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ToolMetrics Redux: A Class-By-Class Guide
By ꌗꉣ꒒ꂦ꓄
The TOOLMETRIX REDUX mod has about 50 various specialized job tools and belts that it adds to Rimworld, but lacks a comprehensive guide to what tools are best for what jobs. While doing this research into the mod for myself I figured I might as well let everyone in on my findings!
   
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Foreword: for Ideology users...
Hey! Been a while since I added anything new here, ToolMetrics itself hasn't changed much since I slapped this guide up shortly before Mlie took things over.

Just a note that Ideology has added some of the concepts that ToolMetrics did first. Because, you know, Ludeon is kind of like that. So in the next few weeks I'm going to be checking out the various additions like backpacks that THEY did and compare it to the backpacks from Toolmetrics, and the like. Just to see which is the better item and all.

(I am assuming that these things are from Ideology and not just part of 1.3. If they are the latter, weeeellll then, this bit will be more impactful than I thought, yaaaay!)

Stay tuned...
Introduction
Welcome! If you are reading this you're probably a user of the awesome ToolMetrics Redux mod (Continued). Originally designed by Broken Valkyrie and recently continued development onto Rimworld v1.1 and v1.2 by Mlie, it adds over fifty various tools (classified as weapons) and kits (classified as belts) into the game for the purposes of buffing various work-based abilities. And if you don't use it, welllllll, maybe you're curious!

The trick is that with all these items, there's a lot of cases where there's a cross-over of what tools are best for what jobs, and even in the case of subjobs (such as the difference between planters that harvest and sow, or construction workers that build or repair). This guide has a list of all the items (I think!) and what all their bonuses are when used. At the end is a class-by-class listing of what I believe are the best combinations of kits and tools for all potential UNMODDED jobs, based on all vanilla work types.

Please note that the mod is best used when combined with a mod that allows weapons and tools to be automatically stored en masse and switched by colonists when in need. These mods include, but may not be limited to:

-LWM's Deep Storage for awesome weapon (and thus also tool!) storage cabinets
-Simple Sidearms for the ability to keep tools for working as well as weapons on your pawns at all times, and intelligently switch between them in combat. Even more handily, Simple Sidearms lets you force colonists that are Incapable of Violence of using these tools anyways!

I will attempt, based on my own gameplay style, to include a summary after all the tool descriptions that include suggestions for 'Right Tool For The Job' based on the expanded Fluffy's Work Tabs.

You might also want to get a hold of a mod called Grab Your Tool!. The mod will allow colonists to automatically switch to appropriate tools when they are required for any job that they are doing.

Any suggestions, corrections, or things I may have missed? Comments are welcome! Please leave some! :D
Tools Created at Crafting Spot
    The items created at the Crafting Spot are generally available from the start of the game, even in tribal play-throughs. They are generally easy to make and serve a basic purpose usually unrelated to any jobs that use any sort of workbench.

FAN
  • Maximum Comfortable Temperature +10c (+18f)
A good item to bring along on caravans to extremely hot locations, or just distributing to the populace during a heatwave. Useful in slowing the progression of heatstroke if one has inadequate clothing protection. Also doubles as a makeshift melee weapon in a pinch.... particularily if you happen to be a Geisha.

Best for Job: Caravaneers
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FLOWERS
  • Negotiation Ability +30%
  • Trade Price Improvement +15%
  • Social Impact +20%
Good for both your warden and traders. Negotiation ability affects multiple stats for both classes and social impact is especially good for faster prisoner recruitments.

Best for Job: Wardens, Caravaneers
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WALKING CANE
  • Move Speed +0.15
It may not seem like much, until the time comes you're heading to an approaching trader in the blistering heat and suddenly they decide to leave the map because of "dangerous temperatures". Don't let them get away so easily! ;)

Best for Job: Traders, Anyone with Movement Speed Difficulties
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WHIP
  • Tame Animal Chance +75%
This animal taming tool can be made practically on arrival as a tribal on a crafting spot (and in fact can ONLY be made on the crafting spot), only costs a few materials, and nearly doubles your tame animal chances. Can't complain. It's the taming counterpart to the whistle.

