RimWorld

RimWorld

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[LC]Tools Framework
   
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Mod, 1.1, 1.2
File Size
Posted
Updated
325.101 KB
23 Aug, 2020 @ 2:03am
23 Oct, 2020 @ 11:16pm
17 Change Notes ( view )

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[LC]Tools Framework

Description
A rework of how tools works. This is only a framework mod, include [LC]SurvivalTools for a base variety of tools.


Overview
Most features can be customized in the settings. Main features
  • Using tools from inventory or automatically change to active tool.
  • Draw tools being used.
  • Tool preparation time.
  • Tools affecting individual jobs (e.g. Plant sowing, plant harvesting, etc.)
  • Assign tools to each pawn.
  • Automatically optimize tool loadout depending on the work assigned.

Compatibility
Please report compatibility issues on Github or Discord.

Acknowledgements
The Rimworld modding community.

Various links
Github for posting issues, comments and contributing to the mod.
[github.com]
Discord server for chatting.
[discord.gg]
Kofi to support me monetaraly.
[ko-fi.com]

Additional Info
Nothing special to report.
18 Comments
Michiko 12 Sep, 2020 @ 6:05am 
Ok cool. No rush from me. My mod might be a few more days before I can even test it fully in a game. And it'd be kinda pointless for me to test your mod without other mods, because I'm sure it loads fast enough when close to vanilla lol.
Lecris  [author] 12 Sep, 2020 @ 5:59am 
@Michiko Unfortunately not yet. If you care about the details, it's a problem with patching Scribe_Values.Look<T> because it is generic. There is a Harmony PR to fix that and I'll try to set it up this weekend.
Michiko 12 Sep, 2020 @ 4:59am 
Hi, I haven't been able to test the new version yet because I'm working on a mod myself too, so my current mod list is fairly vanilla except for the mod I'm working on heheh, which means we wouldn't be able to test the loading speed right now. But I saw in the AutoPatcher comments that you weren't able to fix the loading time stuff due to issues with Harmony and stuff. Has that changed?
Lecris  [author] 29 Aug, 2020 @ 6:00am 
@Michiko The Alert_ToolNeedsReplacing bug is fixed. Still working on saving the progress of AutoPatcher and improving the load time. I should be done with that tomorrow.
Lecris  [author] 23 Aug, 2020 @ 7:16am 
Interesting there are still bugs somewhere in the code I see. I'll look into that next week.
Michiko 23 Aug, 2020 @ 7:13am 
Here's the log from HugsLib. [gist.github.com]

Hope it helps!
Michiko 23 Aug, 2020 @ 6:35am 
I see I see. I guess that makes sense. Wouldn't want a sword that gives +15% research speed from some mod to be drawn when the pawn is researching.

Like I said I have not actually tried Survival Tools yet. I just read the comments section when I went to look up what it is. It's not installed on my system. I can give you the HugsLog from my current setup though, which I'll do in a bit. I took a break from my PC to make dinner heheh.
Lecris  [author] 23 Aug, 2020 @ 5:23am 
I haven't implemented a conversion for tools. I'll look into that later. Problem with "vanilla" tools is that it affects the stats for all Jobs, and the whole purpose of this mod is to overcome that.

Is the bug SurvivalTools still present in the version I've uploaded today? Please give me a HugsLog so I can fix it. Beware of savegame incompatiblity between the different versions of SurvivalTools.
Michiko 23 Aug, 2020 @ 5:15am 
So the mod won't work with tools from other mods?

Also I'm experiencing the bug mentioned in Survival Tools comments where I can only see one colonist in the Assign tab, and editing their outfits is also messed up since the window for doing that seems to mostly be drawn below the visible screen. I don't even have Survival Tools yet so it's probably this or the AutoPatcher mod that's doing it right now.
Lecris  [author] 23 Aug, 2020 @ 5:06am 
I should've mentioned. Include [LC]SurvivalTools for a base variety of tools.