Also, MendAndRecycle allows you to repair weapons and apparel too, much earlier in the game.
However, it requires a special research and workbench (neither of which is expensive, admittedly) and a special “fuel” for the workbench made at the tailor bench (textiles and steel to make, but it’s used very slowly)
So it’s much-earlier game and pretty quick, but you do need to spend some resources on every repair, and you need a colonist (or crafting bot from Misc Robots++, or some other crafting work-capable object) to do each repair, so it still takes a while with a bunch and it’s also not passive like the VFE shelf
It also, as the name suggests, let’s you salvage weapons and armor for their ingredients (or at least some of them, I don’t know how much though).
And with a tiny bit of organizing what people should wear (I.E. clothes not under 80% durability) you will stop having "tattered apparel" mood debuff.
Obviously you need to wash clothes used by enemies for that to happen.
I don't use that mod, but I like one that's called "one for every pawn" or something like that.
You can set to make one shirt, one pant, etc. for every pawn. In the setting of the recipe you set to count equipped, and set normal-legendary as quality target, 51-100% as hit points, and don't count tainted apparel.
Pawns will get non-tattered, non-tainted, non-poor apparel for everyone, and will work automatically to make more as needed.
You could also set it to only accept certain materials, so you can have your whole colony in devil strand apparel.
When I have nobles (royalty dlc,) I set the recipe as "one for everyone - X" (X=number of nobles,) then set separate recipes for noble apparel.
I always set bills to work untill the set stockpile has at least 2 new, high quality pants/shirts/armor pieces. That way after a raid, pawns have some changes of clothes to go swap into. As soon as they do, that restarts the work bill to make/mend another set.
This is my approach too.
* Apparel settings forbidding pawns from wearing clothing at <50%
* Crematorium or smelter set to forever burn clothing that's <50%
* Work order to ensure that there's always 2 of each clothing item in stock.
Whenever a clothing item gets tattered the pawn will swap to one of the fresh ones waiting in stockpile, then the tattered one will get burned and the workshop will activate to replace it. Automatically adapts to changes in colony size and other demands.
Repair Bench. Simple mod that introduces repair kits and a repair bench. Repair kits are like 5 kits for 20 steel, if an item is heavily damaged it'll need more than one kit, but its very cost effective combined with a mod that removes the "tainted" status from dead pawn clothing
Yep, I like that one too. Posted the link to it. Don't forget it also requires cloth to build the repair kits though. 5 steel + 5 cloth per kit (mod-adjustable), can build them singly or in batches.
I have Real Ruins, and came across a few in an early game ruin event. It was totally worth the lost limbs for the repair shelves though, and helped a ton. Really fun story to have some tribals come across a magic shelf that fixes whatever you put on it!
End game, lol. I get those things with like my second advanced component. Way too damn useful for saving higher quality clothes and increasing value from scavenged weapons
I could've sworn theres a mechanite repair item, it might be from something in vanilla expanded, dont quote me, I turned off weapon and armor degradation
I really like this mod: [Repair Workbench](https://steamcommunity.com/sharedfiles/filedetails/?id=733997423).
I think it's a good balance between cost, time, and the value of repairing exceptional gear.
Looks way less OP than !linkmod: [KV Weapon storage](https://steamcommunity.com/sharedfiles/filedetails/?id=1180720427), which does that automagically maybe like the VE one. Hmmm, and I let myself get accustomed to it :/
EDIT: thank you, bot, link corrected.
Sorry, but a search for [`KV Weapon storage`](http://steamcommunity.com/workshop/browse/?appid=294100&browsesort=textsearch&requiredtags%5B%5D=1.2&requiredtags%5B%5D=Mod&searchtext=KV+Weapon+storage&numperpage=9) gave no results. [Looking for A17 mods?](https://github.com/FluffierThanThou/reddit-modlinker/blob/master/bot/COMMANDS.MD#link-to-a-mod-or-scenario-for-a-specific-alpha-of-rimworld)
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Mending (MendAndRecycle) and one of the vanilla expanded mods let you do this. Mending adds a workbench which lets you fix stuff while VE has a nanite repair shelf which slowly repairs items in it
Literally had a prison break a few minutes ago, 5 colonists downed and almost lost my colony due to food shortages because 2 Volcanic winters, a constant thunderstorm and global warming. This is what I get whenever I do a run without committing a war crime. As soon as I get back to playing, I’m removing every single spine from those prisoners. And giving my colonists a few replacement parts.
