Ludeon Forums

RimWorld => Releases => Mods => Outdated => Topic started by: Chronometrics on September 02, 2017, 10:36:40 PM

Title: [A17] Toolmetrics: Work Tools for Pawns
Post by: Chronometrics on September 02, 2017, 10:36:40 PM
Work Tools for Pawns
v1.1 for Alpha 17


This mod adds 41 weapon-slot hand tools aimed at non-combat usage for pawns to equip.


Goals:

  ✔ Offer meaningful choices to the equipment system by giving pawns desirable non-combat options that compete for space and resources with combat options

  ✔ Provide more meaning to certain pre-existing mechanics, such as equipment racks, smithing, crafting spots and component tables.

  ✔ Allow for deeper end games with fewer pawns by increasing the ability of specialists pawns with sufficient resources as support.

  ✔ Makes establishing multiple colonies easier and more viable.


Implementation:

  • New weapons category, "Tools", that are equippable by pawns.

  • 41 new tools, each of which provides benefits to a specific type of role within the colony, such as tailoring or plant cutting.

  • Tools are balanced as melee weapons.

  • Tools are tiered by technologies, and available to craft from smithing, tailoring, crafting spots, component benches, or machining tables.

  • Raiders will occasionally spawn with tools, especially in low value raids or disorganized raiding parties. The majority of raiders will keep proper weapons.

  • Tools are largely makeable from any available stuff, as opposed to specific recipes.

Download Links:

Direct Download (http://www.chronometry.ca/Toolmetrics.zip)

Steam Workshop (http://steam://url/CommunityFilePage/1126772138)


Full List of Tools:

Closing Remarks:

This is my first Rimworld mod, and thus the is some general lack of experience. Feel free to comment below with your thoughts, compliments, criticisms, and critiques.

I'll also mention that this mod was inspired by the melee weapons available in RT's Weapon Pack (https://ludeon.com/forums/index.php?topic=25272.msg258184#msg258184), which I valued not for their ability as weapons but as an interesting aspect brought to the game. As per licensing, all my assets were created from scratch, and I've included PSDs in the direct download zip file should anyone wish to use them for their own purposes.
Title: Re: [A17] Toolmetrics: Work Tools for Pawns
Post by: Flimflamshabam on September 03, 2017, 12:14:12 AM
I'm mildly intrigued if for nothing more than to have an army of double eyepatch, double peglegged pawns riding double eyepatch, quad peglegged alpacas into battle wielding scythes.
Title: Re: [A17] Toolmetrics: Work Tools for Pawns
Post by: LiteEmUp on September 03, 2017, 02:19:33 AM
-- bookmarked --

looks interesting for my non violent pawns...


can we get info on what bonuses those items provides??
Title: Re: [A17] Toolmetrics: Work Tools for Pawns
Post by: Canute on September 03, 2017, 02:45:37 AM
This remind me on a cosplay theatre, when a group of RPG roll their avatars.
My dwarf got an axe, a shield , 10 min of explaining what he dwarf carry, while the theatre haul all these stuff inside and try to give it to the dwarf.

I suggest to give each tool a -0.1 m/s speed modifier, so a pawn who carry all the tools at once barly can move.
Like a janitor who carry a hugh toolbox around.
Title: Re: [A17] Toolmetrics: Work Tools for Pawns
Post by: kaptain_kavern on September 03, 2017, 11:27:35 AM
Nice works. And nice thinking about balancing it looks like. I'm looking forward to try this one.

Thank you for work and congratulations for your first mod.

PS: I haven't even tried your mod but I think there is way to make raiders to not spawn with them (or at least let you choose which one). If it's something you wanted. I'll have a look (something around this : https://ludeon.com/forums/index.php?topic=34755.0)
Title: Re: [A17] Toolmetrics: Work Tools for Pawns
Post by: Chronometrics on September 03, 2017, 12:48:16 PM
@Canute

Tools take the melee weapon equipable slot. Therefore, you are limited to a single tool at a time. There is a 'toolkit' item that is crafted by combining several tools together, and provides a global work speed benefit in exchange for the allocation of resources, but the benefit is marginally lower (~5%) than having a single dedicated tool and the resource expenditure is 7x higher than a single tool.


@kaptain_kavern

I am happy with the current raiding balance. Here's the data on the current state of generated raids:








Raid ValueToolsWeapons%Best Quality
359190.00%Shoddy, 48%
7512666.6%Poor, 50%
30065010.71%Good, 40%
100071923.51%Normal, 100%
3000224424.71%Good, 100%

Also notable is that Tribes have a very low rate of Tool use (as there are few neolithic tools), while spacers have a reasonably high rate (one unusually aberrant test drop raid at 3000 dropped 8 pawns with shield belts and armor vests. Six had power tools, one had a plasteel gladius, and the last guy had a coupon book =D). This is also why the tool rate goes up at the 3000 raid point.

What this equates to balance and story wise is that when you begin a colony, your first raid will likely give you a broken, ill-equipped raider attacking you with a paper fan or a pillow. Your second and third raids will have a mix of weapons and damaged simple tools like walking canes or crowbars. After that, you'll receive few additional tools of note to assist you until end game, where the rare (<5%) fortuitous raids from desperate spacer merchants grant you a bunch of power tools, smartphones, and coupon books.

I feel this is both balanced (the few tools at the beginning are helpful but won't last) and interesting (it gives raids more character, as pirates and tribes each come with unique tool equipments. It's also common to see first aid kits and bandages in raids, meaning the raiders brought along a medic). These factors both contribute to the game in terms of gameplay and in terms of emergent storytelling.

(http://www.chronometry.ca/ManWithCouponBookAngrilyAttacksCat.png)
Man With Coupon Book Angrily Attacks Cat
Title: Re: [A17] Toolmetrics: Work Tools for Pawns
Post by: TheGakurniawan on September 03, 2017, 01:56:56 PM
so.. i put this mod in my old save file that have colonist who can't do violence..

long story short, he won't pick up even a dufflebag/bag (which could be Deadly i know)
is this suppose to happen or....

Ps. i'm using Sidearm mod (idk if that'll do anything)
Title: Re: [A17] Toolmetrics: Work Tools for Pawns
Post by: Chronometrics on September 03, 2017, 02:20:13 PM
Unfortunately, pawns that are incapable of violence cannot equip any primary slot items, including vanilla objects like beer. If there is sufficient interest in the mod I may code a workaround for a future version.
Title: Re: [A17] Toolmetrics: Work Tools for Pawns
Post by: Nekokon on September 04, 2017, 04:34:31 AM
Maybe you can change them from primary slot to accessory or other clothes slots.
Check Dub's rimkit, his repair kit and medkit don't need to be equipped in the primary slot to work. He also made some tools to boost specific jobs, but there're only a few of them.
Title: Re: [A17] Toolmetrics: Work Tools for Pawns
Post by: SpaceDorf on September 04, 2017, 08:18:13 AM
Quote from: Nekokon on September 04, 2017, 04:34:31 AM
Maybe you can change them from primary slot to accessory or other clothes slots.
Check Dub's rimkit, his repair kit and medkit don't need to be equipped in the primary slot to work. He also made some tools to boost specific jobs, but there're only a few of them.

The rimkit uses the "belt" slot used by shield and smokepop belts, while dubs tools also use the weapons slot.
Alot of the Tools I would love to see as weapons and should not work any other way,
others could work as additional clothing items, but I had to check the functions and modifiers they give ..

==== EDIT ====

Yeah, some tools like the cutlery, the smartphone or lexicon would be better equipped otherwise, maybe even a inventory item.
The pillow and blanket for example.

And I fixed some typos while reading :)

[attachment deleted by admin: too old]
Title: Re: [A17] Toolmetrics: Work Tools for Pawns
Post by: Chronometrics on September 04, 2017, 12:21:28 PM
v1.1 Update

• Fixed a bug where laptops and smartphones were craftable at the crafting spot instead of the Component Bench
• Made the item names properly lower case
• Fixed a few typos thanks to SpaceDorf


Additionally, I have no plans to make objects such as pillows, blankets, or forks as accessories at the moment. Mechanically, the goal is to give the player interesting choices for their primary equipment slot. Having all the bonuses equipable without occupying that valuable slot defeats the purpose and would require rebalancing. Environmentally, you hold a fork in your hand and you can't hold both a fork and a gun and use them effectively.

