RimWorld

RimWorld

Repair Work Type
20 Comments
Mlie 1 Sep, 2021 @ 1:53am 
FoxoManiak 2 Nov, 2020 @ 9:54am 
Yes it exists! Thank you so much for making this mod!!!
Venom Steak 17 May, 2020 @ 2:20pm 
Joshyan you're a good soul, thank you
Joshyan 18 Mar, 2020 @ 1:49am 
Still working with 1.1
Vazzaroth 5 Mar, 2020 @ 11:55am 
1.1? This was integral to me using Fluffy since I would have a lead constructor and an apprentice who only repaired. I think you can still accomplish this with expanded actions but I preferred this mod...
Imposter 16 Jun, 2019 @ 2:12am 
Love this, exactly what i was looking for. Perfect for Zombieland mod too.
ThingsYouRollUp 8 May, 2019 @ 6:44pm 
Looking for a mod that adds a "Repair" order under the orders tab. Would like to be able to click and drag a repair order over walls outside the home area instead of doing the right-click > repair on each tile, or setting home area over it then removing the home area. Do this and I'll love you forever.
Brackishclover7 12 Jan, 2019 @ 11:45am 
Can you add a Furniture work type? I use "No random constructio quality" so i want several builders but the best to work on furniture.
alicederyn 22 Nov, 2018 @ 8:14am 
@Lytalm You can wrap your patch operation in a PatchOperationSequence with success set to Always to avoid those failures. See Zhentar's excellent intro [gist.github.com]
Lytalm  [author] 16 Nov, 2018 @ 7:14am 
@Time is the enemy : Do you have Fluffy Breakdowns mod on? If no, that's normal as I added a few lines to add a new work task to the Repair work type. (Read my comment below yours for more infos)
Alone 15 Nov, 2018 @ 6:46pm 
Mod still work. But everytime i run game i see debug log.
Alone 15 Nov, 2018 @ 6:44pm 
Hey...
[Repair Work Type] Patch operation Verse.PatchOperationReplace(/Defs/WorkGiverDef[defName = "FluffyBreakdowns_Maintenance"]/workType) failed
file: D:\Steam\steamapps\workshop\content\294100\1361691344\Patches\Repair.xml
Verse.Log:Error(String, Boolean)
Verse.PatchOperation:Complete(String)
Verse.LoadedModManager:ClearCachedPatches()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Lytalm  [author] 15 Nov, 2018 @ 8:59am 
Hey guys, I just added something to my mod ; If you have "Fluffy Breakdowns" installed, the new Maintenance task will be in the Repair worktype added with my mod. If you don't have the mod installed, it will simply throw and error at every game load but do nothing afterward. Sorry for this inconvenience but I really like to play with Breakdowns and I felt making another tiny mod that required 2 other mods to work would be pointless.
Enlonwhite 5 Nov, 2018 @ 8:32am 
Cool still using then
Lytalm  [author] 5 Nov, 2018 @ 8:05am 
You got it right.
Enlonwhite 2 Nov, 2018 @ 9:34am 
So it doesnt conflict with Fluffy Breakdowns, but it doesnt have maintainance in repair then.
right?
Lytalm  [author] 2 Nov, 2018 @ 7:27am 
@Enlonwhite I kinda started playing with Fluffly's Breakdowns mod as well and I've been annoyed by it, because the mod puts the work order in Construction by default. I don't want to make this mod dependant on Fluffy's breakdown, so I'll probably make another mod to add Maintenance into Repair Work Type sometime next week (I'll be busy this weekend).
Enlonwhite 1 Nov, 2018 @ 7:04am 
Actually hoping this works for repair job types on Fluffy's Breakdowns mod.
aka, i can use low construct skilled pawns to focus on maintance first then built stuff.

and that will free up the hight skilled to build skill related stuff.
So i guess i am asking how does this work with mods like Fluffy's Breakdowns?
Symbro 23 Jun, 2018 @ 12:25pm 
my only complaint... I wish repair was before construct.
thank you for the mod
Lula O Honesto 15 Apr, 2018 @ 12:07pm 
Amazing
:conwayheadscratch: