RimWorld

RimWorld

Survival Tools Reborn
82 Comments
VolatileGlitchAviator 26 Oct @ 9:36am 
Or even making a patch for vfe vanilla expanded tribal to use its axe as a tool? cause it says in the description it can be used as a tool!
VolatileGlitchAviator 26 Oct @ 9:35am 
are there any tools for tribal starts before i get a smithy?
cykonetic 18 Oct @ 10:26am 
no worries. I get the work thing. I have my own continued mod to work on. thanks for the effort.
Jellypowered  [author] 17 Oct @ 9:16am 
In the new version coming soon, this has been fixed already, mechs are excluded from any penalties/tool requirements. I have about have the textures needed for the next major revision, just need the other half. I’m sorry for the delay, work life been keeping me away from my fun 😂
cykonetic 17 Oct @ 6:58am 
It seems like mechs work very slow with this mod. Would you be able to change this so that mechs are considered to have the proper tool?
Jellypowered  [author] 11 Oct @ 7:31am 
You can open the file referenced in that patch, and remove the entire portion about Bioferrite, that would take care of that error.
Ebony 11 Oct @ 7:16am 
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Ebony 11 Oct @ 7:14am 
hello moder. i love using your mod. but mod error checker report red colored error.

[Survival Tools Reborn] Patch operation Verse.PatchOperationAddModExtension(Defs/ThingDef[defName="Bioferrite"]) failed
file: D:\SteamLibrary\steamapps\workshop\content\294100\3554664966\1.6\Patches\Core\ThingDefs_Items\Items_Resource_Stuff.xml

Gemini told me this error occurred because I wasn't using the Anomaly DLC. I'm using all the other DLCs, but I don't plan on using Anomaly in the future, so I'd like to ask if you could help me with this.
Jellypowered  [author] 30 Sep @ 5:49pm 
Real life Work has been non stop, I work on it a couple hours here and there when I can lol. I'm good, progress is being made!
zyzyhasl 30 Sep @ 8:31am 
Are you okay? How's the update going:steamhappy:
Poindexter1985 20 Sep @ 4:37pm 
Combining this mod with Vanilla Ideology Expanded - Relicts and Artifacts produces an error on startup:

Config error in IdeoRelic: ThingDef SurvivalTools_ToolBelt is on available things list of IdeoRelic precept, but missing CompStyleable thing comp!

I believe this error to be harmless, but it's an error nonetheless. It occurs because Relics and Artifacts gives ApparelMakeableBase a default relicChance of 1, and your toolbelt inherits from from ApparelMakeableBase.

This error could be avoided by adding <relicChance>0</relicChance> to your toolbelt definition so that it will no longer be seen as a potential relic.
WA2000 20 Sep @ 3:13am 
Exception drawing Peterson: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 67B33D56] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.DynamicDrawManager.DrawDynamicThings_Patch2 (Verse.DynamicDrawManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Map.MapUpdate_Patch1 (Verse.Map)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch2 (Verse.Game)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)
WA2000 20 Sep @ 1:37am 
I don't know why, but when pawns are working with tools equipped, there's no work animation or visual indication of them working.
Jellypowered  [author] 10 Sep @ 9:38am 
There will be, since I’m still waiting on textures and debugging all the new features!
Anker 10 Sep @ 12:11am 
Is there a way to blacklist pawns from picking up tools other then disallowing them jobs? I've had quests give me temporary pawns to mind, and when they leave they stole the tools they automatically picked up.
Anker 7 Sep @ 5:54pm 
This might be a bit out there, but... How plausible do you think it is, automatically assigning a job to make tools at the relevant workbench for each colonist assigned to the role? So that if you recruit more people, or shuffle jobs around, you'll soon be properly kitted out.
Jellypowered  [author] 6 Sep @ 7:19pm 
Yeah Mechanoids shouldn't be considered at all, I'm currently debugging some other stuff but i'll make sure that's fixed before this update gets pushed.

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.
oinko sploinko 6 Sep @ 7:08pm 
Strike that: Mechanoids can equip tools, but... I'm not a fan of it. Mechanoids are presumably designed with built-in tools to excel at their tasks so having to supply them with tools feels like it really should not be a thing
oinko sploinko 6 Sep @ 5:35pm 
I was wondering why my mechanoids were working so insanely slow compared to runs I've done in the past and I think that may be the issue
oinko sploinko 6 Sep @ 5:34pm 
Also heads up, I think mechanoids may be suffering no-tool penalties despite not being able to equip tools
Anker 6 Sep @ 5:09pm 
I did have a question about the research tools. The abacus lists research speed at 70, while the microscope lists it at 130 or so.

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.
Anker 6 Sep @ 4:34pm 
I notice that if I type 'survivial' into the dubs mint menu search, it shows all the tools from this mod as a tag, which is nice.

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.)
Jellypowered  [author] 6 Sep @ 2:39pm 
Teaser of the Big update soon — thanks for the feedback oinko sploinko, tanyfilina, and Anker!

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!
oinko sploinko 6 Sep @ 1:27pm 
Thank you, configurable will be great.
tanyfilina 6 Sep @ 1:14pm 
A little feedback. I have an alert that all my colonists lack cleanning tools. I have mods that add cleaning tools, but I'm far from the idea that every colonist need to bear a broom.
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.
Anker 6 Sep @ 1:09pm 
Nice. Good luck with it- Get something for general work speed, and I think it'll be safe to drop any other tool mods.
Jellypowered  [author] 6 Sep @ 10:01am 
oinko sploinko, this was caused by the notoolstatfactor being too restrictive. It was .3f (70% reduction) so, when I get the next version uploaded, it will be a default .5f (and configurable!)

