RimWorld

RimWorld

Tools O' Plenty
122 Comments
AmirNikou 6 Aug @ 12:12am 
szmtex 26 Jul @ 4:57am 
yep works in 1.6
kongkim 24 Jul @ 7:14am 
@strawberiri works fine for me.
strawberiri 21 Jul @ 2:26pm 
does not work in 1.6, crashes game on launch
Crazy Dog 20 Jul @ 7:52am 
love :)
kongkim 16 Jul @ 4:31pm 
1.6 plz. its the only really good tool mod.
lloki 13 Jul @ 7:05am 
Looks like it's working fine on 1.6
W.A.D 12 Jul @ 12:47pm 
1.6?
DiskenCider 3 Jul @ 12:01pm 
Your mod is good, but please fix the tool damage.
Darkmoon 1 Jul @ 11:20am 
This works with 1.6?
EmbertheDragoness 4 Jun @ 3:41pm 
would it be possible to make these use a ultity slot or something so that non combatant pawns could use them?
200 23 May @ 5:40am 
this mod is so cool. i'd love it if all the bonuses were divided by like 5 tho haha.
Schlachi 22 Apr @ 2:10am 
Combat extended seems to have pushed a patch. Not sure if it's in the Steam version but definitely in the Dev Branch
Realm Imp 18 Apr @ 10:29am 
does this have animation?
0。0 1 Apr @ 3:29am 
ResearchTabDef need two Tags
<generalTitle></generalTitle>
<generalDescription></generalDescription>
0。0 29 Mar @ 2:46am 
Maybe we need to add a tool called the Primitive Sickle.
Using a primitive axe to increase plant harvest yield is a little funny.
Although in Rimworld anything is possible.
0。0 28 Mar @ 9:00pm 
Can a setting be added to restrict the pawn to use tools to work?
LetTheMossReclaimYou 27 Mar @ 5:38pm 
Does Pocket Sand work?
Theresa 12 Mar @ 5:11am 
no~~~not CE compatible no!~~:pillow:
Rubber Ducky 11 Mar @ 11:12am 
Figured no patch, hope they get one, this looks like the best "tool mod" I've seen so far.
Luneyl 10 Mar @ 9:29am 
No, @Rubber Ducky, not CE compatible.
Rubber Ducky 27 Feb @ 5:34pm 
CE Compatible?
Justfly 19 Feb @ 5:25am 
Heii.. can u make this mod CE Compatible please :3♥?
gaiasnavel 1 Feb @ 11:43am 
retextures of these would be amazing as this mod is basically the only comprehensive labor tool mod on the workshop but the sprites are admittedly a little jarring next to other items
Three 25 Jan @ 2:41am 
Is this mod configurable in any way? For example, the size of the bonus from a particular tool?
I like to play very much in the #VanillaFriendly style and these buffs seem a bit OP for me.
Dreams 19 Jan @ 9:06am 
Good work
Jet 27 Oct, 2024 @ 5:07pm 
any way to make tools not be considered weapons for pacifist pawns???
celestialgpm 5 Sep, 2024 @ 6:59am 
Hey so there is a bug when making a beacher where when the crafting should end, the pawn stops and restart again. I have no clue if what I am about to say will make sense or is possible, but maybe if instead the items were consumed to make an unfinished *item name* (kinda like when you make a rifle for example) it would fix it. I am have no clue of how the code works amd if it even IS possible
Lurmey 17 Aug, 2024 @ 6:13pm 
Random suggestion I just thought of - it would be neat if the textures of some tools were masked so certain parts of them aren't affected by the stuff used to make it. Such as the handle on axes, picks etc which would usually be wood.
_♣Caligula♣_ 14 Aug, 2024 @ 8:22am 
Compatability with pocket sand would be neat.
Lurmey 13 Aug, 2024 @ 12:53pm 
Oh and the description doesn't contradict itself at all.

For most tools to auto-switch, SS or GYT can be used. However, without De-Generalise Work, the crafting tools only buff general labour speed, which neither SS or GYT will recognise as a related stat to switch to when crafting.

That's why, to have them auto-switch when crafting, you need De-Generalise Work, but this also has the caveat that Grab Your Tool does not work with De-Generalise Work, only Simple Sidearms does.

Make sense? If you want your smith/machinist/tailor/sculptor to auto-switch to the appropriate tool you need to have:
- This mod
- De-Generalise Work
- Simple Sidearms
Lurmey 13 Aug, 2024 @ 12:49pm 
gRaveyard, if you'd actually listen to the author maybe you'd understand.

The core features of the mod work with both Simple Sidearms or Grab Your Tool. You do not need both, as they do the same thing.

