RimWorld

RimWorld

130 ratings
Tools O' Plenty
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Mod, 1.4, 1.5
File Size
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459.166 KB
21 Feb @ 11:00am
12 Apr @ 11:56pm
15 Change Notes ( view )

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Tools O' Plenty

Description
Description

There are some tools mods out there but I didn't feel they added enough of them or added them in a meaningful immersive manner so I made this.

This adds 4 tiers of tools primitive, basic, industrial, and spacer locked behind research (in a new research bar for those who don't use UI mods).

They should cover most of what stats can be boosted, they are made to be "immersive" so should fit in any game even medieval-oriented ones. And yes having a pawn with just a broom is something I want (especially when they are kids, I put those rascals to work no lazying around in my colony >:) ).

Contents(not to scale, some are smaller in game)









Balance?

Tools are supposed to make life easier not for the good pawns but for the bad ones, so as such they are "op" in the sense that primitive starts at a 10% boost overall and each tier adds +10%. It might seem broken but at the same time, it is quite boring to wait around for pawns to do their chores, especially late game, and considering I play with 400+ mods with debufs and bad things happening I consider it balanced for my taste.

You SHOULD get these mods!

The game won't switch (or allow you to have more than 1) tool/weapon in your inventory so mods are required for that, it's not mandatory if you have other ways to manage your tools, who uses them, and when.

Pick up and haul (as the name says for picking stuff up and keeping them in inventory)

Then one of the following Simple sidearms or Grab your tool or anything similar.

Notes

To have your tool swapped when crafting you need to use De-generalize work mod and Simple sidearms (grab your tool does not work)



It's my first mod and my first attempt at emulating Rimworld textures so the quality is not that great.

If anyone wants to make a translation of descriptions feel free to do it just link it back to this mod.

Balancing might be wack but nothing a simple of a XML edit cant fix.

Should work nicely with Show me your hands although it requires manual positioning of hands.

84 Comments
Parciwel 12 Jul @ 3:25pm 
Could you think about introducing something akin to a dog toy or smth? Something that increases training speed/ success rate
nikos 9 Jul @ 2:19pm 
Update:
Fixed the issue between this and my mod
lukey pookie 4 Jul @ 7:16pm 
any chance of getting the repo? I am interested in improving capability with Equipment Manager mod
nikos 28 Jun @ 2:19pm 
I will look into the incompat between this and my mod
Typical Lama 27 Jun @ 11:48am 
has anyone ever had a problem where on only one save the recepies for tools higher than primitive just don't show up??? Idk why, if I devtest a new colony and research basic tools i can, but on my multiplayer world they are just not there???
lunaemoth 26 Jun @ 9:16pm 
this mod conflicts with one of the settings in Niilo's QOL; i can't run the game with only these two enabled
Jet 26 Jun @ 4:11am 
Can you please make sure tools are filtered differently from melee weapons so nonviolent pawns can use them? also it helps when filtering for storing purposes so you can more easily have one storage solely for tools
legend 31 May @ 12:24pm 
multi tool does 20 damage... is it intended? great mod though
Aequus 26 May @ 6:41am 
@Jet to second part: I tried. Every mod with autoequip lacked something at least couple months ago, so idk for now, maybe there finally is one fully capable.
Jet 25 May @ 12:11am 
is there a realism/hardcore mode that makes work without these tools slower/impossible?

have you guys tried the pick up your tool mod that autoequips the tool when its in use?