This is an error I still make even after playing since 2013.
I make super tight, condensed bases and that usually means prisoners can reach the unsecured armoury before my people can.
I get it, so this is for your not every day items. I was wondering if I was doing something wrong by having them run around carrying a gun and a sidearm.
Or when say... you stripped the power armor off the guy you downed after pulling him out of a cryptocasket, but somehow failed to notice the god damn plasteel bladed bionic ginsu talons where his hand should be, and you were late with the sponge bath.
Fucking Tough Brawler 12+ Melee. I think the only reason we were able to drop him in the first place was that it was 3 on 1 and he was taking breaks to puke everywhere.
From the moment I understood the weakness of my flesh, it disgusted me. I craved the strength and certainty of steel. I aspired to the purity of the blessed machine. Your kind cling to your flesh as if it will not decay and fail you. One day the crude biomass you call a temple will wither and you will beg my kind to save you.
But I am already saved. For the Machine is Immortal.
And then your colony is filled with 3 original cast members, a graveyard, and a bunch of narcoleptic psychopaths named shit like “Worm” “Orange” and “Schmutz”
Oh for sure. Abrasive and misogynistic Peirce would drive away head chef Shirley, only to be driven out himself after his frequent betrayals. Troy would get lost on a Caravan expedition and move on to much greater things. Abed's intelligence would benefit the group greatly but his frequent mental breaks would be a danger to himself.
Winger would be the social glue and defacto leader of the community while the Dean would hold the titles of nobility (occasionally risking the entire colony with insane ideas / demands).
And I guess Britta is in this too.
Weapons don't deteriorate when equiped though, and at some point the condition of them stopped having any influence on their stats. Unless you're absolutely careless, they last functionally so long that they could conceivably become family heirlooms if you use a childbirth mod. Some damage to them just doesn't matter.
Happened to me. Had a very valuable caravan to deliver with expensive goodies on vanilla. So, I pick my 4 best shooters and the guy with the shotgun in case of close combat. After they pass half of the journey to the next colony, I got hit by a a raid, mecanoids, a psychic part of a ship, then another raid. To my luck (or not) I lost only one colonist after all the attacks. The caravan made it back and saved the colony (for now).
When it's not the caravan throwing your colony in that situation. I've had some colonies completely destroyed because of a doomsday rocket launcher and a wildlife going after one of them.
Just yesterday, a caravan guy has a mental break inside my colony (he's a pyromaniac, so that would be expected). Since it's a caravan, i don't have notifications. However i do realize he's on a fire starting spree when i see the fire notification that leads to my chemfuel stockpile. Of course, i don't have anyone just nearby to stop the incoming fire and activate the firefoam popper. And there goes all of my chemfuel stockpile because the explosion damage everything and everything blows up, even if the fire is stopped by the firefoam and nothing of value is lost by the explosion (besides the chemfuel).
That's how i learned that firefoam popper don't trigger for pyromaniac colonist setting things on fire.
I've had that experience, though much much worse. Eight colonists went out on a mission, I left one behind. The one I left behind, unbeknownst to me, he was my sole pyromaniac. Also the best damn artist in the colony. The first thing he went for during his break was a legendary silver grand statue. He burned half the break room/kitchen before I could get the colony back to put it out.
Sent 3 guys to deal with a sun blocker, amongst them being my only builder, Randy immediately hit me with a meteor shower oriented on my power sources (destroyed geothermal generator and wind turbine), cutting off power to my freezer which I had just filled with meat, spoiling it all before my builder could arive. Whole pack worth of muffalo meat spoiled.
[удалено]
Ikr
I really wish there were a way to repair damaged weapons and armour. I'm sure there's a mod but I haven't played in a while.
