RimWorld

RimWorld

Repair hubs
82 Comments
Xans 23 Jan @ 10:48am 
Durability of weapons dosent stop on 100%, and i dont have rpg inventory
LTS  [author] 7 Sep, 2024 @ 5:47am 
Good to know
Resistance Band. 6 Sep, 2024 @ 2:29am 
Hi @LTS!

Unsure if this is helpful, but that previous error with RPG Inventory regarding the constantly rising item HP: they pushed a fix today that sounds related to it?

4.1.revamp.6.3
- minor fix for cases when "health background" is used and for some reason apparel hp is higher than max hp;
LTS  [author] 28 Jul, 2024 @ 11:40pm 
Looks like an error in the load file was making the 1.5 version load for 1.4. A fix will be uploaded momentarily.
Nex Nova 28 Jul, 2024 @ 7:23pm 
downgraded my version to 1.4 and was going to use this mod, works fine, except for when I try to open the dev menus, menu fails to open and I get this error:

Exception filling window for Verse.ImmediateWindow: System.TypeLoadException: Could not load type of field 'LTS_Repair.RH_Building_FleshweaverObelisk:noiseSourceComp' (2) due to: Could not resolve type with token 0100001d (from typeref, class/assembly RimWorld.CompNoiseSource, Assembly-CSharp, Version=1.5.8909.13066, Culture=neutral, PublicKeyToken=null) assembly:Assembly-CSharp, Version=1.5.8909.13066, Culture=neutral, PublicKeyToken=null type:RimWorld.CompNoiseSource member:(null) signature:<none>

(i should mention that I don't have any of the dlc's)
SeasonedSoulsBorne 28 Jul, 2024 @ 2:10am 
@ LTS
Yeah rpg and repair hub, from what i see the hp for the weapon goes over 100 and keeps going higher, even covering your pawn
LTS  [author] 28 Jul, 2024 @ 12:25am 
@ SeasonedSoulsBorne
There’s a strange interaction with rpg inventory that does that.
SeasonedSoulsBorne 27 Jul, 2024 @ 7:27pm 
Huh, i keep seeing the bar of a weapon get higher and higher if someone has a belt/implant in their inventory, and their weapon being 100%
Tirith Amar 11 Jul, 2024 @ 10:12pm 
May i suggest introducing a new repair hub for items that allows repairing items more quickly at the cost of electricity and 2x2 building size, and nothing else?
Azazelim 1 Jul, 2024 @ 4:40pm 
I see, may I suggest turning off the feature for equiped weapons? or have the ability to turn it off on the mod options, weapons don't get damaged on combat anyways so that would be a work around
LTS  [author] 1 Jul, 2024 @ 2:31am 
@Azazelim
I've not yet figured out why, but the rpg inventory mod seems to remove the maximum health limit, and even subvert my manual maximum health checks.

Also, I'm planning to change the code so that it heals 'equipment', rather than apparel and the held weapon specifically. So hopefully that should target side arms.
Azazelim 30 Jun, 2024 @ 8:53pm 
awsome mod, but i did noticed an issue, the hp of the equiped weapon just constantly keeps going up past the maxium limit, and since I use a mod that reworks the inventory screen this causes the square that represents the weapon equipped to just blocks a huge part of the screen, other than that, great mod.
Also, do you think you can also restore the hp for side arms that are on your inventory but not equipped, thanks :D
LTS  [author] 25 Jun, 2024 @ 8:11am 
Odd...
ShinUon 25 Jun, 2024 @ 8:09am 
@LTS I confirmed it was updated (including manually re-subscribing) before testing. I also tried again just now and it's the same error.
LTS  [author] 25 Jun, 2024 @ 5:48am 
@ShinUon
I imagine steam hasn't automatically downloaded the update. I'd recommend manually redownloading the mod to force it.
ShinUon 25 Jun, 2024 @ 5:34am 
Still getting the same errors as before. Also noticed there was a third error in-between but I didn't notice before it was related to Repair Hub.

Exception getting types in assembly LTS_RepairHubs (cut)


XML error: <generalRules><rulesStrings><li>subject-&gt;repair hubs</li><li>subject_story-&gt;oversaw the growth of labour mechanoids</li><li>subject_story-&gt;was hired by an ultratech mercenary group to find a better way for their scouts to maintain their gear on long solo missions</li><li>subject_story-&gt;found a way to maintain the crumbling architecture of poorer worlds</li><li>subject_gerund-&gt;using mechanites for repairs</li></rulesStrings></generalRules> doesn't correspond to any field in type ResearchProjectDef. Context: <ResearchProjectDef><defName>RH_RepairHubsResearch</defName> (cut)

Could not resolve cross-reference: No RimWorld.ResearchTabDef (cut)
LTS  [author] 25 Jun, 2024 @ 2:02am 
Hopefully that should be fixed now.
LTS  [author] 24 Jun, 2024 @ 4:01pm 
Odd, but an easy fix. I’ll sort that out tomorrow morning.
ShinUon 24 Jun, 2024 @ 3:42pm 
I downgraded to 1.4 and am seeing these two errors in the debug log:

"Exception getting types in assembly LTS_RepairHubs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null. Some types may not work correctly. Exception: System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown."

