RimWorld

RimWorld

Mending Medieval
58 Comments
ChoccyChips 29 Dec, 2023 @ 10:40am 
@capt_scaramuzza the mending kits are at the tailoring station!
Capt_Scaramuzza 28 Nov, 2023 @ 4:34am 
What production station do I build in mending kits? I looked at them all and couldn't find...
DreamFree 10 Aug, 2023 @ 2:01pm 
still works at this date
Pasiego 18 Feb, 2023 @ 5:09am 
For repair the station I still need industrial component.
s͟o͞me slop̷py b͞oi at work 27 Dec, 2022 @ 12:44pm 
Can confirm it still works in 1.4. :cozyspaceengineersc:
IronSides 8 Aug, 2022 @ 10:51am 
Yes do that BELOW I manually changed it this is EASIER.
Saiphe 8 Aug, 2022 @ 10:13am 
If anyone else is having problems with mending table req. industrial component in true medieval playthrough check this mod to change it to basic component from medieval overhaul

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?edit=true&id=2846460066
IronSides 8 Aug, 2022 @ 9:34am 
<DankPyon_ComponentBasic>3</DankPyon_ComponentBasic>

Change the XML to this to make the bench require Medieval components.
Saiphe 5 Aug, 2022 @ 5:06am 
Looks like it doesn't work for me, I have correct load order yet it still wants component instead of MO basic component
Magnus 2 Aug, 2022 @ 5:45pm 
Seems like everyone's saying it works for 1.3 so that's a relief, i'll be using this again after a long hiatus from medieval playthroughs lol
kezza596 4 May, 2022 @ 3:16pm 
Hurrah! I was literally just thinking that I wish I didn't have to research electricity to use a fuelled bench!
Superfly Johnson 12 Jan, 2022 @ 11:14am 
It works as is for 1.3.
ichifish 1 Dec, 2021 @ 1:57am 
Looks like I need components to make a mending bench, which unfortunately don't exist in my world...
dagobert dogburglar 26 Oct, 2021 @ 8:54am 
What produces mending kits with this patch? can't seem to find them now
Samatin 28 Aug, 2021 @ 3:53am 
Yes, this does work in 1.3. Just tested it.
Arvalaan 22 Aug, 2021 @ 3:26am 
If this works in 1.3, @Bishop can you add 1.3 as compatible?
SeoHyeon 20 Aug, 2021 @ 12:50am 
It's just patch mod, so I think it will work in 1.3.
Hyeenu 15 Aug, 2021 @ 1:36pm 
Update for 1.3 please? I wanted to use MendAndRecycle for my Warhammer medieval playthrough, but the mods disable that version - and if this version was updated I'm sure it'd work!
Captain 6 Aug, 2021 @ 1:48pm 
works in 1.3?
Dropdeadfred 22 Jul, 2021 @ 1:37am 
Anyone know if this works in 1.3?
Malminas 20 Jun, 2021 @ 3:30pm 
@heckerpecker I wasnt telling him? it was a question lol, calm down bud.
Heckerpecker 20 Jun, 2021 @ 12:01pm 
@Augustus is it from a mod the plate armor
Heckerpecker 20 Jun, 2021 @ 12:00pm 
@Total devotion to his art the original tabel alows that it needs Power
Heckerpecker 20 Jun, 2021 @ 11:58am 
@Malminas you can craft them Normal and don't tell him how he need to do stuff it is only a patch for Medieval not his main mod
Heckerpecker 20 Jun, 2021 @ 11:54am 
@high_speedchase find some or keep it up so it don't brake down
Averious ღ 8 Jan, 2021 @ 12:02pm 
This mod doesn't allow for the mending of plate items like you advertise; at least in my game.
Malminas 17 Dec, 2020 @ 1:07am 
Can you add an option for Power OR fuel? so we can make mending kits while medieval but once we get power we dont need to make kits anymore?
high_speedchase 11 Dec, 2020 @ 6:37pm 
my mending table broke down and I don't have components?!???
Paolini 18 Sep, 2020 @ 1:45am 
Searched this to use it along the new Viking mod
Montu 13 Aug, 2020 @ 6:00am 
Hi! I was wondering if you're updating to 1.2, thanks for the great mod!
Total devotion to his art 25 May, 2020 @ 2:03pm 
Can this patch be compatible with Tech Advancing so that when your colony makes it to Industrial, they're able to repair industrial items they now know how to craft?
Xeven Shimizu 26 Mar, 2020 @ 7:25pm 
@DMCurt I actually second this idea, if at all possible. Though I guess removing the mod at the right time in the playthrough would provide the same result.
DMCurt 26 Mar, 2020 @ 10:46am 
I use this mod as a balance patch for Mending itself. I don't play mideval playthroughts, I just think the work amount and material cost for the base Mending mod is a bit low.
That being said, because this patch makes the Mending table require no electricity, workspeed is locked to 70%. Would it be possible to make electricity use for the mending table an option, to restore workspeed to 100? Either through a mod option, or maybe a specific powered mending bench.
Bishop  [author] 26 Mar, 2020 @ 7:40am 
That is correct.
Kyrox 25 Mar, 2020 @ 8:18pm 
If you plan to play with all current technology, nothing is removed correct? It would just for example make it more resource heavy and require more research. Yeah?
Bishop  [author] 21 Mar, 2020 @ 1:38pm 
@floboug I believe you need a smelter to destroy those, and we don't have access to the electric smelter in a medieval playthrough.
floboug 21 Mar, 2020 @ 1:46am 
Thank you for the mod. i have an issue with vanilla faction expanded medieval : i can mend their armors but i cannot recycle their shields, the kit and the heater shiedls, so i have to send a caravan to get rid of these itrems. Of course it would be nice to be able to recycle these, in my cold biome.
raptorhunter 10 Mar, 2020 @ 1:07pm 
Ok thanks!
Bishop  [author] 10 Mar, 2020 @ 6:15am 
@raptorhunter not this mod. No functions or files named MM_patcher here. Since this mod only replaces nodes for Defs created by another mod, if there were errors they would appear every time the game is started.
raptorhunter 10 Mar, 2020 @ 12:44am 
Hi, I had a save just stop working today. Is the MM_Patcher from your mod (I'm also checking with Medieval Madness)? Another modder helped me find the potential issue:

