RimWorld

RimWorld

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Grab Your Tool! (Continued)
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Mod, 1.2, 1.3, 1.4, 1.5, 1.6
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144.670 KB
14 Mar, 2023 @ 1:45pm
2 Jul @ 2:16pm
4 Change Notes ( view )

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Grab Your Tool! (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
969 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!



[discord.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.
  • Always post your log using the Log Uploader
  • 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

| tags: inventory, switching
91 Comments
Futstub 28 Aug @ 1:09pm 
@Anker what you want is a mod called compositable loadouts. Make thge loadouts and set your tool crafting to always have at least one in your stockpile. Add all your tools to the same storage. Voila, there is your toolbox.
Anker 14 Aug @ 7:51pm 
Not quite what I was thinking of, Immortalis, but better then vanilla. I'll take it.
DragonKing 13 Aug @ 6:14pm 
Ok, it seems that simply entering say an ancient stockpile and exiting will make the pawn unload their inventory, including the tools. I have been using https://steamproxy.net/sharedfiles/filedetails/?id=3526160222&searchtext=tool for tools. I have not tested in a simplified test environment, but it seems reasonable that the new dungeon system might require adjustments to mods.
DragonKing 13 Aug @ 5:25pm 
I am experiencing an issue where the pawns will drop the tools they were assigned. I am not sure what triggers it though, as it seems to be a combination of factors.

I am playing the grav ship scenario, and like right now, a bunch of pawns dropped their assigned tools after moving the ship to a new tile. But some of the pawns still have their assigned tools, which is what confuses me. The only difference, is that the pawns that dropped the tools, I had also used in an insectoid cave, where you rapel down into a hole, so maybe the issue is related to these "nested" areas? I will continue to monitor the issue.
Anker 6 Aug @ 6:16pm 
(I really hope someone does. It's quite easy to get too many tool options for pawns to carry for all their jobs. Build a tool chest everyone draws from and puts back when they're done...)
Anker 6 Aug @ 6:51am 
Very nice. Would be nice if, as Thilenios mentions, there was a way to automatically have pawns seek out a relevant tool if it's stockpiled somewhere- But I accept that's beyond the scope of this mod.
Mlie  [author] 23 Jul @ 10:31pm 
@Thilenios Correct
Thilenios 23 Jul @ 6:37pm 
I am guessing this only covers using the tools, and not actually finding and equipping the tools?
WhY 20 Jul @ 4:03pm 
It seems to already be working for Setosa's Power Tools