RimWorld

RimWorld

Simple Tools Mod
27 Comments
Dreams Jan 19 @ 9:03am 
monstrueux ce mod dommage qu'il est plus à jour
nump4d Dec 14, 2023 @ 1:44pm 
work smarter not harder
THE_m00n Oct 5, 2019 @ 12:06am 
wow,It looks like you just take the game's UI became Items
Jarothi Oct 20, 2018 @ 7:13pm 
we love you, please come back.
Armageddon_Junk Oct 20, 2018 @ 1:31am 
Update to 1.0 please!
bjnvfbn Mar 15, 2018 @ 6:01am 
B18 please.
simpolplan Jan 16, 2018 @ 9:58am 
will this be updated? can we use it in B 18?
Chaos Legion Aug 31, 2017 @ 10:30am 
Also research for axe? I mean really? Make 1 tear ready to go from the start on crafting spot. Make 2nd tier craftable at machining table with, say, plasteel, same good old pickaxe but made with better materials. 3rd tier aka gltterthingies could be a research. Luciferium treated, uranium coated sonic screwdr... i mean vibro hammer. ))
Torres Aug 24, 2017 @ 12:40pm 
Do these have to be equipped in your hands to have an effect? or can I keep them in my secondary slots?
Garr Incorporated Aug 9, 2017 @ 12:14pm 
Well... Tools are marked as weapons as of now, so it's logical.
In terms of game mechanics, of course.
Ego Spasmaticus Aug 9, 2017 @ 10:21am 
not being able to equip pickaxe (incapeable of violence)
Welkin Wolf Aug 7, 2017 @ 6:36am 
I am going to install this mod because of Celgamin, it gives me hope for this mode so I'll try it out. Plus I second the gear idea because someone CAN have both a weapon AND a tool, but move speed should be hindered. Unless the tool is dropped on that spot because hell I'd drop my tool and take the weapon up to go fight. Plus Rimworld is ALL ABOUT micromanaging. I agree with Celgamin's suggestions.
Arsonikk  [author] Aug 1, 2017 @ 2:03am 
Thank you Celgaming for those great ideas! :)
Garr Incorporated Jul 30, 2017 @ 4:01pm 
By the way, with the mod "Apparel Gizmos" you can try to make something of a belt for tools, maybe. It opens up some variations.
Celgaming Jul 30, 2017 @ 3:00pm 
Perhaps it is because this mod just adds to the experience, rather than enforce a rule such as "mining is -50% slower without any tool". I suppose the fact that it replaces a weapon can be why people avoid it. No one wants to be raided with their best shooter/miner having to micromanage everyone's weapons one at a time. Tools should fall into their own category under "gear", but wearing one should affect the weight / speed of a pawn. This would encourage making outfits for specific jobs.

I'd also love to see tools made for other professions too, such as crafting, tailoring and art. There's a whole range of things you could do with the concept of tools so I'm glad someone is tackling this now.
Celgaming Jul 30, 2017 @ 2:59pm 
Add a primitive tier tools that almost barely increase work speed, but the % increase should be at the end of the calculation - so to speak. By this I mean that in the hands of a really efficient miner a mining pick even as bad as one made out of stone chunks would still prove to be very useful. A mining pick made out of plasteel in the hands of a master miner should be a sight to see, but not too powerful of course so some limitations.

Regardless I love the idea of your mod. I've always found it odd how in Rimworld all jobs just get done with no tools at all, with sparks flying kind of hinting that some kind of "omnitool" is being used, yet how would a tribe colony have access to such things at all? It's something that has always bugged me so I'm glad a modder is taking the reigns on this one and it surprises me this mod isn't loved as much.
Celgaming Jul 30, 2017 @ 2:59pm 
I actually like the idea that raiders would use them to absolutely destroy defenses. You could think of it as added difficulty and pay off. Killing said raiders means of course you get the tool.

However you didn't consider "quality" in this. I would recommend there be different tiers of these tools, add in a hoe too. What I mean is that the quality of the tool (shoddy, poor etc.) should affect its performance, but it should also depend on the material it is made out of. Tools are no weapons, so they shouldn't wear down as quickly. Obviously a tool made out of plasteel is much more efficient than that made out of steel, and perhaps a tool made out of jade (or a new diamond type) could be the best. Golden tools would be near useless, but give the person a lot of good thoughts for being so glamorous. Silver tools would work but be mostly for the eye candy and so on.


Lurmey Jul 26, 2017 @ 9:50am 
I feel like an axe shouldn't help with harvesting or sowing crops, perhaps a hoe, scythe or mattock would be better suited to that. I'm thinking mattock, it's kind of an all-in-one farming tool.
Arsonikk  [author] Jul 25, 2017 @ 1:26pm 
Yes, I would certainly like to remove them from the Raider weapon possibility.
2ndNegative Jul 25, 2017 @ 1:07pm 
They are terribly overpowered in the hands of raiders. I had a couple of people hammer through a 10 tile wall like it was nothing. Is it possible to remove the glitterworld pickaxe from the raider weapons?
Stormscar Jul 25, 2017 @ 11:49am 
there is a side arme mod that lets you have two wepons i think it would go well with this
Omega13 Jul 25, 2017 @ 2:51am 
There was a mod that was similar to this where this issue came up so I'll drop this suggestion/critique here too: The most likely colonists to use items like this are pacifists, who cannot equip weapons. Unfortunately, as these are also weapons, pacifists cannot use them. They would be potentially more useful if they took up the shield/smokepop belt slot.
eth=4k Jul 25, 2017 @ 2:23am 
can you upload it in forum?
Arsonikk  [author] Jul 25, 2017 @ 12:27am 
Yes, they are equipped as weapons. Colonists can still attack with them but they don't do a lot of damage.
d_valroth Jul 24, 2017 @ 6:36pm 
Presuming these are "weapons", they'd work well with Combat Extended loadouts. With a17's new scaling of work speeds a set of tools makes even more sense.
Atreidi Jul 24, 2017 @ 5:08pm 
Do they take the place of a weapon?
Garr Incorporated Jul 24, 2017 @ 5:03pm 
How does one equip the tools?