153 ratings
[XND] Survival Tools
Mod, 1.0
File Size
0.789 MB
Nov 16, 2018 @ 8:16am
Jan 8 @ 4:18am
9 Change Notes ( view )

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[XND] Survival Tools

In 2 collections by XeoNovaDan
XND's RimWorld Mods
16 items
XND's Content Mods
5 items
Direct download from GitHub[github.com] (source[github.com])

Multilingual Support
中文 - fatestartnight

Should be safely addable to existing savegames, though do note that you will need to make tools for all of your colonists if this is the case since they won't work at full speed otherwise. There may be some errors thrown when removing this from an ongoing save, though these should be harmless other than all tools being removed from that game.

Survival Tools is fully functional with the following mods:
  • Atlas' Materials
  • Combat Extended
  • Crystalloid (Rewritten)
  • Dubs Bad Hygiene
  • Expanded Woodworking (+ VGP patch)*
  • Fluffy Breakdowns
  • Glitter Tech
  • Kura's Extra Gems
  • Kura's Extra Stone
  • Mechalit Core
  • MendAndRecycle
  • Metals+
  • Quarry
  • RimBees
  • Rimefeller
  • Rim of Madness - Bones
  • Rimsenal: Federation
  • Turret Extensions
  • Vegetable Garden

* - Make sure that Survival Tools is below in the load order

Do note that if using this with Turret Extensions, make sure that this is below Turret Extensions in the load order otherwise errors will be thrown on startup. I am not sure how to fix this.

There have been reported oddities with Simple Sidearms (not on my end though) and Pawns are Capable; I will look into these in the near-future (as of 2018-12-13). That being said, there are probably many mods out there which this could benefit from functionality patching with! See the Discussions section for more information.

If you find any bugs, please link me to a full output log and give some basic information on how you triggered the bug; this is vital information for me to be able to fix said bugs.

Survival Tools adds several essential tools to RimWorld as well as an actual need to manage those tools. To make management easier, there is an outfit-esque system (configurable through the Assign tab) which allows for colonists to automatically pick up tools on occasions, depending on whether they actually need them or not. I'd also highly recommend using Cut Plants Before Building with this.

The following is a list of tools that are added, and what stats they affect:
  • Axe - Tree felling speed
  • Pickaxe - Digging speed; Mining yield (digging)
  • Hammer - Construction speed
  • Sickle - Plant harvest speed
  • Glitterworld Multitool- All of the above

If a colonist doesn't have any tools required for a certain stat, they receive a significant work speed penalty in that stat - though colonists with good tools will actually be more efficient compared to vanilla. Colonists can use tools either equipped in their main hand or directly from their inventory - the functionality to pick up items being added allowing for the latter, and in turn allowing non-violents to use tools. Colonists can only hold up to two tools at once in their inventory, though tool belts increase that to four.

Most tools can be produced at crafting spots or smithies, but can also be found in structures upon generation of a new map or purchased from traders and settlements. Tool belts are only producible at tailoring benches though, as well as purchaseable.

The overall effectiveness of a tool is determined by what it's made out of, as well as its quality. For example: a plasteel axe will be great at cutting down trees, and a uranium pickaxe will be the most effective at digging through rocks and otherwise extracting resources from veins.

Beware though, since tools do actually degrade over use! The useful lifespan of a tool depends on its maximum HP and its quality. If colonists are using tools that will degrade soon, an alert will show on the right-hand side of the screen prompting you to replace those tools.

Several features can be toggled, including the inventory limitation for tools and the degradation rate of tools as they get used. There is also a toggle for a hardcore mode which makes certain tasks completely impossible without tools (e.g. mining), as well as increasing the rate at which tools degrade.

Powered by the Harmony Patch Library - included with this mod; no additional downloads required.

To-Do List [expected ease of implementation]
  • Tools for Extra Survival Tools expansion mod: Industrial tier, production-based tools (?), wheelbarrows [Easy-Medium]
  • Have the AI use tools too since they currently bypass this due to design difficulties [Hard]
  • Tools show (similar fashion to equipped) when doing tasks that use them [Medium-Hard]
  • Proper functionality with Prison Labour mod [Hard]
  • Proper functionality with Better Pawn Control mod [Uncertain]

Brrainz - For his amazing work on the Harmony Patch Library
Mehni - Allowing me to use code from Pick Up and Haul and Numbers
Shotgunfrenzy - For kindly providing all of the artwork featured in this mod
erdelf - erdelf
Why_is_that - For his Settings Helper which allowed for the degradation rate slider
Marnador - For the RimWorld-style font

You may include this mod in a mod pack, and you may make your own contributions to this open-source project (for which you'll be credited), but please inform me if you're doing so through Ludeon Forums (preferably) or the Steam Comments Section, and give credit where credit's due.
Popular Discussions View All (3)
Nov 22, 2018 @ 5:10am
Mod Patch Suggestions - Materials
Jan 23 @ 10:43pm
Mod Patch Suggestions - Jobs
Dec 19, 2018 @ 12:27pm
Pawns Are Capable Compat
Captain Lurmey
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deadlypandaghost Feb 11 @ 1:09am 
So would you reccomend adding these to the scenario when you start out or is it something you can easily rectify within the first few days
MatrixVirus Feb 7 @ 5:51pm 
Anyone have any idea what the best material to make each tool out of is? I have glittertech and rimfeller also.
[SGW] V3kta Feb 5 @ 12:52pm 
When I'm not having the tools in my CE loadout, pawns appear to pick-up the survival tools, then drop them, then pick them up again between task. Is it possible to fix for you? Or is it just necessary to have the tools in the loadout?
Yo Feb 2 @ 5:15pm 
So i read theres some "oddities" with side arms mod? what are they? and does the tools still take effect if i put them as a sidearm?
DukeNukedEm Jan 29 @ 9:08pm 
Is it possible to have hardcore mode, and prisoners be able to equip them? I'm using prison labor too and its a shame they cant work without tools.
Sorry for so many requests, but while you're there, can you make the number of tools that can be carried settable as well?
XeoNovaDan  [author] Jan 24 @ 2:53am 
@Powder that makes you say "yes" - Theoretically the work speed one would be doable, yes. Not sure about the idle one though.

I've taken a break from modding though.
Also, when someone is wandering around because they are incapable of manipulation (in the hardcore more), they do not appear as "idle"

Would this be fixable?
Would it be possible to add in mod options to set the work speed with and without tools, as a multiplier of default speed?

I would like to be able to set the work speed without tools to 0.6 and the work speed with tools to 1.2

Of course, these would be offset by the item's quality. Could we get some sliders for multipliers for the different quality tiers as well?
axiom Jan 21 @ 11:35am 
It would be cool to add surgical tools for medical purpouse, like scalpels. I would like to cut raider`s heart with wooden scalpel.