RimWorld

RimWorld

Toolmetrics: Work Tools for Pawns
96 Comments
gamer nerd 28 Sep, 2018 @ 2:38pm 
my pawns need tools! will you update this?
keylocke 1 Jun, 2018 @ 3:26am 
will colonists equip the right tools for the right job automatically from the stockpile?

can these tools be equipped as sidearms using the mod simple sidearms?
Trayshman 1 Feb, 2018 @ 2:16am 
I would recommend using this one until this is updated. Haven't tried it myself yet though.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1211065630&searchtext=toolmetrics+redux
alcangel_neal 30 Jan, 2018 @ 5:14pm 
Stil no sign of an update huh? Guess I'll go back to slumming it, chipping away at rocks and trees with my (pawns) bar ehands :p I live in hope :)
IlIlIlIIlIlIl 13 Jan, 2018 @ 1:52pm 
I can only dream of an update....
Kham 1 Jan, 2018 @ 12:21pm 
Really hoping for an update to this mod, it's the only one on my list which hasn't got a B18 version yet so I keep putting off going back into game. Once you have tools, it's difficult going back to not having them.
Triobian 30 Nov, 2017 @ 10:49pm 
any plans for an 18 update?
<'##>< 23 Nov, 2017 @ 8:14am 
Hallo, thank you for this mod, it was lovely in A17. :) Will this be updated for B18 though?
Dr. Corn Wallace: PermaMD 15 Nov, 2017 @ 1:59pm 
@NovaBit
They have to be actively equipped for stat bonuses :(
Passives would be OP
Dr. Corn Wallace: PermaMD 15 Nov, 2017 @ 1:57pm 
Duffel bag and backpack increase carrying capacity stat on info page BUT don't make pawns carry more than x75 of most things (checked by equipping/unequipping, checking pawn stats then making them haul stuff, like rice/hay etc).
Other tools work fine (if a little confusing, skill saw makes you plant quicker but don't use it to harvest? yeah sure... if you say so.. I use an angle grinder to plant cactuses personally all the time :P)

If that could be fixed I'd officially LOVE this mod, as it stands its useful and also a little clunky.

Goes great with simple sidearms, would love a way for pawns to autoswitch between their tools depending on the task, not just combat ranged vs melee.

Any chance for some kinda collaboration on that front?

More interested in the the first thing though, with the backpacks and whatnot.
Sithis 12 Nov, 2017 @ 11:33pm 
@"The" SeanMacLeod Well, I don't know about the Effort part - I mean, if you don't have any bullets left, a hammer is definitely easier to swing.

Also, just a small heads-up, this mod goes great with Simple Secondaries (if that's the proper name for it), as that way, you can have a pawn with both a proper combat-ready weapon and a tool to switch between when in and off of combat. Also, correct me if I'm wrong, pacifist pawns don't get mood debuff when they're wearing a tool in the 'offhand'? If that's the case, they'll at least be only getting a mood penalty while actively working the tool, going back to normal once you switch them to 'unarmed'. Not the best workaround, but at least, some workaround nonetheless.
"The" SeanMacLeod 10 Nov, 2017 @ 7:31pm 
A hammer will kill a guy just as dead as a rifle will, you just have to get a lot closer and expend more effort....
вαиαи 10 Nov, 2017 @ 4:26am 
Yea, it would be nice if the tools weren't tagged as weapons. Dunno if that's possible?
ATR 2 Nov, 2017 @ 10:13am 
I wish non-combat pawns could equip tools. They're handy, but that'd greatly improve the utility of this mod...
Justine 2 Nov, 2017 @ 6:29am 
Well I can smelt some of them but I haven't encountered any merchants who want tu buy my unwanted tools.
97cweb 30 Oct, 2017 @ 8:17pm 
Is there a way to dismantle/destroy them? I have a pile of whistles and thimbles from early raiders yet they cannot be smelted.
Kupferdrache 26 Oct, 2017 @ 8:55am 
Only the active tool will count, but it is still a good way to carry a ranged weapon with you in case of base raids.
kat 14 Oct, 2017 @ 11:31am 
Question about compatiblity with the Sidearms mod: Do bonuses still count when used as sidearms? Or do they have to be actively equipped?
Uriel 13 Oct, 2017 @ 10:45am 
You have to assign the weapons to the pawns and then when you select the pawn you should see buttons appear that allow you to switch the weapons.
Youtep 12 Oct, 2017 @ 9:20am 
Thanks, it look like a rly good mod, but actualy my pawns don't go to take their wp on it, nvm, I will see.
Uriel 11 Oct, 2017 @ 6:22am 
Try this mod Weapon Storage: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1128902687&searchtext=weapon+storage

