~Right Tool For The Job: Rebalanced~
Updated December 28th, 2017
(https://camo.githubusercontent.com/4689230aa3a767bc2f728d16dafa2e1cdc116a04/68747470733a2f2f696d6167652e6962622e636f2f6a31526f48612f707265766965772e706e67)
~I did not make this mod, I only updated it to Alpha 17 and made some minor changes to costs and stat bonuses.~
Description:This mod adds 3 types of tools to the game to speed up specific areas of a colonists work speed. Pickaxes to
make a colonist mine faster, Axes to make a colonist chop down trees faster, and Hammers to make colonists
build faster. There are advanced versions of these 3 tools that further increase the speed at which a colonist
completes those tasks. (Drill, Chainsaw, Auto-hammer)
Tribal tools increase the colonists efficiency in the skill by 15%
Normal tools increase the colonists efficiency in the skill by 30%
Advanced tools increase the colonists efficiency in the skill by 90%
There are also 2 types of "clothing" that increase a colonists global work speed.
The Toolbelt gives an 80% increase to all three skills work speed.
The Advanced Toolbelt gives a 180% increase to all three skills work speed.
Tribal tools are made of stone chunks and wood. Normal tools are made from Steel and Wood. Advanced tools are made from Plasteel and Steel.
The Toolbelt and Advanced Toolbelt are made from the 3 tools of their type. (Normal or Advanced.)
Toolbelts are belt accessories and can be worn with all clothes.
These are all made at the 'Tool Construction Table' which requires Electricity research.
All tools and the toolbelts can be traded with traders.
Safe to add mid-game.
NOT safe to remove mid-game!
Mod TeamItchyFlea: {Original Mod (https://ludeon.com/forums/index.php?topic=6666.0)}
Shinzy: Artwork
Thundercraft: Original Rebalanced Fork
Sixdd: Current Maintainer
Dellamorte: Compatibility Patching
Proxyer: Japanese Translation
Download: v0.18.1.3This mod now includes ModCheck, no extra download neccesary!(https://image.ibb.co/bw9vVv/Download_Purple.png) (https://github.com/Sixdd6/Right-Tool-for-the-Job-Rebalanced/releases/latest)
(https://image.ibb.co/dkiXb5/steam_workshop_2.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=1207607459)
{Old versions can be found on GitHub (https://github.com/Sixdd6/Right-Tool-for-the-Job-Rebalanced/releases)}
ChangeLog:For changelogs visit {GitHub} (https://github.com/Sixdd6/Right-Tool-for-the-Job-Rebalanced/releases).
How to install:- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
Please report any bugs you find in this thread.
This looks good. Could you somehow incorporate FashionRIMsta into the mix and balance them all as one complete product?
That would be a bit out of the scope of this mod, though as far as I can tell the mods should work together just fine. The author of FashionRimsta is still active also and I wouldn't want to step on their toes.
Thanks for maintaining this mod! But now that on A17 mining have less yield material with lower levels, maybe a stat for buffing that could be added to pickaxes and drills?
Thats a good idea, I'll look into it.
EDIT: I made the changes you mentioned, the new download is right up in the OP. Thanks again for the idea.
There seems to be a problem with the cost of the tool construction bench, it cost 75 components, and 175 wood... 175 wood! that's outrageous, I think that you should lower the wood cost a little.
On a more serious note: 75 components is too expensive, I think you meant 75 metal for that.
That is probably exactly what happened. Once again thank you for the report. I'll have it fixed in 10 minutes.
EDIT: Ok it's fixed, the initial stuff costs are based on vanilla workbench costs. The component count is now 1 and Steel is 10.
EDIT: Fixed again, the file was wrong for about 3 minutes so if you got the wrong one just redownload.
the work amounts for some of the tools, well I'm pretty sure are off
pick axe 5000
tool belt 7000
advanced tool belt 9000
chain saw 55000 <----- ?? is this a typo
I'll look at it, definitely a typo.
All fixed, thank you for finding that.
Are these tools carried in the pawn's equipped weapon slot? If so, do tool belts offer an alternative to the choice between carrying a weapon and carrying a tool?