Best for Job: Animal Handlers
(Note: Does not affect training, only taming)
Tools Created at Tailoring Bench
    The items created at the Tailoring Bench are available for the most part once you have researched Complex Clothing.

BACKPACK
  • Carrying Capacity +75
A good time saver (and a literal space saver) for haulers, this will double the average pawn's carrying capacity.
Best for Job: Haulers
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BANDAGE
  • Medical Tend Quality +10%
  • Medical Tend Speed +30%
A light medical item that is designed to augment general medical care, and sticking to the bottom of a cat's feet so they walk funny.
Best for Job: Doctor
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BLANKET
  • Minimum Comfortable Temperature -10c (-18f)
In cold climates, this could save your toes and fingers from frostbite.
Best for Job: Bed Rest
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DUFFEL BAG
  • Move Speed -0.10
  • Carrying Capacity +125
A jumbo Backpack, which is almost twice the capacity of the backpack, but it slows down pawns lugging them around a bit.
Best for Job: Hauling
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LEASH
  • Tame Animal Chance +25%
  • Train Animal Chance +30%
A combination of the Whip and Whistle, not as good as either but it's handy to have one tool that does both jobs.
Best for Job: Animal Handling (Taming and training)
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PILLOW
  • Immunity Gain Speed +2%
  • Mental Break Threshold -4%
A weapon in the fight against people with Neurotic and Too Smart tendancies, and also discomfort. Also helps pawns ward off infections a little sooner.
Best for Job: Bed Rest
Note: Of course, incapacitated pawns won't be able to hold it for its immunity-boosting properties until they are able to walk again.
Tools Created at Smithing Bench
    For the most part, items made at the Smithing Bench are tools that function as melee weapons. Some of these items actually have makeshift weapon stats.

ANIMAL HUSBANDRY TOOL
  • Animal Gathering Yield +25%
  • Animal Gathering Speed +75%
If you're keeping livestock like sheep or boomalopes that you harvest a stack of items from (such as chemfuel, milk, sheep wool, etc), this will make that harvesting more profitable.

Best for Job: Animal Handler (Harvesting Job)
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AXE
  • Plant Harvest Yield -100%
  • Plant Work Speed +40%
Designed for clear-cutting when you simply want to empty an area of plant life without actually getting anything from it. You won't get any drops, not even food. It is especially good however, if you use mods that disable the firewatcher, and you need to rapidly cut an area of forest out to block incoming wildfire spread.

Best for Job: Firefighter
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CHEFS KNIFE
  • Food Poison Chance -20%
  • Cooking Speed +0.4
Dirty kitchen or useless cook getting you down, and/or you can't keep up feeding your colonists with the chefs you have? This is an alternative to getting more of them.

Best for Job: Chef (Cooking Job)
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CHISEL
  • Sculpting Speed +35%
  • Stonecutting Speed +35%
A dual-purpose tool just right to assist in the speed of two generally-annoyingly-slow jobs.

Best for Job: Artist, Construction (Smoothing Jobs)
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CLEAVER
  • Butchery Speed +35%
You'll be cutting meat up faster than Emeril. Bam!

Best for Job: Chef (Butcher Job)
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CROWBAR
  • Mechanoid Disassembly Efficiency +10%
  • Mechanoid Disassembly Speed +25%
The most elegant tool for the careful autopsy of metallic monstrocities... and that's it. Also rumored to be great for dealing with headcrabs.

Best for Job: Construction I think? Or is it crafting? (Mental note: Check and find out, Psy)
Note: Requires a Machining Table
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FORGE HAMMER
  • Smithing Speed +35%
Pretty obvious, this. "They're masterworks all, you can't go wrong."