Plus, it's hilarious to get a first raid with an Assassin background pawn carrying a pillow as a weapon =D
Title: Re: [A17] Toolmetrics: Work Tools for Pawns
Post by: Flimflamshabam on September 04, 2017, 12:37:52 PM
Alternatively if you still want guns and forks Simple Side arms should work nicely, you'd just have to be a bit more conscious of your pawns equipment, and you'd probably need to consider dropping everything but their guns if you send them in a caravan so you aren't losing that weight you could be bringing one more luciferium to sell to the locals.
Title: Re: [A17] Toolmetrics: Work Tools for Pawns
Post by: Sixdd on September 04, 2017, 11:13:05 PM
@Flimflamshabam This exactly, this mod works great with Simple Side Arms. I'm already having a great time with the new tech, I actually adopted it in my normal play over my own mod :D
Title: Re: [A17] Toolmetrics: Work Tools for Pawns
Post by: Robloxsina66 on September 10, 2017, 09:53:48 PM
you know
Quote from: Chronometrics on September 04, 2017, 12:21:28 PM
v1.1 Update

• Fixed a bug where laptops and smartphones were craftable at the crafting spot instead of the Component Bench
• Made the item names properly lower case
• Fixed a few typos thanks to SpaceDorf


Additionally, I have no plans to make objects such as pillows, blankets, or forks as accessories at the moment. Mechanically, the goal is to give the player interesting choices for their primary equipment slot. Having all the bonuses equipable without occupying that valuable slot defeats the purpose and would require rebalancing. Environmentally, you hold a fork in your hand and you can't hold both a fork and a gun and use them effectively.

Plus, it's hilarious to get a first raid with an Assassin background pawn carrying a pillow as a weapon =D

what about the backpack will it be like if you wear it you can see the 8 slots down by the weapon?
Title: Re: [A17] Toolmetrics: Work Tools for Pawns
Post by: wedekit on September 26, 2017, 03:01:47 PM
Definitely going to give this one a shot. I can tell you've got some gaming experience under your belt by the way you balanced it. Forcing people to choose convenience VS efficiency with the toolkit is very smart.

You had mentioned if there was interest in a workaround that would allow non-violent pawns to equip the tools in their primary slot... just wanted to voice that interest. I don't always mind the trait as the pawns I end up getting that have it also (thankfully) have passion in things like cooking or medicine and stay out of harms way. However it seems to pop up fairly often in my playthroughs... more often than any of the tiers of positive traits, that's for sure! ;)

The trait is purely a con with no boons as a tradeoff. I mention that just to point out that it shouldn't throw anything off balance in terms of your mod. Without the workaround, the few things/jobs these pawns can be useful for other (violent) pawns will be able to do better when they pair an equal skill level with the tools in this mod.

But anyways, thanks for making this one! It's exactly what I was looking for.
Title: Re: [A17] Toolmetrics: Work Tools for Pawns
Post by: wedekit on September 28, 2017, 05:12:58 PM
So I really like the thought behind this mod. I'm not sure if you really asked for this level of critique, but I think this could easily become a staple mod with some trial and error tweaks.


1. It's not readily apparent what each of the new items do. When I opened up the .xml files it all made sense to me, but perhaps the descriptions can be a little more direct about what stats are affected. A table with all the items and their affected stats would be helpful to players in general, so they can pick the best item for their pawns. For example, scythe, shovel, and sickle all have farming implications, but the specifics would really incluence a person's choice to equip them.

2. I appreciate the flavor text though. Here's an example/thought of how I would approach the item descriptions:

First Aid Kit (Immunity gain speed: .05; Medical Tend Quality: .15; Medical Tend Speed: .75)
Description: Preparation is the first step to survival. First Aid Kits provide a compact set of tools to make medicine application swifter, more effective, and helps the patient fight off disease.

The next one I think gives only a hint of the negative effect but doesn't indicate the positive effect:

Smart Phone (Work Speed Global: -.05; Global Learning Factor: .75)
Your Description: Smartphones are cheap, portable, and widely available, but your pawns might have problems letting go
My Suggestion: The cutting edge in personal devices! Access to the intergalactic web of information greatly improves the learning process, but good luck trying to get the lucky owner to do much else!

Whistle (TrainAnimalChance: .2)
Your Description: When you blow it, you can't hear anything. But the animals can!
My Suggestion: Just rename it to training whistle and I think the description is fine. When reading this one I wasn't aware of if it was for training or taming.

Axe (Plant Work Speed: .4; Door Open Speed: .2; Plant Harvest Yield: -1)
Your Description: Used for cutting down plants, but not planting them.
My Suggestion: This handy axe is useful for quickly clearing flora, but not very efficient at gathering resources.

Also, I'm not sure why it increases door open speed... Every now and then I saw a item stat that made me scratch my head. 

3. I think some of the items included can be cut, as part of the mod design is to have the user choose to sacrifice a gun for the use of a tool. The crowbar is definitely one, as it only increases door open speed. It just doesn't hold as much weight as many of the other items do. If deconstruction time is a stat, I would say the crowbar could be given that and it would be viable again. I don't want to go down the list and list the ones that I think don't really add much, but just wanted to suggest making the mod a little more parsimonious.

