By default, dice can only be repaired once they are broken (0 health). This mod allows dice with any amount of damage to be repaired. It still costs the same amount, causes the same amount of glitch, and repairs cannot be conducted while on contracts per the regular rules
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Changelogs
Version 0.2.0
Dice Repair now works for any dice damage and operates on the dice with the most damage first.
NOTE: In order for the dice repair slot option to become activated, you MUST first go into the workshop screen on the Rig, then LEAVE the workshop, and then RE-ENTER it. This mod activates after the "Start" function which means that the UI gets updated with the original configuration first before the replacement configuration is inserted. Leaving the workshop causes the UI to be refreshed. You will need to do this every time you open the game and moving between hubs and contracts may also reset the configuration requiring the enter-exit-enter process again.
Dice Repair Order: Dice repair by default automatically repairs the first dice from the left which is broken. This mod changes the logic to instead fix the dice with the lowest health first, then from left to right.
This does not modify the cost of repair, the glitch caused by repair, and dice cannot be repaired while on a contract. The only thing this mod does is alter the requirements for dice repair to allow repair of dice before they are fully broken.
(Running the game once after adding BepinEx will create the BepinEx folders)
Download the Repair Any Dice Damage DLL file
Extract the DLL and place it in the BepinEx/plugins folder within the Citizen Sleeper 2 folder
Start the game
When on the Rig, enter the Workshop. Exit the Workshop. Return into the Workshop and you will know the plugin is working if you're able to repair dice which has any damage, not just broken.
This mod only tested with the Steam release of Citizen Sleeper 2.