RimWorld

RimWorld

Grab Your Tool! (Continued)
91 Comments
Futstub Aug 28 @ 1:09pm 
@Anker what you want is a mod called compositable loadouts. Make thge loadouts and set your tool crafting to always have at least one in your stockpile. Add all your tools to the same storage. Voila, there is your toolbox.
Anker Aug 14 @ 7:51pm 
Not quite what I was thinking of, Immortalis, but better then vanilla. I'll take it.
DragonKing Aug 13 @ 6:14pm 
Ok, it seems that simply entering say an ancient stockpile and exiting will make the pawn unload their inventory, including the tools. I have been using https://steamcommunity.com/sharedfiles/filedetails/?id=3526160222&searchtext=tool for tools. I have not tested in a simplified test environment, but it seems reasonable that the new dungeon system might require adjustments to mods.
DragonKing Aug 13 @ 5:25pm 
I am experiencing an issue where the pawns will drop the tools they were assigned. I am not sure what triggers it though, as it seems to be a combination of factors.

I am playing the grav ship scenario, and like right now, a bunch of pawns dropped their assigned tools after moving the ship to a new tile. But some of the pawns still have their assigned tools, which is what confuses me. The only difference, is that the pawns that dropped the tools, I had also used in an insectoid cave, where you rapel down into a hole, so maybe the issue is related to these "nested" areas? I will continue to monitor the issue.
Anker Aug 6 @ 6:16pm 
(I really hope someone does. It's quite easy to get too many tool options for pawns to carry for all their jobs. Build a tool chest everyone draws from and puts back when they're done...)
Anker Aug 6 @ 6:51am 
Very nice. Would be nice if, as Thilenios mentions, there was a way to automatically have pawns seek out a relevant tool if it's stockpiled somewhere- But I accept that's beyond the scope of this mod.
Mlie  [author] Jul 23 @ 10:31pm 
@Thilenios Correct
Thilenios Jul 23 @ 6:37pm 
I am guessing this only covers using the tools, and not actually finding and equipping the tools?
WhY Jul 20 @ 4:03pm 
It seems to already be working for Setosa's Power Tools
JACK Jul 20 @ 2:04pm 
+1 to adding setosa to the list despite it not being the original mod description :) theirs is a great mod!
setosa Jul 15 @ 4:19pm 
Hello! Would you mind adding my mod to the list of mods with tools? Cheers :)

https://steamcommunity.com/sharedfiles/filedetails/?id=3526160222
XYM04689733 Jul 2 @ 5:48pm 
@Mlie thx Iloveu
Mlie  [author] Jul 1 @ 10:49pm 
@XYM04689733 Updating all my mods, see Discord for progress
XYM04689733 Jul 1 @ 5:17pm 
1.6
Luneyl Mar 7 @ 11:42am 
Pawns don't switch to tools that have "General labour speed" or "Global work speed" when crafting something :(

Workaround is to keep those tools in hands as default ones but still...
zyzyhasl Feb 11 @ 12:55am 
There is soft incompatibility with [SheathYourSword],
As I know,NewRatkinPlus and Miho use [SheathYourSword],
It's just a visual error, not displaying tools when colonizers are working with them.
There is no problem with switching functions.
Rob Bobbert Nov 19, 2024 @ 2:55am 
Great mod, love it! May I also recommend compaibility between this and "Medieval tools"?
Eidolan Nov 13, 2024 @ 3:21pm 
So with Simple Sidearms I'm getting this issue I'll copy my question from there:

"Can someone tell me the logic of how this mod selects tools? IE: I keep having pawns pull out mallets that up stone cutting speed to sew cloth fiber instead of using their "tool kits" that increase general labor speed. Mod does fine with some tools like using a mining pick for mining or scythe for plant cutting but anything where the general labor tool would be the best fit they never seem to want to use them."

Any idea if using this mod for tool use would solve this issue?
Blotto Nov 10, 2024 @ 3:32pm 
Mlie  [author] Sep 26, 2024 @ 10:09pm 
@Eidolan I dont know if those mods auto switches between different tools
Eidolan Sep 26, 2024 @ 12:58pm 
If you already have a mod like simple side arms does this mod improve it's tool functions or is this for people who are not using side arm type mods?
gRaveyard Aug 12, 2024 @ 5:27am 
@halfman @Mlie, that mod specifically states that Grab Your Tool is *not* supported, you have to use Simple Sidearms instead.
https://steamcommunity.com/sharedfiles/filedetails/?id=3165522424&searchtext=tools
Mlie  [author] Aug 11, 2024 @ 1:33am 
@Halfman Any tool should be supported, as long as it has a stat-boost of some kind
Halfman Aug 11, 2024 @ 1:30am 
Tools o' Plenty, is that mod supported?
Boog Aug 10, 2024 @ 1:52am 
Kind of an odd issue but I noticed when pawns are working in a quarry from the Quarry mod, they switch between the Shovel (VWE) and Pickaxe (VE Content Restoration mod), likely because they both have the same stat (+Mining Speed), however they should logically only use the pickaxe, which has a higher speed boost (I give them both because the shovel also improves plant work)
Otherwise haven't noticed any issues, works amazing
Ryan Jul 11, 2024 @ 8:54am 
@tanyfilina yea i 2nd that would be awesome if it can be patched
tanyfilina Jul 1, 2024 @ 1:43am 
Could you please add a patch for Survival Tools (Continued) mod? I've just checked, it doesn't work as is.
Mlie  [author] Apr 15, 2024 @ 10:59am 
@GrislyGaming93 They need to have the tool picked up. So you need a mod that let you keep tools in the inventory
GrislyGaming93 Apr 15, 2024 @ 10:52am 
i think i am understanding this mod wrong, do pawns go pick up the tool to use it from storage, or do they have to already have it in their inventory? i am under the impression of the former, and if that is not the case, is there a way to add that function or a mod that does what i am asking?

