RimWorld

RimWorld

Primitive Tools
201 Comments
Eidolan Sep 26, 2024 @ 12:59pm 
Anyone else have issues getting pawns to actually use their walking sticks without having to manually doing it?
Olyndra Jul 25, 2024 @ 3:55am 
Could you please add combat extended support? I like playing with the realism of both mods, but they don't work together. If this is not something you're able/willing to do on your end, let me know so I can ask the combat extended team.
tanyfilina Jun 3, 2024 @ 11:05am 
Another suggestion: could you please add the increase in fishing efficiency to harpoons? I've just tried to find out how to do it myself, but I cannot understand where the stat names for equippedStatOffsets come from.
Also I've just noted that I've got no bone tools, because I use the simplified mod made by the person, who updated Rim of Madness - Bones: Only Bones Could you be so kind to add a patch for that too?
tanyfilina May 28, 2024 @ 12:47am 
Maybe it would be possible for you to add an option to reduce the efficiency when without the tool, as in Survival Tools mod? That would be great as that particular mod doesn't seem to get an update.
Kyrox May 22, 2024 @ 7:57pm 
Let's go! Thank you!
velcroboy333  [author] May 22, 2024 @ 6:37pm 
Updated for 1.5. No major changes made. Let me know if any bugs pop up.
Cheers.
Kyrox Apr 7, 2024 @ 11:21am 
No worries. We all love your work and hope you are looking forward to the new expansion!
velcroboy333  [author] Apr 7, 2024 @ 11:20am 
Yep, I'll get to these soon. :mhwgood:
Kyrox Apr 7, 2024 @ 10:58am 
1.5 planned for your mods? I see you updated primitive floors. Love your mods.
velcroboy333  [author] Dec 5, 2023 @ 5:58pm 
I will look into this soon. I have 2 very busy weeks ahead of me before I have some time off. So, I will take a look at any reports at that point.
Balthazad Dec 4, 2023 @ 5:56pm 
omg ok the stuff is just not listed in the research tree anymore and it's buildable in workplace but not in (primitive) crafting workbench, would be nice if that could be fixed, thanks in advance!
Balthazad Dec 4, 2023 @ 5:44pm 
hi uhmmm....where did walking stick & broom go? for some reason they aren't part of the mod anymore....and those brooms were super important to me :'(
Ashley The Bunny Oct 21, 2023 @ 3:17am 
Hello, Could you add a Primitive Quiver to the Primitive Tools Mod?
(≡◉‿‿◉≡) Oct 7, 2023 @ 5:47pm 
Hello, can you update the room type for Primitive Cribs?

It keeps showing up as Barracks instead of Nursery
Worst Player NA Oct 2, 2023 @ 10:16pm 
I love this whole set for when I want to start out with pawns that may come from high tech, but that doesn't mean they know how to make any of it xD The only problem I run into is getting flint if I start somewhere without limestone D; because i am dumb and always forget about that.
bryn Ovem Sep 29, 2023 @ 8:10am 
Ah my mistake. Thank you for reporting it! :)
velcroboy333  [author] Sep 29, 2023 @ 6:38am 
@bry Ovem, Looks like it was an issue with the mod Rim Gnoblins. I reported it on their page. Thanks for the log.
bryn Ovem Sep 28, 2023 @ 11:07pm 
https://gist.github.com/HugsLibRecordKeeper/a5352e6548eac7bcf1a6dd7d9a2845de getting this when i start up the game
"Could not resolve cross-reference: No Verse.ResearchProjectDef named VBY_PrimitiveToolsRG_ShardDistilleryAndWeaponry found to give to Verse.RecipeMakerProperties Verse.RecipeMakerProperties
velcroboy333  [author] Sep 28, 2023 @ 6:12am 
Could you turn dev mode on and test the boomerang? Send me the log if an error pops up. It's working on my end. So, I assume there's another mod at play. Keep in mind, this mod is not CE compatible if you are using that mod.
THROBERT Sep 28, 2023 @ 5:49am 
having problem with boomerang where it just dosent work as in i cant attack with it
velcroboy333  [author] Sep 22, 2023 @ 8:27am 
With the error log open you can hit ctrl-f12 to get a full log. If you can send the link I can probably figure out which other mod is messing around here.
Spikem59 Sep 21, 2023 @ 10:47pm 
I'm having a bunch of errors pop up on game start that I think is related to this mod. Here's part of one of them since the full thing can't fit in a comment.

Could not resolve cross-reference: No Verse.ResearchProjectDef named VBY_PrimitiveToolsRecurveBow found to give to Verse.RecipeMakerProperties Verse.RecipeMakerProperties
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch1 (string)
Verse.DirectXmlCrossRefLoader/WantedRefForObject:TryResolve (Verse.FailMode)
Verse.DirectXmlCrossRefLoader/<>c__DisplayClass16_1:<ResolveAllWantedCrossReferences>b__0 (Verse.DirectXmlCrossRefLoader/WantedRef)
Verse.GenThreading/<>c__DisplayClass7_1`1<Verse.DirectXmlCrossRefLoader/WantedRef>:<ParallelForEach>b__0 (object)
pgames-food Jul 2, 2023 @ 1:23pm 
good luck with your move :)
velcroboy333  [author] Jun 30, 2023 @ 7:38am 
I'm currently in the middle of moving. It's going to be a few more days, to a week or so, until I'm fully set up again. I will take a look at this when I'm settled again.

Most of the bone item stats were decided by the co-author Hydromancerx. So, I will talk with them and see if we need to make any changes concerning ranged/melee.