Yeah the tools are classed as weapons but the toolbelts are worn as belts (same slot as shield belts). So you have the option of having tools equipped but you'll have to micro the weapons when raids happen, or you can make the toolbelt and lose the shield belt. I'd be happy to take pointers on balance though.
Thanks for this! Could you upload to steam?
I may do that at some point but not until I'm absolutely sure there are no more bugs in it.
Quote from: Sixdd on June 05, 2017, 11:53:47 PM
The normal tools are made from Steel and Wood. The advanced tools are made from Plasteel, Steel and Components.
The Toolbelt and Advanced Toolbelt are made from the 3 tools of their type. (Normal or Advanced.)
Toolbelts are belt accessories and can be worn with all clothes.
These are all made at the 'Tool Construction Table' which requires Electricity research.
Yeah the tools are classed as weapons but the toolbelts are worn as belts (same slot as shield belts).
What do you think about:
- made the normal toolbelt accessable for tribals, and add them to the smithing research and fueled smithing bench.
- made a spacer Multitoolbelt assigned to the 1.spacecraft research. Need an adv. toolbelt + personal shield to create a multitoolbelt with +90% (+100%) tools and shield ability.
I was actually trying to think of tools to add to the tribal stage, before electricity. I'll look into the idea of a Shielded Toolbelt but it would most likely be weaker than the regular shield belt in order to maintain some kind of balance.
For the Tribals Rock Tools come to mind, made at the stone-cutting workbench or the crafting spot after researching stonecutting.
As shield belt I could think of a Totem or Medicin Belt which protects the wearer spiritually from Bullets ..
maybe 50 Hp which would save the wearer from a Headshot by Sniper once ..
And why don't you create the tools as project like weapons or apparel ?
The you could use longer production times.
Which should be one of the main differences .. a tribal or cheap toolbelt can be done in a day or two of work.
A power tool belt needs several days for the tools.
So I saw that the stats for the tool belt has changed from global work speed to a few more specified stats.
this makes enough sense to me
but I kinda did like using the tool belt in previous versions to boost my crafting.
thou this made me realize that there isn't really any mods which add something along the lines of a advanced tool chest, or perhaps a table saw or drill press, or air compressor, things which I would expect to see in any respectable tool shop but that I don't see in Rimworld.
I love this mod and consider it essential. Please consider a steam workshop release as that is the best way for users to stay updated.
@SpaceDorf - I like the idea of using a solid rock chunk to break down into smaller tool parts, then using those tool parts to make stone tools. Would that be too micro?
@Swat_Raptor - I like the ideas, I may have a look into some toolchest style objects.
@Tanelorn - The only reason I don't have a steam release up yet is that I want to make sure the mod is in a good place so I don't have to worry about too many bug reports coming from all over. Mostly I just want to get the features ironed out first then I can look at a Steam release. But it is planned, just not yet.
@sixxd sounds good, or directly from chunks or bricks
Does the mod still require a pawn to have hands to use the tools? I remember that being an issue with the original mod because even advanced arm replacements, such as bionic arms, don't have hands or fingers in the stats so the tools can't be used by pawns who've had both arms replaced even if they got super expensive bionics.
Quote from: Sixdd on June 20, 2017, 02:01:22 AM
@SpaceDorf - I like the idea of using a solid rock chunk to break down into smaller tool parts, then using those tool parts to make stone tools.
I would greatly appreciate recipes that allow us to make tools in tribal, and I also feel strongly that the hammer, axe, and pickaxe should be craftable without needing electricity tech. I think the precursor intermediate ingredients is probably taking it too far, and I don't think requiring stone cutting is much of a problem for tribal tools. I would just have the recipe require stone blocks and wood.
Quote from: lorebot on June 25, 2017, 06:44:19 AM
Does the mod still require a pawn to have hands to use the tools? I remember that being an issue with the original mod because even advanced arm replacements, such as bionic arms, don't have hands or fingers in the stats so the tools can't be used by pawns who've had both arms replaced even if they got super expensive bionics.
I don't honestly know, I haven't tested that yet. Though if it was a problem with previous versions you can expect it still exists in the current version. I don't really know how to fix that kind of thing either since I don't touch anything with bionics.
