RimWorld

RimWorld

92 ratings
Toolmetrics Redux (Continued)
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
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898.204 KB
19 Mar, 2020 @ 12:08pm
30 Jun @ 8:01am
10 Change Notes ( view )

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Toolmetrics Redux (Continued)

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

Update of Chronometrics,Porter: BrokenValkyries mod
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1526599749

Excellent guide made by Psyra:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2060184114

- Added CE support based on Toolmetric CE Patch by Shadowpaw CE-patches now included in the main CE-mod instead



[discord.gg]
[github.com]



Work Tools for Pawns
This mod adds 41 weapon-slot hand tools aimed at non-combat usage for pawns to equip.

ToolMetric is created by Chronometric, definitely, 100%, why would I lie here.
The license asked me to word it that way.

Unofficial v1.4 for Beta 189

I hadn't found time to fully test it, report any bugs or feature not working.

Compatibility:

Skilled stonecutting must be loaded after this one.

Changes Made:

* Overhaul made to melee definition, due to change introduce to B18.
* Buff to animal related tool, due to the way tame and train chance are actually calculated.
* Brick Saw now affect sculpting.
* Updated definition to 1.0
* Some weight have been changed.
* Trade only tool now shows up in trade. Only bulk trader carry coupon and only exotic trader carry encyclopedia. How To are sold by several trader except tribal.
* Tools kits apparel, free your pawns hand. There are several different tool kits made to tailor to specific jobs.
* Added animal husbandry kit.
* New stats added to tool such as mech dissambly efficiency and mining yield.



Original description

This mod adds 41 weapon-slot hand tools aimed at non-combat usage for pawns to equip.


Goals:

✔ Offer meaningful choices to the equipment system by giving pawns desirable non-combat options that compete for space and resources with combat options

✔ Provide more meaning to certain pre-existing mechanics, such as equipment racks, smithing, crafting spots and component tables.

✔ Allow for deeper end games with fewer pawns by increasing the ability of specialists pawns with sufficient resources as support.

✔ Makes establishing multiple colonies easier and more viable.


Implementation:

* New weapons category, "Tools", that are equippable by pawns.

* 41 new tools, each of which provides benefits to a specific type of role within the colony, such as tailoring or plant cutting.

* Tools are balanced as melee weapons.

* Tools are tiered by technologies, and available to craft from smithing, tailoring, crafting spots, component benches, or machining tables.

* Raiders will occasionally spawn with tools, especially in low value raids or disorganized raiding parties. The majority of raiders will keep proper weapons.

* Tools are largely makeable from any available stuff, as opposed to specific recipes.

Announcement

Given my current work schedule and lack of motivation I decided I am unable to continue to work on Rimworld mods and will be making an exit in the mod scene indefinetely.

I hereby will be allowing my work to be continued and published by other. I ask only for credit. This will apply to all my current workshop.



  • 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 the Log 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

| tags: equip
Popular Discussions View All (1)
1
29 May, 2023 @ 8:22am
Tools and violence
tantanoid
93 Comments
nikita150u 11 Jul @ 5:01am 
Mlie, i'm begging you, please, move toolbetls into utility gear subroup
moo 30 Jun @ 11:23am 
I can't remember, is this mod the one that lets pawns *automatically* equip the tool for the job, or was there a framework mod that had that support?
rybikson 22 Mar @ 5:54am 
Great mod :)
1. Quality vs clothing policy - I would like pawns to stop wearing bad quality apparel, but since the toolkits (belts) dont have any quality they drop them. I havent tested it, bu I asume they just grab the most expensive one over the best quality, so some dumbass could grab the luxury crap silk vest instead of masterwork leather one. Somehow the hand tools are not being dropped despite the fact its not enforced.
* imo - those tool thingys could have the common quality mechanics - why not
2. Pawns cant choose best tool for the job - [solved with "simple Sidearms" mod]
SuwinTzi 20 Mar @ 10:42am 
Thank you
Mlie  [author] 20 Mar @ 12:08am 
@SuwinTzi Yes, it seems the tooltip rounds it down on display. Should still be calculated correctly however
SuwinTzi 19 Mar @ 3:39pm 
Forgot to specify this is in the tooltip from Apparel policy.
SuwinTzi 19 Mar @ 3:04pm 
@Mlie Hello, for the utility, "Combat Kit", the in-game UI shows a bonus melee hit chance of "+0.0" but the XML shows it's +0.04. Is this a game limitation for displaying decimals?
SuwinTzi 19 Mar @ 3:02pm 
@Yutoe "Carrying capacity" increases the item count pawns can carry, while within Mass capacity.

If normally a pawn can only hold 75 items, the backpack and duffel bag increase it to 150 and 200 items, assuming that doesn't exceed the default 35kg of a pawn.
Yutoe 29 May, 2024 @ 2:44pm 
Anyway we can get a fix on the duffle bag and backpacks, as they increase "Carrying capacity" and not "Mass carry capacity" as when looking at my pawns carrying capacity it doesn't go up, and only goes up with vanilla apparel expanded accessories backspaces
Mlie  [author] 15 Apr, 2024 @ 10:20pm 
@Kyrox Anyone is free to make a texture replacement for the mod. I am not the original author or have the gfx skill to replace them.