also thank you for keeping all these mods alive.
pikakirby11 Feb 15, 2024 @ 12:16pm 
Ok, thank you!
Mlie  [author] Feb 15, 2024 @ 12:12pm 
@pikakirby11 It should work with any equipment
pikakirby11 Feb 15, 2024 @ 12:09pm 
Hey sorry if someone already asked you this but will this mod work with Dark Ages Medieval Tools?
Lurmey Jan 28, 2024 @ 9:29am 
Ah okay, I'll have to modify the tools locally to add the correct stat buff then. Thanks
Mlie  [author] Jan 27, 2024 @ 6:53am 
@Lurmey Pawns will equip a tool if the stats on it matches those defined on the recipe. If a recipe has smithing as workskill, the tool with the highest smithing skill will be equipped
Lurmey Jan 27, 2024 @ 6:01am 
Hey Mlie, does this mod intelligently check the stats that affect the stat governing the current job? For instance, I have my smith making a hammer on the smithy, the work speed is governed by "Weapon Creation Speed" (Vanilla Skills Expanded) which is modified by Smithing speed, which is then again modified by General Labor Speed and then Global Work Speed. He's got a wrench which buffs General Labor Speed & Smithing Speed, but not Weapon Creation Speed directly. Simple Sidearms won't make him switch to it, so would this mod do a better job of handling that?

Thanks
Bon Dec 17, 2023 @ 1:03am 
The jackhammer and power drill from Toolmetrics(Redux) dont get switched when working
Void Dec 7, 2023 @ 2:33pm 
Thr thimble and forge hammer from toolmetrics dont autoswitch when tailoring or smithing
Mlie  [author] Dec 4, 2023 @ 10:57am 
@GrislyGaming93 What tool in that mod doesnt work?
GrislyGaming93 Dec 4, 2023 @ 6:56am 
Anyway to add support for Vanilla Items Expanded Pack ?
Osetrokarasek Aug 31, 2023 @ 9:50am 
seems like there's a problem with "More than capable" mod, pacifist pawns can't equip tools

and also it would be nice if you could remove mood debuff from wearing tools on pacifists by default
Terodeness Aug 13, 2023 @ 12:10am 
@mile Yeah I have encountered same thing with pawn not switching to tool with global labour speed using Industrial drill from
Power Tools , I'm using De-generalize, CE, Performance optimizer and Performance Fish. It worked with Simple Sidearms but that mod was misbehaving way more so I had to get rid of it. :)
Mlie  [author] Jul 2, 2023 @ 11:20pm 
@Rubber Ducky It might be the removal of variuos work-speeds that was done after this mod was made. Try adding the ”De-Generalize” mod and see if it works better. I know one or two of the tools mods requires it since they make more sense with it.
Rubber Ducky Jul 2, 2023 @ 9:57pm 
@mile, still no luck. Also seems the Rimmsqol works if i add plantworking speed on any random item my planters use it. I assume this mod checks for a relevant stat when doing work? is it just missing art sculpting?
Mlie  [author] Jun 25, 2023 @ 1:17pm 
@Rubber Ducky Im not sure how rimmsqol edits things, can you verify by testing a tool that has the stats from the start and see if its due to the editing?
Rubber Ducky Jun 25, 2023 @ 12:18pm 
@mlie I was using it with a magnetic screwdriver (from Gimmicks) that adds +25% global labor speed edited in with RIMMSQOL. And global sculpting speed is derived from labor speed. Not sure how the mod decides what to pick for the job but even changing it to the screwdriver manually with pocket sand they still switch back to their default.
Mlie  [author] Jun 24, 2023 @ 10:12pm 
@Rubber Ducky Can you be more specific on what tools you tested with?
Rubber Ducky Jun 24, 2023 @ 7:16pm 
Pawns aren't equipping general labor speed increases when sculpting :(
Zanklev™ Jun 17, 2023 @ 1:26pm 
I found out a crash that can occur with this mod and "Hunter's use melee" if you have a pawn that has a gun equipped but is using a melee tool while mining or chopping a tree, then you have them interrupt that action with a force hunt, they will switch to their rifle but still try to go melee a creature, right as they get into melee range the game will crash.
SleepyFaraday Apr 9, 2023 @ 4:20pm 
Any way to stop them putting their tools back in storage all the time? They'll keep them for a while, but eventually put them back in the stockpile.