Error while resolving references for def CPDefExtension: System.NullReferenceException: Object reference not set to an instance of an object
at MM_Patcher.FpDefExtensions.ResolveReferences () [0x00a11] in <fdc7797d627f4967ae282c5ca0b04f4d>:0
at Verse.DefDatabase`1+<>c__DisplayClass14_0[T].<ResolveAllReferences>b__0 (T def) [0x0002f] in <000153db58284aa38698b9c41ca1154b>:0
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

When I load the save, I get a lot of problems: can't click (can only drag to select and can't right-click), my stockpiles are gone, the game thinks I'm missing a kitchen (I have a stove), and candles from Apothecary mod seem really dim).

https://gist.github.com/HugsLibRecordKeeper/6321937538924703f6b32c4861bc940c

Thanks for your mod!
NeoNoNe 5 Mar, 2020 @ 10:05pm 
great job, ty
LuigiTheKuk 5 Mar, 2020 @ 9:56am 
thank you bishop <3
Bishop  [author] 4 Mar, 2020 @ 4:55pm 
updated for 1.1
NECEROS 4 Mar, 2020 @ 4:23pm 
@bishop I'm so HYPED
Bishop  [author] 4 Mar, 2020 @ 12:52pm 
@NeoNoNe I will update today. I was waiting for the base mod to be updated to 1.1, which Charlotte completed today.
NeoNoNe 4 Mar, 2020 @ 10:59am 
Hi there. Can i ask u for an update? Surprised that no one has written here about this yet
挂鱼 30 Dec, 2019 @ 4:27pm 
gooooooood!
"The" SeanMacLeod 4 Dec, 2019 @ 9:19pm 
@NyxHyperion
Have you tried making one at a crafting spot? Here's the line from the parent mod:
"You need to research Mending in order to build the Mending Table. You fuel it with mending kits, crafted in the crafting spot."
NyxHyperion 4 Dec, 2019 @ 9:04pm 
Am I missing something here? The mending bench can only be fueled by mending kits however the mending bench is the only place to make them??? I feel like i am missing something. Does this need the original mod installed?
Darth Tater 2 Nov, 2019 @ 11:46am 
Great! I was looking for exactly this.