I'll also investigate for any potential conflicts.
Aura Jun 29, 2023 @ 11:01pm 
Oh, something that I forgot to add - When my pawns do hunt, it doesn't seem that bows are able to fire while the harpoon is in the inventory. I'm not sure if this applies to all ranged weapons, but it seems to be the case.
Aura Jun 29, 2023 @ 8:52pm 
I'm a bit confused. How is the bone harpoon actually supposed to work? I use the side arms and "grab your tool!" mods and, during hunting, the hunter just swaps to a ranged weapon to do the hunting, and given that the harpoon is a melee weapon...I'm just confused. I could install a mod that would allow hunters to do melee, but I just need clarification first.
velcroboy333  [author] Mar 3, 2023 @ 2:00pm 
It is not. I recommend asking for compatibility in CE's Discord.
utleydill2000 Mar 3, 2023 @ 11:06am 
is this compatible with combat extended
velcroboy333  [author] Jan 15, 2023 @ 3:38pm 
It's been a while since I used Simple Sidearms but I'm pretty certain there is an option to auto-switch to tools when pawns are working. So, it should work with that if you put in the sidearm slot. You'll have to test that a bit, like I said, I haven't used that mod in a while. But if you do, please let me know how it goes.
hottt3 Jan 15, 2023 @ 3:10pm 
Thanks for the mod! I have a question: if I have Simple Sidearms mod, should I equip the tool in the main slot or it is enough to equip it as a sidearm for it to take effect? Thanks)
Darkstar Nov 28, 2022 @ 1:06pm 
Thanks! Left a comment on the bug report thread there as well.
velcroboy333  [author] Nov 28, 2022 @ 11:07am 
NM, I just left another comment.
velcroboy333  [author] Nov 28, 2022 @ 11:03am 
Yes, that is an bug/xml mis-configuration in the T's Samurai mod. I reported it to them a while ago. perhaps you want to remind them. Nothing will break but the items in question will not have the proper research requirements until it is fixed.
Darkstar Nov 28, 2022 @ 10:54am 
I get these two errors when loading this mod alongside T's Samurai Faction:

Could not resolve cross-reference: No Verse.ResearchProjectDef named VBY_PrimitiveToolsTSF_Naginata found to give to Verse.RecipeMakerProperties Verse.RecipeMakerProperties

Could not resolve cross-reference: No Verse.ResearchProjectDef named VBY_PrimitiveToolsTSF_NinjaGear found to give to Verse.RecipeMakerProperties Verse.RecipeMakerProperties

I can't find references to either of these research projects in either mod, so I'm not sure which one is causing the issue.

Not sure if these are a big deal; could be I'm just missing a couple of recipes on the primitive benches.
velcroboy333  [author] Nov 25, 2022 @ 12:19pm 
It looks like the ToilPatchs->Toil_Constructor. It looks at the job.recipe for a workskill, and then tries to equip the appropriate weapon/tool
VolatileGlitchAviator Nov 25, 2022 @ 12:15pm 
sorry i am still learning to do stuff, I am trying to add the abiltiy for gyt to pick up other tools but I don't know where to look for other modifier stats in the code.
VolatileGlitchAviator Nov 25, 2022 @ 12:05pm 
Updating it and looking for stuff is saddly two differnt things, I am versed enough to look for stuff yet XD where abouts did you find it?
velcroboy333  [author] Nov 25, 2022 @ 12:02pm 
Um, well if you updated it, it should be in the code. Which is where I would have to look to find out. But it should be related to stats, specifically speed stats, research speed, plant work speed, etc.
VolatileGlitchAviator Nov 25, 2022 @ 11:59am 
and its ok, I updated GYT for 1.4 for my personal use!!!! :D
VolatileGlitchAviator Nov 25, 2022 @ 11:57am 
is there some place that tells you what modifyiers there are for GYT? just wondering.
velcroboy333  [author] Nov 25, 2022 @ 9:48am 
so, GYT handles it on their end.I believe it looks for an item in a pawn's inventory with a modifier on it. So if a pawn is about to do a job and the modifier matches the job, they switch to that tool.

So, I just add the speed modifiers and GYT does it's thing. I noticed that mod hasn't updated yet. So, if you're looking for an alternate, Scorpio Auto Tool Switcher, should do the same.
VolatileGlitchAviator Nov 25, 2022 @ 8:07am 
Hi Velcroboy, I was just wondering how you made this mod compatible with grabyourtool?
velcroboy333  [author] Nov 18, 2022 @ 4:44pm 
Yep, bad copy/paste. Is fixed now
steven.harwood Nov 18, 2022 @ 3:36pm 
It's either your mod or complex jobs as far as I can tell.
steven.harwood Nov 18, 2022 @ 3:34pm 
After your last update I'm getting a number of errors like: "No RimWorld.StatDef named SmithingSpeed found to give to Verse.RecipeMakerProperties Verse.RecipeMakerProperties".
velcroboy333  [author] Oct 22, 2022 @ 10:10am 
Note If you are still playing on 1.3 and you've noticed the requirements have changed, you can safely disregard them and continue playing as it was.

Because the requirements aren't version specific, I'm not quite sure how to solve the discrepancy at the moment, but I'm looking into it.
velcroboy333  [author] Oct 21, 2022 @ 12:20am 
Updated for 1.4

Note: Dependency on Primitive Workbenches has been replaced for Primitive Core for RW version 1.4 and beyond.
velcroboy333  [author] Oct 14, 2022 @ 4:15pm 
Yeah I can look into it.
mönchsgeier Oct 14, 2022 @ 4:00pm 
could you add compatibility with the tailoring speed from vanilla skills expanded?
wong_kamlung Sep 21, 2022 @ 1:50am 
thxxxxxxxxxxx