RimWorld

RimWorld

[LC] Survival Tools
403 Comments
Fuyuno Apr 11, 2024 @ 12:56pm 
1.4/1.5?
Zandy man Aug 8, 2022 @ 9:30am 
1.3?
rakkaus Apr 15, 2022 @ 6:01am 
update to 1.3 someone
чуркаш Jan 19, 2022 @ 2:54am 
pleeease update this to 1.3, please!!!
Azuwi Jan 11, 2022 @ 8:26am 
Mlie, can you update this mod? or the original 1.0 one?
Epic Store Exclusive Jan 2, 2022 @ 12:09am 
Please I desperately need a 1.3 version of this :(
VolatileGlitchAviator Sep 9, 2021 @ 10:48am 
does that include the autopatcher and the lc tools framework? and the toolmetrics one? to update them to 1.3?
likeafox Aug 7, 2021 @ 12:01am 
Jolibol, that's too bad. One last suggestion then. My guess is one or more of your subscribed mods automatically updated to 1.3 but didn't keep compatibility for 1.2. It may be difficult to find the problem mods that do this but theoretically if you do, and if those mods have cross-published to github, you could manually install the old 1.2 versions. I think that's your only option left without deep technical knowledge of the game, unfortunately.
Jolibol Aug 5, 2021 @ 9:22am 
@likeafox I tried and it breaks something else but thanks for the suggestion
Lecris  [author] Aug 5, 2021 @ 7:29am 
I should give an update here. Unfortunately my prospects of coming back to modding are very bleak for the coming months/year. I am still passionate towards modding here, and I very much would love to come back, and I will as soon as possible.

But for now feel free to ask anyone else to pick this up for 1.3, strip it down, demolish it to its bare minimum. They have my full blessing.
likeafox Aug 5, 2021 @ 6:59am 
Jolibol, you always have the option of rolling the game back to 1.2, to continue playing until mods are updated.
Jolibol Jul 24, 2021 @ 11:49am 
1.3 broke this mod(or one of the other dependancies) causing it to crash on startup and killing my 12 year colony. Could you please have a look at updating it?
Andros Jun 29, 2021 @ 10:59am 
Greetings.
First off, I wish you good luck on your thesis. Go for it :) .
Getting to the issue at hand: sometimes, when testing, pawns use tools, sometimes they don't. At my current save I have two colonists and only one of them is using tools, even though their loadout is the same (loadout created and taken care of by "awesome inventory"). I get no errors at all, so yeah, dunnow.
I have some other tolls mods, as well grab your tool and simple sidearms. Here's an hugslog to see those details: https://gist.github.com/6a08c805ca17b72927b2e802b88c5650 .
Not game breaking, but since I have a tools mod installed, I'd like for them to be used and so on. Hard to pinpoint if it is this mod, but if it isn't, I can copy this copy to the other mods as well.
VolatileGlitchAviator May 28, 2021 @ 11:11pm 
the combat extended loadout seems to break this mod, pawns dont hold onto the tools anymore, Just Letting you know!
Tomáš Tříska May 26, 2021 @ 11:03pm 
Why my pawns doesn't use tools? For example I craft survival axe, but pawn doesn't pick it up. When I force them, there is still an alert saying that pawn hasn't felling tool. I have simple sidearms.
E-worm May 19, 2021 @ 5:49am 
how can i get glitterworld multitool?
VolatileGlitchAviator Apr 4, 2021 @ 11:02pm 
I put a post up on the github, it does not seem to be compatible with simple sidearms, I donno if you want to add compatibility or not with it.
Lecris  [author] Mar 25, 2021 @ 4:39am 
That I don't know right now. I haven't been modding for half a year and still have a few months to work on my thesis. If you find issues post it on Github.
VolatileGlitchAviator Mar 24, 2021 @ 6:13pm 
I apologize for asking so many questions XD, is it also compatible with simple side arms and CE?
Lecris  [author] Mar 24, 2021 @ 5:15am 
Don't remember what itmes are where. There's a tool to figure out what item comes from what mod.
VolatileGlitchAviator Mar 23, 2021 @ 10:42am 
does it patch it in so theres only one tool? like on e set of hammers? or is there like multiples of the same hammer item
Lecris  [author] Mar 22, 2021 @ 11:03pm 
Yes, everything on top of ToolsFramework are just the items themselves. This one has added functions like the work penalty, but everything is compatible
VolatileGlitchAviator Mar 22, 2021 @ 9:39pm 
Toolmetrics Redux (ToolsFramework version)*
VolatileGlitchAviator Mar 22, 2021 @ 9:35pm 
Quick Question, Can I use this in Tandem with toolmetrics?
Lecris  [author] Mar 20, 2021 @ 3:01am 
@brightsideguy, I've merged your pull request and updated the mod.
Lecris  [author] Mar 14, 2021 @ 2:56pm 
I haven't had time to pull the request due to conference. Sometimes this week or the coming weekend I'll pull it.
brightsideguy Mar 7, 2021 @ 9:48am 
I added a small fix to the CE patch on github (ArmorPenetration wasn't working because it was an old term). Not too sure if I'm doing github correctly. Please let me know if it didn't go through.

