RimWorld
[XND] Survival Tools
339 commentaires
The Bread Stealer 6 oct. 2023 à 21h32 
updated version: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2874729883&searchtext=tools

seriously guys, just look up if theres a updated version
Jet 6 aout 2023 à 19h47 
im tribal do I need to research electronics to be able to craft a pickaxe??? whats the research/building required?
alexzey 8 févr. 2023 à 2h15 
1.4?
Zandy man 8 aout 2022 à 9h31 
please someone do a 1.3
Jet 23 janv. 2022 à 13h01 
hey
чуркаш 19 janv. 2022 à 2h56 
Update this beautidul mod to 1.3, please!! We need u!
Azuwi 11 janv. 2022 à 8h27 
Need mlie update this to 1.1, 1.2, 1.3 (most important 1.3)
SoakieCat 17 janv. 2021 à 18h55 
tried to add this version to my 1.1 save and it completely fucked the save hahaha
SoakieCat 17 janv. 2021 à 18h54 
1.1 ploxxxxxxxxxx
kullen 10 aout 2020 à 13h17 
Would be nice to either remove the message that pawn dont have tools for hauling and research or add something to fill the roll. To make it easier for your self just make a basic version, a pen made of wood that gives 1% r&d bonus and a piece of cloth with a knot al a hobo style for 5% carry capacity or something silly "easy" along that line:P
Emelio Lizardo 16 juin 2020 à 0h26 
Are all critters required to use tools? That is, AI critters need and use them. Presumably tigers can't bit through rock without them.
<'##>< 19 avr. 2020 à 17h51 
Only stumbled upon this mod recently... thanks for this, and for having other modders continue with it! Adds a nice realism to the game. :)
Lecris 12 avr. 2020 à 3h06 
An update to the update below. I have taken over the maintainance for a while, the currently maintained 1.1 version can be found here .
Jellypowered 8 mars 2020 à 9h42 
Just an update, I've almost got it all converted and debugged for 1.1
Probably just a few more days ladies and gents!
Thetaprime 7 mars 2020 à 7h28 
I should consider switching to jelly power...
Percy The Rover™ 4 mars 2020 à 8h16 
Thank you Jellypowered!
Skully 3 mars 2020 à 8h40 
That'd be cool Jelly
Jellypowered 2 mars 2020 à 18h35 
I've sent XeoNovaDan a message asking about the possibility of me porting this to 1.1
Stay Tuned!
EMERL 1 mars 2020 à 4h45 
darn I really enjoy the mutlitool, I use them all the time x3
XeoNovaDan  [créateur] 27 févr. 2020 à 20h33 
@DarkArtistryNKP - Absolutely!
DarkArtistryNKP 27 févr. 2020 à 19h59 
So if it's not getting updated.. Are you going to allow someone else to update it?
LordQarlyn 26 févr. 2020 à 3h48 
Bummer about the no plans to update. This mod really added a touch of detail to RimWorld.
XeoNovaDan  [créateur] 24 févr. 2020 à 22h53 
@[P.R.China] Miyuri - Unlikely unfortunately since due to time constraints, I'm mostly only updating mods that are smaller in scope + the Vanilla Expanded Projects I collabed with Oskar on
Miyuri 24 févr. 2020 à 21h45 
Oh no! I love this mod so much. Could you please consider updating again?
XeoNovaDan  [créateur] 22 févr. 2020 à 8h54 
Note for 1.1: This mod will not be updated
Ghojo 22 janv. 2020 à 10h27 
I had to unsub because it kept telling me my pawns don't have correct tools, even though I tried giving them every available tool through the dev menu. :(
AmaDeus 8 janv. 2020 à 20h09 
Can somebody tell me how to make it possible for multitool to be craftable as well please ?
dabeek 22 déc. 2019 à 18h01 
Suggestions:
- Cleaver; Butchering speed increase.
- Chisel; Statuemaking & rock carving speed increase.
- Rolling Pin (or perhaps cutlery set); Cooking speed increase.
- Swiss Army Knife; Crafting speed increase.
kongkim 18 déc. 2019 à 7h05 
@Nightrd Ahh okay thx :)
Nightrad 24 nov. 2019 à 9h19 
Yeah, it's a conflict with one of the vanilla furniture mods. I honestly have no idea how, but the warning for not having hauling tools went away after I took them out.
Nightrad 24 nov. 2019 à 4h09 
Kongkim, it's a conflict with another mod. Care to share a modlist to see what we have in common?
Temenat 19 nov. 2019 à 22h41 
@Bobrusk Yes, you can equip tools as weapons
kongkim 19 nov. 2019 à 11h02 
It keep saying someone need tools for hauling what tool is that?
Bobrusk 18 nov. 2019 à 18h21 
Can these survival tools act as melee weapons in case of emergencies?
"The" SeanMacLeod 18 nov. 2019 à 17h58 
That's actually a good idea; stone knapping is a true survival skill.
Temenat 18 nov. 2019 à 5h26 
I like to play in hardcore mode but if the scenario doesn't include materials or tools I need to wait for traders to start harvesting wood and build things. This is annoying, so I thought a "cutting stone" tool for cutting plants would fit well in the mod. It could be made in a crafting spot with a stone chunk.
BanHandled 15 nov. 2019 à 18h27 
So, I just noticed something sad...
Glitter Tech (No Surgery) doesn't count as Glitter tech and therefore even though I have the materials they don't have the bonuses...
Thought I would point this out.
Selweor 8 nov. 2019 à 12h07 
@_♣Caligula_♣ I think I have not explained it right, did not mean patching other mods, which will be tedious, but rather load a list of every gun/item in the mod menu where you can place them in either tool or non-tool category. Example of such a system you can find in "Use your gun" mod. Nevertheless, thank you for your mod!
velcroboy333 3 nov. 2019 à 9h37 
Waiiiiiiiiit a minute....they don't need to have the tools equipped? That changes everything.
XeoNovaDan  [créateur] 3 nov. 2019 à 2h23 
@_♣Caligula_♣ - Doesn't Simple Sidearms choose based on DPS? It could be that the tool the pawn's using has better DPS than the melee weapons, though tools have club-like DPS at best. If not, it could be more of an issue with the way SS autoselects melee weapons.
_♣Caligula♣_ 3 nov. 2019 à 1h46 
Yeah, but pawns use your tool like sidearms when melee fighting. I don´t want the tools to count as weapons basically so I can use knifes etc I want.
XeoNovaDan  [créateur] 3 nov. 2019 à 1h23 
@Emmense - This mod also checks inventory IIRC

