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can these tools be equipped as sidearms using the mod simple sidearms?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1211065630&searchtext=toolmetrics+redux
They have to be actively equipped for stat bonuses :(
Passives would be OP
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.
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.
It gives you the ability to swap weapons / tools very easily.
It increases your pawn's global workspeed by 20%
It is likely a conflict, but have you heard of this error before?
What made me want to uninstall? Enemies raiding with cane, computers and stuff like that as a weapon...
Does the quality of the tools change anything? Seems to have the same stats...
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.
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.
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.
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.
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.
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.