RimWorld

RimWorld

Survival Tools Reborn
99 kommentarer
DevEagle 13. maj 2020 kl. 1:35 
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  [ophavsmand] 12. apr. 2020 kl. 3:02 
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  [ophavsmand] 11. apr. 2020 kl. 17:00 
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  [ophavsmand] 11. apr. 2020 kl. 15:22 
@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 11. apr. 2020 kl. 14:46 
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  [ophavsmand] 10. apr. 2020 kl. 20:11 
@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 10. apr. 2020 kl. 19:30 
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  [ophavsmand] 10. apr. 2020 kl. 18:52 
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 10. apr. 2020 kl. 17:16 
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  [ophavsmand] 9. apr. 2020 kl. 21:31 
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.
San-Kyu 9. apr. 2020 kl. 17:43 
No idea what happened but the "hauling missing tool" thing is fixed now. Alerts no longer telling me that I'm missing hauling stuffs.
Lecris  [ophavsmand] 8. apr. 2020 kl. 17:00 
@San-Kyu, thank you for the feedback. I'll make the patches tomorrow, and probably Jelly will push another update shortly. Also, the method I have implemented is fully editable using xml (1.1/Defs/Mist/StatPatch.xm), so if you want to add/remove tool usage from a job, you just have to copy paste the xml patch. I will write up a guide this weekend, after I restructure it.

BTW: the WorldEdit error I think is an incompatibility with 1.1 Realistic Planets, hopefully the devs of that mod fix it.
San-Kyu 8. apr. 2020 kl. 5:30 
The problematic mod was "Awesome Inventory".

A new update added an option to include/exclude a button it adds as a shortcut when you select a pawn. If you uncheck it (to remove said button and reduce UI clutter) it actually removes all pawn buttons, which includes the draft button. Just putting this out there since I said it earlier.
San-Kyu 8. apr. 2020 kl. 4:58 
The WorldEdit redtext was a thing for the longest time and had not shown any negative effects... I believe one of my mods probably updated and broke things since reverting to an old modlist that worked didn't fix things. The main issue is I can't draft any of my pawns and no buttons appear on them when they are selected, only "select similar".
Lecris  [ophavsmand] 8. apr. 2020 kl. 4:36 
@San-Kyu, You should ask at @Troubleshoot in the RW discord, although I can predict their first response would be: "nuke your mod list in chunks of 15, until you narrow down the culprits". All that I can help you is that you have and error with the mod: WorldEdit


I will add a patch for Dubs' Bad Hygine to not require tool for sewage.

If you have WorkTab installed you can enable one hauling workjob at a time and pinpoint the illogical workjobs. I'll be busy until the weekend, so I can't open RW until then.
San-Kyu 8. apr. 2020 kl. 3:27 
Still getting a missing hauling notification, though now its the least of my worries. All buttons that should appear when you select a pawn are gone, also can't draft my pawns. It appears to be something that happens when you add in pawns via Character Editor (Prepare Carefully has a few issues with specific mods that utterly bugs them out).

This is the log file:
https://gist.github.com/345c5c3c07e937add0b33e21a72d712f
Lecris  [ophavsmand] 7. apr. 2020 kl. 4:50 
@San-Kyu, it's most likely a mod that added a new work job. It's ok, if the list of active mods is very large, it better represents real case scenario. I just need to check which jobs are patched and if they make sense, and I'll add them to ignore list if needed.
San-Kyu 7. apr. 2020 kl. 4:21 
I'll send it in a bit, I decided to fiddle around and grab a few more mods to my list (at 270-ish there's bound to be something wrong somewhere).

I kept Rimworld running in the background by accident so perhaps whatever patches there was hadn't been there when I started it last. If the notification is still there or not I'll comment here with the log as needed.
Lecris  [ophavsmand] 7. apr. 2020 kl. 3:55 
@San-Kyu please send me the log file [Ctrl+F12] so I can check. It should be already patched.
San-Kyu 7. apr. 2020 kl. 2:43 
What tool is used for hauling? I'm getting alerts that my pawns have not the tools for it. I remember in the HCSK modpack there were assorted backpacks of various sizes and associated movement penalties...
Lecris  [ophavsmand] 6. apr. 2020 kl. 15:19 
@starwars.jordan, well isn't that brutal? :-D One option is to turn on tools in ruins, and hope for your life your tools don't break too early. Annother option is to temporarily switch it off until you get your first wood.

