RimWorld

RimWorld

Toolmetrics Redux (Continued)
93 Comments
nikita150u 11 Jul @ 5:01am 
Mlie, i'm begging you, please, move toolbetls into utility gear subroup
moo 30 Jun @ 11:23am 
I can't remember, is this mod the one that lets pawns *automatically* equip the tool for the job, or was there a framework mod that had that support?
rybikson 22 Mar @ 5:54am 
Great mod :)
1. Quality vs clothing policy - I would like pawns to stop wearing bad quality apparel, but since the toolkits (belts) dont have any quality they drop them. I havent tested it, bu I asume they just grab the most expensive one over the best quality, so some dumbass could grab the luxury crap silk vest instead of masterwork leather one. Somehow the hand tools are not being dropped despite the fact its not enforced.
* imo - those tool thingys could have the common quality mechanics - why not
2. Pawns cant choose best tool for the job - [solved with "simple Sidearms" mod]
SuwinTzi 20 Mar @ 10:42am 
Thank you
Mlie  [author] 20 Mar @ 12:08am 
@SuwinTzi Yes, it seems the tooltip rounds it down on display. Should still be calculated correctly however
SuwinTzi 19 Mar @ 3:39pm 
Forgot to specify this is in the tooltip from Apparel policy.
SuwinTzi 19 Mar @ 3:04pm 
@Mlie Hello, for the utility, "Combat Kit", the in-game UI shows a bonus melee hit chance of "+0.0" but the XML shows it's +0.04. Is this a game limitation for displaying decimals?
SuwinTzi 19 Mar @ 3:02pm 
@Yutoe "Carrying capacity" increases the item count pawns can carry, while within Mass capacity.

If normally a pawn can only hold 75 items, the backpack and duffel bag increase it to 150 and 200 items, assuming that doesn't exceed the default 35kg of a pawn.
Yutoe 29 May, 2024 @ 2:44pm 
Anyway we can get a fix on the duffle bag and backpacks, as they increase "Carrying capacity" and not "Mass carry capacity" as when looking at my pawns carrying capacity it doesn't go up, and only goes up with vanilla apparel expanded accessories backspaces
Mlie  [author] 15 Apr, 2024 @ 10:20pm 
@Kyrox Anyone is free to make a texture replacement for the mod. I am not the original author or have the gfx skill to replace them.
Kyrox 15 Apr, 2024 @ 3:08pm 
We need to have a word about these textures. This mod looks awesome and I am really into it, but these textures are for Rimworld 1.1
Zoils Droski 12 Jul, 2023 @ 10:12am 
ha yes of course almost all if not all the option TG maybe turned off, but then what's the point of getting an option that bring conflict :D

i'm still trying to tinker with the TG patch code to make it match the Toolmetrics redux, meaning if i succed, i'll go bring my result to TG and you'll have noth' to do.

i though at start that it'd be easier to tinker with TR(C) but i figured that it might not be the easiest way 'cause we 'd have to check if TG is loaded AND if the option is turned on ....

so a "double" check (with my skill i don't even fathom the difficulty of the task) if we work on TR(C) OR a "one and only" check if the work is based on TG.

Based on today's deduction i'm assuming that adressing the matter here might not have been the wisest move of mine. :/
Mlie  [author] 12 Jul, 2023 @ 9:35am 
@Zoils Droski Anything is possible, I just need to get info on what the desired outcome should be? Also, I was under the impression that all patches in TG could be turned off?
Zoils Droski 12 Jul, 2023 @ 9:14am 
@Mlie i'm still wondering who should do the patch TR(C) or TG ...i can't see a solution with the meager skill i have with xml, i did try something on my own but no avail...

is there a way for toolmetrics redux to adapt his code in the presence of tweaks galore
or a way for tweaks galore to adapt his code for toolmetrics redux ?