Best for Job: Blacksmith
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FORK
  • Eating Speed +100%
Some use it for eating Chunky Soup. Good in the hands of people with food poisoning so they can actually eat an entire meal before they projectile vomit it across the dining room.
Best for Job: Not Applicable.
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HAMMER
  • Construction Speed +25%
Nails and thumbs beware, now you can build at a more reckless speed.
Best for Job: Construction
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PICKAXE
  • Mining Yield +25%
  • Mining Speed +35%
If I need to tell you what a pickaxe is for, then clearly your eight-plus years of playing Minecraft will be for naught.
Best for Job: Mining
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SAW
  • Plant Harvest Yield -25%
  • Plant Work Speed +50%
A less-extreme version of the axe. Slightly more than half the speed of the axe, and more importantly you'll actually get at least *some* stuff from what you're whacking at.

Best for Job: Plants (Sowing and cutting)
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SCALPEL
  • Medical Surgery Success Chance +20%
  • Medical Operation Speed +50%
A bit less chance of slitting a colonist's neck while sticking a peg leg on them is always a good thing, yeah?
Best for Job: Doctor (Surgeon)
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SCREWDRIVER
  • Construction Success Chance +100%
  • Repair Success Chance +100%
Because sometimes you don't have the materials to spare screwing up while installing or repairing an air conditioner.
Best for Job: Construction (Building and Repairs)
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SCYTHE
  • Plant Harvest Yield +40%
  • Plant Work Speed +10%
For the results-oriented farmer in all of us that tried to hide the shame of enjoying Farming Simulator games. Guess what? It also affects woodcutters. Why would someone use an axe or saw when there's this?
Best for Job: Planter (Cultivators and harvesters)
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SHOVEL
  • Mining Speed +15%
  • Plant Harvest Yield -20%
  • Plant Work Speed +15%
As the other tools go, it's like a cross between a Saw and a Pickaxe but not as good as either's job. A jack of both trades, and master of neither.
Best for Job: Miner, Plants (Sowing and cutting)
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SICKLE
  • Plant Harvest Yield +25%
Not really as good as the Scythe. But I think it's a smaller tool and can he carried as a sidearm, while the scythe is a full sized thing. also has no benefit for planters, only harvesters.
Best for Job: Planter (Harvesters)
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SKINNING KNIFE
  • Butchery Efficiency +30%
Not as fast as the cleaver for hacking up meat out of corpses, but the trade-off is that you'll get more meat for cooking with.
Best for Job: Chef (Butcher job)
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SMARTPHONE
  • Global Work Speed -50%
  • Global Learning Factor +80%
What? Why? Stop texting your friends while you're on the job. So yeah, is having your general work speed halved worth the increase in skill speed? Learning faster at a cost of performance, I suppose?
Best for Job: Slackers Not sure. Not applicable?
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SPOON
  • Eating Speed 100%
Some use it for eating Chunky Soup. Same as the fork, it's good in the hands of people with food poisoning so they can actually eat an entire meal before they projectile vomit it across the dining room.
Best for Job: Not Applicable
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THIMBLE
  • Tailoring Speed +35%
Tailoring is a job that can always benefit from some speediness!
Best for Job: Tailor
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TOOLKIT
  • Global Work Speed +25%
A general-use holdable to increase the speed of a lot of stuff. Good as an extra supplement to any kits worn.
Best for Job: All
Note: it is a 'kit', but it is not the belt variety.
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TROWEL
  • Smoothing Speed +100%
Purely for the speedy smoothing of floors and walls.
Best for Job: Consctruction (Smooth floors & walls)
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WHISTLE
  • Train Animal Chance +60%
This will help you train the skills of your livestock or animal companions, but does nothing to assist in taming of wild animals. Also needed for football practice, coach. Is the training counterpart to the Whip.
Best for Job: Animal Handler
(Note: Does not affect taming, only training)
Tools Created at Machining Table
    Once you've researched Electricity and Machining, these four recipes open up. They are the second tier tools for several workers, often fulfilling the needs of more than one at a time.

