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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 alsorepair

History

  1. Changed0.1.0In development

    Require repairable structures for C4 sabotage