i still have too many question on how to adress the matter...
Mlie  [author] 11 Jul, 2023 @ 11:23pm 
@Zoils Droski What do you suggest as a solution then?
Zoils Droski 11 Jul, 2023 @ 11:00pm 
I stumbled upon a compatibility issue with the "Tweaks Galore" mod, over the stonecutting stat provided by both the TG and Toolmetrics Redux (Continued). resulting in getting both stonecutting stats and having the TR(C)'s stat used by pawn instead of the TG's stat formula.
Gamiseus 20 Mar, 2023 @ 9:10am 
@Yutoe if you're using CE, this might be the issue: There's quite a few mods that are combat extended compatible but for the carry capacity on items is broken. I've been able to track it down to CE removing CarryingCapacity from items with PatchOperationRemove. They use their own def for carrying capacity called CarryWeight, but for some reason with PatchOperationAdd they add CarryingCapacity back again which just does nothing now that they defined CarryWeight.

This can be fixed by the user easily. On the mod side, you can either change the equippedStatOffsets def of CarryingCapacity to CarryWeight (Caps matter!) and that will work, or if you're more code inclined you can do a simple check for CE and do a replace like CE to change it if necessary.

If you want to fix it cleanly on CE's side instead, then for every PatchOperationAdd for CarryingCapacity, change it to CarryWeight.
Mlie  [author] 18 Mar, 2023 @ 11:51am 
@Yutoe They give 125 extra carrying capacity, you may have a mod-conflict
Yutoe 18 Mar, 2023 @ 11:34am 
Any reason why the backpacks and the duffle bags aren't increasing the carry capacity, as vanilla apparel expanded backpacks give 60 more carry capacity but none of the ones from this mod do
JohnMcHobo 22 Jan, 2023 @ 8:10am 
Then its probably another mod on my side causing it.
Thanks for the quick reply.
Mlie  [author] 22 Jan, 2023 @ 6:19am 
@JohnMcHobo All unlocked items are listed on each research in game
JohnMcHobo 22 Jan, 2023 @ 4:01am 
Anyone else got the issue that the tools are not mentioned in the research tree?
They are craftable and usable for me, but I can only guess what tech to research for e.g. power drills.
Symmetric Synapse 17 Nov, 2022 @ 5:00pm 
Tool belts have an unfortunate affect of being qualified as normal for clothing despite not having different qualities. Meaning if you set your colonists to only wear good clothing, they won't wear these. Which is a pain, and seems like it could be easily fixed. Only mentioning because this is my preferred tool mod even still.
Tkhakiro 2 Nov, 2022 @ 1:59pm 
Oh my God! @Mlie, you're beautiful!)
созерцатель 1 Nov, 2022 @ 1:29pm 
Thank you for the update
Mlie  [author] 18 Aug, 2022 @ 4:49am 
@Andros As long as any licences are followed, you are free to use the content of this mod. I wont be able to add new tools to it as I have no gfx-skills for it
Andros 18 Aug, 2022 @ 4:47am 
Another little thing: ogrestacks seems to treat the gear from this mod as "other" category, which makes it stackable with that mod, and spawns stacks of 10 when spawning them with dev menu.
Thhis seems to come from having added your own parents instead of using the basemeleeweapon one already in the game.
Andros 18 Aug, 2022 @ 4:26am 
Hi.
Sorry if I'm reaching too much. I've tested this mod with a few others for the "grab your tool" mod, and would like for some tools to be added.
My idea was, for zero research playthroughs, to add tools and research for each job on each tech level, and then have them used as ingredients for 1 or more toolkits per tech level that give the bonuses from the tools, to make it easier to use with grab your tool (in short, if pawn has more than one tool that gives bonus to the same job, and sometimes not even that, the pawn just keeps switching or some override others).
I understand this may be a bit too much to request you to add, and even with my lack of modding knowledge, I wanna learn to apply those changes myself. I'd like to ask, if I do those changes, if you'd allow me to publish it as a forked version.
Mlie  [author] 3 Jun, 2022 @ 10:03pm 
@Dalton RickmanT.TV Please share the log as described under ”Reporting Issues”
Dalton RickmanT.TV 3 Jun, 2022 @ 6:33pm 
im on ver 1.2 and im getting alot of codes involving smithing and tailoring speed
Mlie  [author] 2 Jun, 2022 @ 10:17pm 
@VolatileGlitchAviator I assume so, though it would require some creativity on what they should be and how they should work, something I have little time for Im afraid.
VolatileGlitchAviator 2 Jun, 2022 @ 7:46pm 
Hi mile would it be possible at all to add some buffs and debuffs to wether tools are used or not used? just wondering :) or even a seperate addon that does it for all tool related items? cause i think it would be pretty cool to have a higher failure rate when not using tools compared to using tools.
Mlie  [author] 3 May, 2022 @ 10:18pm 
@Razorblade Nipples Not crafting-station, the crafting spot
Razorblade Nipples 3 May, 2022 @ 6:15pm 
I had every crafting station built and didn't see it. Ended up just spawning them in dev mode.
Mlie  [author] 1 May, 2022 @ 10:37am 
@Razorblade Nipples Crafting spot I think
Razorblade Nipples 1 May, 2022 @ 9:57am 
Where do you make the first aid kit? not seeing it anywhere
Davi 21 Mar, 2022 @ 7:01am 
No matter what loadout mod I use I get same issue muaddib069 is having. Removes the kits from all storage filters and loadouts.
Mlie  [author] 19 Sep, 2021 @ 9:50pm 
@muaddib069 Ive never used that mod, perhaps the author of it can look into whats different about the kit making their mod not work as expected
muaddib069 19 Sep, 2021 @ 9:13pm 
I'm using RPG Style Inventory and when I equip the crafting kit from Toolmetrics redux, it disables a large chunk of the gear UI. It doesn't seem to do this with any of the other kits
Mlie  [author] 3 Aug, 2021 @ 1:27am 
@punchy Hm, the error is not in that log?
punchy 2 Aug, 2021 @ 12:39pm 
@Mlie Yup, absolutely. Here you go:

https://pastebin.com/KmMe7yCd
Mlie  [author] 2 Aug, 2021 @ 12:26pm 
@punchy You think you can test it without the visual exceptions and add HugsLib and then post the full log-link? Would help a lot
punchy 2 Aug, 2021 @ 12:22pm 
Hello! Since your last update that added CE support, with only Harmony, Visual Exceptions, CE, De-generalize Work & this mod loaded, I'm getting these two exceptions showing up in the Visual Exceptions log:

https://pastebin.com/tcnEJgP7

Not sure how severe this is (if at all) but just thought I'd let you know! Thanks for the mod :)
Tec 29 Jul, 2021 @ 3:30am 
but the way he words it, it sounds like it cant be restricted. :( not as i thought anyway.
Tec 29 Jul, 2021 @ 3:29am 
so, its RIMMSqol that im looking at, i asked the dev and he responded with this.

"Look at a bill for smelting weapons. The quality slider is what those min max values are for. If used on the preset filter it will set the slider but won't restrict changes past min and max through the user. If it's used on an ingredient that has a quality and cannot be stacked(stackCount = 1) it becomes a fixed restriction for that ingredient. Like the excalibur can only be crafted from a legendary sword."

i havnt managed to find the code he uses to help set this though.
Tec 29 Jul, 2021 @ 2:49am 
ill have a look see if i can find any code for it.
Mlie  [author] 29 Jul, 2021 @ 2:26am 
Added CE support
@Tac Could not find any example of the quality tag in use, is there an example somewhere?
Tec 26 Jul, 2021 @ 6:59am 
from what i can see it seems there is a min and max quality tag, so if both are set to normal, i imagine that would lock it to that? just taking a guess here, im basing it on the tag options i see when looking at the recipes for your tools.
Mlie  [author] 26 Jul, 2021 @ 4:03am 
@Tec Not sure on how to do that, quality should be based on your crafter right?
Tec 26 Jul, 2021 @ 2:32am 
hey, not sure if this is asking too much, but is it possible to change it so tools default to normal quality atleast? this would allow the infusions mod to have a chance to work. :)