RimWorld

RimWorld

Repairable Gear
 This topic has been pinned, so it's probably important
SteveZero  [developer] 16 May, 2021 @ 8:29pm
Guide: More Details
additional details on:
  • Repair workbenches: You can unlock the simple repair workbench once you complete Complex Clothing and Smithing research. The simple bench works similar to the hand tailoring bench in that it requires no fuel, but works at 50% work speed. Once you've researched Electricity you can unlock the electric repair workbench. The electric repair workbench works at 100% work speed if powered, 40% otherwise.

  • Automate everything: Use the recipes in the repair workbench to set up bills to automate the maintenance and restoration of your equipment. With the use of the game's hitpoints slider in Outfits, proper work designation and scheduling, and zones you could set up a repair workshop where pawns will automatically drop off their equipment once it falls under a certain condition threshold for your best crafters to repair.

  • Priority repairs & repair info: While a pawn is selected you can right-click an item to force a pawn to immediately repair equipment just like you would for repairing a building. The pawn will bring the damaged item to the nearest repair workbench to begin fixing the item. This menu option will additionally show you what materials are needed, how much of each ingredient to repair the item, and the repair success chance. When in doubt, use this to see why your pawn can't repair something.

  • Comprehensive repair success chance: The pawn's crafting skill, manipulation, sight, and the item's condition, quality, and tech level will be factored in. Completing the research that would allow you to craft the item will boost this success chance. Attempting to repair something several tech levels higher than yours is heavily penalized; so no tribal runs fixing spacer marine armor, but would have a decent chance of repairing medieval plate armor. Lastly, the more damaged an item is and the higher the quality, the more challenging a repair will be; requiring higher crafting skill to be successful.
    *you can set the minimum repair chance to allow for jobs in the mod settings. If a pawn's repair chance for a bill job falls below this value, they won't take the job.

  • Quality Degradation: repairable items now have a quality degradation separate from their normal degradation. Quality degradation occurs as items are damaged and then repaired. The degradation continues until a threshold is hit, triggering a decrease in quality level. At which point you'll receive a notification when this happens. More repairs will continue to degrade the item until the next threshold is hit. This process continues until an item's quality is at awful. This mod will never actually cause your item to break. So up to you if you wish to continue using your overly worn-out equipment or craft new with hopefully higher quality.

  • Multiple repair outcomes: If a repair job succeeds, there is a chance the item will be fully restored to 100% condition or only partially, with an increase of +25% in condition. However, there is a chance that the job will fail or it will be botched. If failed, nothing happens, the pawn just simply wastes time (think of it as pawn tinkering with the thing, studying it). If botched, you'll lose half of the ingredients that would have been used to repair the item (if there were any) and either 5% or 10% of the item's condition. Once an item's condition drops below 25%, it becomes irreparably damaged.

  • Realistic melee/neolithic/medieval weapon maintenance: When it comes to swords, knives, wooden bows... etc. There isn't much you can do if for say there was a big piece chipped off or it cracked. For bladed weapons you could reforge the weapon, but that lowers quality. What you can do is clean the weapon and sharpen it to reduce dullness and remove small notches in the blade. So to bring this concept into the game I opted for removing material cost for repairing melee weapons (and in general neolithic/medieval weapons). To balance this out I raised the threshold for these weapons to become irreparably damaged from 25% to 75%.
    *option to turn this off coming soon.

  • Crafting exp gain: repair jobs give crafting exp. So this becomes a great way to train your future crafts-men/women. Just set them to tinker with all that raider junk you don't need. They might actually repair something and you can make a quick profit. xD

  • Repair job continuation: repair jobs can be interrupted for a myriad of reasons, including quitting the game, pawn being drafted, ...etc,. When that happens, a pawn will pick up right where they left off as soon as they're able to if the job bill is still available. The only caveat here is that if a different pawn starts to repair the same item, the previous pawn's progress will be lost.

  • Repair job work amount: work amount is based on the item's original crafting recipe if available, otherwise it defaults to the repair recipe's work amount. The condition of the item and skill of the pawn are both taken into account. That is, the higher the crafting skill and condition of the item, the lower the work needed to repair.
Last edited by SteveZero; 30 Jul, 2021 @ 5:20pm
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SteveZero  [developer] 30 May, 2021 @ 1:27pm 
Reserved.
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