It gives you the ability to swap weapons / tools very easily.
Youtep 10 Oct, 2017 @ 9:45am 
Someone know how to set the weapon to equip on the panoply/outfit menu ?
PapaRage 1 Oct, 2017 @ 5:55pm 
Tools are apparently unsellable in settlements, or to traders, have tried a bit but they seem to become a bit 2 much after a while, i assume this is a bug? just make em sellable to settlements, and so that they can actually sell you some too
SonOfJupiter 1 Oct, 2017 @ 12:20pm 
Sorry if this has already been mentioned, but is there any chance for a Combat Extended patch? Just so if my pawn is caught off guard with his forge hammer he can still put up a good fight, etc.
Thorpey94_[RD] 30 Sep, 2017 @ 8:43am 
thank you @Shadowpaw
Shadowpaw 29 Sep, 2017 @ 11:26am 
@thorpey94
It increases your pawn's global workspeed by 20%
Thorpey94_[RD] 29 Sep, 2017 @ 10:33am 
what does the toolkit do?
BanHandled 23 Sep, 2017 @ 8:47pm 
I cannot, for the life of me, find a place that is willing to buy the tools. Traders, towns, etc, have them in the greyed off list.
It is likely a conflict, but have you heard of this error before?
Its_juice 21 Sep, 2017 @ 8:48pm 
You could reduce the amount of items, insert the most important ones and some more difficult to manufacture, but be more specific. If this is not possible do a separate mod, such as a lite mod, I do not know. I think it is a bit stuffy.
Mysterius 21 Sep, 2017 @ 7:40am 
I'll keep you posted. At the moment I haven't played long games with the mod. That being said, it find it quite "ambiance-breaking". There is no way to forbid a weapon to appear in raids I supposed? It is chosen randomly from the list?
Chronometrics  [author] 20 Sep, 2017 @ 8:42pm 
Like any Rimworld mod that adds things, you cannot remove it if any references to those things are present in the save data whatsoever. Raids with tools should be very small (3-4%) after the first dozen raids or so, depending on your difficulty. It drops off as your colony wealth increases. What has your experience been?
Mysterius 20 Sep, 2017 @ 1:05pm 
Can't you uninstall the mod? I have an error when loading a savegame after uninstalling it.
What made me want to uninstall? Enemies raiding with cane, computers and stuff like that as a weapon...
Chronometrics  [author] 19 Sep, 2017 @ 11:37pm 
Unwanted tools? Smelt em or sell em, just like unwanted weapons. They should be smeltable, but I'll double check to make certain that they all are. Currently, quality and deterioration have no effect on stats as vanilla rimworld has no system for it. As for tool buffs if tools are in the inventory - the mod was not designed with this in place, and would be pretty OP. Tools are strong because they take up your primary slot, which is a disadvantage commsurate with their abilities.
Justine 19 Sep, 2017 @ 9:39am 
What to do with unwanted tools (too deteriorated or too many copies)?
Does the quality of the tools change anything? Seems to have the same stats...
Oddworld86 18 Sep, 2017 @ 9:42am 
"It would be great if there was an option to have the buffs when the tools are in the inventory." I agree.
Jaxx - pshoooo 17 Sep, 2017 @ 3:05pm 
Is there any way to recycle/destroy unwanted tools at the moment? My stockpile looks like a garbage dump with the number of raider tools I've accumulated, and my electric smelter doesn't accept the tools for recycling.
Poul Mavinger 17 Sep, 2017 @ 12:17pm 
i love this mod and its idea, but I cant micromange all my weapons for all my colonists...If you could make this mod compatiable with simply sidearms it would be great! What that mod does is allow you to carry extra weapons like grenades or pistols with a rifle primary and they can switch to it on the fly. Both are in the inventory, and when they switch back it goes back into thier inventory. I was hoping I could use your mod with that one but it appears that I cant equip the tools as a sidearm....maybe that could be a solution? otherwise I simply just cant do micromange it.
[FaZe]|xXX\Akman/XXx| 15 Sep, 2017 @ 2:21am 
It would be great if there was an option to have the buffs when the tools are in the inventory.
Shadowpaw 9 Sep, 2017 @ 3:47pm 
This mod with Combat Extended works pretty well for me.
CE gives you an inventory, but keeping tools in your inventory reduces the amount of ammo you can carry. It's a nice trade-off that works for me.
I would still love to see nonviolent pawns be able to carry tools though, but eh, it's a small issue.
Chronometrics  [author] 9 Sep, 2017 @ 12:53pm 
Sounds good. I appreciate your input Madman. I do feel that the micro introduced is an issue that should be either addressed, reduced or circumvented. I'm not sure yet whether I should be changing the fundamental basis of the mechanic yet, and if so to what.
Madman666 9 Sep, 2017 @ 12:40pm 
Well, I see your point, making tools basically equippable buffs to some stats isn't that interesting, but so is running around swapping them for weapons and back. I'd really like to present a third idea, that would satisfy both conditions of no additional micromanagement and also no boring permanent swappable bonuses, but unfortunately I don't have anything to share for now. I'll check out new thread and if I think of something that might be interesting to try, I'll post a suggestion there)
Chronometrics  [author] 9 Sep, 2017 @ 12:30pm 
I made a discussion thread called "Future of the Mod" discussing this and other things in similar detail. Feel free to read that as well. I'm uncertain about exactly where I want this mod to go as my current design goals seem to be causing frustration to some percentage of users.
Chronometrics  [author] 9 Sep, 2017 @ 12:29pm 
What is not interesting to me is the current test I am doing with weapons in their own apparel slot. All my colonists have tools equipped, and weapons equipped, and the tools are mostly just reduced to 'What is the best tool I have currently, it goes on everyone'. If I just wanted flat bonuses to my colonists I could cheat in some traits. The tools aren't even particular expensive, difficult to obtain, or risky like prosthetics.

