RimWorld

RimWorld

Grab Your Tool!
203 Comments
Undercover Steve 21 Aug, 2023 @ 9:27pm 
Thanks, you are the best!! @Mlie
blue 14 Mar, 2023 @ 4:34pm 
I stand corrected, thank you! @Mlie
Mlie 14 Mar, 2023 @ 1:46pm 
hottt3 16 Jan, 2023 @ 4:47am 
Is this functionality included in Simple Sidearms mod?
Balthazad 16 Jan, 2023 @ 4:00am 
1.4...?
Iopy 1 Dec, 2022 @ 8:04pm 
@bole, last time I checked, that function is not working for simple sidearms. I brought it to the authors attention a little while ago, although I havent played for a bit, so it may have been patched now.
blue 29 Nov, 2022 @ 6:13am 
@Hydrolic yeah in the mod settings there should be a checkmark toggle for Simple Sidearms to automatically equip tools
H2OJosh 28 Nov, 2022 @ 5:41pm 
@AlexJones1776 Wait it does? Is it an option I have to enable?
AlexJones1776 28 Nov, 2022 @ 6:45am 
@Hydrolic use the "Simple Sidearms" mod, it auto uses tools like this mod did.
H2OJosh 27 Nov, 2022 @ 4:35pm 
Every day I go to check, and I'm sad that it hasn't been updated yet nor anyone else is picking up to update the mod.
H2OJosh 25 Nov, 2022 @ 2:06am 
Man.
H2OJosh 20 Nov, 2022 @ 10:15pm 
@pickpickpickpickpickpickpickpick Thanks for the info! I've been looking for an update daily 💜
pickpickpickpickpickpickpickpick 20 Nov, 2022 @ 10:11pm 
Mlie is working on updating this folks
HIVEMIND 20 Nov, 2022 @ 6:49am 
wake up samurai
BrGuardian 16 Nov, 2022 @ 5:43am 
this mod "works" for 1.4 sometimes i can see my colonists changing from weapons to tools but isn't 100% of the time
Iopy 14 Nov, 2022 @ 1:55pm 
Very much hoping for update to 1.4 comes soon. Having to micromanage this is so frustrating.. Appreciate the time and work that you've put into all of your mods, I use quite a few of them.
JessieFeathers 13 Nov, 2022 @ 5:43pm 
1.4?
VolatileGlitchAviator 12 Nov, 2022 @ 6:04pm 
donno capt muscles hasnt been seen for quite a while, maybe you should ask mlie to take it over?
Dallal 11 Nov, 2022 @ 10:49am 
One of my all-time favorite quality of life and immersion mods :) Hope 1.4 update is in the future.
Archimedes 10 Nov, 2022 @ 7:48pm 
Jumping in with everyone else; here's hoping for a 1.4 update for this mod!
melon🍈 4 Nov, 2022 @ 9:58am 
Fingers crossed on an update for this one . Really good mod!
Professor H. Farnsworth 3 Nov, 2022 @ 9:38am 
Hmm, does not really work as intended any more..
Pawns, won't swap to tools in their inventory, I had it working for a wee bit, but then it decided to stop so.. eh.
A fix would be lovely :).
FranCSGO Gameplays y Tutoriales 26 Oct, 2022 @ 8:27pm 
1.4?
Aaron 25 Oct, 2022 @ 7:45am 
Love this mod!! Are you still updating this mod?
SkylerJames13 22 Oct, 2022 @ 8:17pm 
really hoping this, along with go to sleep, research etc get updated! crossing fingers. your mods have been a staple all these years
Godzilla Giroflex 22 Oct, 2022 @ 8:59am 
Great mod, I would love see uptade for 1.4
ty for your mod
CanehdianSteve 18 Oct, 2022 @ 4:00am 
About this bit of the description:

"Update:
This mod now also adds the ability to command colonists to pick up specific items to carry around in their inventory even when not part of a caravan."

I'm assuming this means tools, given the purpose of the mod. Has this been removed? I have no option to make my pawns pick up a tool.
Grim_2o0o 10 Oct, 2022 @ 11:43am 
This mod is in need of some polish, VWE tools now just get renamed to "Steel".
奥拉西斯的地雷 5 Oct, 2022 @ 11:20pm 
《Power Tools》 tool cant use by tool
Andros 17 Aug, 2022 @ 4:54pm 
Hi. I tested a few mods, and bring here a list of issue I've come across. I used 50+ mods, but I believe the most relevant are pocket sand, de-generalize work and tree chopping speed stat. I may provide the full list if need be:
General issues
- If the character is holding weapons/tools that give bonuses to the same stat (and even sometimes when they give no bonuses), they keep switching between them when doing the same task (for example, build a wall with one tool build the next with another, so on).
Primitive tools
- Walking stick - Isn't equipped. I suppose because walking isn't a job, and enabling this would probably require quite a few cycles that would kill performance.
Vanilla weapons exapnded
- Hammer - Isn't used when doing general labour;
Toolmetrics redux
Andros 17 Aug, 2022 @ 4:54pm 
- Pillow, blanket, walking cane, flowers, fan, how to for dummies, coupon book - Same as walking stick from primitive tools. Probably to costly to check the conditions to equip them;
- Toolkit - Bonus labour speed. Character doesn't equip it;
- Thine - Bonus tailoring speed. Caharcter doesn't equip it.
- Fork and spoon - Bonus eating speed. Character doesn't equip it;
- Forge hammer - Bonus smithing speed. Character doesn't equip it.

