RimWorld

RimWorld

Repair at Crafting Bench
65 Comments
Kowhaifan 16 hours ago 
good mod, love this shit. so happy i dont gotta replace my damn masterwork psyfocus hear every two days.
FirstBornAcorn 10 Jul @ 10:22pm 
I know i'm the worst for asking this :) but this is my favourite mend/repair mod.
1.6 planned?
swwu  [author] 23 May @ 12:18am 
For people with disappearing items, do they disappear instantly? or only after being repaired some amount?
luh grunch 6 May @ 2:31pm 
my brainworm tells me to ditch hugslib, any alternative mod? LTS maintenence is nice, but they wont repair non-worn apparel.
Animal 7 17 Mar @ 3:53pm 
I have the same issue as Sanicek
sanicek 4 Mar @ 3:03pm 
instead of getting repaired my items now disappear, all workbenches, nothing at all in the log :( just posting in case anyone encountered this and managed to pinpoint the issue, maybe a mod conflict.
swwu  [author] 15 Feb @ 2:53am 
Alright, wildebeest sash is fixed.

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.
sybersmoke 31 Dec, 2024 @ 5:04pm 
@Tinda If your looking for a relatively balanced method for taint removal, I suggest Dub's Bad Hygiene. You can toss 5 tainted items into a Washing Machine and let it spin baby spin to get out the blood and stank.
Tinda 15 Dec, 2024 @ 8:07am 
Would it be possible to let repair also remove taint?
Animal 7 8 Nov, 2024 @ 1:36pm 
Great mod, exact;y wjat i was looking for
Animal 7 8 Nov, 2024 @ 1:35pm 
Oh but you don't understnad, in REAL LIFE you must make a machining table to patch some holes in your T-shirt!
evilgiraffe666 29 Oct, 2024 @ 9:26am 
Another victim of the wildebeest pelt sash over here. I'll work around it by restricting the job, but it's weird! Is it missing some value in the sash?
Scorpio 17 Oct, 2024 @ 12:12pm 
bro settings are vanilla consider ditching hugslib
_:FBF:_Roob 12 Oct, 2024 @ 12:33am 
Possible Bug: I can't repair my coronets. Not at the (electric) smithy, nor any other crafting bench. My colony is still missing the fabrication bench, but that seems unlikely to be the fix.
kyrambox 3 Oct, 2024 @ 4:23am 
it seems this mod is too powerful, all weapons and apparel now are eternal. Is it possible to make smth about it, i.e. repairing reduces durability to 90% every time... or need resources for repair?
Maturius 1 Oct, 2024 @ 4:09pm 
Super impressed. Feels lore friendly and very satisfying.
Lord_Lukes 9 Sep, 2024 @ 4:53am 
best mod i have been looking for hours to find a mod that up to date and works that has no bugs this mod works well and im very impressed with this mod and satisfied
Kulmyth 4 Sep, 2024 @ 10:07pm 
@swuu Yeah that's fair, appreciate the response though!
swwu  [author] 4 Sep, 2024 @ 8:09pm 
@Kulmyth Sadly I've literally never tried this with MP, and it's not easy to test, so I'm not sure. In theory it doesn't do anything that couldn't be synced by MP, but...
Kulmyth 1 Sep, 2024 @ 7:51pm 
Would there be any incompatibility with Multiplayer mods? Specifically the one just called "Multiplayer", because when I try to add a bill to repair items it just doesn't create the bill, happens with both people in the session
GeneralTso 29 Aug, 2024 @ 10:19pm 
yo thanks for this ive been looking for something exactly like it
swwu  [author] 26 Aug, 2024 @ 10:21pm 
@celest7k Issue with fabricors conducting skilled repairs should be fixed now. I unfortunately haven't been able to reproduce the wildebeest sash issue.

