RimWorld
Power Tools
142 commenti
setosa 14 lug, ore 22:45 
I've made a new mod based on the concept of this one that is 1.6 and will be continually expanded upon. https://steamproxy.net/sharedfiles/filedetails/?id=3526160222
Thranos 14 lug, ore 22:44 
Worked just fine in 1.5, and looks like it's still working just fine in 1.6 as well.
TheBronzeWarrior 10 mag, ore 23:48 
very cool mod. please fix the small typo in grinder, its chassis.
WJSabey 12 nov 2024, ore 0:57 
These are great. I think the grinder maybe ought to do siege damage like the breach axe instead of normal cut damage though. Seems like it ought to be really good at destroying buildings.
JessieFeathers 14 ott 2024, ore 10:57 
1.5?
F1tgal911 21 set 2024, ore 13:40 
Macht Tools. +1
Pasaway 25 lug 2024, ore 4:46 
Yep. Works without issue in 1.5
жандарм Европы 28 giu 2024, ore 8:39 
1.5 срочно ааааа!!!
奥拉西斯的地雷 24 giu 2024, ore 20:36 
1.5, plz
Reddie 3 giu 2024, ore 7:21 
Works completely fine in 1.5
Jet 25 mag 2024, ore 0:07 
is there a hardcore mode like for survival tools where you cant perform the work without the tool?
JessieFeathers 22 mag 2024, ore 8:13 
1.5?
The Dutchman 5 mag 2024, ore 21:27 
It obviously works in 1.5....
Black Fox 17 apr 2024, ore 11:30 
1.5
kongkim 14 apr 2024, ore 1:16 
Will you update it to 1.5? :)
grrantu 13 apr 2024, ore 21:32 
It seems to be working with 1.5 for me. I can make tools, the pawns equip them when performing a task that would use them. They perform the task faster. No errors in the debug console.
Lil Kitty Girl 12 apr 2024, ore 3:51 
Is this compatible with 1.5?
Visoth 5 apr 2024, ore 11:31 
It would be very cool if the Jackhammer allowed pawns to mine on Deep Drill resource spots, without having to lug around a deep drill. A more mobile deep drill, in other words. Not sure if its possible to put the Deep Drill mechanics into a wieldable tool, though.
TnT4u 18 gen 2024, ore 6:38 
I'm not sure if its another mod causing the issue but using this (with simple sidearms) is causing the pawns that have at least the jackhammer equipped as a sidearm to constantly go back and grab more weapons as sidearms.
thesoupiest 3 gen 2024, ore 4:14 
I really, really love this mod. Please consider this addition:

- A mod option that reduces tool-less mining speed by 75%, but makes the jackhammer 300% more effective

This could be a cool "hardcore" mode that makes jackhammers virtually necessary to dig any sizable underground base, but then make that job much easier once you've equipped your miners with them.

Thanks for the great mod! I run it on every save :)
Rook 15 dic 2023, ore 8:22 
"Power drill boosts crafting speed by 80%"

Love the idea of a colonist figuring out how to roll smokeleaf joints with a freaking drill
Mr.Ryth 31 ott 2023, ore 14:25 
ah yes perfect! the mining slaves could use this :steamthumbsup:
F1tgal911 12 ott 2023, ore 13:48 
The drill isn't being auto-selected by the pawn when he carries a hammer at the same time when doing crafting jobs.
Osetrokarasek 31 ago 2023, ore 9:53 
love your mod! could you patch it for "Survival Tools" mod?
Monkey Magic 27 lug 2023, ore 12:38 
""tree cutting" isn't its own type of work"

