RimWorld

RimWorld

Paramedic Can Repair
51 Comments
逸轩 18 hours ago 
The pre process machine of the rescue machine needs to add maintenance function, otherwise it will have no soul
Sentinel 12 Jul @ 3:19pm 
Increase for both, takes a while for big mechs.
Rafocale 12 Jul @ 7:48am 
Yes, but also buff player mechs repair speed, can take literal days for them to repair a heavy mechanoid.
μuKnew 12 Jul @ 7:27am 
I lean towards yes. They aren't too much of a threat on their own, so giving them a stronger niche might be a good idea. And thanks for the mod/update!
Demrenus  [author] 12 Jul @ 2:54am 
Hello! I updated the mod for 1.6. I was also wondering if I should increase the repair speed of enemy paramedics. I would be glad if you said "yes" or "no". Thanks.
I've tested the mod, it should work fine. But if there are any errors, please notice me of them
μuKnew 11 Jul @ 8:10am 
| +1
|
V
Bill Clinton 11 Jul @ 6:37am 
Thank you, take your time <3
Demrenus  [author] 8 Jul @ 11:44pm 
Sorry, I'll update it as 1.6 is fully released. I don't have that much time for now, sorry
Demrenus  [author] 2 Jul @ 6:46am 
Hello, I'll update it in the next few days
洁晓 29 Jun @ 11:35am 
1.6?
Colossus of Chodes 26 May @ 1:58pm 
I don't know if it's possible, but I feel that buffing the repair speed for enemy paramedics would make them much more of a problem - as-is their repair speed is extremely slow, so shelling a group of mechs tends to essentially split their forces as a bunch of them hang back being slowly repaired by the paramedics.
Demrenus  [author] 25 May @ 10:14am 
Any mods that may conflict?
Cruel Moose 24 May @ 11:16am 
Been getting consistent crashes lately when paramedics try to repair each other.
Demrenus  [author] 30 Apr @ 3:06pm 
Aetheriox, I don't think so. Atleast, there shouldn't be any (I hope)
Aetheriox 27 Apr @ 9:09am 
are there any incompatibilities? my paramedics suddenly stopped repairing any mechanoids
Demrenus  [author] 3 Dec, 2024 @ 12:03am 
cosmic metaball, no, they repair just like as if they were repaired at station
Cosmic Meatball 2 Dec, 2024 @ 4:31pm 
do they repair faster than a normal mechanitor?
TheLastThrumbo 7 Nov, 2024 @ 12:44pm 
No problem @Demrenus. I love the idea, and to be honest I have 200+ mods so there very well may be a conflict.

That error made it so I could not move the colonist no matter what I did. This was about "3 days" into the game after including the mod. There's another "X-mech can repair" mod out there I've been using and I haven't had an issue since. Apparently it just adds the *repair mech* job to all mechs that can smith.

