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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3543167303
<generalTitle></generalTitle>
<generalDescription></generalDescription>
Using a primitive axe to increase plant harvest yield is a little funny.
Although in Rimworld anything is possible.
I like to play very much in the #VanillaFriendly style and these buffs seem a bit OP for me.
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
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.
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.
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
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.
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.
Fixed the issue between this and my mod
have you guys tried the pick up your tool mod that autoequips the tool when its in use?
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?