Quote from: Sixdd on June 25, 2017, 12:55:02 PM
I don't honestly know, I haven't tested that yet. Though if it was a problem with previous versions you can expect it still exists in the current version. I don't really know how to fix that kind of thing either since I don't touch anything with bionics.
I did some looking around and it seems the issue still exists with some other mods that deal with hands and feet. Specifically it's Bionic arms and legs, they don't come with hands or feet, fingers or toes. It's something Tynan will have to address at some point because any mod that makes changes to a vanilla asset (such as bionic arms and legs) will interfere with any other mod that tries to use or change those assets as well.
I'm getting errors with this mod. Something to do with Woodlogs. I think the game changed woodlogs to just wood? So it's outdated now?
Quote from: viperwasp on July 13, 2017, 02:19:48 PM
I'm getting errors with this mod. Something to do with Woodlogs. I think the game changed woodlogs to just wood? So it's outdated now?
There is a misspell in RecipeDefs, specifically in fixedIngredientFilter that causes this issue.
woodlogs should be changed to woodlog and metals should be changed to steel, this fixed the errors for me.
Quote from: CyanSam on July 13, 2017, 02:48:48 PM
Quote from: viperwasp on July 13, 2017, 02:19:48 PM
I'm getting errors with this mod. Something to do with Woodlogs. I think the game changed woodlogs to just wood? So it's outdated now?
There is a misspell in RecipeDefs, specifically in fixedIngredientFilter that causes this issue.
woodlogs should be changed to woodlog and metals should be changed to steel, this fixed the errors for me.
Thanks man! Finally 25+ mods with no error messages at all popping up. Took some work but I tried fixing this myself and I did not know that was the correction that was needed. Perfect that was easy to fix.
Thanks for finding that bug, I'll have it fixed asap.
As a suggestion to how to deal with the "no arms, no belt" issue, the solution I use at my end is to have the belt be an "Accessory" on the part "legs", as the accesory layer, in vanilla atleast, in only used by the portal shield thing which is torso I believe.
Quote from: CyanSam on July 13, 2017, 02:48:48 PM
Quote from: viperwasp on July 13, 2017, 02:19:48 PM
I'm getting errors with this mod. Something to do with Woodlogs. I think the game changed woodlogs to just wood? So it's outdated now?
There is a misspell in RecipeDefs, specifically in fixedIngredientFilter that causes this issue.
woodlogs should be changed to woodlog and metals should be changed to steel, this fixed the errors for me.
Many thanks for posting that, this was the only mod throwing errors in my current 50 mod set-up. Pretty easy fix too, even for a computer illiterate like me ;D
i Have this error
(https://ibb.co/jXzd0Q)
https://ibb.co/jXzd0Q (https://ibb.co/jXzd0Q)
I'll have a fix up soon for that. For some reason I just can't get rid of that one, every time I fix it it just comes back.
Quote from: Sixdd on July 26, 2017, 07:12:41 AM
I'll have a fix up soon for that. For some reason I just can't get rid of that one, every time I fix it it just comes back.