@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.
PsyberTrigger 9 Aug, 2024 @ 5:00pm 
@Arizona Ranger, one way (one of many) is to set a minimum durability on the pawn's apparel assignment. They will take off any items below their minimum automatically.
Gas Town War Boy 8 Aug, 2024 @ 3:59am 
so im slightly confused how do u make the colonist take off thier gear and repair it or is it some type of you ahve extra of that gear and make a rule for you colonist tot take off low durabilitya nd repalce then repair the old ones?
celest7k 8 Jul, 2024 @ 4:35pm 
Ther is a bug when a mech repairs an item:

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)
Muffl 13 Jun, 2024 @ 6:43am 
@Amberclad
I also would love a little experience from repairing tons of items :)
Thasher 12 Jun, 2024 @ 9:12am 
For some reason the lightsabers from the kotor and force psycast mod doesnt show up in the repairs.
Hexatron 25 May, 2024 @ 3:53am 
Hmm it is the main crafting workbench from the rimatomics mod. The one that makes the hazmat suits, fuel rods and armor. Was unable to repair those suits/armors from that mod.

https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=1127530465
swwu  [author] 25 May, 2024 @ 2:05am 
@Hexatron
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?
Angelis Mortis 19 May, 2024 @ 8:06am 
So how do you repair capture gear?
RedWidow 19 May, 2024 @ 7:28am 
Hugslibs is really bugged for some users, including me (I only have 11 mods). Any chance of a version that doesn't require it ?
Hexatron 18 May, 2024 @ 1:45am 
Picked this up as an alternative, as mendandrecycle was never updated to 1.5 so far. Unfortunately it does not seem to recognize workbenches from other mods? As i am unable to add the repair task to the worktable added by another mod i am using.
Vermillion Cardinal 11 May, 2024 @ 9:44am 
@swwu It seems the problem has happened again, this time with a normal 91% wildebeest pelt sash. I'm starting to wonder if the wildebeest pelt stuffing is the issue here, at least for my case, although two pairs of boots with the same material were repaired just fine. I was AFK so I wasn't sure if there was anything else prior. No errors reported in the console.

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.
LyNX_019 10 May, 2024 @ 6:56am 
I can't find the repair bills in my hand-tailor bench :steamsad:
other bench e.g. Fueled smithy work fine
Amberclad 3 May, 2024 @ 12:28pm 
is there a way to gain crafting experience through repairing?
Ghaag 2 May, 2024 @ 5:27am 
Repairing should remove the "Tainted" status. At least as an option.
Vermillion Cardinal 25 Apr, 2024 @ 4:21am 
@swwu I've 224 mods active. There's been a few other sashes since (I wasn't paying much attention to my stockpiles) but so far AFAIK the issue hasn't repeated itself. I'll let you know if it happens again.
swwu  [author] 24 Apr, 2024 @ 3:52am 
@Vermillion Cardinal
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
Vermillion Cardinal 22 Apr, 2024 @ 5:49pm 
@swwu I've just encountered the same issue regarding sashes after two of my crafters went into extreme break from trying to repair a 50% durability wildebeest sash.

Iirc there were no errors reported in the console.
Arsins 19 Apr, 2024 @ 8:39pm 
Amazing mod <3
swwu  [author] 18 Apr, 2024 @ 7:29pm 
@Skissors_
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?
Skissors_ 18 Apr, 2024 @ 5:04pm 
Might be one of the other mods I have, but Repairing a Sash doesnt work in my core+biotech+ several other mods save file. It gets stuck at 50%, and freezes the pawn trying to repair it in place until they pass out from exhaustion. I otherwise have to right click force them to do something else. Had to set the repair to ignore sashes.
Simbach Vazo 18 Apr, 2024 @ 4:55pm 
No need for new workbenches AND it doesn't start to cost the same amount for a replacement? Cube bless you.
GarethTheGoblin 18 Apr, 2024 @ 10:35am 
thanks mate
Holarula 17 Apr, 2024 @ 9:40pm 
hero
Laub 17 Apr, 2024 @ 8:32pm 
Nice artwork cover
luh grunch 17 Apr, 2024 @ 12:56pm 
better than the og
zweifoxx 17 Apr, 2024 @ 12:49pm 
Love to see it, thank you!
Emberbuck 17 Apr, 2024 @ 12:38pm 
Does this remove the tainted apparel tag?
gooseduck1372 16 Apr, 2024 @ 10:27am 
Thank you for the nice mod