In my opinion, hardcore mode is unnecessary.
rbgsticktalk 6. apr. 2020 kl. 9:39 
How do you start on hardcore mode with naked brutality? How do you get wood for the first time to start making tools? Besides trading
Jellypowered  [ophavsmand] 6. apr. 2020 kl. 8:57 
Pushed another update thanks to Lecris,
I'm thankful for his contributions and ya'll should be too! lol
Lecris  [ophavsmand] 6. apr. 2020 kl. 5:42 
:D To give some spoiler on the VWE compatibility. I plan to simply remove the buffs of those items and replace with these. The only problem is that VWE requires research in order to unlock the tools, so I want to add neolithic tools so that player can have some tools for tribal start.

As soon as we can get some assets for tribal tools, I will write up the patch, and we will be ready to officially "reborn" this mod :D.

PS: With the current system in place I believe we can add any kind of tools for any jobs. So if you want to add any tools for any jobs, please let us know.
(We would need help with graphics though. Graphics is not Jelly's strong suit, and I draw like a drunk 2 year old.)
Ridesdragons 6. apr. 2020 kl. 1:50 
@kyrox yes and no.

yes in that there's 0 interaction, thus there can't be any incompatibility

no in that there's 0 interaction, so tools from those mods don't benefit from the "use from inventory" stuff from this mod. if it doesn't come from this mod, assume it doesn't benefit.

they're working on potentially patching some mods (namely VWE right now) to allow their tools to benefit, but they haven't worked out a way yet (afaik)
Kyrox 6. apr. 2020 kl. 1:21 
Is this compatible with all the other mods that add tools? Such as NewRatKin, Rabbies, ect?
Lecris  [ophavsmand] 6. apr. 2020 kl. 0:52 
I was thinking of patching SimpleSidearms to avoid this confusion. Might do that later
Ridesdragons 5. apr. 2020 kl. 23:11 
oooh, I missed that. that'd be really cool if it worked. haven't tested that, though. I'll have to check some other time lol
San-Kyu 5. apr. 2020 kl. 22:51 
On the settings for Simple Sidearms there is an option for "Tool use autoswitch" which has the stated effect of causing pawns to switch tools/weapons for their current action. I'm not sure if it actually works though.
Ridesdragons 5. apr. 2020 kl. 22:34 
as for having pawns use stuff that they're not skilled at or have a passion for, at the bottom of the screen, where you see what sidearms they have, on the left of that are 3 buttons - ranged, passion, and melee. by default, passion is selected, alongside one other depending on what their passion is (so a ranger will default to ranged weapons while bruisers default to melee, regardless of what they equip). if you don't like that, simply click the button that's not active, and it'll switch to the other type (I don't like my pawns not using guns and edit out that one trait when I see it, so everyone has ranged preference regardless of passion)
Ridesdragons 5. apr. 2020 kl. 22:31 
if you're having tools not have their stats apply, chances are you're using tools from a different mod. like vanilla weapons expanded. which this mod doesn't support. yet. the way this mod works is by modifying the stat calculations themselves into having a "has tool", "tool type", and "tool quality" check. so if you don't have a pickaxe, the pawn will have a malus to their digging speed. if they have a pickaxe, but it's a shoddy wooden one, they can dig somewhat reasonably, but it'll still be a little worse than vanilla. but if they have a titanium legendary notched pickaxe, then they mine quite a bit faster than vanilla. all that without having to actually equip it. because the stats on the tool itself don't matter.

VWE's pickaxe, however, has its stats on the pickaxe itself - if you don't equip it, you don't use it. kinda frustrating
San-Kyu 5. apr. 2020 kl. 22:28 
Ah okay, I thought they needed to have them equipped.
Ridesdragons 5. apr. 2020 kl. 22:23 
san-kyu that's literally how this mod works. they just need to be in a pawn's inventory to be applied. they don't need to hold it in their hands to use it. as such, peaceful pawns can benefit too.
San-Kyu 5. apr. 2020 kl. 22:18 
Is there a way for the tool's benefits to apply just by the tool being in the pawn's inventory? Encountering problems with the Simple Sidearms mod wherein pawns are defaulting to their ranged weapons if they have passions for that and thus not benefiting from tools.

Only by selecting a higher selection weight for melee weapons do pawns keep their ranged weapons in inventory and tools equipped. Its a bit of a hassle when I have to revert all that during raids.
Lecris  [ophavsmand] 5. apr. 2020 kl. 4:44 
@UnknownGod1991 I've added a patch for it. Expect it will be up in the new release.
Thank you for your contribution.
Lecris  [ophavsmand] 4. apr. 2020 kl. 22:26 
Digging is only for manual mining jobs. Drilling for example does not use it. I'll check RPG levelup if it's customisable.
UnknownGod1991 4. apr. 2020 kl. 22:13 
Any chance of a patch to allow for the stats from the RPG level up mod to affect digging.