for fix replace:
- ThingDefs on thingDefs
- WoodLogs on WoodLog
- Metals on Steel
<?xml version="1.0" encoding="utf-8" ?>
<RecipeDefs>
<RecipeDef>
<defName>MakePickaxe</defName>
<label>Make Pickaxe</label>
<description>Makes a pickaxe</description>
<jobString>Making a tool.</jobString>
<workAmount>2475</workAmount>
<unfinishedThingDef>UnfinishedTool</unfinishedThingDef>
<workSpeedStat>SmithingSpeed</workSpeedStat>
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_MakeStoneBlocks</soundWorking>
<ingredients>
<li>
<filter>
<thingDefs>
<li>Steel</li>
</thingDefs>
</filter>
<count>10</count>
</li>
<li>
<filter>
<thingDefs>
<li>WoodLog</li>
</thingDefs>
</filter>
<count>20</count>
</li>
</ingredients>
<products>
<RTFTJ_Pickaxe>1</RTFTJ_Pickaxe>
</products>
<fixedIngredientFilter>
<thingDefs>
<li>Steel</li>
<li>WoodLog</li>
</thingDefs>
</fixedIngredientFilter>
<workSkill>Crafting</workSkill>
</RecipeDef>
<RecipeDef>
<defName>MakeHandaxe</defName>
<label>Make Axe</label>
<description>Makes an axe</description>
<jobString>Making a tool.</jobString>
<workAmount>2475</workAmount>
<unfinishedThingDef>UnfinishedTool</unfinishedThingDef>
<workSpeedStat>SmithingSpeed</workSpeedStat>
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_MakeStoneBlocks</soundWorking>
<ingredients>
<li>
<filter>
<thingDefs>
<li>Steel</li>
</thingDefs>
</filter>
<count>10</count>
</li>
<li>
<filter>
<thingDefs>
<li>WoodLog</li>
</thingDefs>
</filter>
<count>20</count>
</li>
</ingredients>
<products>
<RTFTJ_HandAxe>1</RTFTJ_HandAxe>
</products>
<fixedIngredientFilter>
<thingDefs>
<li>Steel</li>
<li>WoodLog</li>
</thingDefs>
</fixedIngredientFilter>
<workSkill>Crafting</workSkill>
</RecipeDef>
<RecipeDef>
<defName>MakeHammer</defName>
<label>Make Hammer</label>
<description>Makes a hammer</description>
<jobString>Making a tool.</jobString>
<workAmount>2475</workAmount>
<unfinishedThingDef>UnfinishedTool</unfinishedThingDef>
<workSpeedStat>SmithingSpeed</workSpeedStat>
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_MakeStoneBlocks</soundWorking>
<ingredients>
<li>
<filter>
<thingDefs>
<li>Steel</li>
</thingDefs>
</filter>
<count>10</count>
</li>
<li>
<filter>
<thingDefs>
<li>WoodLog</li>
</thingDefs>
</filter>
<count>20</count>
</li>
</ingredients>
<products>
<RTFTJ_Hammer>1</RTFTJ_Hammer>
</products>
<fixedIngredientFilter>
<thingDefs>
<li>Steel</li>
<li>WoodLog</li>
</thingDefs>
</fixedIngredientFilter>
<workSkill>Crafting</workSkill>
</RecipeDef>
<RecipeDef>
<defName>MakeDrill</defName>
<label>Make Drill</label>
<description>Makes a drill</description>
<jobString>Making a tool.</jobString>
<workAmount>4275</workAmount>
<unfinishedThingDef>UnfinishedTool</unfinishedThingDef>
<workSpeedStat>SmithingSpeed</workSpeedStat>
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_MakeStoneBlocks</soundWorking>
<ingredients>
<li>
<filter>
<thingDefs>
<li>Plasteel</li>
</thingDefs>
</filter>
<count>25</count>
</li>
<li>
<filter>
<thingDefs>
<li>Steel</li>
</thingDefs>
</filter>
<count>25</count>
</li>
<li>
<filter>
<thingDefs>
<li>Component</li>
</thingDefs>
</filter>
<count>2</count>
</li>
</ingredients>
<products>
<RTFTJ_Drill>1</RTFTJ_Drill>
</products>
<fixedIngredientFilter>
<thingDefs>
<li>Plasteel</li>
<li>Steel</li>
<li>Component</li>
</thingDefs>
</fixedIngredientFilter>
<workSkill>Crafting</workSkill>
</RecipeDef>
<RecipeDef>
<defName>MakeChainsaw</defName>
<label>Make Chainsaw</label>
<description>Makes a chainsaw</description>
<jobString>Making a tool.</jobString>
<workAmount>4275</workAmount>
<unfinishedThingDef>UnfinishedTool</unfinishedThingDef>
<workSpeedStat>SmithingSpeed</workSpeedStat>
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_MakeStoneBlocks</soundWorking>
<ingredients>
<li>
<filter>
<thingDefs>
<li>Plasteel</li>