SKILL SAW
  • Construction Speed +30%
  • Plant Harvest Yield -50%
  • Plant Work Speed +300%
Though the yield you get is going to be half the normal, the sheer speed you can carve through trees and crops with this beast is phenomenal. Affects planting too, and is great for speeding up the normally agonizingly-slow process of sowing trees.
Best for Job: Farmer
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BRICK SAW
  • Sculpting Speed +50%
  • Mechanoid Disassembly Speed +75%
  • Stonecutting Speed +225%
Combining the functionability of the crowbar and chisel, this is a the next tier of time saver that improves further on the two tools it replaces, especially regarding stonecutting.
Best for Job: Artist, Machinist, Crafting (Stonecutting)
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POWER DRILL
  • Construction Speed +200%
  • Construction Success Chance +50%
  • Repair Success Chance +50%
  • Mechanoid Disassemnbly Efficiency +30%
  • Mechanoid Disassembly Speed +35%
This power tool combines the functions of the crowbar and screwdriver for the most part. it is more geared towards constructors than crafters, but for each of its functions it still outperforms its tier 1 counterparts.
Best for Job: Construction, Machinist
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JACKHAMMER
  • Mining Yield +50%
  • Mining Speed +200%
  • Smoothing Speed +40%
Its smoothing abilities are overshadowed by the humble trowel, but in turn it dominates the pickaxe for mining ability.
Best for Job: Construction (Smoothing), Mining
Kits Created at Tailor Bench
    Once you have access to Complex Clothing, an additional set of Kits can be produced by combining several items from the mod together along with some basic tailoring materials (leathers, wool, cloth, etc). These will create wearable belts with bonuses that usually combine all the component tools used to create them, but as they are wearable belts, they can also stack with any of the separate tools the colonists wield in their hand. These items are usually designed to deal with all the sub-jobs of all the major job branches.

    Exceptions: The Chemistry and Combat kits are created by standard assembly and don't require creating tools to combine into their kits.

ANIMAL KIT
Requires Whip, Whistle, Leash, and Animal Husbandry Tool + 30 Ingredients
  • Animal Gathering Yield +25%
  • Animal Gathering Speed +75%
  • Tame Animal Chance +100%
  • Train Animal Chance +100%
The Animal Handler's Go-To kit. Has everything you need for everything critter related.
Best for Job: Animal Handling
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CHEF KIT
Requires Skinning Knife, Cleaver, and Chef's Knife + 30 Ingredients
  • Food Poison Chance -20%
  • Cooking Speed +0.4
  • Butchery Efficiency +30%
  • Butchery Speed +35%
The Cook's All In One Accessory Belt. You'll be like Batman in the Kitchen.
Best for Job:
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CHEMISTRY KIT
  • Drug Synthesis Speed +50%
A little extra speed for crafting most drugs and medicines.
Best for Job: Crafting (Drug workbench, all drugs except Psychite Tea, which is Cooking)
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COMBAT KIT
  • Ranged Weapon Accuracy (all distances) +4%
  • Aiming Time -25%
The aiming speed bonus is the big draw in itself, but the accuracy bonus makes it like a less extreme Trigger Happy but with all bonuses rather than the accuracy penalty. That's two plusses!
Best for Job: Hunting, Shooting
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CONSTRUCTOR KIT
Requires Hammer, Trowel, Pickaxe, Screwdriver, and Crowbar + 30 Ingredients
  • Mining Yield +30%
  • Mining Speed +35%
  • Construction Speed +35%
  • Construction Success Chance +100%
  • Repair Success Chance +100%
  • Mechanoid Disassembly Efficiency +10%
  • Mechanoid Disassembly Speed +25%
  • Smoothing Speed +100%
Technically, this is a good all around kit not just for Constructors, but Miners and Machinists as well.
Best for Job: Construction, Mining
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COOK KIT
Requires Chemistry Kit, and Chef Kit + 30 Ingredients
  • Food Poison Chance -20%
  • Cooking Speed +0.3
  • Butchery Efficiency +30%
  • Drug Synthesis Speed +50%
  • Butchery Speed +30%
This is a kit that combines two other kits, making it take the lead for prerequisite crafting to make.
Best for Job: Chef, Crafting (Drugs)
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CRAFTING KIT
Requires Thimble, Forge Hammer, and Chisel + 30 Ingredients
  • Sculpting Speed +35%
  • Smithing Speed +35%
  • Tailoring Speed +35%
  • Stonecutting Speed +35%
The top of the line gear for your Crafters and Artists. Wear with pride.
Best for Job: Artist, Crafters (All)
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DOCTOR KIT
Requires First Aid Kit, Scalpel, and Medicine + 30 Ingredients
  • Medical Surgery Success Chance +20%
  • Medical Operation Speed +50%
  • Medical Tend Quality +25%
  • Medical Tend Speed +75%
  • Immunity Gain Speed +5%
You'll look positively crackin' wearing this belt and waving your medical degree around.
Best for Job: Medical, Bed Rest