Lecris  [author] Feb 20, 2021 @ 5:00pm 
BTW I'm on hiatus for maybe until September. I can merge pull requests and update the mod if someone writes quick fixes, but otherwise not much development and bug fixes
DkPepper Feb 20, 2021 @ 1:53pm 
pawns can cut trees without a felling tool if there's a blueprint over a tree
SoakieCat Jan 17, 2021 @ 7:03pm 
Unless I have a wrong load order or a mod confliction :P
SoakieCat Jan 17, 2021 @ 7:02pm 
Not save game compatible 0.0
Lecris  [author] Jan 12, 2021 @ 3:04pm 
Last time I checked DocWorld patches that if the built-in patch doesn't work
[RTB] Sarianos Jan 12, 2021 @ 1:52am 
@Lecris Would you be able to create a set of smelting & destroying recipes for these tools at the smelter? Currently as they are in their own category outside of weapons or apparel they can't be smelted or destroyed at all.
Lecris  [author] Nov 30, 2020 @ 12:42pm 
If you open the item's stat there is a category for the tools I wrote. Other mods should not be there as well, but if they are let me know what mod it is. And no there are no overlapping tool types. You can see the names of all of them in the settings of this mod.

I have specific patches for dualwield and sidearms. If they are still acting up, tell me how they do so and send me a HugsLog. The loading order for my mods should not matter as long as you use a minimal inteligent sorter like RimPy
GOOBSTANK Nov 30, 2020 @ 8:00am 
im having trouble deciding why this mod seems so weird.

A couple of questions:

Are there more than one type of tools. Aka a pickaxe and a mining pick.

I cannot seem to determine of there is another mod adding "tools" that include skill boosts that I am using. Anyone know of one?

Why do the tools, Dual-wield and simple sidearms have SUCH A HUGE ISSUE?

Has anyone determined the correct location for this mod in the load order bc it is absolutely necessary and it keeps borking out.
Lecris  [author] Nov 28, 2020 @ 3:28pm 
Pawns will periodically drop any extra tools that are not forced. Can change that in settings
Jojje Nov 28, 2020 @ 2:22pm 
Can anything be done about the fact that pawns will sometimes carry more than one of a tool?
Lecris  [author] Nov 4, 2020 @ 11:18pm 
I will not be able to address problems until the middle of November. Please write a Github issue and I will fix these problems as soon as possible
Beef3687 Oct 31, 2020 @ 6:28am 
I still seem to get issues with CE compatibility, pawns repeatedly try to pick tools up then drop them immediately.

Forcing them to pick up tools doesn't work either. Only way I can get them to hold on to them is by assigning in their load out.
platinumhawkzz Oct 19, 2020 @ 6:51am 
Thanks, appreciate your work!
Lecris  [author] Oct 19, 2020 @ 6:05am 
Please check with the latest version if CE loadout problem is still a thing. I constantly do improvements and bug fixes so I don't know if I addressed that already or not
platinumhawkzz Oct 19, 2020 @ 5:42am 
Yes, more compatibility with CE would be great, it's so hard pick and choose between sometimes.
Res Oct 3, 2020 @ 7:26pm 
Combining this mod with Combat Extended seems to cause loadout problems, since pawns will never use tools that aren't assigned to them via the loadout manager. This breaks the "opportunistic tool picking" function, and not being able to tell pawns to use tools as-needed kind of breaks the functionality of the mod, imho. CE loadout exclusivity also prevents you from equipping a tool on a pawn via leftclick --> "equip" (since they'll just put it down again immediately, after dropping their assigned weapon), and this method would be fiddly and cumbersome anyway. Assigning tools to colonists based on the jobs you expect them to do is also troublesome, since you have a limited number of tools, multiple colonists who may be performing a given task at the same time, and colonists who fill multiple roles and have a limited carrying capacity. Maybe there's some way to make opportunistic tool-picking override the loadout assigner, as normal clothes seem to.
Lecris  [author] Oct 1, 2020 @ 2:28pm 
Yes it is compatible at the moment. I cannot guarantee in the long run though
San-Kyu Oct 1, 2020 @ 10:14am 
Is this compatible with Combat Extended? Sorry if this is a too-often asked question, I don't know if Steam has a search function for comments.
Lecris  [author] Sep 17, 2020 @ 7:25pm 
Is it just some plants or any? Is it on vanilla settings? Can you share a screen of the relevant skill page on Discord?
Crow Sep 17, 2020 @ 7:03pm 
A little but of an update to what i have experienced. I have plant lvl 7 and i can not harvest/sow fruits like agave/berries/farm plots without botching. i have the sickle as a tool but it doesnt seem to give the bonus when im using on these items.
Crow Sep 17, 2020 @ 5:11am 
Oh. Awesome. Wasnt sure since i tried this before and i swear i remem er making metal tools before you took over this mod. But not sure if its just because im using the basic crafting spot and not a crafting table. Ill keep you posted though. And ty for your work!
Lecris  [author] Sep 17, 2020 @ 4:10am 
Normal tools can be made with metal. I'll need to rebalance everything. I've asked for some help on that. Maybe next week will implement some of them
Crow Sep 16, 2020 @ 8:08pm 
Anyway you can make the tools compatible with metallic?