RimWorld

RimWorld

[LTS]Maintenance
363 Comments
gunns22 9 hours ago 
@LimeTreeSnake
Looks like RimPy's still saying this needs [LTS] Systems, which I recall you saying you'll let die and make all of your mods standalone. Don't suppose you could look into it?
BHZRD_guy2 11 Jul @ 10:46am 
Uh is this compatible with gravship building?
ozfresh 4 Jul @ 11:22am 
I love the mod, but I was just thinking that you should make archotech buildings not need repairing. I just think its silly they need it.
Gender Bender 3 Jul @ 7:15pm 
is it possible to configure how much weapon degrade when using it? using LMGs with weapon degradation turn on mean they always degrade to 0% especially in a long fight and the gun have magazine size in the hundreds
SghHanzMullerSW 3 Jul @ 5:23am 
is it compatible whit fluffy breakdown (1,6)
illcat 2 Jul @ 7:20am 
I'm guessing this can't be added mid save due to the new worktype it adds?
moo 27 Jun @ 8:47pm 
Hi. Can you confirm if your mod's recycling features completely obsoletes Simple Recycling in terms of functionality?
Realm Imp 17 Jun @ 9:38am 
found an issue, error pops out after adding this to my modlist
https://postimg.cc/gallery/SMd3C8S
Йепппа! 16 Jun @ 2:21pm 
will pawns learn crafting experience from repairing their appearance and weapons?
LimeTreeSnake  [author] 15 Jun @ 5:58am 
- Updated to 1.6, updates henceforth only for 1.6. Previous versions kept as is.
- Removed Systems dependency.
- With removal of Systems, removed worktype Task.
- Maintenance now use new worktype "Maintenance"
- Gave Grease a fuel value of 4 for Medieval Overhaul.
- Wherever WoodLog is used as fuel, grease can now be used too.
- Refactored code and made it more optimized and safer.
- Can now recycle apparel at DankPyon_TailorsBench & DankPyon_MendingBench
- Fixed error when reserving a spot while people eat there.
Mr Big Penis 15 Jun @ 5:38am 
@Guineatown read the faq mate
gazza_m_bolton 13 Jun @ 9:59am 
What are your plans for this mod with the new 1.6 update approaching (a lot faster than I personally expected). I really like the weapon deterioration and maintenance built in with this mod.
Guineatown20806 23 May @ 4:34am 
Modsorter says it is incompatible with SO2. Is this really the case or is this just a modsorter issue? Becaue Maintenance doesn't have incompatible mods as listed here.
Gender Bender 14 May @ 5:33pm 
how does weapon jamming works with other mod that added gun jamming like this mod ? Does the mod that load last take over the other one?
Olirin 10 May @ 2:00am 
Hi.
Tried this mod in a medieval game (medieval overhaul), can craft repair kit but maintenance job isnt in the job manager so pawn dont use kit. Anyone had this problem?
ozfresh 4 May @ 1:19pm 
Mod sorter says this isnt compatible with SOS2
deltaCorben 4 May @ 3:04am 
I do not understand the point of this mod. I gave the new job to my crafter because you write that crafting skill is relevant but they only repair the gear they are wearing and not other peoples gear or stored gear.
gazza_m_bolton 16 Apr @ 3:01am 
I'm not sure if it's this mod or your LTS systems mod but I've noticed the recycle job for apparel no longer gives back resources. I'm not getting an error message from it either.
Sentinel 16 Mar @ 12:43am 
Idea for repairing clothing/armor. clothing/armor can only be repaired using a kit made with same material. a cloth sewing kit can only repair cloth items, plainleather kit for plainleather clothes, and so on. Armor can be armor repair kits made in a similar manner with recon, marine, and cataphract needing a kits made from plasteel and advanced components.
Dealer Mangan 27 Feb @ 8:32pm 
Is it possible to have max durability degradation after each maintenance? I do like to be able to prolong the life of my clothes and armors, but the way it's done completely trivializes it. I think if every maintenance operation decreased maximum top durability by 5~10% it would be both realistic and bring back the need to procure fresh clothing from time to time, just less annoyingly often as without the mod.
Reisen 26 Jan @ 12:39am 
While we're talking about suggestions, could we have an option to limit how many times a given item can be repaired, to balance out never having to create new equipment again?

I was thinking something like reducing max HP with each repair, but if that's not possible, just limiting to a configurable count would be ok too
VNVVWVVNV 21 Jan @ 12:39am 
Incompatible with Save Our Ships 2.

If someone strongly believes SOS2 is not worth keeping in my modlist (CE, gunplay, etc incompatibilities) let me know please!
Horhyzon 31 Dec, 2024 @ 4:30pm 
How does this work with persona weapons since there is no research for them?
TheAuditor 26 Dec, 2024 @ 10:59pm 
Its can be worked using mending table from VFE Ancients?
Rondson 21 Dec, 2024 @ 12:38am 
Hello! Are sewing kits meant to repair items like bulletproof vests and flak vests, along with everything in between from the mods or vanilla game, so long as you have a relevant research?
LimeTreeSnake  [author] 14 Dec, 2024 @ 3:30am 
How come they cannot repair it? It should be repairable by pawns as long as you have them weapon toolkits and pawn having the task job assigned. But if they cannot still repair it, then it's a bug and I'll have to look into why. Although I've not had that issue afaik.

