RimWorld
[XND] Survival Tools
339 件のコメント
The Bread Stealer 2023年10月6日 21時32分 
updated version: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2874729883&searchtext=tools

seriously guys, just look up if theres a updated version
Jet 2023年8月6日 19時47分 
im tribal do I need to research electronics to be able to craft a pickaxe??? whats the research/building required?
alexzey 2023年2月8日 2時15分 
1.4?
Zandy man 2022年8月8日 9時31分 
please someone do a 1.3
Jet 2022年1月23日 13時01分 
hey
чуркаш 2022年1月19日 2時56分 
Update this beautidul mod to 1.3, please!! We need u!
Azuwi 2022年1月11日 8時27分 
Need mlie update this to 1.1, 1.2, 1.3 (most important 1.3)
SoakieCat 2021年1月17日 18時55分 
tried to add this version to my 1.1 save and it completely fucked the save hahaha
SoakieCat 2021年1月17日 18時54分 
1.1 ploxxxxxxxxxx
kullen 2020年8月10日 13時17分 
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 2020年6月16日 0時26分 
Are all critters required to use tools? That is, AI critters need and use them. Presumably tigers can't bit through rock without them.
<'##>< 2020年4月19日 17時51分 
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 2020年4月12日 3時06分 
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 2020年3月8日 9時42分 
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 2020年3月7日 7時28分 
I should consider switching to jelly power...
Percy The Rover™ 2020年3月4日 8時16分 
Thank you Jellypowered!
Skully 2020年3月3日 8時40分 
That'd be cool Jelly
Jellypowered 2020年3月2日 18時35分 
I've sent XeoNovaDan a message asking about the possibility of me porting this to 1.1
Stay Tuned!
EMERL 2020年3月1日 4時45分 
darn I really enjoy the mutlitool, I use them all the time x3
XeoNovaDan  [作成者] 2020年2月27日 20時33分 
@DarkArtistryNKP - Absolutely!
DarkArtistryNKP 2020年2月27日 19時59分 
So if it's not getting updated.. Are you going to allow someone else to update it?
LordQarlyn 2020年2月26日 3時48分 
Bummer about the no plans to update. This mod really added a touch of detail to RimWorld.
XeoNovaDan  [作成者] 2020年2月24日 22時53分 
@[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 2020年2月24日 21時45分 
Oh no! I love this mod so much. Could you please consider updating again?
XeoNovaDan  [作成者] 2020年2月22日 8時54分 
Note for 1.1: This mod will not be updated
Ghojo 2020年1月22日 10時27分 
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 2020年1月8日 20時09分 
Can somebody tell me how to make it possible for multitool to be craftable as well please ?
dabeek 2019年12月22日 18時01分 
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 2019年12月18日 7時05分 
@Nightrd Ahh okay thx :)
Nightrad 2019年11月24日 9時19分 
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 2019年11月24日 4時09分 
Kongkim, it's a conflict with another mod. Care to share a modlist to see what we have in common?
Temenat 2019年11月19日 22時41分 
@Bobrusk Yes, you can equip tools as weapons
kongkim 2019年11月19日 11時02分 
It keep saying someone need tools for hauling what tool is that?
Bobrusk 2019年11月18日 18時21分 
Can these survival tools act as melee weapons in case of emergencies?
"The" SeanMacLeod 2019年11月18日 17時58分 
That's actually a good idea; stone knapping is a true survival skill.
Temenat 2019年11月18日 5時26分 
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 2019年11月15日 18時27分 
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 2019年11月8日 12時07分 
@_♣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 2019年11月3日 9時37分 
Waiiiiiiiiit a minute....they don't need to have the tools equipped? That changes everything.
XeoNovaDan  [作成者] 2019年11月3日 2時23分 
@_♣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♣_ 2019年11月3日 1時46分 
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  [作成者] 2019年11月3日 1時23分 
@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 2019年11月2日 23時24分 
Does the tool for the job only have to be in the colonists inventory or equiped in the primary weapon slot?
_♣Caligula♣_ 2019年10月26日 3時00分 
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 2019年10月11日 12時26分 
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 2019年10月6日 1時39分 
@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  [作成者] 2019年10月4日 4時04分 
@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 2019年9月30日 6時12分 
Colonist lacks "Hauling" tool? uhh what tool?
megururu 2019年9月21日 8時00分 
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 2019年9月14日 5時44分 
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!