Note: Has to be worn by patient to gain immunity recovery bonus!
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GARDEN KIT
Requires Sickle, Scythe, Shovel, Saw, and Axe + 30 Ingredients
  • Mining Speed +15%
  • Plant Harvest Yield +50%
  • Plant Work Speed +50%
The Work speed of the Saw and a slightly better working speed than the Scythe. Also you can mine with it! Spot on.
Best for Job: Mining, Planting
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SOCIAL WEAR
Requires Flowers, and Walking Cane + 30 Ingredients
  • Negotiation Ability +35%
  • Trade Price improvement +20%
  • Move Speed +0.15
  • Social Impact +30%
The bling you can bring to the swing with your fling. Impress your trader guests and make the deals.
Best for Job: Warden, Trader, Caravanner
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TOOL BELT
Requires Toolkit + 30 Ingredients
  • Global Work Speed +25%
This essentially turns a Toolkit into a wearable, allowing a further 25% to work speed.
Best for Job: Any
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TRAVELER PACK
Requires Pillow, Blanket, Spoon, Fork, and Fan + 30 Ingredients
  • Immunity Gain Speed +2%
  • Maximum Comfortable Temperature +10c (+18f)
  • Minimum Comfortable Temperature -10c (-18f)
  • Mental Break Threshold +4%
  • Eating Speed +150%
Your basic survival kit for being out on the road. Top tier wearable for the travelling enthusiast.
Best for Job: Caravanner

Note: Has to be worn by patient to gain immunity recovery bonus!
Tools Created at Fabricator
    The Fabricator is where the final few tools are created once Fabrication has been researched. There are only two items known produced here at present.

SMARTPHONE
  • Global Work Speed -50%
  • Global Learning Factor +80%
What? Why? Stop texting your friends while you're on the job. So yeah, is having your general work speed halved worth the increase in skill speed? Learning faster at a cost of performance, I suppose?

Best for Job: Slackers Not sure. Not applicable?

NOTE: This is a belt object, not a holdable tool.
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LAPTOP
  • Research Speed +65%
  • Global Learning factor +10%
Great for playing Minecraft when the boss ain't looking. Or maybe Fortnite... you know, if you just happen to be an unwashed heathen troglodyte. ;)

Best for Job: Research, the learning factor can be useful for anyone but the bonus is small.
Items Available Through Trading
    As far as I *know*, the only sources of these items is from orbital and planetary traders... please notify me if they are indeed craftable as I have yet to locate where. ;)

Encyclopedia
  • Research Speed +35%
A nice boost to your researcher's speed, helping you get to the higher techs faster.

Best for Job: Researcher
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Coupon Book
  • Trade Price Improvement +25%
It's pretty basic, it makes your goods worth more to other factions, and their goods worth a discount to you. Win-win.

Best for Job: Warden, Trader, Caravanner
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How To For Dummies
  • Global Learning factor +25%
A generic item like the Toolkit, but this one helps pawns level up their skills a bit quicker. A good way to combat skill degradation over time.
Best for Job: Any
Best Gear By Specialty (According to Fluffy's work Tabs) Pt. 1
    Generally, using Simple Sidearms or KV's Weapon Storage will let you keep any of the Toolmetrics tools handy for when you're working and not battling for your lives.

