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Anker: Bigger numbers are better, means they are more effective at their proposed task. I've already ran across this and the next update will be easier to read. the new version will go "Anything better than base notoolstatfactor" (summarized ofc) will be better for the job and considered a good tool to use.
But... Are bigger numbers better, or smaller? If it's the speed, more is good, which would make the microscope better then nothing, but the abacus actively worse then nothing.
If it's the time taken for research, less is better, which would make the abacus better then nothing but the microscope worse.
I suspect this is just unclear UI stuff, rather then a mechanical problem.
Might wanna add to the alert about missing tools, mousing over it listing what tools actually qualify for the job. (Perhaps all tools, perhaps just the tools you have unlocked. Or maybe a note when a colonist's tool can be upgraded, like from a pickaxe to a carbide pickaxe? Could be annoying to code.)
Configurable “no‑tool” penalties: default 50%, or turn them off.
Normal mode clarified: not hardcore by default; fixed the false “hardcore” warning and overly slow work.
Smarter alerts: no more cleaning‑tool spam; cleaning/research/medical won’t be penalized in normal mode.
General Work Speed: new support for crafters/production so fewer overlaps with other tool mods.
Better tool auto‑pickup/assignment, performance tweaks, and wider mod compatibility.
Save‑safe changes; drop‑in friendly.
More details in the changelog when the build goes live — appreciate all the reports!
Also, I would like to be able to set the effectiveness of work without tools. Currently I play not in the hardcore mode (I use Tribals start from VFE-Tribals, and that would be too punishing), but I still think that they are able to fell trees too fast.