RimWorld
[XND] Survival Tools
339 commenti
The Bread Stealer 6 ott 2023, ore 21:32 
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 ago 2023, ore 19:47 
im tribal do I need to research electronics to be able to craft a pickaxe??? whats the research/building required?
alexzey 8 feb 2023, ore 2:15 
1.4?
Zandy man 8 ago 2022, ore 9:31 
please someone do a 1.3
Jet 23 gen 2022, ore 13:01 
hey
чуркаш 19 gen 2022, ore 2:56 
Update this beautidul mod to 1.3, please!! We need u!
Azuwi 11 gen 2022, ore 8:27 
Need mlie update this to 1.1, 1.2, 1.3 (most important 1.3)
SoakieCat 17 gen 2021, ore 18:55 
tried to add this version to my 1.1 save and it completely fucked the save hahaha
SoakieCat 17 gen 2021, ore 18:54 
1.1 ploxxxxxxxxxx
kullen 10 ago 2020, ore 13:17 
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 giu 2020, ore 0:26 
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 apr 2020, ore 17:51 
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 apr 2020, ore 3:06 
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 mar 2020, ore 9:42 
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 mar 2020, ore 7:28 
I should consider switching to jelly power...
Percy The Rover™ 4 mar 2020, ore 8:16 
Thank you Jellypowered!
Skully 3 mar 2020, ore 8:40 
That'd be cool Jelly
Jellypowered 2 mar 2020, ore 18:35 
I've sent XeoNovaDan a message asking about the possibility of me porting this to 1.1
Stay Tuned!
EMERL 1 mar 2020, ore 4:45 
darn I really enjoy the mutlitool, I use them all the time x3
XeoNovaDan  [autore] 27 feb 2020, ore 20:33 
@DarkArtistryNKP - Absolutely!
DarkArtistryNKP 27 feb 2020, ore 19:59 
So if it's not getting updated.. Are you going to allow someone else to update it?
LordQarlyn 26 feb 2020, ore 3:48 
Bummer about the no plans to update. This mod really added a touch of detail to RimWorld.
XeoNovaDan  [autore] 24 feb 2020, ore 22:53 
@[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 feb 2020, ore 21:45 
Oh no! I love this mod so much. Could you please consider updating again?
XeoNovaDan  [autore] 22 feb 2020, ore 8:54 
Note for 1.1: This mod will not be updated
Ghojo 22 gen 2020, ore 10:27 
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 gen 2020, ore 20:09 
Can somebody tell me how to make it possible for multitool to be craftable as well please ?
dabeek 22 dic 2019, ore 18:01 
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 dic 2019, ore 7:05 
@Nightrd Ahh okay thx :)
Nightrad 24 nov 2019, ore 9:19 
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, ore 4:09 
Kongkim, it's a conflict with another mod. Care to share a modlist to see what we have in common?
Temenat 19 nov 2019, ore 22:41 
@Bobrusk Yes, you can equip tools as weapons
kongkim 19 nov 2019, ore 11:02 
It keep saying someone need tools for hauling what tool is that?
Bobrusk 18 nov 2019, ore 18:21 
Can these survival tools act as melee weapons in case of emergencies?
"The" SeanMacLeod 18 nov 2019, ore 17:58 
That's actually a good idea; stone knapping is a true survival skill.
Temenat 18 nov 2019, ore 5:26 
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, ore 18:27 
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, ore 12:07 
@_♣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, ore 9:37 
Waiiiiiiiiit a minute....they don't need to have the tools equipped? That changes everything.
XeoNovaDan  [autore] 3 nov 2019, ore 2:23 
@_♣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, ore 1:46 
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  [autore] 3 nov 2019, ore 1:23 
@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, ore 23:24 
Does the tool for the job only have to be in the colonists inventory or equiped in the primary weapon slot?
_♣Caligula♣_ 26 ott 2019, ore 3:00 
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 ott 2019, ore 12:26 
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 ott 2019, ore 1:39 
@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  [autore] 4 ott 2019, ore 4:04 
@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 set 2019, ore 6:12 
Colonist lacks "Hauling" tool? uhh what tool?
megururu 21 set 2019, ore 8:00 
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 set 2019, ore 5:44 
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!