RimWorld

RimWorld

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Grab Your Tool! (Continued)
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Mod, 1.2, 1.3, 1.4, 1.5
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133.365 KB
14 Mar, 2023 @ 1:45pm
15 Mar @ 2:56pm
3 Change Notes ( view )

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Grab Your Tool! (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
845 items
Description

Update of Captain Muscles (Nathan Harbour)s mod
https://steamproxy.net/sharedfiles/filedetails/?id=2355912467

Thanks to Donald for the fixed IL-code!



[dsc.gg]
[github.com]




Do your pawns always have the right tool for the job? Then why the hell don't they use them already?

With this mod, pawns carrying a tool relevant to their current job will equip them when starting the job. Does NOT activate when drafted or hunting.

Update:
This mod now also adds the ability to command colonists to pick up specific items to carry around in their inventory even when not part of a caravan.

Update again:
Pawns will now switch back to their previously equipped weapon when finished using a tool for a job

Useful mods


Easier manual switching of tools/weapons:
Pocket Sand

Mods with tools:
Vanilla Weapons Expanded
Primitive Tools
Toolmetrics Redux (Continued)
Medieval Madness: Tools of the Trade
Gimmicks (Continued)

tell me if you know some others and I will add them!



Github download link:
https://github.com/CaptainMuscles/CM_Grab_Your_Tool/releases


This mod was requested at the Rimworld Mod market.
[discord.com]
Mods by Captain Muscles










  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using HugsLib or the standalone Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods


65 Comments
Ryan 11 Jul @ 8:54am 
@tanyfilina yea i 2nd that would be awesome if it can be patched
tanyfilina 1 Jul @ 1:43am 
Could you please add a patch for Survival Tools (Continued) mod? I've just checked, it doesn't work as is.
Mlie  [author] 15 Apr @ 10:59am 
@GrislyGaming93 They need to have the tool picked up. So you need a mod that let you keep tools in the inventory
GrislyGaming93 15 Apr @ 10:52am 
i think i am understanding this mod wrong, do pawns go pick up the tool to use it from storage, or do they have to already have it in their inventory? i am under the impression of the former, and if that is not the case, is there a way to add that function or a mod that does what i am asking?

also thank you for keeping all these mods alive.
pikakirby11 15 Feb @ 12:16pm 
Ok, thank you!
Mlie  [author] 15 Feb @ 12:12pm 
@pikakirby11 It should work with any equipment
pikakirby11 15 Feb @ 12:09pm 
Hey sorry if someone already asked you this but will this mod work with Dark Ages Medieval Tools?
Lurmey 28 Jan @ 9:29am 
Ah okay, I'll have to modify the tools locally to add the correct stat buff then. Thanks
Mlie  [author] 27 Jan @ 6:53am 
@Lurmey Pawns will equip a tool if the stats on it matches those defined on the recipe. If a recipe has smithing as workskill, the tool with the highest smithing skill will be equipped
Lurmey 27 Jan @ 6:01am 
Hey Mlie, does this mod intelligently check the stats that affect the stat governing the current job? For instance, I have my smith making a hammer on the smithy, the work speed is governed by "Weapon Creation Speed" (Vanilla Skills Expanded) which is modified by Smithing speed, which is then again modified by General Labor Speed and then Global Work Speed. He's got a wrench which buffs General Labor Speed & Smithing Speed, but not Weapon Creation Speed directly. Simple Sidearms won't make him switch to it, so would this mod do a better job of handling that?

Thanks