Mending Beds

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Author: Ogre

Last revision: 5 Jan, 2018 at 04:25 UTC

File size: 164.86 KB

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Description:

Beds that consume power to slowly mend equipped clothing/apparel and repair weapons while you sleep.

Required research:
  • Beds
  • MicroElectronics Basics
  • Mending Beds Basic
  • Mending Beds (Weapons) – Existing and new Mending Beds will now also repair equipped weapons.
  • Mending Beds (Advanced) – Allows construction of adv. mending beds, these beds can be constructed by a skilled constructor, they are more comfortable and repair apparel at an increased rate, and weapons at a greatly increased rate. More power is needed to power the bed and construction requirements include more components and small amounts of the rare metals gold and uranium.
  • Hospital Beds (for hospital version)
Info:
  • The rate at which mending / repair work is done is determined by the quality of the bed. And is displayed in the info section.
  • Beds that are not powered or toggled off, just become regular beds ( i.e. you can still sleep in them ).
  • When a bed does not have an occupant in it that has equipment i need of repair, it automatically switches to low power mode.
Cost:
  • Single: Stuff x75, Component x2, Steel x35, Plasteel x15, Power 45apparel/90weapon
  • Double: Stuff x150, Component x4, Steel x70, Plasteel x30, Power 45apparel/90weapon
  • Royal: Stuff x220, Gold x50, Component x4, Steel x70, Plasteel x30, Power 45apparel/90weapon
  • Hospital: Stuff x80, Component x2, Steel x120, Plasteel x15, Medicine x10, Power 45apparel/90weapon

Translations

Updates:

Jan 1, 2018

  • Completely removed randomized component to the mending ticks. It now ticks at a steady rate and repair efforts on an apparel/weapon are saved throughout sleeping sessions and game saves. — Which means if your sleep session healed your duster 1.3 HP, that .3 HP is carried over to the next day, whereas before there was no mechanism to do that.
  • Normalized repair rates across rest effectiveness. This means that a high rest effective bed (like wood) now repairs at the same rate as a low rest effective bed (like granite). Before this was not the case, and low rest effectiveness would actually mend faster.
  • Power consumption has been reworked. While sleeping if a pawn has 4 items of apparel equipped, but only 2 of those apparel items needs repair, the bed will only consume power for those 2 items. If no equipped items need repair, the bed will switch to low power mode as if it was empty.
  • Power consumption for weapon repair is doubled across both basic/adv. beds.
  • Repair rates for Apparel / Weapons are now displayed separately in the info tab
  • Natural wear rate is now accounted for on apparel where as before it was ignored. This will average out to an additional 24 HP of mending — spread out over 1 year of game time.
  • Basic mending beds:
    • are now slightly uncomfortable
    • repair weapons at half the rate of adv. mending beds
  • Adv. mending beds:
    • now have a comfort bonus
    • repair weapons at the full rate
    • stuff requirements to build has been reduced, but have an increase cost in components, and now require gold/uranium

Dec 28, 2017

  • Removed custom CompQuality class as it was breaking other mods like ‘QualityBuilder’
  • Added custom stat to buildings to display the Mending Rate in the info section
  • Fixed bug where adv. bed research did not require the adv. research bench

Dec 27, 2017

  • Mending beds are now locked behind their own research.
  • The rate at which they mend is now displayed next to their quality when you select a bed.
  • Added an adv. tier of beds that repair at a quicker rate ( still pretty slow to maintain balance ) at a greater material & power cost