Repair Ratty/Tattered Clothes, Hats, Etc. - Be Able to Pinpoint What to Repair

Started by johnyoga, December 30, 2018, 10:53:36 AM

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johnyoga

Hello Folks,

Please refer to the attachment.

My folks LOVE those hats, skulls, etc., and they will go right back to them and put them on if I unrestrict them. Poor guys, I know they want to wear them, but they do complain they are ratty/tattered.

1. Is there a way/a mod to pinpoint what clothes/face gear/adornments to repair?

2. And, in any case, I probably don't have the right mod or setting to even repair hats/masks/adornments; do you have any ideas?


Trying to keep my Peeps happy,


Regards & Thanks,


Marc


[attachment deleted due to age]

Canute


johnyoga

Hello Canute,

Thanks for responding. Yes, I have that mod...I have now unchecked "requires fuel" and "requires power", along with forcing the Colonist.

I see now that when I force a Colonist to Mend, they will. Even with Craft and Tailor set to 1, nothing set to this level to the left on the work tab.
And, I see that the game still calls these repaired materials as "Poor", even though they are at 100% and take away the tattered/ragged debuff.
You can't pinpoint what to repair (a singular piece pointed to, for instance), which I wish the game/mod could do.
I need to be more observant to see if an item gets repaired if restricted (red x). Because, right now, it's a race against time if I unrestrict a tattered item that the Colonist wants to wear vs getting it mended, when the piece is unrestricted.

Thanks,

Marc



Canute

The bill will take the closest item first.
So when you drop next to the bench and force then the pawn to repair it, he will repair these.

But mosttimes i create a stockpile next to the workbench for Weapons/appareal 0-99% Good+

And the clothing policy for the pawn are to use 80%+ appareals.

johnyoga

Words of wisdom, Canute.

This is great!

Thank you for your quick and helpful responses.

Regards,

Marc