:殖民者需定期检修设备,否则故障率上升。
轻微故障:效率下降(-10%工作速度),可手动修复。
严重故障:完全停机,需要零件维修(避免原版“突然爆炸”的不合理设定)。
设备状态条显示磨损程度,警告图标提示需维护的设备。

兼容性:与大多数生产类Mod(如RimFactory)兼容,但会覆盖原版故障逻辑。
平衡性:可通过Mod设置调整磨损速度,适应不同难度。
12138 14 Jan @ 6:10pm 
在游戏中途移除是否安全////Is it safe to remove mid game?
TheAuditor 27 Dec, 2024 @ 12:10am 
Is it safe to remove mid game
brevisdiem34ミスト 16 Nov, 2024 @ 3:46am 
It does require a small amount of research.
Pedda 16 Sep, 2024 @ 6:43am 
had the same feeling
kyrambox 16 Sep, 2024 @ 5:05am 
It seems that mod settings don't work, i.e. degradation speed is always the same on equipment which is offline
Redras Sethran 16 Sep, 2024 @ 3:59am 
Does this work with Vanilla Furniture Expanded - Power?
Jumber 15 Sep, 2024 @ 11:40am 
Essential since steel shortages are so punishing mid-game.
WDLKD 7 Jul, 2024 @ 1:34pm 
@Soylent
Seems to work fine for me.
Soylent 20 May, 2024 @ 6:52am 
So what's the status of this mod? I see a bunch of unanswered questions about issues, and it still says Anomaly DLC isn't supported
tase 17 Apr, 2024 @ 7:20pm 
@The Eye of Brows, can you tell us how many in-game hours your test lasted? So we can compare yours & ShinUon's results?

2 minutes at triple speed on a different PC or save will result in different amount of in-game hours = deterioration.

ShinUon says 200% for 18h ingame = 6% deterioration. Yours says 200% for ??h ingame = 3% deterioration.
Cookiesaurus 12 Apr, 2024 @ 3:39am 
Can this be loaded mid save?
The Eye of Brows  [author] 9 Apr, 2024 @ 4:10pm 
@ShinUon it is calculated from the number of components used to build the building, so complex buildings deteriorate faster.
The current rate feels good to me, especially with the researches to keep pace with the high-tech buildings in the mid to late game. Of course, the mod option for component lifetime was put there specifically to tune for preference.
ShinUon 9 Apr, 2024 @ 2:28pm 
I tested at 200% and 500% and was able to reproduce.

But I think the issue is the base deterioration rate. At 3x speed (360 ticks per second) for 2 minutes, only 18 hours passed in-game. But that results in 6% deterioration.

That seems like a lot of deterioration. Is the base deterioration rate based on some vanilla value that might've changed from a base game balance patch?
The Eye of Brows  [author] 8 Apr, 2024 @ 10:11pm 
@ShinUon I ran a bank of tests based on your report, and the math seems to be working right.
I'm using only this mod and Harmony.
All tests were in 1.4, ran for 2 minutes at triple speed, where I measured the maintenance deterioration of solar panels.
With the base component lifetime set to %100, the panels deteriorated 6%
With the base component lifetime set to %50, the panels deteriorated 12%
With the base component lifetime set to %200, the panels deteriorated 3%
With the base component lifetime set to %50 and with the hardened components researched, the panels deteriorated 6%

Please let me know if you're able to produce different results.
Pedda 30 Mar, 2024 @ 3:59pm 
I experience the same issue, but it's only a feeling.
ShinUon 30 Mar, 2024 @ 8:37am 
Tried this version on 1.4 and the component lifetime multiplier still doesn't seem to be working.
ShinUon 29 Mar, 2024 @ 2:09pm 
Does the 1.4 version of this mod fix anything from the original mod?

I started playing a new game after a few months of not touching Rimworld and noticed the original mod's multiplier setting didn't seem to be working (I maxed it out but electronic buildings were deteriorating a lot faster than my last game from a few months ago).
saintbrutal 10 Feb, 2024 @ 6:37pm 
what would cause the issue for pawns not to repair/maintain? currently they ignore this job of maintaining unless i force them to repair/maintain
Pedda 16 Aug, 2023 @ 7:06am 
@The Blind One
Thank you for the detailed clarification. I understand it now.:winter2019happyyul:
The Blind One 16 Aug, 2023 @ 6:42am 
@Pedda Yes

Default is 33% degradation which means that it will take 100 / 33% = 3 times as long for a building without power to degrade compared to when it is using power.

The lower the degredation % the longer an unpowered building can go without needing maintenance.

So if you set it to 10% it would mean it would take 10x as long before an unpowered building would need maintenance. Or said in other words, it only takes 10% the degradation that it would receive if it was 'powered'.

Hope that completely clarifies it for you
Pedda 16 Aug, 2023 @ 6:18am 
@The Blind One
Does it mean, that a low value for degradation is a slow degradation for the building?
The Blind One 15 Aug, 2023 @ 2:33am 
Powered off Degredation Factor: How quickly the building degrades when unpowered
Maintenance Threshold: When the building ends below x% maintenance, will trigger a repair command to pawns with construction job enabled.
Pedda 12 Feb, 2023 @ 1:23pm 
And what does the degradation factor mean (which site does what)?
Pedda 10 Feb, 2023 @ 10:31am 
What does the threshold option means?
Stellar Harbour 11 Dec, 2022 @ 4:04am 
Isn't main mod updated already?
That Defensive Guy 1 Nov, 2022 @ 6:41am 
Thanks for this !!!
Comton 1 Nov, 2022 @ 3:16am 
Thank you @ The Eye of Brows for updtating the mechanoid issue ! Simple but efficient !
You remind me that my years of coding are long ago of me :')
Bro Feel Good 31 Oct, 2022 @ 4:23pm 
ay, it works! you awesome :steamthumbsup:
SnekiChaos 30 Oct, 2022 @ 9:38am 
It works! Thank you for your hard work everyone!
Delivat 30 Oct, 2022 @ 3:13am 
@TheEyeofBrows
Yeah works thanks mate.
dutch casual gamer 29 Oct, 2022 @ 11:18pm 
i also want you to maintain this fork. too many mods aren't ready for 1.4 so i'm still playing 1.3
The Eye of Brows  [author] 29 Oct, 2022 @ 11:01pm 
I've made an update to try and help with the BioTech constuctor mechanoid issue.
Please try it out!
MeatBeatMarv 29 Oct, 2022 @ 9:03am 
I'm begging you to please maintain this fork. God knows when Fluffy will be around next to bugfix.
SnekiChaos 27 Oct, 2022 @ 2:23am 
According to post from Original Mod page there is a pull request on Github project that apparently fixes the issue.
Vehem 24 Oct, 2022 @ 1:02pm 
Temporary work around - in \Defs\WorkGiverDefs\WorkGiver_Maintenance.xml set WorkType to "BasicWorker" and allow the "Basic" work type for your constructors - these will then do the repairs and the bots will ignore the job - not a fix, but prevents the need to manually manage repairs