RimWorld
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Tools O' Plenty
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Mod, 1.4, 1.5
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21 Φεβ, 11:00
12 Απρ, 23:56
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Tools O' Plenty

ΠΕΡΙΓΡΑΦΗ
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.

95 σχόλια
celestialgpm 5 Σεπ, 6:59 
Hey so there is a bug when making a beacher where when the crafting should end, the pawn stops and restart again. I have no clue if what I am about to say will make sense or is possible, but maybe if instead the items were consumed to make an unfinished *item name* (kinda like when you make a rifle for example) it would fix it. I am have no clue of how the code works amd if it even IS possible
Lurmey 17 Αυγ, 18:13 
Random suggestion I just thought of - it would be neat if the textures of some tools were masked so certain parts of them aren't affected by the stuff used to make it. Such as the handle on axes, picks etc which would usually be wood.
_♣Caligula♣_ 14 Αυγ, 8:22 
Compatability with pocket sand would be neat.
Lurmey 13 Αυγ, 12:53 
Oh and the description doesn't contradict itself at all.

For most tools to auto-switch, SS or GYT can be used. However, without De-Generalise Work, the crafting tools only buff general labour speed, which neither SS or GYT will recognise as a related stat to switch to when crafting.

That's why, to have them auto-switch when crafting, you need De-Generalise Work, but this also has the caveat that Grab Your Tool does not work with De-Generalise Work, only Simple Sidearms does.

Make sense? If you want your smith/machinist/tailor/sculptor to auto-switch to the appropriate tool you need to have:
- This mod
- De-Generalise Work
- Simple Sidearms
Lurmey 13 Αυγ, 12:49 
gRaveyard, if you'd actually listen to the author maybe you'd understand.

The core features of the mod work with both Simple Sidearms or Grab Your Tool. You do not need both, as they do the same thing.

De-generalise work is optional, but recommended. The description clearly explains that to have them auto-equip tools for crafting (smithing, tailoring, sculpting) it needs to be Simple Sidearms doing the swapping. Other work types such as mining, plant work, research etc will work with Grab Your Tool.
gRaveyard 12 Αυγ, 9:59 
@TheSimpleDude42
Uh, right back at ya. I didn't ask about De-generalize Work. I asked *specifically and only* about whether or not Simple Sidearms works or not, because the description contradicts itself on that point.

I have De-generalize Work installed. This one wasn't listed as an optional, after all, and thus I didn't need to ask about that.
TheSimpleDude42  [Δημιουργός] 12 Αυγ, 7:35 
@gRaveyard Read it again, tools for crafting speed won't swap when crafting because "general labor speed" is too broad and the game does not associate it with a specific task like "mining speed" is with the act of mining , so you need a mod to separate it into different categories such as "De-generalize work" which only works with "Simple sidearms"
gRaveyard 12 Αυγ, 5:28 
@TheSimpleDude42
In the "You SHOULD get these mods!" category you say that Simple Sidearms works, in "Notes" you say it doesn't. Which is it? :D
gRaveyard 12 Αυγ, 5:03 
@TheSimpleDude42
Does having Grab Your Tools *interfere* with Simple Sidearms? I have both installed - many tool mods recommend Grab Your Tools. I haven't really played enough yet to determine whether or not Grab Your Tools works for other tool mods.
Lurmey 2 Αυγ, 19:16 
I feel like the Medical Bag, Instruments, and Beaker definitely don't belong in the medieval-level Basic tools.. It's impossible to even craft a medical bag until the industrial era as it requires a machining table. Those I think should definitely be moved up to industrial tools and something else added in their place.

For medieval surgery maybe a set of forged instruments including ligatures, scissors, knives, clamps and forceps. For tending, perhaps the bandage would fit more in the medieval era and instead a herbal salve could be used for primitive tools in its place.

Not sure what to suggest for a medieval replacement for the beaker.. There wasn't really much better than a mortar and pestle for most of history until the age of discovery and alchemy turned into chemistry.