By default the mod does not place you in hardcore or extra hardcore mode, verified this is the way the mod is configured by default.

Anker: I'm working on that today too!
oinko sploinko 6 Sep @ 7:11am 
Hi, seems the hardcore mode is enabled by default considering I'm getting a notification at the right of the screen warning me that colonists don't have tools even with it off and their work speed is noticeably abnormally slow.
Anker 5 Sep @ 7:55pm 
I'd say the only thing truly missing is something for General Work Speed, for crafters.
Jellypowered  [author] 4 Sep @ 4:49pm 
Ali50 got that fixed too, I’m hoping to push an update this weekend with quite a bit of new stuff, bug fixes too.
Jellypowered  [author] 4 Sep @ 4:47pm 
I agree, when I push out the next update that will be fixed. Thanks for the feedback!
zyzyhasl 3 Sep @ 9:22pm 
All the Industrial tools are Neolithic tools at the same time, I think this is an inappropriate inheritance relationship
Perhaps it should be add a Inherit="false"

<thingCategories Inherit="false">
<li>SurvivalToolsIndustrial</li>
</thingCategories>
Ali50 3 Sep @ 6:15pm 
I am getting the following error on game startup as I don't own Anomaly:
[Survival Tools Reborn - Start of stack trace]
Verse.PatchOperationAddModExtension(xpath="Defs/ThingDef[defName="Bioferrite"]"): Failed to find a node with the given xpath
[End of stack trace]
Source file: C:\Program Files (x86)\Games\Steam\steamapps\workshop\content\294100\3554664966\1.6\Patches\Core\ThingDefs_Items\Items_Resource_Stuff.xml

Not game breaking, just a minor annoyance on game start.
The MayRequire attribute seems to be placed correctly, so I am not sure why it still tries to load the def ...
Jellypowered  [author] 3 Sep @ 1:33pm 
What I mean is, if those mods are active I can adjust how ST works. Example, they have their own tree job, I turn off ST’s and patch their method to require tools. (Drastically over simplifying here but it conveys the idea)
tanyfilina 3 Sep @ 12:58pm 
It's not the only mod doing that, I use Tree Chopping Speed Stat, as it's a prerequisite for Primitive Tools
Jellypowered  [author] 3 Sep @ 12:55pm 
I can likely add in a compatibility layer for that mod.
Svela 3 Sep @ 12:50am 
This mod adds it's own tree chopping job called Fell Trees. This is incompatible with the mod Separate Tree Chopping (Continued). The purpose of Separate Tree Chopping is to make tree chopping it's own job activity separate from plant cutting as trees are always prioritized over other plants. Thus, the mod allows more fine tune plant management. The new Fell Tree job, however, is not moved to the new Tree Chop job activity and thus remains inside of the Plant Cut job, completely circumventing Separate Tree Chopping. Would it be possible to add an option to disable Tree Felling within the mod settings of this mod, please?
Jellypowered  [author] 1 Sep @ 4:09pm 
Savriss: That's coming in this next update. I added a new system to automatically apply relevant stats to basic items. It isn't perfectly refined yet, but we'll get there!
Jellypowered  [author] 1 Sep @ 4:01pm 
Double check your tool assignments. (Assign -> Manage Tool Assignments and make sure everything is selected)

I will throw a fix for Pacifist in, i'm just about done with another update.
skiller_ok 1 Sep @ 3:41pm 
There is another point that if a pawn is a pacifist, then she will never pick up a tool. This needs to be handled somehow.
skiller_ok 1 Sep @ 3:36pm 
Feedback))
tried running the fast mode (dev), and the pawns didn't pick up the tools to do the work. I've tried mining ore. The tools were lying on the ground and were allowed.
I also found that the tool is not displayed during work.
Savriss 1 Sep @ 2:49pm 
Butchering is fine, the steel knife works perfectly for that; It's just cleaning. One thing that would be awesome would be being able to butcher anywhere with a knife, but I have no idea how that would be accomplished.
Jellypowered  [author] 1 Sep @ 1:11pm 
Ok, I'll adjust cleaning and butchering to not have alerts in Normal mode! Thanks for the feedback. I should probably add rags too! Thanks for that idea as well!
Savriss 1 Sep @ 1:06pm 
I only added the mod to an existing playthrough, not hardcore but I'll be doing it on my next run.
Savriss 1 Sep @ 1:06pm 
I didn't have any other tool mods whatsoever. Having a default one would be great, or even a grabbing 5 cloth for rags!
Jellypowered  [author] 1 Sep @ 12:58pm 
Currently working on:
Research Reinvented compatibility - Also a generic compatibility API to enable me to add future requested mod support.
Settings window Overhaul. More informative, prettier, all that jazz.

Savriss: You should probably try to make a broom. If you don't have any other tool mods other than this one, I should probably add a default neolithic level broom. Are you playing in Hardcore/Extra Hardcore? Thanks for the feedback!

Skiller_ok: It'll be a bit, but it's deffo in the works!

RocketRacoon: See above!
Savriss 1 Sep @ 12:10pm 
This filled an annoyance I hadn't fully grasped before. That said, I have a few questions.
Absolutely everyone is complaining about not having cleaning tools but there isn't one I can find. Is it missing?
Can you only buy the omni tool?
Could you make the axe capable of axe chopping, even if it's war weapon it could be used for both?
skiller_ok 1 Sep @ 11:02am 
@Jellypowered great work!!!
Animation during the execution of work will be the crowning achievement of creativity!
RocketRacoon 1 Sep @ 5:40am 
Any chance you can support Research Reinvented? So the research system from there also works based on your tools?
LetTheMossReclaimYou 1 Sep @ 2:31am 
Are the features like automatic tool searching optional?