RimWorld

RimWorld

[XND] Survival Tools
XeoNovaDan  [developer] 17 Nov, 2018 @ 2:59am
Mod Patch Suggestions - Jobs
Right now, only vanilla jobs (e.g. constructing frames, cutting plants) as well as the jobs introduced directly by this mod will actually degrade tools. If there are other mods that you'd like to see also lead to tool degradation (e.g. mining in quarries from the Quarry mod), please do list below!

At the time of writing this (2018-11-17), I am taking a little break from modding so patching won't start until probably a good couple of weeks from the time of writing.
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Showing 1-6 of 6 comments
, 17 Nov, 2018 @ 6:07pm 
b u c k e t s s o w e c a n g e t m i l k f r o m c o w s m y d o o d
SolarChaser 18 Nov, 2018 @ 3:19pm 
Maybe maintenace from Fluffy's Breakdowns?
JessHorserage 20 Nov, 2018 @ 9:20am 
Yep, picks would be great for quarrying, as in, it would probably fit better in quarrying more than vanilla rock breaking.also I have it set to infinite so I feel really cheesy so any limitation is a godsend
XeoNovaDan  [developer] 26 Nov, 2018 @ 4:56pm 
Fluffy's Breakdowns and Quarry are now both properly compatible with the upcoming v1.1 of Survival Tools. Thanks for the suggestions so far!
njl 3 Jan, 2019 @ 3:19pm 
How about some cooking utensils like a basic chef knife?
Is there a way to "detect" which jobs the game currently has?

If so, would it be possible to allow us to determine in the mod settings which jobs require which tools (or no tools)? This will increase compatibility with ALL mods that add jobs, as we can configure them to work properly with/without certain tools without a patch being required on your part (saving you work and increasing compatibility). As a secondary advantage, this allows people to customise the mod to all sorts of crazy requirements - like making mining require an axe if they really, really want to.

If this is doable, would something be possible with materials as well?

Adding in these 2 features (if possible) could potentially mean that lots of compatibility patches are no longer necessary, greatly benefiting both mod users and yourself.

Run and Gun does a similar thing with it's "light" and "heavy" weapon designations - it provides a list of all the games weapons, and lets the users decide which categories they go in. This means that any mod-added weapons can be handled properly with a simple settings change.
Last edited by Epic Store Exclusive; 23 Jan, 2019 @ 11:08pm
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Showing 1-6 of 6 comments
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