Repairable
Changed in 0.1.0
Allows a structure to be repaired with the wrench, worked on by an engineer, and treated as a building by a commando.
Specification
- Applies to
- AircraftTypeBuildingTypeInfantryTypeUnitType
- File
rules.ini- Section
[<ObjectType ID>]- Value
- boolean
- When omitted
yesInfantryTypes start at `no`, though no path reads an infantry's value.
Only a BuildingType’s value is ever consulted. The computer’s own repair-or-sell decision runs through the same candidate test, so Repairable=no also exempts a building from automatic repair and sell-back. The cursor consumers:
- The wrench accepts the building only while this is set and the building is below full
Strength, or while it carries a limpet mine. - An engineer offers no restore cursor on an allied structure without it, unless the type is a mobile war factory. The capture cursor on an enemy structure is a separate path that never consults this key — that one follows
Capturable=yes. - A commando plants explosives on a building with it and shoots at one without it.
A service depot never reads the value, so Repairable=no on a vehicle or aircraft does not stop a depot from repairing it. The wrench, meanwhile, refuses every non-building whatever the value says.
See also — repair
History
- Changed0.1.0In development