What it repairs
Your buildings in range (the hive always repairs itself), items lying under a roof, colonists' apparel and equipment, and items in their inventories. Each one is a button on the hive.
Mod
RimWorld 1.6 / 1.7No HarmonyMultiplayer (soft)
Build a regenerator nanohive into a wall and it quietly repairs everything of yours in range: walls and furniture, items under a roof, and the apparel, weapons and inventory of colonists who walk past.
NanoHive Reforged 2 gives every hive its own buttons, a capped repair budget that fixes the most damaged things first, idle power when there is nothing to fix, and a ring that shows the real radius. A faithful-plus rebuild of the Nanohive2 mod.

Your buildings in range (the hive always repairs itself), items lying under a roof, colonists' apparel and equipment, and items in their inventories. Each one is a button on the hive.
Each repair cycle (about every 4 seconds) every target gets up to the hive's rate, 1 to 10 HP. The hive spends at most 40 times its rate in total, most damaged first, so overlapping hives and huge bases stay predictable.
Optional: spend the budget on buildings before items and gear.
Optional: leave loot and junk alone and repair only items in a stockpile or storage that are not forbidden.
Radius 1 to 30 and repair rate per hive, saved with the hive. Use as colony default sets what new hives start with; Copy to all hives copies one hive to the whole map.
200 W while nothing in range needs repair, the full 1600 W only while repairing.
The selection ring and the placement ghost show the radius the hive really uses.
The inspect pane shows how many things in range are damaged and how much was repaired last cycle. A soft glow and sparks show the hive at work (can be turned off).
HiveConfig (nanoHive node); GameComponent_NanoHive saves the colony default that new hives copy.budgetTargets (40) HP, most damaged first (HP%, then thingIDNumber), optionally buildings first. With the default rate and 40 or fewer damaged things in range, repair is the same as 1.x.basePowerConsumption (1600 W) while repairing. NanoHiveProps mod extension: defaultRange, idlePowerConsumption, budgetTargets.MapComponent_NanoHive. Vanilla MoteGlow shader on both 1.6 and 1.7, draw-only and Rand-free. Setting repairShimmer. A custom 1.7 GLSL shader is not done.SetToggle, SetRange, SetRepairRate, MakeColonyDefault and CopyToAllHives are registered with Multiplayer.API.MP.RegisterSyncMethod by reflection. No Multiplayer DLL is shipped.About/ModIcon.png, <url>, credit to the original Nanohive2, this page.1.6/Assemblies (net472, 1.6 refs). 1.7 loads 1.7/Assemblies, now a.NET 10 build against the 1.7 refs (Krafs.Rimworld.Ref 1.7.4998-unstable). Both link Common/ModPack.cs and Common/ModVersionLog.cs; startup logs [NanoHive Reforged] v2.0.0...; nanohive2-net10.NanoHiveSettings keeps its class and field names so the 1.x file reads, but only seeds a new save (or a 1.x save on first load). The window no longer calls Write every frame.DrawExtraSelectionOverlays and PlaceWorker_NanoHiveRange draw the real radius; specialDisplayRadius is removed from the def.SpawnedPawnsInFaction; no per-cycle allocations. Profiler scope NanoHiveReforged.TickRare.texPath has a texture. Release zips include NanoHive.listerBuildingsRepairable.Notify_BuildingRepaired, so colonists stop queuing repair jobs on walls the hive already fixed.supportedVersions (1.6 DLL).Uses only vanilla repair and power APIs, so it works next to other repair mods; overlapping repairers just finish sooner.