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Regarding balance, I'm kinda thinking that if they can repair cataphracts (and whatever 'apparel' any mods add) they should be able to repair a shield belt or an ammo pack.
But i totally get the maintenance/port vs adoption aspect! Thanks for the reply and have a good one!
You cant repair anything not tagged as apparel or armor. This in not the philosophy of the original mod to allow you to do anything besides those two.
To be honest, adding tags for utility slot items is pretty easy, I just dont want to mess with the balance of the original.
Or just use LST Maintence, they approach repairing differently and allow to repair anything you wear on the pawn. You will still need the knowledge on how to craft it, but it can be disabled in the settings, which allows you to repair rare equip
I even selected only the Archoplate.
I ment not on the pawn, workbench checks for items in the stockpiles and shelves, modded too. You can right click on items that are crafted from non-modded workbenches regardless where they are and just direct order it to repair.
Maybe Ill adopt this mod for a proper fixing, like implementing proper float menu for any modded item, but I barely have any #C knowledge and I dont really have time or motivation to learn it for the time being...
Are we talking about the same thing, uniqie weapons from Odyssey? I wasnt able to play a lot with the Odyssey and assumed they are their own separate thing
Mods with weird crafting requirements/no recipes for the item might not work.
i get an screen-error if someone trying to repair stuff at the workbench :I