I'll let you know if I think of anything else. My next step was to check and see how balanced these stat increases are but I'd need to explore more of the code to find out. Like I said, I'm a new player so I have a lot to learn about the mechanics still.
Title: Re: [A17] Toolmetrics: Work Tools for Pawns
Post by: 123nick on October 01, 2017, 02:57:41 AM
if you could have, with the list of tools on the main page, a description of what stat each tool buffs, that would be great. i wanna know if theres anything that increases crafting speed, or similar.
Title: Re: [A17] Toolmetrics: Work Tools for Pawns
Post by: SirDerpface on October 01, 2017, 04:53:09 AM
Quote from: wedekit on September 28, 2017, 05:12:58 PM
So I really like the thought behind this mod. I'm not sure if you really asked for this level of critique, but I think this could easily become a staple mod with some trial and error tweaks.


1. It's not readily apparent what each of the new items do. When I opened up the .xml files it all made sense to me, but perhaps the descriptions can be a little more direct about what stats are affected. A table with all the items and their affected stats would be helpful to players in general, so they can pick the best item for their pawns. For example, scythe, shovel, and sickle all have farming implications, but the specifics would really incluence a person's choice to equip them.

2. I appreciate the flavor text though. Here's an example/thought of how I would approach the item descriptions:

First Aid Kit (Immunity gain speed: .05; Medical Tend Quality: .15; Medical Tend Speed: .75)
Description: Preparation is the first step to survival. First Aid Kits provide a compact set of tools to make medicine application swifter, more effective, and helps the patient fight off disease.

The next one I think gives only a hint of the negative effect but doesn't indicate the positive effect:

Smart Phone (Work Speed Global: -.05; Global Learning Factor: .75)
Your Description: Smartphones are cheap, portable, and widely available, but your pawns might have problems letting go
My Suggestion: The cutting edge in personal devices! Access to the intergalactic web of information greatly improves the learning process, but good luck trying to get the lucky owner to do much else!

Whistle (TrainAnimalChance: .2)
Your Description: When you blow it, you can't hear anything. But the animals can!
My Suggestion: Just rename it to training whistle and I think the description is fine. When reading this one I wasn't aware of if it was for training or taming.

Axe (Plant Work Speed: .4; Door Open Speed: .2; Plant Harvest Yield: -1)
Your Description: Used for cutting down plants, but not planting them.
My Suggestion: This handy axe is useful for quickly clearing flora, but not very efficient at gathering resources.

Also, I'm not sure why it increases door open speed... Every now and then I saw a item stat that made me scratch my head. 

3. I think some of the items included can be cut, as part of the mod design is to have the user choose to sacrifice a gun for the use of a tool. The crowbar is definitely one, as it only increases door open speed. It just doesn't hold as much weight as many of the other items do. If deconstruction time is a stat, I would say the crowbar could be given that and it would be viable again. I don't want to go down the list and list the ones that I think don't really add much, but just wanted to suggest making the mod a little more parsimonious.

I'll let you know if I think of anything else. My next step was to check and see how balanced these stat increases are but I'd need to explore more of the code to find out. Like I said, I'm a new player so I have a lot to learn about the mechanics still.
With stuff like .75 you mean 75% faster right? As in 175% speed? .75 is 25% slower.
Title: Re: [A17] Toolmetrics: Work Tools for Pawns
Post by: OmG_PotatoeZ on October 01, 2017, 02:30:31 PM
Is this Combat Extended compatible?
Title: Re: [A17] Toolmetrics: Work Tools for Pawns
Post by: wedekit on October 02, 2017, 01:07:30 PM
Quote from: 123nick on October 01, 2017, 02:57:41 AM
if you could have, with the list of tools on the main page, a description of what stat each tool buffs, that would be great. i wanna know if theres anything that increases crafting speed, or similar.

There is a tool that increases speed for everything. The only worktable or task I can think of that is missing a corresponding tool is the drug table. Here are some that come to mind

- Chisel: Sculpting speed+ and Stonecutting+
- Hammer: Smithing speed+
- Thimble: Tailoring speed+ (including VG loom)
- Screwdriver: Construction success+ and repair success+
- Power drill: Construction speed+, Construction success+
- Pick axe: mining speed (including drilling)
- First Aid Kit: healing quality, healing speed, immunity gain
- Scalpel: Surgery speed+, surgery success chance+
- Leash: Taming chance+, training chance+
- Whistle: Training chance+
- Scythe: Harvest yield+
- Sickle:
- Trowel: Smoothing speed
- Chef Knife: Cooking Speed, Food Poison Chance decrease
- Pillow: Comfort+, Rest+
- Blanket: Warmth and Rest+
- Skinning Knife: Increase leather yield
- Butcher Knife(Cleaver?): Increase meat yield

There's more I'm not thinking of. It's pretty extensive.


