RimWorld

RimWorld

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Repair hubs
   
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Mod, 1.4, 1.5
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696.629 KB
25 Aug, 2023 @ 12:33am
25 Jun @ 2:01am
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Repair hubs

Description
Adds a variety of structures that repair nearby walls and a couple of items that slowly repair equipment, all unlocked by a new research:

- Small repair hub: restores 10 HP to structures in a radius of 6 tiles once every 5 seconds.
- Large repair hub: restores 10 HP to structures in a radius of 32 tiles once every 10 seconds.
- Archotech repair hub: restores 10 HP to structures in a radius of 4 tiles once every second. Doesn't require power but can't be crafted.
- Repair hub belt: restores 1HP to held weapon and each apparel item twice per day, modified by quality, e.g. once per day for awful and 4 times per day for legendary.
- Implanted repair hub: restores 1HP to held weapon and each apparel item twice per day

With Anomaly:
-Fleshweaver Obelisk: grants up to 5hp/day regeneration in a radius of 4 with a chance to mutate pawns on average once every 45 days
-Fleshweaver Implant: grants up to 2hp/day regeneration with a chance to mutate the pawn on average once every 120 days

Big thanks to everyone on the rimworld discord for the help with coding and to Oskar, who's work these items are inspired by.
74 Comments
Tirith Amar 11 Jul @ 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 @ 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 @ 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 @ 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 @ 8:11am 
Odd...
ShinUon 25 Jun @ 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 @ 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 @ 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 @ 2:02am 
Hopefully that should be fixed now.
LTS  [author] 24 Jun @ 4:01pm 
Odd, but an easy fix. I’ll sort that out tomorrow morning.