"Could not resolve cross-reference: No RimWorld.ResearchTabDef named LTS found to give to Verse.ResearchProjectDef RH_RepairHubsResearch"

Don't remember seeing these when I played a few months ago when 1.4 was still the latest version.
LTS  [author] 24 Jun, 2024 @ 3:32am 
That's certainly rather odd. I'll look into it.
Smeghead 21 Jun, 2024 @ 6:41am 
So I came with bad and kind of weird news. There appears to be some kind of incompatability between this mod and Fortifications - Industrial. When this mod is loaded alongside it, any Reinforced/Rebarbed concrete you make from that mod breaks. Your pawns will not recognize it as a valit building material. However any of said material you spawn in with debug commands works as it should
Jw42291 20 Jun, 2024 @ 5:55am 
Thanks LTS <3
LTS  [author] 20 Jun, 2024 @ 3:00am 
Aaand done.
LTS  [author] 20 Jun, 2024 @ 2:31am 
I know exactly what's causing that.
As the twisted obelisk doesn't have the field for unlocking research, both mods are patching one in, which is causing the error. An inelegant solution would be to do the patch differently depending on whether Maleficus' is detected or not, but it'll do for now. Give me a few minutes.
Jw42291 19 Jun, 2024 @ 8:04pm 
Hi, im getting a red error "XML RimWorld.EntityCodexEntryDef defines the same field twice: discoveredResearchProjects." with just this and "Maleficus' Fleshmass Mutations" not sure how to properly report this but hoping I can figure it out with some help <3
LTS  [author] 5 Jun, 2024 @ 7:22am 
Ah. That’s ironic. I’ll get that fixed in a few days once I’ve finished moving house.
Oler009 5 Jun, 2024 @ 6:45am 
Why is the Architect repair hub breaking down =)?
did the Architect create it for sure?
3 Jun, 2024 @ 5:51am 
The durability of weapons will be full
Daeharde Trihardt 23 May, 2024 @ 3:39pm 
@LTS Sweet, I'm super excited!
Resistance Band. 21 May, 2024 @ 4:09am 
@LTS Meant to be an uncraftable, stronger implant for nomadic and/or raiding-heavy playthroughs :D
LTS  [author] 20 May, 2024 @ 5:22am 
@Daeharde Trihardt
I have future plans for this mod and, if I've figured out how mod options work at that point, I'll definitely add something like that.

@GeckoBoyer
I'm not exactly sure what an archotech version of the repair hub would do.
Resistance Band. 20 May, 2024 @ 4:11am 
You're an absolute beast with the updates! Thanks for all your amazing mods (Implants is legendary work)

Would you consider making an archotech version of the implanted repair hub?
Molay 13 May, 2024 @ 12:42am 
I just want to say how much I appreciate this mod, along your other mods. It really makes being a true SOLO mechanitor a lot more fun if you can augment him up the wazoo in all regards.
Daeharde Trihardt 18 Apr, 2024 @ 12:18pm 
Thank you so much for the updates, LTS!

I don't want to be that "THANK YOU, BUT GIMMIE GIMMIE" user, but I'd figure I would put the suggestion in if you ever feel so inclined;

It would be fantastic if we could get a mod configuration menu to adjust the HP amount/rate of individual structures, so that if we have unconventional balance in our saves, it would be easier to adjust than fiddling around with the mod files.

Have a good one!
General Omen 16 Mar, 2024 @ 8:14am 
Legend.
LTS  [author] 16 Mar, 2024 @ 7:26am 
*support 1.5, in addition to 1.4
LTS  [author] 16 Mar, 2024 @ 7:25am 
Never mind, I updated it to 1.5 now
LTS  [author] 16 Mar, 2024 @ 6:39am 
Assuming nothing breaks the code to badly, I intend to have this updated fairly promptly after the update.
General Omen 16 Mar, 2024 @ 6:20am 
I do hope this goes with 1.5 :D
AerosAtar 15 Mar, 2024 @ 11:33am 
Vehicles are, technically, pawns IIRC.
LTS  [author] 25 Feb, 2024 @ 3:28am 
Probably not. I have no idea what they count as, code wise.
TAHE 13 Feb, 2024 @ 9:07am 
would these repair vehicles from VVE
Sera 10 Jan, 2024 @ 1:31pm 
@sssniper
Im going to assume because it only does clothes. It says "each apparel"
Sssnipercat1 21 Dec, 2023 @ 6:07pm 
i have put a repair hub implant in one of my war casketed pawns and it doesn't repair her gun
LTS  [author] 21 Dec, 2023 @ 5:28am 
I don't believe so
Sssnipercat1 19 Dec, 2023 @ 7:04pm 
would equipped items like guns also be repaired by the implanted repair hub?
LTS  [author] 18 Sep, 2023 @ 11:50pm 
Huh, thanks for letting me know
cass 18 Sep, 2023 @ 9:12pm 
So I don't quite understand why, but "RH_Races_Humanlike_Patch.xml" prevents the repair implant from being installed in VE Androids. Removing the file fixes the issue, and the regular human surgery seems to work fine without it.
[SV] 14 Sep, 2023 @ 12:12am 
was about to ask mod option to let us change the repair rate, but XML based modification is fine as well, I only want gear repair stuff to repair 2 hp per trigger instead of 1 (I found out 1 is surprisingly prolonging my gear's life quite a bit despite playing with high rate of major threat storyteller and yayo combat, so I assume 2 will make it quite permanent without being too OP)
LTS  [author] 13 Sep, 2023 @ 9:50am 
I suppose that would be a relatively easy and sensible change to make. I'll add that to the list of changes for when I get round to updating the mod, though I can't promise it will be any time soon.