@_♣Caligula_♣ - Pawns don't have to equip tools as weapons unlike with other tool mods; they still work in the pawn's inventory

@Teaplease - Unfortunately I'm not going to be doing patches with other mods

@GamePro7803 - Yeah, that's a bug of some sorts. AFAIK it's an interaction with some other mod since this mod doesn't touch hauling capacity by default.
Emmense 2 nov. 2019 à 23h24 
Does the tool for the job only have to be in the colonists inventory or equiped in the primary weapon slot?
_♣Caligula♣_ 26 oct. 2019 à 3h00 
Is there a way to remove/edit the weapon designation for the tools from this mod?
So I can use it smoother together with Pawns are capable aswell as Simple Sidearms.

Thanks in advance.
Selweor 11 oct. 2019 à 12h26 
Hello! Is it possible for items from other mods, to be recognized as tools by your mod? Especially I'm interested in things like butcher knife from RT's Weapon Pack Reloaded (1.0).

Because if not, do you plan to do functionality as in "Use your gun" mod? I mean, make a menu in the mod menu, where users can move additional items to be recognized as tools by your mod.

Thank you!
Gloomster569 6 oct. 2019 à 1h39 
@XeoNovaDan - On the popup that says whos missing what for different jobs, for some reason its coming up with "Hauling" on a few different pawns, must just be a bug. Might go away after i get everyone the right tools but not sure. Not a massive issue but ill let you know if i find out anything else about it, weird
XeoNovaDan  [créateur] 4 oct. 2019 à 4h04 
@GamePro7803 - Pardon? This mod doesn't make hauling require a tool for hauling by default - maybe some other mod adds tools that changes that.

@megururu - Yeah, it's a known issue. Thanks though!

@brightsideguy - That's actually just a weird technical limitation since structure movement uses construction speed. I might remove hardcore mode entirely at some point, or at least add a disclaimer that there will be some odd behaviours.
Gloomster569 30 sept. 2019 à 6h12 
Colonist lacks "Hauling" tool? uhh what tool?
megururu 21 sept. 2019 à 8h00 
Hi again, sorry for bothering you. But I accidentally found a way-around solution for this wild trees seeds problem.

Since trees seeds are spawned if it in the Growing Zone, I confirmed that seeds will be spawn if you set a Growing Zone under the wild tree that you want the seeds of that (Since Growing Zone is set, that tree will be automatically cut down by the pawn. If you set a zone *and* directly command to cut down the wild trees, the seeds may not spawn, I have not tested, sorry).

It's a little micromanagement, but it's worth it, In addition, since seeds are spawned only when you needed, the burden of hauling is reduced.

Hope this help.
megururu 14 sept. 2019 à 5h44 
Hi. Thank you so much for releasing this MOD! These very good tools and features, especially that the pawns can pick up many items using the "Pick up" command at the normal colony is very helpful! (And sorry for my poor English.)

And I know this issue has already been reported in this thread and Ludeon's, but there is one conflict between SeedsPlease MOD.
If this MOD is enabled, the tree seeds of SeedsPlease will no longer spawn when the wild tree is cut down. If I buy seeds from a caravan and grow them in the field, some seeds will spawn, but any seeds will not spawn from wild trees.

If I start a new colony with the following MODs loaded, the tree seeds will not spawn from the wild trees:
Core, HugsLib, Mod Manager, SeedsPlease, [XND] Survival Tools
However, disabling only this MOD will spawn seeds.

I read the files to see if I could do something myself, but I didn't understand at all. If you have time, It would be very helpful if you could support SeedsPlease MOD. Thank you!