I hope this was helpful in some way!
Demrenus  [author] 6 Nov, 2024 @ 4:15am 
That's weird. Thanks for letting me know, TheLastThrumbo
TheLastThrumbo 2 Nov, 2024 @ 11:12pm 
Yeah it was this mod. No big deal but just thought I'd let you know.
TheLastThrumbo 2 Nov, 2024 @ 5:09pm 
Got a bug saying a pawn meleed an enemy out of melee position after installing. I'll edit to report back to see if this mod was really the issue
Lilith 8 Aug, 2024 @ 10:17pm 
May you please make it compatible with "Advanced Mechanoids" mod? (it has improved parameics):steamhappy:
Demrenus  [author] 9 Jun, 2024 @ 1:13pm 
No problem karest.bedro, thanks for your comment and hope you enjoy the mod!
karest.bedro 9 Jun, 2024 @ 12:30pm 
Although I'm not playing yet, as I'm waiting for the Combat Extended update, but the mod gives me high hopes, so thank you for an extremely useful mod that once again stitches up the holes left by the developers of the original.Thank you.
Demrenus  [author] 28 May, 2024 @ 3:06am 
Hey PlinkPinko, if paramedics have the same ai as vanilla ones, then yes, sure
PinkPlinko 27 May, 2024 @ 1:39pm 
Howdy, when you get time to, could it be possible to add a patch to the paramedics added by Beyond Our Reach ? Thanks in advance!
Demrenus  [author] 9 May, 2024 @ 5:06am 
Updated the mod - made it compatible with "Tiered Mechs" mod (it has "Paramedic Plus and Paramedic Ultra). They won't appear in raids, though.
FlareFluffsune 2 May, 2024 @ 2:30pm 
So I thought I would mention that if you have Paramedics before you activate this mod you will need to destroy them completely (Don't resurrect) for the new job to take effect.
Demrenus  [author] 30 Apr, 2024 @ 8:58am 
Updated the mod, added 1.4 compatibility. Removed useless debug (if you had any "false/true" in dev log - sorry, that's the mod that caused it). Also made "AutoRepairing" job work only and only with mechs by changing "ShouldSkip" method in the mod code.
Demrenus  [author] 30 Apr, 2024 @ 6:51am 
Thanks FlareFluffsune. I'll take a look and try to make it compatible with 1.4
FlareFluffsune 30 Apr, 2024 @ 3:26am 
I thought I would follow up from the 1.4 question previously asked, this does not appear to function on 1.4. (I haven't updated yet because 350 mods and I don't own the new DLC)
PremiumPvP 27 Apr, 2024 @ 8:23pm 
The mod is fantastic, especially since my mechanitor does other things over reparing.
Demrenus  [author] 27 Apr, 2024 @ 8:19pm 
Nice! Thanks for checking that out and providing this information! Hope you like the mod
PremiumPvP 27 Apr, 2024 @ 8:15pm 
So... it does fix it. I found this out as my paramedic was killed, resurrected, and now can repair other mechs.
Demrenus  [author] 27 Apr, 2024 @ 8:01pm 
I'm not sure. It seems that paramechs will not be able to change (add/remove) their jobs after they are made - the game probably loads information about jobs from paramedic entity, and since there is no repairing job (because it was made before the mod was added), it can't repair mechs. And I don't think ressurecting will work because the game probably saves the information about entity and just copies it back. But I think it's worth giving it a try in dev-mode
PremiumPvP 27 Apr, 2024 @ 7:57pm 
So, What if the paramedic died since I made that comment and it was ressurected. Hypothetically...
Demrenus  [author] 27 Apr, 2024 @ 7:46pm 
Yeah, if you made paramedic before installing this mod, paramedic won't be able to repair mechs
PremiumPvP 27 Apr, 2024 @ 6:28pm 
It says it isn't assigned to repairing. Do I need to make a new one?
Demrenus  [author] 27 Apr, 2024 @ 5:10pm 
I don't remember the actual name of the button, but this button allows to repair mechs without having to enter battle mode
Demrenus  [author] 27 Apr, 2024 @ 5:02pm 
It should though. Have you enabled "Auto Repairment" button in mechs that need to be repaired?
PremiumPvP 27 Apr, 2024 @ 4:57pm 
Why is my paramedic not actually repairing anything?
残风中的回忆 26 Apr, 2024 @ 5:33am 
Thank you for your answer.
Demrenus  [author] 26 Apr, 2024 @ 5:27am 
JobGiver is for enemy paramedic, so it would repair enemy mechs. WorkType is for paramedics under player's control
残风中的回忆 26 Apr, 2024 @ 5:06am 
@Demrenus
Great news! This issue has already been fixed. I believe you resolved it by setting alwaysStartActive to false, which means the pawn’s work type is not initially activated. However, I’m curious: since you’ve already specified in the JobGiver definition that the target must be a mechanoid, why would this job still be assigned to non-mechanoid targets?
Demrenus  [author] 26 Apr, 2024 @ 4:13am 
@残风中的回忆
Hello, thanks for your answer. Indeed, this job seems to be given to overseers as well, since I thought that it was a game thing. I fixed that with the new update, please take a look and tell if the problem is still there
残风中的回忆 25 Apr, 2024 @ 11:06pm 
Hello,i find that this repair work also will be given to the overseer,even i do not allow him to do smithing works. is there anyway to make only Paramedic to do the repair work but not give to the overseer?
Demrenus  [author] 25 Apr, 2024 @ 4:51pm 
Made a small update. Now paramedics will appear in raids and events (But I'm not sure about DLC ones since I don't have them) and they will repair other enemy mechs sometimes, if they are idle and they don't attack player faction. If you dislike these changes, you can disable them in the mod config. HOWEVER please restart your game after making these changes, since the mod patches the game and it's not possible to "re-patch" the running game.
I also removed the job from the list (it's still in the code) since it's not supposed to be there in the first place.
Since I don't have a lot of time to test every changes I made (Of course I checked them in dev-mode, but that's not enough), I'd be glad to hear out some feedback whether the mod works correctly. If there are any problems, please write me about them. Thank you.
Demrenus  [author] 23 Apr, 2024 @ 11:09am 
@Kitsu Thank you. To be honest, I had no clue that similiar mod exists (well, I'm not similiar with chinese code). I don't think there is a need to add new mechs as I think paramedic does enough. However, as Jestre suggested, I'm planning to add paramedics (as enemies) in mechs raids and make them be able to repair enemy mechs. I guess it will be configurable.
Kitsu 23 Apr, 2024 @ 10:54am 
@Demrenus Hi! Thx for mod. By the way, this mod[Reinforced Mechanoid 2] implements a mechanoid repair system. There were small mechanoids that automatically repaired damaged ones (just as enemies could do this, so can you). Alas, the mod is abandoned...
Demrenus  [author] 22 Apr, 2024 @ 2:39pm 
well the mod is quite simple and I don't think it has any conflicts with 1.4, so you may try running it on 1.4. If not, I may port it to 1.4 as well.