</thingDefs>
</filter>
<count>25</count>
</li>
<li>
<filter>
<thingDefs>
<li>Steel</li>
</thingDefs>
</filter>
<count>25</count>
</li>
<li>
<filter>
<thingDefs>
<li>Component</li>
</thingDefs>
</filter>
<count>2</count>
</li>
</ingredients>
<products>
<RTFTJ_Chainsaw>1</RTFTJ_Chainsaw>
</products>
<fixedIngredientFilter>
<thingDefs>
<li>Plasteel</li>
<li>Steel</li>
<li>Component</li>
</thingDefs>
</fixedIngredientFilter>
<workSkill>Crafting</workSkill>
</RecipeDef>
<RecipeDef>
<defName>MakeAutohammer</defName>
<label>Make Autohammer</label>
<description>Makes an autohammer</description>
<jobString>Making a tool.</jobString>
<workAmount>4275</workAmount>
<unfinishedThingDef>UnfinishedTool</unfinishedThingDef>
<workSpeedStat>SmithingSpeed</workSpeedStat>
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_MakeStoneBlocks</soundWorking>
<ingredients>
<li>
<filter>
<thingDefs>
<li>Plasteel</li>
</thingDefs>
</filter>
<count>25</count>
</li>
<li>
<filter>
<thingDefs>
<li>Steel</li>
</thingDefs>
</filter>
<count>25</count>
</li>
<li>
<filter>
<thingDefs>
<li>Component</li>
</thingDefs>
</filter>
<count>2</count>
</li>
</ingredients>
<products>
<RTFTJ_Autohammer>1</RTFTJ_Autohammer>
</products>
<fixedIngredientFilter>
<thingDefs>
<li>Plasteel</li>
<li>Steel</li>
<li>Component</li>
</thingDefs>
</fixedIngredientFilter>
<workSkill>Crafting</workSkill>
</RecipeDef>
<RecipeDef>
<defName>MakeToolbelt</defName>
<label>Make Toolbelt</label>
<description>Makes a toolbelt</description>
<jobString>Making a toolbelt.</jobString>
<workAmount>3000</workAmount>
<unfinishedThingDef>UnfinishedTool</unfinishedThingDef>
<workSpeedStat>TailoringSpeed</workSpeedStat>
<effectWorking>Tailor</effectWorking>
<soundWorking>Recipe_MakeStoneBlocks</soundWorking>
<ingredients>
<li>
<filter>
<categories>
<li>Leathers</li>
</categories>
<thingDefs>
<li>Cloth</li>
</thingDefs>
</filter>
<count>50</count>
</li>
<li>
<filter>
<thingDefs>
<li>RTFTJ_Pickaxe</li>
</thingDefs>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>RTFTJ_HandAxe</li>
</thingDefs>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>RTFTJ_Hammer</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<products>
<RTFTJ_Toolbelt>1</RTFTJ_Toolbelt>
</products>
<fixedIngredientFilter>
<categories>
<li>Leathers</li>
</categories>
<thingDefs>
<li>Cloth</li>
<li>RTFTJ_Pickaxe</li>
<li>RTFTJ_HandAxe</li>
<li>RTFTJ_Hammer</li>
</thingDefs>
</fixedIngredientFilter>
<workSkill>Crafting</workSkill>
</RecipeDef>
<RecipeDef>
<defName>MakeToolbeltAdv</defName>
<label>Make Advanced Toolbelt</label>
<description>Makes a toolbelt</description>
<jobString>Making a toolbelt.</jobString>
<workAmount>5500</workAmount>
<unfinishedThingDef>UnfinishedTool</unfinishedThingDef>
<workSpeedStat>TailoringSpeed</workSpeedStat>
<effectWorking>Tailor</effectWorking>
<soundWorking>Recipe_MakeStoneBlocks</soundWorking>
<ingredients>
<li>
<filter>
<categories>
<li>Leathers</li>
</categories>
<thingDefs>
<li>Cloth</li>
</thingDefs>
</filter>
<count>100</count>
</li>
<li>
<filter>
<thingDefs>
<li>RTFTJ_Drill</li>
</thingDefs>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>RTFTJ_Chainsaw</li>
</thingDefs>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>RTFTJ_Autohammer</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<products>
<RTFTJ_ToolbeltAdv>1</RTFTJ_ToolbeltAdv>
</products>
<fixedIngredientFilter>
<categories>
<li>Leathers</li>
</categories>
<thingDefs>
<li>Cloth</li>
<li>RTFTJ_Drill</li>
<li>RTFTJ_Chainsaw</li>
<li>RTFTJ_Autohammer</li>
</thingDefs>
</fixedIngredientFilter>
<workSkill>Crafting</workSkill>
</RecipeDef>
</RecipeDefs>
+small balance ;)
[attachment deleted by admin: too old]
The latest update is up on GitHub. The longstanding bug mentioned by Onest should finally be fixed, again.