That's all I found. If I may suggest, and if it is not too taxing, I wager allowing players to choose which tool is equipped for which task (similar to detailed task list on work tab mod), as well as the priority for which ones, could be most helpful.

If I may ask, I'd also like to know the basics of how the mod selects the tools to equip. This is because I'd like to add some tool to toolmetrics redux to fit my needs throughout all tech levels, and I wanna know if they'd be recognized and used as tools.

Take care
Luneyl 29 Jul, 2022 @ 7:01am 
Not working when pawn does general labour, like stonecutting, smelting, etc. Pawn doesn't equip hammer from Vanilla Weapons Expanded.
Dezerker 21 Jul, 2022 @ 10:17am 
@blank have you seen if its fixed yet, ive been wondering why my guys wont use tools at all, so i need to get rid of simple side arms and replace it with this and pocket sand?
Veenuhs 8 Jun, 2022 @ 8:10pm 
I L O V E Y O U
blank 4 Jun, 2022 @ 10:37am 
@Maty the Fluff :3 I would assume this one shouldn't be used together with simple sidearms. Simple sidearms has it implemented to switch tools for different jobs. And the error with removing the selected favorites is an error of simple sidearm currently, as I have it too without this mod yet. I'm gonna switch to this one and pocket sand and remove simple sidearms for the time being, till simple sidearm gets any update or so.
Maty the Fluff :3 29 Apr, 2022 @ 2:42pm 
Whenever my pawns use their tools, they set it as their preferred melee weapon, which is bad since I want my colonists to fight with swords and not wooden hammers. Any way to fix that? I am not getting any errors
Maty the Fluff :3 7 Apr, 2022 @ 3:55pm 
Should this mod go above or below simple sidearms in the load order?
VolatileGlitchAviator 6 Apr, 2022 @ 4:39pm 
Hello, i was wondering if you could add compatibility for this mod? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2704811765 it also does tool buffs and tool debuffs when you are using or not using tools
123nick 4 Apr, 2022 @ 1:33pm 
if it matters, i also have some Quality mods that make it so an items statoffsets vary in potency based on the quality of the weapon. IE high quality drill = bigger buff to crafting speed, low quality drill = lower buff to crafting speed (IE general labor speed)
123nick 4 Apr, 2022 @ 1:31pm 
I had a pawn with a Drill from Powertools. The Drill has a stat offset of +60% to General Labor speed. The pawn goes to craft a crude SMG at a machining bench, which workspeed is governed by General Labor Speed. But the pawn wont equip the drill unless i tell them to.

I use compositable loadouts to get the pawn to put the drill in their inventory.

Usually this works fine with stuff like chainsaws for planting, or chopping trees. Idk why it doesnt work specifically with Crafting. its weird because i thought i saw it working with crafting earlier but then i look now and my pawns arent grabbing their drill when machining.

Log: https://gist.github.com/0cb49cfe09e6bae9e4bc686b192bbfe4
Mechanos 2 Apr, 2022 @ 4:05pm 
Is this compatible with MineralsCraft SK? Kinda seems like it isn't. No crashes or anything, but Grab Your Tool won't switch to some or all of the tools added by MC SK (unless this a load order issue?). The mod adds neolithic versions of Survival Tools. - https://github.com/zachary-foster/MineralsCraft_SK
Luneyl 21 Mar, 2022 @ 11:48am 
Pawns don't equip scalpel (Vanilla Weapons Expanded) when tending to someone, also they don't use hammer when crafting something (stone blocks etc.).
Luneyl 21 Mar, 2022 @ 11:36am 
Pawns don't equip scalpel (Vanilla Weapons Expanded) when tending to someone.
Maty the Fluff :3 18 Mar, 2022 @ 3:53pm 
My colonists are never switching back to their primary weapon after a job :c
Frozen Husk of an Anarchist 16 Mar, 2022 @ 12:32pm 
if a pawn has a tool in their inventory (but nothing equipped) then switches to it with this mod, will they automatically unequip it afterwards?
Reggae Shark 11 Mar, 2022 @ 4:03pm 
For Gimmicks, my pawn has a chef knife in their inventory but it doesn't get equipped in main hand like power tools does. Also drill from power tool doesn't get used either?
Lurmey 20 Feb, 2022 @ 8:29pm 
To specify, I'm not reporting a bug with this mod, I'm asking if this mod will help to fix those issues where Simple Sidearm's tool switching feature doesn't work quite right. Is this more reliable?
Lurmey 20 Feb, 2022 @ 8:28pm 
Is this compatible with Simple Sidearms? My colonists already use tools appropriately most of the time, but a couple times I've noticed them refusing to switch to the right tool for the job and it actually causing them harm. My tamers refused to switch to the whip which gives them +50% tame chance, and one of my crafters isn't switching to the hammer to speed up her work.
Pasaway 30 Jan, 2022 @ 12:59pm 
I am using this with 'Toolmetrics Redux (Continued) and notice that my pawns are selecting the Jackhammer for construction jobs instead of using the power drill. Is there a way to make it so pawns use the Jackhammer for mining and the power drill for construction?
Pasaway 30 Jan, 2022 @ 12:57pm 
@Gender Bender: I use this with CE no problem.