
Better Repair
Streamline Your Colony’s Maintenance with Better Repair
In the demanding world of Oxygen Not Included, keeping your Duplicant’s vital infrastructure in top condition is a constant challenge. Every broken pipe, malfunctioning generator, or damaged conduit represents a potential crisis. Traditionally, repairing these essential components consumes valuable resources, a cost that can feel at odds with the ease of demolition and reconstruction. This mod introduces a game-changing overhaul to the repair system, prioritizing efficiency and smart resource management for your asteroid base.
Rethinking Repair: Materials No More!
The core of the Better Repair mod lies in its fundamental change to the repair mechanic: no more material cost! Instead of depleting your precious reserves of metal or plastics, your Duplicants can now mend damaged buildings without requiring any tangible components. This significantly alleviates the resource strain on your colony, allowing you to focus those materials on new construction and expansion.
Speed and Skill: A Duplicant’s Expertise Matters
While materials are no longer a concern, the time it takes to perform a repair has been rebalanced. For completely broken buildings, the repair time now mirrors the duration of construction. However, this is where Duplicant skills come into play. The mod intelligently leverages your Duplicants’ aptitudes, making repairs significantly faster for those with higher Building, Machinery, or Strength attributes. Each point in these skills contributes to a quicker fix, rewarding you for investing in your Duplicants’ training. This shift also means the Repair task now aligns with Building or Operating priorities, rather than the less efficient Tidying category.
Enhanced Efficiency and Smart Scheduling
Beyond the core changes, Better Repair introduces several smart optimizations:
- Repair errands are now automatically triggered only for buildings with a condition below 40%, preventing unnecessary Duplicant trips and saving valuable time.
- If a damaged building remains undamaged for a significant portion of a cycle, Duplicants will be permitted to fully repair it, further streamlining maintenance.
- For buildings affected by extreme temperatures, the mod offers an optional feature that actively mitigates heat or cold during the repair process, providing a dual benefit.
All these thresholds and skill-based bonuses are fully customizable within the mod’s settings, allowing you to tailor the repair experience to your specific colony’s needs.
