RimWorld

RimWorld

41 ratings
Survival Tools Reborn
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.0, 1.1
File Size
Posted
Updated
1.161 MB
Mar 8, 2020 @ 6:49pm
Apr 6, 2020 @ 8:48am
8 Change Notes ( view )

Subscribe to download
Survival Tools Reborn

Description
Updated/Continued and Uploaded with permission from the Original Author XeoNovaDan
Original Mod found here: https://steamcommunity.com/sharedfiles/filedetails/?id=1566269698

Non Steam: https://github.com/Jellypowered/SurvivalTools/releases/tag/2.0

Compatibility
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.

As the following mods get updated for 1.1 support, these should remain compatible.
Survival Tools is fully functional with the following mods:

  • Alpha Animals
  • 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 any of the above mods in the load order

Overview
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-violent's 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 purchasable.

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 pick axe 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!



Special thanks to Bar0th for all the help getting this R2R.


Credits Continued from XeoNovaDan!
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

Since steam is not a very good place to keep track of issues, please consider using the Github Link[github.com] to post issues. (Also giving some feedback on the upcoming ideas is appreciated :-) ).
If you can't or are not familiar with Github. There's no problem, go ahead and use steam's systems.
Popular Discussions View All (3)
17
Apr 12, 2020 @ 9:47am
Dont work with "vanilla weapons extended".
Вистан
2
Apr 5, 2020 @ 6:03am
Personal opinion: AI enemies who should have tools
Miyuri
0
Apr 11, 2020 @ 4:39am
Guide: Add Survival Tool usage to a modded job
Lecris
99 Comments
DevEagle May 13, 2020 @ 1:35am 
Hy bro, my game is dev mode spamming this red error. This is your mod error, or any other compatibility problem?

My log:
https://pastebin.com/U2q70MJa
Lecris  [author] Apr 12, 2020 @ 3:02am 
To everyone here, I have published the new version which will be maintained for the time-being. By the time the world has calmed down, I suspect that ma and Jelly's role will switch again, as I'll have to work on my thesis. So you might be coming back to this version :D, but all the updates will be brought as we migrate as needed. (Wish Steam had better collaborator support).

In the meantime join me in wishing Jelly and everyone out there a speedy return to normality. Stay safe out there, and keep everyone safe.

PS: This version will remain up, but after a few days it will be made hidden, until my and Jelly's role are reversed. (Or steams figures out what collaborator means.)
Jellypowered  [author] Apr 11, 2020 @ 5:00pm 
Just a heads up to everyone, Due to reasons beyond my control (oh, say global pandemic) I'm going to be passing the reigns to Lecris, this should be a fairly simple transition, stay tuned for some awesome updates, I think the next major release is going to be awesome and without Lecris it likely would have never come to fruition.
Lecris  [author] Apr 11, 2020 @ 3:22pm 
@San-Kyu I'll take a look at that. It would take maybe 1 week before I figure out a solution, but I think it should be possible.
San-Kyu Apr 11, 2020 @ 2:46pm 
Probably the next best thing for the mod is patches for other mods' tool-like items to work in the inventory rather than in the hand. Vanilla Expanded Weapons is the most obvious one (Fire Extinguisher, Scalpel, etc) but most any mod that adds utility weapons would be nice.

Awesome Inventory has an option to automatically switch to the hands any inventory weapon that adds a work speed bonus for the current job, its kinda problematic since if you're like me and using Sidearms + Dual wield + Combat Shields, any equipped shield gets stowed into inventory for most tools. This is because shields occupy their own exclusive hand slot that only works for specific weapons, and there's no option to choose which weapons work and which doesn't. Pickaxes for example are not shield-usable for some reason, which makes melee miner pawns annoying to micro.
Lecris  [author] Apr 10, 2020 @ 8:11pm 
@San-Kyu It is sort of compatible with Awesome Inventory. I have to add a patch for "equip and keep", otherwise it works ok. 3-9 for your feedback :D

@Enter Name, Can you give more detail? Right now it seems there is an artifact from when we were debugging where the base tool slots is 4 instead of 2, we will change it back soon. Do you mean that pawns are picking up multiple tools of the same kind and keeping them in their inventory?
San-Kyu Apr 10, 2020 @ 7:30pm 
Is the Awesome Inventory mod compatible with this? The successor to the "RPG style equipment" mod. It adds an loadout system that directs pawns to pick up to their inventory items the player designates, as well as a "don't pick up" system that does the opposite.

I'm asking since Survival tools has its own system that automates pawn tool loadouts, which does essentially the same thing as the loadout system of Awesome Inventory except specific for tools.
Jellypowered  [author] Apr 10, 2020 @ 6:52pm 
That sounds like a bug. I'll have to look into this, by design your pawn should only be allowed to carry 2 tools (in use) and 4 tools if you have a tool belt equipped.
Enter Name Apr 10, 2020 @ 5:16pm 
So, not sure what mod it is that allows this, but my pawns often carry numerous tools no problem without a tool belt. This on it's own isn't too much of an issue. My issue currently is carrying multiple of the same tool. My pawns keep picking up more and more of the same tool, even tho in their pawn tab it says tool in use.
Lecris  [author] Apr 9, 2020 @ 9:31pm 
Most likely the new version was updated, I will figure how to add "what's new" so it's easier to identify. And share what we are messing around with in game.