Or a setting to disable digging, and make mining the only stat.
UnknownGod1991 4. apr. 2020 kl. 22:10 
Any chance of a patch to allow for the stats from the RPG level up mod to affect digging.
UnknownGod1991 4. apr. 2020 kl. 21:38 
what is the diffrence between digging and mining. My guy has 132% mining speed, but only 27% digging speed
Lecris  [ophavsmand] 4. apr. 2020 kl. 3:46 
I've finished the main implementation I wanted for the next version. Are there any mod compatiblities you guys want to add/check let me know.
San-Kyu 1. apr. 2020 kl. 13:53 
Combat Extended just got updated to 1.1 a few minutes ago, hopefully the in-built compatibility still holds up
Lecris  [ophavsmand] 31. mar. 2020 kl. 20:42 
That really was a while ago @Ridesdragons :-D
Ridesdragons 31. mar. 2020 kl. 19:35 
yea, sorry m8 lol. by "a while ago" I mean "when 1.0 came out" a while ago. those logs are loooooong gone. whatever caused the issue's not doing it anymore. hopefully aedyn'll answer soon
Lecris  [ophavsmand] 31. mar. 2020 kl. 16:28 
@San-Kyu I think the incompatibility with sidearms is that it also has a way of choosing work equipment which can overlap. I haven't got to check that part yet, but it's on the list.

@Ridesdragons Thank you for the github submission. I'll keep you posted there.
Would be great to have known what the log error was for the other problem.

Glad people enjoy this mod, and hope you will like what's to come.
Ridesdragons 31. mar. 2020 kl. 8:32 
I mean, I wouldn't call it an "incompatibility". there are a couple of duplicate weapons that aren't located near each other in the crafting menu, and the VWE tools don't enjoy the benefits of survival tools (yet). nothing breaks, and you can just not make the VWE tools. frankly, due to the fact that they only work if they're set as the primary weapon, and thus pacifists can't use em, and don't auto-switch depending on their task, means they're utterly useless anyway. just pretend they're not there lol
San-Kyu 31. mar. 2020 kl. 8:27 
Thank you! That alleviates my immediate concerns, trying it now. Future ones are probably the reported incompatibility with Vanilla Weapons Expanded. I'm aware that there are axes (no logging benefit) and hammers (construction bonus) and wrenches (higher construction bonus) added by that mod so there might be overlap.

Might replace that one with Rimsenal's one instead since unlike V.Weapons Expanded it doesn't add utility weapons that double as tools/skill boosts.
Ridesdragons 31. mar. 2020 kl. 8:23 
@San-Kyu I've used this mod alongside sidearms with 0 issues in the past and 0 issues now. I don't know what the previous dev was talking about. maybe that pawns preffered to melee enemies with multitools or pickaxes instead of the clubs I purposefully gave them to knock the enemy down instead of killing them? even if it's just in your inventory and not equipped as a side-arm, it will be treated as a side-arm in combat, and if it's their best melee weapon, they will use it over whatever else you gave them
Ridesdragons 31. mar. 2020 kl. 8:20 
the problem I had was the frame being full of materials and the pawns attempting to construct but failing, flooding the log with errors. that said, this was a while ago, and I only think it might be the same issue halfelfaedyn's having. if it isn't the same, then it's unrelated lol. I'm not having the issue right now, so unless he confirms it's the same, I can't provide more information, and he'll have to.

also, I do have one compatibility issue regarding misc robots++, but I've already brought it up in github
San-Kyu 31. mar. 2020 kl. 8:18 
Thank you for keeping this mod alive, requiring the use of tools is just a little bit of micro that in exchange adds so much more immersion into the game. The automatic assignment of tools is even more wonderful. I've really liked this mod in the Hardcore SK modpack but since the guys behind that one are going to encounter some troubles on updating to 1.1 I've since decided to make my own to approximate the experience.

One question though, how does this mod play with the sidearms mod? The original mod desc. states some weird issues with it that the reborn version doesn't state.
Lecris  [ophavsmand] 31. mar. 2020 kl. 7:14 
@Ridesdragons, Thank you for your feedback. I have tested the mod with only misc robots++ and survival tools, and I didn't get that issue, or maybe it is more complicated to reproduce. It must be something deeper. Please keep me posted, if you can pinpoint it.

Just in case so I can confirm. The problem is with placed frames, full of the material inside and pawns not constructing, or constructor pawns not delivering material to the frame?