RimWorld

RimWorld

Right Tool: Rebalanced
37 Comments
WolF8RocK 23 Sep, 2020 @ 11:01pm 
Demonlord09 5 Sep, 2020 @ 2:47pm 
Needs an update for version 1.2 of Rimworld.
skyla 17 Aug, 2020 @ 11:39pm 
nevermind the belt picture have been disable from in game wearing but other thant that go to your repertory go text about add line:<li>1.2</li> under <li>1.1</li>. and its listed for 1.2 only thing is that now toolbelt appear very big on pawn .
skyla 17 Aug, 2020 @ 10:32pm 
since 1.2 don't seem to have change a lot on ressources or else i look if just changing the number of version will work.
JessieFeathers 16 Aug, 2020 @ 8:23am 
1.2?
FoxoManiak 11 Aug, 2020 @ 11:07am 
@Eviale idk how much of the resources are used for it but not everyone has plasteel and if i remember correctly the tools brake after some use which makes the use of electric tools even bigger of a problem, though i still should agree with moving the "industrial" tools into medieval
Ebb1 4 Jun, 2020 @ 8:30pm 
does the drill increase yield from deep drills?
hazydaz3 11 May, 2020 @ 10:47am 
save friendly?
Eviale 1 May, 2020 @ 1:16pm 
Same with the hammer and axe, no one in their right mind would make those over the electric versions since they're unlocked at the same time. As it stands right now, there are no tools to be made in the medieval phase of the game for tribal start players.
Eviale 1 May, 2020 @ 1:15pm 
Regarding the below, I'd suggest that the pickaxe be moved to medieval instead of industrial. There's no point in making the pickaxe when you unlock the drill with the same research.
ruyan  [author] 2 Apr, 2020 @ 3:23pm 
That was an awesome read and I will run a test run with adjusted technology levels. Next week is gonna be busy for me, but maybe I'll get to it in the evening time.
Thank you for your input!!
thesoupiest 2 Apr, 2020 @ 2:28pm 
ruyan  [author] 2 Apr, 2020 @ 12:45pm 
I only play tribal start and I am happy with balance as it is.
Do you have any argument why I should change it? Convince me :)
thesoupiest 2 Apr, 2020 @ 7:39am 
Ought to make the axe tribal and the chainsaw industrial.
Malkav 25 Mar, 2020 @ 11:13pm 
When using Fluffy's Mod Manager, this mod throws a yellow error due to the github Mainfest.xml being 404: Not Found.
ruyan  [author] 5 Mar, 2020 @ 12:43pm 
Updated to 1.1
Please report any problems, I haven't fully tested it but it should work as intended.

Also to adress any past comments...
Tools need to be equipped to give a bonus.
This mod never was designed to auto switch between tools. And it never will.
The number of tools is small by design, it's actually the main reason I maintain this mod. There will be at least one more tool in the future, as soon as my girlfriend draws a texture for it, code is already done.
The non violence issue never came to my mind... Pawns are capable would be a fix, but I'll look into it!
Demonlord09 3 Mar, 2020 @ 6:26pm 
Will this be getting a 1.1/dlc version?
"The" SeanMacLeod 6 Oct, 2019 @ 5:52pm 
The tool belts give bonuses when worn, but I don't think the individual tools give their bonuses unless they're actively equipped.
Truth 6 Oct, 2019 @ 2:50pm 
Is being in the inventory sufficient to get the bonuses? Or does the tool have to be equipped?
keylocke 16 Jul, 2019 @ 8:33pm 
do they auto equip from storage the right tool for the right job?
Tanelorn 17 Jun, 2019 @ 1:00pm 
I was a fan of the original mod, especially because it seemed to incorporate automatic tool switching when needed. But that feature seems to be gone as of 1.0 and Survival Tools does everything this mod does it seems.
Landerhow 18 May, 2019 @ 4:47am 
How about adding crafting tools and belts with bonus to smith, craft, tailor and art both speed and quality if possible?
"The" SeanMacLeod 21 Apr, 2019 @ 4:34pm 
...but there are already tool belts in this mod.....
Red1 21 Apr, 2019 @ 2:08pm 
Could we get bonuses listed with each tool? I have been burned by so many mods like this that are just plain OP.

And "underling. X" has a really good point. Maybe the tools could be part of a backpack or clothing mod, representing them using tool belts instead of weapons?
AppearAnon 10 Apr, 2019 @ 7:43am 
I'm not sure if you'll be able to fix this because tools are "weapons" but pawns incapable of violence aren't able to use tools
Owlchemist 7 Apr, 2019 @ 2:06pm 
Yes, I used to use that mod, but was incompatible with SeedsPlease. It also seemed to be the second-longest-loading mod on the workshop after Alien Framework :o
ruyan  [author] 7 Apr, 2019 @ 8:40am 
The mod "Survival Tools" does exactly that :) Check it out here on Steam.
I'm working on a test version with changes underling mentioned tho, that would balance it a bit I guess.
Owlchemist 7 Apr, 2019 @ 12:24am 
>For now this mod has no real downside in terms of game difficulty,

I think it'd pretty cool to have a hardcore difficulty version where basically the idea is that having a tool is *normal* and would grant vanilla work speeds, and going without a tool is a penalty. When it's the other way around and it's just giving bonuses beyond vanilla, I find it makes the game easier in general.
AppearAnon 5 Apr, 2019 @ 11:28am 
i'm not sure if this is possible but since tools have a quality could the bonus be determined on the quality of the tool (awful 2.5 % - legendary 15%) also would i be possible to have the tool deteriorate with use and have the effect bonus?(awful tool base 2.5% bonus for 100 % hp to 50 % changing bonus to 1.25%)
Lurmey 5 Apr, 2019 @ 10:56am 
Ah okay. Thanks
ruyan  [author] 5 Apr, 2019 @ 8:44am 
The difference between this mod and Survival Tools is that this mod doesn't change the default workspeeds but instead gives a bonus when using a tool. For now this mod has no real downside in terms of game difficulty, but that may change in the future.
The tools are meant to be (albeit bad, except the chainsaw) melee weapons as well so there is no option to disble them as sidearms.
Lurmey 5 Apr, 2019 @ 4:56am 
How does this compare to Survival Tools? And does this have an option to disable the tools showing up as sidearm melee weapons? (Do they double as weapons anyway?)
ruyan  [author] 4 Apr, 2019 @ 3:32am 
Thank you for testing underling. All the described behaviour is intended.
AppearAnon 4 Apr, 2019 @ 2:26am 
plays well with duel wield, can't duel tools. While in side arm position no bonus is added, thanks for the mod :D
Owlchemist 3 Apr, 2019 @ 1:46pm 
Oh nice, it's back! I loved this mod. Thanks for doing this.
ruyan  [author] 3 Apr, 2019 @ 10:39am 
Simple sidearms should work out of the box, I am more than happy to provide any patches needed to make it as compatible as possible.
Right now I'm working on CE patches, so if you could test dual wield and report back I'd be thankful.
AppearAnon 3 Apr, 2019 @ 9:59am 
compatible with duel wield and simple side arms?