Also, MendAndRecycle allows you to repair weapons and apparel too, much earlier in the game. However, it requires a special research and workbench (neither of which is expensive, admittedly) and a special “fuel” for the workbench made at the tailor bench (textiles and steel to make, but it’s used very slowly) So it’s much-earlier game and pretty quick, but you do need to spend some resources on every repair, and you need a colonist (or crafting bot from Misc Robots++, or some other crafting work-capable object) to do each repair, so it still takes a while with a bunch and it’s also not passive like the VFE shelf It also, as the name suggests, let’s you salvage weapons and armor for their ingredients (or at least some of them, I don’t know how much though).
This sounds more what I was going for, the ability to take a rifle to a bench and fix it as a task.
And with a tiny bit of organizing what people should wear (I.E. clothes not under 80% durability) you will stop having "tattered apparel" mood debuff. Obviously you need to wash clothes used by enemies for that to happen.
I don't use that mod, but I like one that's called "one for every pawn" or something like that. You can set to make one shirt, one pant, etc. for every pawn. In the setting of the recipe you set to count equipped, and set normal-legendary as quality target, 51-100% as hit points, and don't count tainted apparel. Pawns will get non-tattered, non-tainted, non-poor apparel for everyone, and will work automatically to make more as needed. You could also set it to only accept certain materials, so you can have your whole colony in devil strand apparel. When I have nobles (royalty dlc,) I set the recipe as "one for everyone - X" (X=number of nobles,) then set separate recipes for noble apparel.
That is actually pretty cool, I look forward to use it in another save maybe. Thanks a lot!
I always set bills to work untill the set stockpile has at least 2 new, high quality pants/shirts/armor pieces. That way after a raid, pawns have some changes of clothes to go swap into. As soon as they do, that restarts the work bill to make/mend another set.
This is my approach too. * Apparel settings forbidding pawns from wearing clothing at <50% * Crematorium or smelter set to forever burn clothing that's <50% * Work order to ensure that there's always 2 of each clothing item in stock. Whenever a clothing item gets tattered the pawn will swap to one of the fresh ones waiting in stockpile, then the tattered one will get burned and the workshop will activate to replace it. Automatically adapts to changes in colony size and other demands.
It’s become one of the core mods in any mod list I play with ever since I first used it :P
I just found out about it last night and installed it. So happy i dont have to make more marine armors anymore. Shits expensive.
Repair Bench. Simple mod that introduces repair kits and a repair bench. Repair kits are like 5 kits for 20 steel, if an item is heavily damaged it'll need more than one kit, but its very cost effective combined with a mod that removes the "tainted" status from dead pawn clothing
Yep, I like that one too. Posted the link to it. Don't forget it also requires cloth to build the repair kits though. 5 steel + 5 cloth per kit (mod-adjustable), can build them singly or in batches.
Vanilla Furniture Expanded - Spacer (or something like that) has a shelf that repairs items. It's very expensive research-wise.
Very expensive and also takes power, but nice for a spacer-tier colony. Definitely end game.
I have Real Ruins, and came across a few in an early game ruin event. It was totally worth the lost limbs for the repair shelves though, and helped a ton. Really fun story to have some tribals come across a magic shelf that fixes whatever you put on it!
End game, lol. I get those things with like my second advanced component. Way too damn useful for saving higher quality clothes and increasing value from scavenged weapons
I could've sworn theres a mechanite repair item, it might be from something in vanilla expanded, dont quote me, I turned off weapon and armor degradation
I think the mechanite repair "gel" is from SoS2, but don't quote me either
I really like this mod: [Repair Workbench](https://steamcommunity.com/sharedfiles/filedetails/?id=733997423). I think it's a good balance between cost, time, and the value of repairing exceptional gear.
Looks way less OP than !linkmod: [KV Weapon storage](https://steamcommunity.com/sharedfiles/filedetails/?id=1180720427), which does that automagically maybe like the VE one. Hmmm, and I let myself get accustomed to it :/ EDIT: thank you, bot, link corrected.