I shall add it as optional in the future Subhuman.

Modray's suggestion is solid, I should add an option to allow switching the priority of repairs. Atm, iirc, it's percentage based. But shall look into anyhow to add more options.
Furgie 10 Dec, 2024 @ 4:35pm 
one of my colonists has a persona weapon, which they are unable to repair, however it keeps taking damage the more they use it. is tthere any way to make it so it can be repaired, or make the persona weapon unable to degrade like normal weapons?
subhuman_p0s 25 Nov, 2024 @ 3:24pm 
could you add an option to remove the possibility to repair? it's for a hardcore modpack, currently I have deleted all the files for repair kits manually, and it crashes my game (my fault). but it would be great if you would add such possiblity. thank you for the mod as it is
2_Modray 11 Nov, 2024 @ 4:22pm 
Any way you could make pawns prioritize repairing more damaged items first? The seemingly-random way they currently do it can get frustrating in situations where you have to make them do it manually (for example, when their armor takes a lot of damage and they'd rather swap it for a fresh set than repair it).
LimeTreeSnake  [author] 5 Nov, 2024 @ 6:17am 
Updated description a lil

Maintenance expands upon the game's degradation and breakdown system by providing ways to let pawns repair worn equipment such as weapons and armor through the introduction of Weapon Toolkits and Sewing Toolkits. Over time, equipment degrade with use, with faster wear on lower-quality items. Poorly maintained weapons have a chance of jamming as well, and breakdowns are now repaired using Repair Toolkits instead of components, which only require 1 component to make 5 repair kits. You can alter and toggle a lot of these behaviors in the mod settings page.
LimeTreeSnake  [author] 5 Nov, 2024 @ 6:09am 
I should alter the summary a bit to better tell that, thanks for pointing it out
LimeTreeSnake  [author] 5 Nov, 2024 @ 6:08am 
Yeah it does deteriorate when used, and bad weapons deteriorate faster. You can alter these settings in mod settings.
Futstub 5 Nov, 2024 @ 3:51am 
Oh so this does make weapons detoriate when fired? It doesn't say so in the description (if I'm not too stupid to read, which may as well be the case).

In that case I'm absolitely happy as is! :D

Thanks for your work for the community!
LimeTreeSnake  [author] 5 Nov, 2024 @ 12:52am 
Adding an option to right click on a weapon / apparel to repair it sounds legit. Would not be automatic job but to repair items that way could definitely be viable. Will look into it.
LimeTreeSnake  [author] 5 Nov, 2024 @ 12:50am 
Hmm could add it as an option futstub. Will look into it for the next update. To allow natural deterioration like so. Not just by firing the weapons.
Futstub 2 Nov, 2024 @ 12:02am 
Why is it so hard ro find a good mod that makes weapons deteriorate while used like armors..? D:

That would make this mod here much better...
Futstub 1 Nov, 2024 @ 4:35am 
@Emilie Sackenball: You probably should download the ability to read.
Emilie Sackenball 23 Oct, 2024 @ 6:19pm 
@LimeTreeSnake the game says maintenance is incompatible with Save our Ship 2
ReaperXGen 21 Oct, 2024 @ 8:26am 
the fact that pawns can't repair items on the ground or on other pawns just renders the mod useless...
Chesse5552024 7 Sep, 2024 @ 7:26pm 
why weapons keeping degradation kin d of annyoing can de acriuvwd it
LimeTreeSnake  [author] 5 Sep, 2024 @ 11:45am 
Do you use 1.4 version?
subhuman_p0s 19 Aug, 2024 @ 6:39am 
Guns deteoriating from usage crashes the game on windows 10, but does not on the mac version of the game. Instead, on mac it freezes for solid ~2 seconds. Drafting the pawns negates the crash. I'm just wondering if there is any way to fix this?
Marmot 16 Aug, 2024 @ 7:48pm 
found an incompatible mod, Save Our Ship 2
SghHanzMullerSW 1 Aug, 2024 @ 3:08am 
is it compale whit fluffys breakdowns
Audrey III 15 Jul, 2024 @ 10:16pm 
Ah, it's a conflict with Remove Industrial Stuff, I think (I'm using Medieval mods); patching out the Industrial techLevel fixed this for me :)
Audrey III 15 Jul, 2024 @ 9:38pm 
For some reason none of my toolkits are able to be stored in any storage areas/buildings, it's simply not in the list of things to allow. Is anyone else having this issue since 1.5?
Acrophet 18 Jun, 2024 @ 8:25am 
@jet Should be in the mod options by the sound of it.

When dual wielding a weapon, it looks like the offhand weapon is ignored when performing maintenance. Quality of weapon would fall past the designated amount, 80% in my case. I would have to manually repair the weapon.

Great mod in any case. Saves a lot of time and resources!
Jet 13 Jun, 2024 @ 7:36pm 
can you have an option to make it so we can set the maintenance when equipment hits a certain amount of durability? i would only like my colonists to do it when their apparel becomes tattered at 50 percent. I'd set it to manual use only via force if i could
LimeTreeSnake  [author] 6 Jun, 2024 @ 2:32pm 
Should be no issue with SOS2 afaik, just check mod settings for maintenance to allow components.