    This final list breaks down all the jobs from Fluffy's Work Tabs, assuming that it and Toolmetrics are the only mods being used. You'll have to learn how they work or don't work for other custom mods that add new jobs yourself.

    Note that this section of the guide is written on the assumption that you want to use the BEST tools for the job, so alternatives that are less effective will not be mentioned unless they are of a different tier (usually only counts if the second tier is made on the machining table or purchased from other communities/traders)

FIREFIGHT
  • Firefight has no custom subjobs. While the Fan adds a small amount of heat protection, when rushing into a burning room it won't help much. The Axe allows one to quickly cut down trees and plants without leaving flammable wood/crop piles behind, so it is good for quickly cutting fire breaks in case of large forest fires.
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PATIENT
  • It would be expected if you have life threatening injuries to rush to bed. A few of the tools in the mod deal with immunity gain, and being worn/wielded by those in a hospital can help ward off immunity sooner.... assuming that they are conscious enough to go put them on themselves. These include the Pillow, and either the wearable Doctor Kit (not as good) or Traveller Pack (better).

    In a related note, The mod Dress Patients by eagle0600allows someone to dress a pawn that's in bed, our lives are saaaaaved!
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DOCTOR
  • Doctors tend to split into two categories, general practitioners (general medical care) and surgeons. For the general doctor, the Bandage would be the tool of choice, while for a dedicated surgeon, the Scalpel. As for kits, the all-purpose Doctor's Kit is the wise, and really, only choice.
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BED REST
  • See PATIENT
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WARDEN
  • Wardens handle everything to do with prisoners. Executing, chatting, releasing... and your social skills are what you need to do it all effectively. That means the best tools for the job are Flowers, and wearing the Social Wear kit. Note also that this combination of items also adds the best social bonuses to characters chosen to deal with traders and lead trade caravans, as 'Caravanning' isn't considered a job in itself.
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HANDLE
  • Animal Handling is split into three sets of duties. The Animal Kit is the kit that each of them will use, though the tools that they use are different. First, there is the Husbandry skills which include Shearing, Milking, Feeding and such, and they use the Animal Husbandry Tool for these. Second, the Tamers are the ones that find wild animals to add to your livestock. Their primaty tool is the Whip. Lastly, there's the Trainer, who teaches new tricks to your animals. They are the ones that use the Whistle.
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COOK
  • Besides the Chef that cooks Meals, there is the Butcher and Brewer jobs in this category. The Chef's Knife is for cooking itself as well at brewers (Limited - will slightly affect speed of making grape must and wort), and the Skinning Knife is for butchers. The Chef Kit is the best and only choice really for all branches. The Chef Kit and Chef's Knife will benefit the production of psychite tea, as it is counted as a foodstuff and created on a stove, despite being lumped into the same inventory category as drugs and being mildly addictive. Remember, loading and unloading brewing kegs are hauling jobs, not cooking jobs.
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HUNT
  • Hunting is, in the vanilla description, just shooting stuff. So the Combat Kit is all you need, since their firearm of choice is their tool. Even if using a mod to allow melee hunting, it would still be the same.
Best Gear By Specialty (According to Fluffy's work Tabs) Pt. 2
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CONSTRUCT
  • Construction has several subcategories. The tools and kits for each of these varies. The basic builder constructs things, and benefits from the Hammer or the Screwdriver for the first tier, and advances to the Skill Saw or Power Drill for the second tier. The repairer uses generally the same gear, except they do not benefit from the Skill Saw. Deconstructors don't have any special tool. Smoothers use the Chisel or Trowel at tier 1, and the Jackhammer in tier 2 (though the trowel is actually better than it for -only- smoothing!). For all of them, though, the Constructor Kit is the only kit that benefits them besides the general work speed Tool Belt.
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GROWER