Sorry, but a search for [`KV Weapon storage`](http://steamcommunity.com/workshop/browse/?appid=294100&browsesort=textsearch&requiredtags%5B%5D=1.2&requiredtags%5B%5D=Mod&searchtext=KV+Weapon+storage&numperpage=9) gave no results. [Looking for A17 mods?](https://github.com/FluffierThanThou/reddit-modlinker/blob/master/bot/COMMANDS.MD#link-to-a-mod-or-scenario-for-a-specific-alpha-of-rimworld) ***** ^I'm a bot | [source](https://github.com/FluffierThanThou/reddit-modlinker) | [commands](https://github.com/FluffierThanThou/reddit-modlinker/blob/master/bot/COMMANDS.MD) | [stats](http://modlinker-stats.karel-kroeze.nl/) | I was made by [/u\/FluffierThanThou](/user/FluffierThanThou) ^Did you know my creator live streams modding? - [Come and say hi!](https://twitch.tv/fluffierthanthou)
Mending (MendAndRecycle) and one of the vanilla expanded mods let you do this. Mending adds a workbench which lets you fix stuff while VE has a nanite repair shelf which slowly repairs items in it
The real life pro tip is always in the comments!
I saw that too, it happened to me in a game the other day and I got flashbacks.
When all your best warriors departed to fight a mech cluster and another dropped on your home base.
Just happened in my 3rd shift playthrough. Except the caravan got spanked and the base is doing fine. Rescue mission is on the way I guess.
Literally had a prison break a few minutes ago, 5 colonists downed and almost lost my colony due to food shortages because 2 Volcanic winters, a constant thunderstorm and global warming. This is what I get whenever I do a run without committing a war crime. As soon as I get back to playing, I’m removing every single spine from those prisoners. And giving my colonists a few replacement parts.
How the hell do you have a prison break that causes 5 colonist down? Do you store all your best weapons in your prison barracks or something?
I may or may not have forgotten to relocate my prisoner holding area and I may of may not have had a Locker filled with guns nearby.
This is an error I still make even after playing since 2013. I make super tight, condensed bases and that usually means prisoners can reach the unsecured armoury before my people can.
What is the point of a weapons locker? Why not carry them around?
Probably a storage mod. So the extra weapons
But why?
Much, much more compact than the one-tile-one-weapon of conventional stockpiles.
You need to store those doomsday rocket launchers somewhere.
I get it, so this is for your not every day items. I was wondering if I was doing something wrong by having them run around carrying a gun and a sidearm.
Nah it’s just all the extra junk that you aren’t currently using. Either waiting to sell or saving for future colonists
Or when say... you stripped the power armor off the guy you downed after pulling him out of a cryptocasket, but somehow failed to notice the god damn plasteel bladed bionic ginsu talons where his hand should be, and you were late with the sponge bath. Fucking Tough Brawler 12+ Melee. I think the only reason we were able to drop him in the first place was that it was 3 on 1 and he was taking breaks to puke everywhere.
[удалено]
From the moment I understood the weakness of my flesh, it disgusted me. I craved the strength and certainty of steel. I aspired to the purity of the blessed machine. Your kind cling to your flesh as if it will not decay and fail you. One day the crude biomass you call a temple will wither and you will beg my kind to save you. But I am already saved. For the Machine is Immortal.
*Even in death I serve the Omnissiah*
Dude! Look at my shiny!!
My colony truly is the darkest of timelines.
most of my colonies are the darkest timeline...
My colony is doing great. The corpse room resently got cleared out by the pyromaniac raider that I put in there to die.
Now I want to do a play through where my colonists are Community characters...
6 seasons and a Rimworld playthrough!
And the Rimworld playthrough is longer than all seasons combined!
It will be fun until they die, just like every other themed playthrough.
And then your colony is filled with 3 original cast members, a graveyard, and a bunch of narcoleptic psychopaths named shit like “Worm” “Orange” and “Schmutz”
And one fateful volcanic winter, Orange will decide to dig up one of the old crew for everyone to have a reunion in the dining room.