Have fun and don't forget to report bugs if you find any.
is there an B18 version in the works? I love this mod :)
Despite what I posted on my main thread I am still tinkering with RimWorld. I can't promise that it'll be updated but it's on the list.
New update released!
ModCheck is now a required dependency for inter-mod compatibility!
Added two tribal tools, the stone pick and stone shovel
Updated to Beta18
Please report bugs
Thanks!
I'm getting several pop up errors a config errors in the debug log stating there is a recipemaker but not costlist for all the tools but the toolbelt and advance toolbelt. I can spawn in tools but not start with them.
Ok I'll look into it asap.
GitHub and Steam are both updated, the issues were non-critical so I didn't notice them when the log didn't pop. D'oh!
Updated releases to fix bug that caused tools to sit on the floor and ignore you.
Tanks! Many and Green
How do you equip a pacifist with the tools? Got a guy incapable of violence and he wont grab the tool because he treats it as a weapon and doesn't naturally grab it for the appropriate task.
@killermen962 Sadly the only way to make this mod work properly is to make the tools as weapons, if Tynan ever adds a way to make tools that aren't weapons then I'll update to use that but till then your pacifist colonists will have to be tool-less. EDIT: Or you could equip them with the toolbelts as those are accessory items and not weapons.
Also a new update has been released to include a Japanese translation courtesy of Proxyer.
Haha holy crap I literally posted yesterday how I was looking for a mod like this. I plan to use this with Simple Sidearms, and just designate the tools as sidearms, and I will have to manually swap to them when necessary. Doesn't have the automation that I would like, but it would be a great mod idea IMO for someone to make something that could autoswap to equipped tools when a pawn goes to do a certain job that they have a tool for, eg. the axe/chainsaw when chopping trees, or hammer when constructing, or a baton when wardening.
Either way thanks for this mod, I really appreciate it!
That's what I get when making Advanced Toolbelt.
QuoteJobDriver threw exception in initAction. Pawn=Tyspin, Job=DoBill (Job_702254) A=Thing_RTFTJToolBench344384 B=Thing_UnfinishedTool498369 C=(147, 0, 123), Exception: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.CompEquippable.get_Holder () [0x00000] in <filename unknown>:0
at Verse.CompEquippable.PostDestroy (DestroyMode mode, Verse.Map previousMap) [0x00000] in <filename unknown>:0
at Verse.ThingWithComps.Destroy (DestroyMode mode) [0x00000] in <filename unknown>:0
at Verse.RecipeWorker.ConsumeIngredient (Verse.Thing ingredient, Verse.RecipeDef recipe, Verse.Map map) [0x00000] in <filename unknown>:0
at Verse.AI.Toils_Recipe.ConsumeIngredients (System.Collections.Generic.List`1 ingredients, Verse.RecipeDef recipe, Verse.Map map) [0x00000] in <filename unknown>:0
at Verse.AI.Toils_Recipe+<FinishRecipeAndStartStoringProduct>c__AnonStorey2.<>m__0 () [0x00000] in <filename unknown>:0
at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0 lastJobGiver=RimWorld.JobGiver_Work, curJob.def=DoBill, curDriver=Verse.AI.JobDriver_DoBill
Would it be too hardcore to have like the need to use the tools to mine,build and chop trees? The normal tools with the vanilla fist stats then the upgrades...
@ThisIsName I'm not really certain what that error would be as everything tested just fine, I'll look into it but if the problem is on my side it likely won't get fixed till the next Rimworld update.
@Elienai That was actually an idea I tossed around but I would have to learn how to code in C# to do it and I just don't have the time these days to do that.
I know you're waiting a bit to update, but I just want to say I love this mod and am eagerly awaiting.
Hello , what is the alternative for this mod please ?