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1.6 planned?
It turns out the reason was because wildebeest leather gives a really significant penalty to item hp, which means that our hp repaired per tick was being rounded down to 0. Items now always repair at least 1hp per tick.
@Amberclad @Muffl I believe the mod _is_ currently set up to provide experience from repairing; you gain some fraction (i don't remember the exact numbers) of normal crafting XP per tick repaired.
Exception in JobDriver tick for pawn Mech_Fabricor721926 driver=JobDriver_Repair (toilIndex=9) driver.job=(RepairAtWorkbench (Job_7637784) A = Thing_TableMachining91544 B = Thing_Gun_AssaultRifle422492 C = (170, 0, 173) Giver = JobGiver_Work [workGiverDef: DoBillsMachiningTable])
System.NullReferenceException: Object reference not set to an instance of an object
[Ref DBAD7836]
at RepairAtWorkbench.JobDriver_Repair+<>c__DisplayClass7_0.<DoBill>b__1 () [0x0010e] in <8c86cca6ef1e42cda19712d453d7245d>:0
at Verse.AI.JobDriver.DriverTick () [0x00163] in <72fb28176d674cdd963ae170370f6233>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.AI.JobUtility:TryStartErrorRecoverJob (Verse.Pawn,string,System.Exception,Verse.AI.JobDriver)
I also would love a little experience from repairing tons of items :)
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=1127530465
Which mod and which workbench? It should work for any item at any workbench that matches the conditions described (has a "production" tag, bill has a single item, uses an unfinished item). It's possible some mods aren't tagging their workbenches correctly as "production" workbenches, but that would be outside my ability to fix.
@Vermillion Cardinal
Wildebeest from vanilla animals expanded?
I've tested it a little by spawning and damaging random sashes: a legendary elephant leather sash, legendary musk ox wool sash, good alpaca wool sash, masterwork araneron sash, and a normal cloth sash. All were repaired with no issue together with a few other looted sashes. When I picked the wildebeest pelt sash my tailor would be repairing it until his needs collapsed; this included a freshly spawned and damaged excellent sash.
other bench e.g. Fueled smithy work fine
how big is your modlist? this is almost certainly a conflict, but if it's not too big I could try to look into what exactly is causing it
Iirc there were no errors reported in the console.
Yeah, seems like a conflict - sashes seem to repair fine for me (using Core + all DLC + this mod). Are you getting any error messages in the console when this happens?