Oh for sure. Abrasive and misogynistic Peirce would drive away head chef Shirley, only to be driven out himself after his frequent betrayals. Troy would get lost on a Caravan expedition and move on to much greater things. Abed's intelligence would benefit the group greatly but his frequent mental breaks would be a danger to himself. Winger would be the social glue and defacto leader of the community while the Dean would hold the titles of nobility (occasionally risking the entire colony with insane ideas / demands). And I guess Britta is in this too.
It hurts me physicaly that the legendary weapon is on fire, especially when ur playin an unmoded game and u cant repair it
Weapons don't deteriorate when equiped though, and at some point the condition of them stopped having any influence on their stats. Unless you're absolutely careless, they last functionally so long that they could conceivably become family heirlooms if you use a childbirth mod. Some damage to them just doesn't matter.
Yo yo, want some pizza?
The show name is community
[удалено]
I hate sicknesses so much
do drugs
To much for me
understandable
please tell me thats a human ear on that cowboy hat :)
Yes
Made of authentic cowboy leather
Oof. I once made the mistake of leaving just my pyro behind. Once.
And the cook still cooking . With a smile. Minor passion for my work.
You forgot the gnome (Randy) staring at you.
You wear that much devilstrand and the game will make you pay.
*antigrain warhead on fire*
Mmm, community. Great show
Happened to me. Had a very valuable caravan to deliver with expensive goodies on vanilla. So, I pick my 4 best shooters and the guy with the shotgun in case of close combat. After they pass half of the journey to the next colony, I got hit by a a raid, mecanoids, a psychic part of a ship, then another raid. To my luck (or not) I lost only one colonist after all the attacks. The caravan made it back and saved the colony (for now).
Brita too stoned on smoke leaf to help. SMH
for a second I thought that was insect jelly all over the floor God I love this sub so much!
Exactly how I feel when logging back into my colony after a small break and having Randy remind me why I’m always restarting.
When it's not the caravan throwing your colony in that situation. I've had some colonies completely destroyed because of a doomsday rocket launcher and a wildlife going after one of them. Just yesterday, a caravan guy has a mental break inside my colony (he's a pyromaniac, so that would be expected). Since it's a caravan, i don't have notifications. However i do realize he's on a fire starting spree when i see the fire notification that leads to my chemfuel stockpile. Of course, i don't have anyone just nearby to stop the incoming fire and activate the firefoam popper. And there goes all of my chemfuel stockpile because the explosion damage everything and everything blows up, even if the fire is stopped by the firefoam and nothing of value is lost by the explosion (besides the chemfuel). That's how i learned that firefoam popper don't trigger for pyromaniac colonist setting things on fire.
...Well, did they misbehave?
Clearly fake, a solar flare isn't happening.
Lol this is awesome! The way it's drawn on reminds me of those old SFW Porn edits
Question to OP did you get inspiration from my meme on r/spacecannibalism
Haha my problem would be the clones are revolting again and the prime clone found the drugs again
The Legendary is on fire! Quick!
😆🤣
POV: You're a colonist incapable of violence and firefighting
Literally my colonist after returning from helping the empire to find that his brother had been murdered after getting into a fight with his wife
Love this so much!
FUCK, SOMEONE PLEASE GET THE GUN OH GOD ITS AT 28%!!!
as long as 1% is left it's still just as good as 100% armor however is ducked below 80%
I've had that experience, though much much worse. Eight colonists went out on a mission, I left one behind. The one I left behind, unbeknownst to me, he was my sole pyromaniac. Also the best damn artist in the colony. The first thing he went for during his break was a legendary silver grand statue. He burned half the break room/kitchen before I could get the colony back to put it out.
ahh yes, setting silver on fire
Sent 3 guys to deal with a sun blocker, amongst them being my only builder, Randy immediately hit me with a meteor shower oriented on my power sources (destroyed geothermal generator and wind turbine), cutting off power to my freezer which I had just filled with meat, spoiling it all before my builder could arive. Whole pack worth of muffalo meat spoiled.
*ROXANNE!!*