RimWorld

RimWorld

98 ratings
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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898.204 KB
Mar 19, 2020 @ 12:08pm
Jun 30 @ 8:01am
10 Change Notes ( view )

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Toolmetrics Redux (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
976 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
96 Comments
LynX Nov 14 @ 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
MEB Aug 5 @ 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 @ 6:17am 
@MEB I dont understand the question?
nikita150u Jul 11 @ 5:01am 
Mlie, i'm begging you, please, move toolbetls into utility gear subroup
moo Jun 30 @ 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?
rybikson Mar 22 @ 5:54am 
Great mod :)
1. Quality vs clothing policy - I would like pawns to stop wearing bad quality apparel, but since the toolkits (belts) dont have any quality they drop them. I havent tested it, bu I asume they just grab the most expensive one over the best quality, so some dumbass could grab the luxury crap silk vest instead of masterwork leather one. Somehow the hand tools are not being dropped despite the fact its not enforced.
* imo - those tool thingys could have the common quality mechanics - why not
2. Pawns cant choose best tool for the job - [solved with "simple Sidearms" mod]
SuwinTzi Mar 20 @ 10:42am 
Thank you
Mlie  [author] Mar 20 @ 12:08am 
@SuwinTzi Yes, it seems the tooltip rounds it down on display. Should still be calculated correctly however
SuwinTzi Mar 19 @ 3:39pm 
Forgot to specify this is in the tooltip from Apparel policy.
SuwinTzi Mar 19 @ 3:04pm 
@Mlie Hello, for the utility, "Combat Kit", the in-game UI shows a bonus melee hit chance of "+0.0" but the XML shows it's +0.04. Is this a game limitation for displaying decimals?