  • Growers are seperated into Sowing and Harvesting. Harvesting differs from Plant Cutting as Harvesting deals with crops that have been planted by the colony while Plant Cut deals with wild plants and trees. It's a bit confusing as most farming tools have a combination of penalties and benefits, depending on who is using them, so this section will be in reverse and explain the work effects based on the tools, rather than the tools wielded by the worker; The Axe gives you no harvest YIELD but is still good for the +40% work speed for planters. Which means it's the best planter tool - just don't let them HARVEST with them, or you lose everything :P . The Scythe becomes the best tool for Harvesters because of the combination of +10% faster work speed and the +40% yield. For both, of course, the Garden Kit is the belt to wear, giving +50% bonuses to both yield and work speed, bonuses generally affecting both sowing and harvesting equally.
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PLANT CUT
  • See Grower.
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MINING
  • Miners usually have to run to and from seams that could be far from your base, which eats up precious work shift time. So the best thing a miner can do is dig fast, dig hard, and get the most stuff out of the ground as they can. it's basic. Kit-wise you can't beat the Constructor Kit, which gives a +30% Mining Yield for +35% Mining Speed. Toolwise, start with the Pickaxe for the further +25% yield and +35% speed, then once you've finished researching Machining, sell off the pickaxes and upgrade to the Jackhammer for +50% yield and a huge +200% speed bonus. You'll be cutting up mountains like really big loaves of bread.
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SMITHING
  • Forge Hammer, and Crafting Kit. Easy-peasy. You'll have a total of +70% smithing speed between the two of these.
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TAILORING
  • And for these guys, Thimbles and Crafting Kits. +70% Tailoring Speed for the clothes-makers.
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CRAFTING
  • For general crafting that isn't categorized as the two above, well, you have choices. For Drug Synthesis, you have the Chemistry Kit or Cook Kit. Both are the same +50% speed bonus but the Cook Kit includes extra bonuses that other classes can make use of. There is no specific tool for drug making, so a generic Toolkit can be used to add another +25% to work speed. The Toolkit's also good for people working at a Refinery. Stonecutters benefit best from the Crafting Kit combined with a Chisel, which is then upgraded to a Brick Saw once you've completed Machining research.
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HAULING
  • Backpacks and Duffel Bags increase the amount of weight your pawns can carry for each job, which helps. The Duffel Bag will slow you down, however. You can use the Walking Cane with the Duffel Bag to cancel out (and slightly improve in turn) the bag's speed penalty and enjoy triple-capacity hauling.
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CLEANING
  • Unfortunately there are no tools that specifically help with cleaning, however the movement speed bonuses of the Walking Cane and Social Kits will help in the long run. You know... literally.
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RESEARCH
  • The Encyclopedia and the Laptop are the two tools that are best here. Each gives a cumulative better bonus to Research Speed, and the Laptop also includes a Global Work speed increase, oddly enough, that works for all work types. (Why it speeds up work and the Smartphone slows it down, who knows?)
4 Comments
Karmapowered 16 Jan, 2021 @ 1:09pm 
Awesome guide for an awesome mod. I've recently re-discovered it thanks to Mlie's update, and this guide motivates me to use it in my next playthrough.

Thank you for creating and sharing it.
Tri-Enclave President CEO 25 Dec, 2020 @ 12:46am 
An addon would work best, it'll "refresh" this mod's presence and bring new people in. That being said the final decision is yours.
ꌗꉣ꒒ꂦ꓄  [author] 25 Dec, 2020 @ 12:12am 
I am seriously pondering making a little dependant addon mod for this to add some new tools for use with various mods that could benefit....

Like a fishing rod for Vanilla Fishing Expanded.... (+fishing speed)
A clipboard for Colony Manager.... (Perform 'batch' management tasks)
A menu for Gastronomy.... (Not sure how this would work yet, I only recently got the mod and have not played with it yet, but sure I can find something for waiters!)
And maybe a notebook for Orion's Therapy... (+treatment efficiency) :D
Tri-Enclave President CEO 2 May, 2020 @ 7:58pm 
Never heard of this mod, I think I'll look at it thanks to this detailed guide. Thanks.