De-generalise work is optional, but recommended. The description clearly explains that to have them auto-equip tools for crafting (smithing, tailoring, sculpting) it needs to be Simple Sidearms doing the swapping. Other work types such as mining, plant work, research etc will work with Grab Your Tool.
gRaveyard 12 Aug, 2024 @ 9:59am 
@TheSimpleDude42
Uh, right back at ya. I didn't ask about De-generalize Work. I asked *specifically and only* about whether or not Simple Sidearms works or not, because the description contradicts itself on that point.

I have De-generalize Work installed. This one wasn't listed as an optional, after all, and thus I didn't need to ask about that.
TheSimpleDude42  [author] 12 Aug, 2024 @ 7:35am 
@gRaveyard Read it again, tools for crafting speed won't swap when crafting because "general labor speed" is too broad and the game does not associate it with a specific task like "mining speed" is with the act of mining , so you need a mod to separate it into different categories such as "De-generalize work" which only works with "Simple sidearms"
gRaveyard 12 Aug, 2024 @ 5:28am 
@TheSimpleDude42
In the "You SHOULD get these mods!" category you say that Simple Sidearms works, in "Notes" you say it doesn't. Which is it? :D
gRaveyard 12 Aug, 2024 @ 5:03am 
@TheSimpleDude42
Does having Grab Your Tools *interfere* with Simple Sidearms? I have both installed - many tool mods recommend Grab Your Tools. I haven't really played enough yet to determine whether or not Grab Your Tools works for other tool mods.
Lurmey 2 Aug, 2024 @ 7:16pm 
I feel like the Medical Bag, Instruments, and Beaker definitely don't belong in the medieval-level Basic tools.. It's impossible to even craft a medical bag until the industrial era as it requires a machining table. Those I think should definitely be moved up to industrial tools and something else added in their place.

For medieval surgery maybe a set of forged instruments including ligatures, scissors, knives, clamps and forceps. For tending, perhaps the bandage would fit more in the medieval era and instead a herbal salve could be used for primitive tools in its place.

Not sure what to suggest for a medieval replacement for the beaker.. There wasn't really much better than a mortar and pestle for most of history until the age of discovery and alchemy turned into chemistry.
Lurmey 30 Jul, 2024 @ 12:13pm 
I would love it if the tools set gave General Labor Speed and instead there were specific tools for the Smithing, Tailoring and Sculpting speed, like a Hammer & Tongs for smithing, Scissors or Sewing Needle/Machine for tailoring, and Hammer & Chisel for sculpting!
Parciwel 12 Jul, 2024 @ 3:25pm 
Could you think about introducing something akin to a dog toy or smth? Something that increases training speed/ success rate
nikos 9 Jul, 2024 @ 2:19pm 
Update:
Fixed the issue between this and my mod
lukey pookie 4 Jul, 2024 @ 7:16pm 
any chance of getting the repo? I am interested in improving capability with Equipment Manager mod
nikos 28 Jun, 2024 @ 2:19pm 
I will look into the incompat between this and my mod
[C|⦿] Typical Lama [✚] 27 Jun, 2024 @ 11:48am 
has anyone ever had a problem where on only one save the recepies for tools higher than primitive just don't show up??? Idk why, if I devtest a new colony and research basic tools i can, but on my multiplayer world they are just not there???
lunaemoth 26 Jun, 2024 @ 9:16pm 
this mod conflicts with one of the settings in Niilo's QOL; i can't run the game with only these two enabled
Jet 26 Jun, 2024 @ 4:11am 
Can you please make sure tools are filtered differently from melee weapons so nonviolent pawns can use them? also it helps when filtering for storing purposes so you can more easily have one storage solely for tools
legend 31 May, 2024 @ 12:24pm 
multi tool does 20 damage... is it intended? great mod though
Dima 🥔 26 May, 2024 @ 6:41am 
@Jet to second part: I tried. Every mod with autoequip lacked something at least couple months ago, so idk for now, maybe there finally is one fully capable.
Jet 25 May, 2024 @ 12:11am 
is there a realism/hardcore mode that makes work without these tools slower/impossible?

have you guys tried the pick up your tool mod that autoequips the tool when its in use?
Dima 🥔 22 May, 2024 @ 9:19pm 
@Papa021, same. I believe Simple Sidearms does not recognize some stat increasing tools as "Tools" to switch to (multitool or brooms). And about a month or two ago it's priority for stat upgrade seemed reversed (pawns autoswitched to worse tools), idk for now.
Papa021 21 May, 2024 @ 1:17am 
I have the mod load order as suggested by the mod author, de generalize work, tools o plenty, simple sidearms. Im having following issues:


colonists will not use a multi tool. have tried construction jobs, crafting etc.

if doctors have in inventory a medical stim and medical instruments, they will use the instruments for tending and operating.

Miners that have in inventory both a rock drill and a drilling pad, will use rock drill for both mining and deep drilling

is anyone else having these issues, or is it some combination of my mod list?