While I personally feel like this removes the interesting choices brought about from 'How do I get efficiency out of my colonists without sacrificing security', other players such as yourself seem to feel that being unable to get the maximum possible advantage out of each tool is frustrating.
Chronometrics  [author] 9 Sep, 2017 @ 12:28pm 
I agree there is some issue with players desiring micro intensive activities regarding tools. My personal experience is that as I use this mod, I setup some equipment benches in key locations around my colony. At the beginning of a raid, the pertinent colonists grab weapons, and at the end of the raid they can pick up their tools (if they're not incapacitated). Some specific tools such as first aid kits hang out in key places for when things go wrong.

Swapping constantly back and forth between tools is not only annoying, but seems to be counter-productive. You spend too much time and effort running around with tools.

It's interesting to me to setup different choices and contingency plans around the colony. I have no specific issues with overly large amounts of micro even on Extreme - raids are a little annoying single every character has one more task to do after being drafted but otherwise it's not overly arduous.
Madman666 9 Sep, 2017 @ 12:11pm 
I don't really understand whats so interesting about a concept of restricting colonists to have a tool OR a weapon equipped. Either it causes the aforementioned micro - as you'll have to rush to your armory to take arms with each colonist and prepare for incoming raid, or if the raid just drops down on you in pods\bugs spawn in your bedroom\dining room - you're simply screwed instantly as you don't have a weapon to fight back. As on higher difficulties storytellers tend to test your defenses pretty damn often, usefullnes of having tools on you is questionable.

Of course you could just designate some guys to be crafter\builder with tools and other as combat units, but most often when shit hits the fan, closest pawn that can take action will 200% be someone with a tool. Not to mention that with raids mostly outnumbering you, every single shooter counts, even crappy ones. So weapons will always outweight tools in importance IMO.
Chronometrics  [author] 9 Sep, 2017 @ 12:00pm 
Incidentally, there are 41 tools but there are strictly bad choices to make, and the tools are generally interspaced at different techs and crafting areas so you aren't just deluged with them all at once. I'll probably cut a few tools in the future however (I already cut 18 from the original version I made when I started).

The biggest 'tool dump' is definitely at forging. Luckily, most people understand intuitively what an axe does, what a hammer does, etc. There is still room for improvement in this area.
kat 9 Sep, 2017 @ 11:53am 
I have an idea for those of you who want a weapon and a tool equipped. Use the Sidearms mod, have the tool as their main "weapon" and put their actual weapon as their secondary. Then you can have them carry both and draw either as needed.
Chronometrics  [author] 9 Sep, 2017 @ 11:46am 
The micro only exists if you are very insistent about getting the maximal value out of each tool. The trouble with equipping tools and weapons together is that it removes most of the interesting restrictions this mod offers. If you just want a mod that is something like "If I spend 50 steel my pawn just gets better at thing X by 50%" then not only do the tools become extremely powerful but there are no real interesting choices to make for the player.

I'll make a discussion thread talking about the future of the mod since this seems to be a thing that people are bringing up a lot.
DrBubba 9 Sep, 2017 @ 11:04am 
This is a fun idea, but man, 41 tools is just a bit overwhelming, especially when you're trying to figure out if "Tool X" is worth making and carrying around. Without some way to equip a tool at the same time as a weapon (which isn't your responsibility), it just seems like a lot of micromanagement would have to happen dealing with trying to keep track of what needs to be equipped and when. Even more so for pawns that are doing multiple tasks on a regular basis.

UnlikeElysium 9 Sep, 2017 @ 9:23am 
does this work with other saves?