RimWorld

RimWorld

Right Tool For The Job (Continued)
24 Comments
Risel96 3 May @ 3:16am 
@Zaljerem
Is there any way I can change the tool belt slot? Many of my mods add things to the same slot and I'd like to change that.
tanyfilina 5 May, 2024 @ 7:04am 
This might be interesting to you too (though not updated too...): https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2566231583
Zaljerem  [author] 5 May, 2024 @ 6:50am 
Thanks ... I'm actually subscribed to it and didn't realize! Perhaps I'll take a look at it and see what can be done for a 1.5 update ...
tanyfilina 5 May, 2024 @ 6:47am 
Found it, here it is https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2874729883
Comments say it doesn't wor on 1.5, unfortunately.
Zaljerem  [author] 5 May, 2024 @ 6:37am 
This one does not, and I don't know, first I've heard of that. Sounds interesting, though ... let me know if you find it!
tanyfilina 5 May, 2024 @ 6:06am 
I believe there was a mod that decreased the workspeed without the right tool. This one doesn't, right? Don't you know which one that was?
Mr.Ray 16 Apr, 2024 @ 10:08am 
Thanks
Zaljerem  [author] 16 Apr, 2024 @ 8:58am 
Of course. Updated to 1.5.
Mr.Ray 16 Apr, 2024 @ 7:55am 
1.5?
WQHH 28 Dec, 2023 @ 7:47am 
It doesn't appear in my game. I've added it and I can see it in the modsconfig.xml in the config folder. But it won't be loaded and I can't see any content of it. Is there anything wrong with your file, like a dll file missing?
Zaljerem  [author] 4 May, 2023 @ 1:31pm 
Updated: Moved drill, chainsaw and autohammer to Machining research.
Zaljerem  [author] 4 May, 2023 @ 6:55am 
Great suggestion, will do!
Monkey 4 May, 2023 @ 6:07am 
So nice to see one of the earlier toolmods getting updated for 1.4 :D
Suggestion: the drill, chainsaw and autohammer should be moved into machining research since having them already through smithing is breaking the game balance for tribal starts a little bit. I think tribal starts weren't a thing back when ItchyFlea created the mod.
Zaljerem  [author] 8 Feb, 2023 @ 5:40pm 
You don't have to risk a save, you could go to the mod folder and open the .xml with a text editor, but I'll try to get around to that for you. :)
Pasaway 13 Nov, 2022 @ 9:41pm 
Any chance of posting the stat offsets for those who are curious but don't want to risk a save to find out?
Katieclysm 11 Nov, 2022 @ 6:04pm 
@meltedplasticarmyguy You want automatic tool switcher:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2588418157
Katieclysm 11 Nov, 2022 @ 5:58pm 
Gonna be more interest in this with VWE removing tools without warning.
Zaljerem  [author] 8 Nov, 2022 @ 10:56am 
Yes, there's no fancy logic or code here - this is an ancient mod, these are simply melee weapons with stat offsets.
meltedplasticarmyguy 8 Nov, 2022 @ 10:51am 
The right tool is not being used. My pawn insists on use the hammer for everything... even combat. It does not matter if there are better items in the inventory, it's always the hammer.
Zaljerem  [author] 6 Nov, 2022 @ 10:40am 
Please let me know if you run into any issues.
Zaljerem  [author] 6 Nov, 2022 @ 10:40am 
They shouldn't conflict, VE is usually good about internal naming of items, and I try to be as well, so that mods don't conflict if even they have similar content.
Teusdv 6 Nov, 2022 @ 10:17am 
it has a hammer too and some other tools i think
Zaljerem  [author] 6 Nov, 2022 @ 7:03am 
Don't see why it shouldn't be, these are basically melee weapons and apparel, nothing too special going on.
Teusdv 4 Nov, 2022 @ 9:51pm 
compatible with vanilla extended ?