There is a mod that splits it up though, so in the case of that mod, will there be a problem? Meaning, will it just work on trees (ideal) ignore the fact that it's been split and work on both (acceptable) or simply bug out (problematic)
Atzahel 29 giu 2023, ore 2:13 
BubberDucky
you need to use the images to use the mods for dual wielding
acitvate them instal harmony and let the game auto sort em.
BubberDucky 8 giu 2023, ore 20:04 
no matter what hand i put it in my pawns wont use the tool at all, what do i do?
BubberDucky 8 giu 2023, ore 19:36 
i'm extremely confused if this mod is working. the description on the chainsaw says it works when equipped in the off hand, but no colonist are able to and it says you can't equip two handed things in the off hand. Not to mention the pawns never bring out the tool showing that they're using it. i have the recommended mods to help this work but the issue is none of my pawns can pick up any of the tools in their off hand.
Anita Sjit 17 mag 2023, ore 13:00 
Hey, cool mod. One problem, colonists who are pacifist won't equip the tools because they are classes as weapons, looks like. Fix that, and this mod would be the GOAT.
Monkey 4 mag 2023, ore 12:17 
A very nice mod!
Varjonyymi 15 mar 2023, ore 3:26 
Mlie has updated Grab Your Tool for 1.4 if you want to update the mod link :)
Justfly 12 feb 2023, ore 20:01 
Is there some way to adjust the %speed Bonus ? .. 80 is tooo much :$
Bobisz 4 feb 2023, ore 13:36 
My pawns doesn't seem to be actually using the tools? She has the jackhammer equipped in her inventory but not using it when mining and seems the work speed is unaffected as well?

I have sidearms and sidearms switching installed as well.
Thranos 15 gen 2023, ore 14:33 
Given that Vanilla Expanded felt the need to drop their tools entirely, any chance this could just become... "tools"?
Cade Stirling (Riley) 5 gen 2023, ore 12:12 
is it possible to add a welder to increase repair speed?
ProfileName 26 nov 2022, ore 12:21 
I'd make the argue that the drill could be used to replace parts on some of your electrical benches, in the case they need a replacement, and the drill could also be used in the case some of your clothes are... well.

I do believe, though, you could make more tools?
Dewa 26 nov 2022, ore 2:27 
I recommend using a tool switcher mod regardless so pawns can still carry a tool and their main weapon both at once, pocket sand is the one i recommend most
ale.mrosk 23 nov 2022, ore 5:46 
If I'm using CE do I still need another mod for the pawns to use the tool?
If my Pawn is incapable of violence can it still use a tool?
HvD 10 nov 2022, ore 21:00 
Thank you for this mod. I now have something to replace "tools" with from vanilla expanded weps since the author there nerffed/removed the use of the tools
TheStorySmith 4 nov 2022, ore 9:48 
Amazing Mod, just found it (Thanks for updooting btw)
Bro Feel Good 3 nov 2022, ore 19:07 
1.4 yo?
JessieFeathers 31 ott 2022, ore 9:17 
1.4?
kar5ten 25 ott 2022, ore 13:36 
The mod works for me without any problems on 1.4. or i havent noticed any yet
Zack 24 ott 2022, ore 2:29 
"how often are you really cutting down trees anyway?"

You have no idea, bro. You have no idea.
SkylerJames13 21 ott 2022, ore 21:44 
any chance for this to be updated to 1.4? please and thanks
Lurmey 29 mag 2022, ore 12:28 
Hiya, could you look into tweaking this mod to play well with De-Generalize Work and autoswitch mods? Currently, pawns won't auto-switch to these tools when doing certain tasks because those tasks use a technically different stat (Smithing Speed, for instance) even though said stat draws directly from general labour speed.

Example: My crafters on the fabrication bench don't switch to the drill when crafting because they don't recognise that it buffs smithing speed, which the bills that they working on use, because the drill specifically only buffs general labour speed.

If you could just run a check to see if De-Generalize Work is enabled, and patch the stats on the tools to make use of the new (or old?) stats added by that mod, that would be a great help. Thanks
skycrossercat 20 apr 2022, ore 9:23 
Hi, I found a slight incompatible issue between this mod and Ratkin. When activate both mods, the visual display of using a tool won't show up, no logs though, hope this can be fixed.
Victor 27 mar 2022, ore 14:34 
Perhaps you should give the mechanoid buffs to Drills instead?
Victor 27 mar 2022, ore 14:32 
Industrail Grinder's DPS outmatches even modded endgame weapons, this thing is extremely overpowered, also, wth the Grab Your Tool! mod colonists end up always opting from them instead of Drills when doing crafting jobs.