// Management · RimWorld Mod

NanoTech - 纳米技术

## NanoTech - Nanotechnology Research nano-scale material manipulation to unlock three practical nano-tools.

## NanoTech - Nanotechnology

Research nano-scale material manipulation to unlock three practical nano-tools.

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### ▎ Research

This mod adds an independent research tab "NanoTech", including:
- **Basic NanoTech** (1000 pts) — The foundation of all nanotechnology.
- **Biocode Tech** (1500 pts) — Requires Basic NanoTech + Precision Rifling. Unlocks the Biocode Remover and Biocode Installer.
- **Nano Repair Tech** (2500 pts) — Requires Basic NanoTech. Unlocks the Nano Repair Kit.

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### ▎ Nano Repair Kit

**Recipe**: 25 Plasteel + 1 Component (Fabrication bench)

**Usage**: Right-click menu **or** command bar "Apply nano repair" drag-select — works on **weapons / apparel / buildings** → Colonists auto-find and pick up a repair kit → Walk to the target and apply the nano-repair coating.

**Effect**: Coated items automatically regenerate durability over time. Buildings no longer require manual component replacement due to wear and tear.

★ **Drag-select support**: The command bar button now supports drag-selecting multiple targets. Colonists will **intelligently distribute tools and repair in sequence**, without fighting over the same kit.

★ "Apply nano repair" is only available on targets that haven't been coated yet. Duplicate application fails with a message — the tool is not consumed.

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### ▎ Biocode Remover

**Recipe**: 3 Components + 50 Steel + 25 Plasteel (Fabrication bench)

**Usage**: Right-click a biocoded weapon → "Remove biocode" → Colonist auto-finds and picks up the remover → Clears the biocode.

**Effect**: The weapon returns to an unbound state, usable by anyone.

★ "Remove biocode" only appears on targets that currently have a biocode.

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### ▎ Biocode Installer

**Recipe**: 3 Components + 50 Steel + 25 Uranium (Fabrication bench)

**Usage**: Right-click a non-biocoded weapon → "Install biocode" → Colonist auto-finds and picks up the installer → Binds the biocode to the operating colonist.

**Effect**: The weapon becomes bound to that colonist. Only the bound colonist can equip it.

★ "Install biocode" only appears on targets without an existing biocode that support biocoding.

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### ▎ Mod Options

- Repair per hour (default 50, range 1 ~ 500)
- Repair rate multiplier (default 100%, range 1% ~ 500%)
- Durability bonus (default +25%, range 0% ~ 300%)
- Show nano coating labels (toggles green "纳米涂层" overlay on coated items)

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### ▎ Compatibility & Notes

- Safe to add mid-save.
- Does not modify any vanilla content. Highly compatible with other mods.
- Coated items show "纳米涂层: Active (auto-repairing durability)" in their inspect pane.
- Repair kits stored in stockpiles or on shelves will be found automatically.

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### ▎ Highlights in This Update

- **Command bar drag-select**: Paint multiple buildings / apparel / weapons at once — colonists queue repairs automatically.
- **Smart tool distribution**: Multiple colonists won't fight over the same kit. Tools are consumed one by one, repairs proceed in order.
- **Full search coverage**: Repair kits are detected whether they're on the ground, in a stockpile, on a shelf, or carried by a colonist.