RimWorld

RimWorld

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Toolmetrics Redux (Continued)
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
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968.761 KB
Mar 19, 2020 @ 12:08pm
Jul 24 @ 2:44pm
11 Change Notes ( view )

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Toolmetrics Redux (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
1003 items
Description

Update of Chronometrics,Porter: BrokenValkyries mod
https://steamcommunity.com/sharedfiles/filedetails/?id=1526599749

Excellent guide made by Psyra:
https://steamcommunity.com/sharedfiles/filedetails/?id=2060184114

- Added CE support based on Toolmetric CE Patch by Shadowpaw CE-patches now included in the main CE-mod instead



[discord.gg]
[github.com]



Work Tools for Pawns
This mod adds 41 weapon-slot hand tools aimed at non-combat usage for pawns to equip.

ToolMetric is created by Chronometric, definitely, 100%, why would I lie here.
The license asked me to word it that way.

Unofficial v1.4 for Beta 189

I hadn't found time to fully test it, report any bugs or feature not working.

Compatibility:

Skilled stonecutting must be loaded after this one.

Changes Made:

* Overhaul made to melee definition, due to change introduce to B18.
* Buff to animal related tool, due to the way tame and train chance are actually calculated.
* Brick Saw now affect sculpting.
* Updated definition to 1.0
* Some weight have been changed.
* Trade only tool now shows up in trade. Only bulk trader carry coupon and only exotic trader carry encyclopedia. How To are sold by several trader except tribal.
* Tools kits apparel, free your pawns hand. There are several different tool kits made to tailor to specific jobs.
* Added animal husbandry kit.
* New stats added to tool such as mech dissambly efficiency and mining yield.



Original description

This mod adds 41 weapon-slot hand tools aimed at non-combat usage for pawns to equip.


Goals:

✔ Offer meaningful choices to the equipment system by giving pawns desirable non-combat options that compete for space and resources with combat options

✔ Provide more meaning to certain pre-existing mechanics, such as equipment racks, smithing, crafting spots and component tables.

✔ Allow for deeper end games with fewer pawns by increasing the ability of specialists pawns with sufficient resources as support.

✔ Makes establishing multiple colonies easier and more viable.


Implementation:

* New weapons category, "Tools", that are equippable by pawns.

* 41 new tools, each of which provides benefits to a specific type of role within the colony, such as tailoring or plant cutting.

* Tools are balanced as melee weapons.

* Tools are tiered by technologies, and available to craft from smithing, tailoring, crafting spots, component benches, or machining tables.

* Raiders will occasionally spawn with tools, especially in low value raids or disorganized raiding parties. The majority of raiders will keep proper weapons.

* Tools are largely makeable from any available stuff, as opposed to specific recipes.

Announcement

Given my current work schedule and lack of motivation I decided I am unable to continue to work on Rimworld mods and will be making an exit in the mod scene indefinetely.

I hereby will be allowing my work to be continued and published by other. I ask only for credit. This will apply to all my current workshop.



  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Always post your log using the Log Uploader
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: equip
Popular Discussions View All (1)
1
May 29, 2023 @ 8:22am
Tools and violence
tantanoid
101 Comments
Aug 13 @ 8:03am 
https://steamcommunity.com/sharedfiles/filedetails/?id=2633406344 Course it does a lot more than just that, but its one of the things it can do
Mlie  [author]
Aug 12 @ 11:08pm 
@Triel Please link to that mod
Aug 12 @ 5:45pm 
Apparently niilos qol can act as alternative for de-generalize.
Mlie  [author]
May 27 @ 3:11pm 
@AcetheSuperVillain You may have missed the section on how to Report Issues described above
May 27 @ 7:39am 
the backpack and duffel bag don't seem to do anything
Nov 14, 2025 @ 11:18pm 
@Mile i the toolbelt is in the weapon gear category, therfore its annoying whenever you are making storages to expicitly allow it and make the checkmark yellow out of it, makes it harder to destinguish storages later on and manedge them overall, + its incorrect itself
Aug 5, 2025 @ 7:47am 
how does this work with simple side arms and how do i actually use the encyclopedia and be sure its actually working; my character does not pull out the encyclopedia when researching also i have not noticed a difference in research point gained it seems 1 per second either way
Mlie  [author]
Aug 5, 2025 @ 6:17am 
@MEB I dont understand the question?
Jul 11, 2025 @ 5:01am 
Mlie, i'm begging you, please, move toolbetls into utility gear subroup
Jun 30, 2025 @ 11:23am 
I can't remember, is this mod the one that lets pawns *automatically* equip the tool for the job, or was there a framework mod that had that support?