Title: Re: [A17] Toolmetrics: Work Tools for Pawns
Post by: PreDiabetic on October 02, 2017, 06:19:17 PM
you said "weapon-slot hand" From I know non-violent pawns can't equip any type of weapon. Lots mods add tools they too suffer from non-violent problem.
Title: Re: [A17] Toolmetrics: Work Tools for Pawns
Post by: binkow on October 05, 2017, 03:31:01 PM
Why'd you post a mod with that many items but don't have any documentation on what any item does? Only reason I've been holding off on getting this mod.
Title: Re: [A17] Toolmetrics: Work Tools for Pawns
Post by: Ncates1234 on October 07, 2017, 03:50:00 PM
The mod is amazing, but has problems. Not bugs but just silly stuff.
You need to make a new clothing slot for "Tools" like bundle of roses, backpacks-duffelbags (especially)
little tools like screwdrivers, scalpel and stuff not made for fighting in general. although scalpel could be made more dangerous and made an actual weapon

Stuff like drill, axe, pickaxe kept as weapons.

It just seems stupid how raiders come with bundle of flowers or books to beat my colonists.

Most important would be backpacks... My god should you make it an actual clothing, not a weapon. Who carries damned "Back-"packs in hands?
Title: Re: [A17] Toolmetrics: Work Tools for Pawns
Post by: wedekit on October 07, 2017, 11:16:05 PM
Quote from: Ncates1234 on October 07, 2017, 03:50:00 PM
The mod is amazing, but has problems. Not bugs but just silly stuff.
You need to make a new clothing slot for "Tools" like bundle of roses, backpacks-duffelbags (especially)
little tools like screwdrivers, scalpel and stuff not made for fighting in general. although scalpel could be made more dangerous and made an actual weapon

Stuff like drill, axe, pickaxe kept as weapons.

It just seems stupid how raiders come with bundle of flowers or books to beat my colonists.

Most important would be backpacks... My god should you make it an actual clothing, not a weapon. Who carries damned "Back-"packs in hands?

I'm not a huge fan of raids coming in with the tools either. It's  little silly how they all rush you and try to poke you with a thimble. It also makes it so the hospitality mod ends up with a base full of these items when a satisfied visitor leaves.
Title: Re: [A17] Toolmetrics: Work Tools for Pawns
Post by: Ncates1234 on October 08, 2017, 09:42:46 AM
Quote from: Chronometrics on September 04, 2017, 12:21:28 PM
Additionally, I have no plans to make objects such as pillows, blankets, or forks as accessories at the moment. Mechanically, the goal is to give the player interesting choices for their primary equipment slot. Having all the bonuses equipable without occupying that valuable slot defeats the purpose and would require rebalancing. Environmentally, you hold a fork in your hand and you can't hold both a fork and a gun and use them effectively.

Plus, it's hilarious to get a first raid with an Assassin background pawn carrying a pillow as a weapon =D
So I've read trough the comments...
Assassin with a pillow is rather scary actually, but could you atleast make a separate patch to make minor tools as accessories for those who don't like raiders with books and flowers raiding their home?

I mean you can still hold a pistol and that fork right? You do have 2 bionic hands after all...
Title: Re: [A17] Toolmetrics: Work Tools for Pawns
Post by: wedekit on October 08, 2017, 01:23:10 PM
Quote from: Ncates1234 on October 08, 2017, 09:42:46 AM
Quote from: Chronometrics on September 04, 2017, 12:21:28 PM
Additionally, I have no plans to make objects such as pillows, blankets, or forks as accessories at the moment. Mechanically, the goal is to give the player interesting choices for their primary equipment slot. Having all the bonuses equipable without occupying that valuable slot defeats the purpose and would require rebalancing. Environmentally, you hold a fork in your hand and you can't hold both a fork and a gun and use them effectively.

Plus, it's hilarious to get a first raid with an Assassin background pawn carrying a pillow as a weapon =D
So I've read trough the comments...
Assassin with a pillow is rather scary actually, but could you atleast make a separate patch to make minor tools as accessories for those who don't like raiders with books and flowers raiding their home?

I mean you can still hold a pistol and that fork right? You do have 2 bionic hands after all...

To be honest, I just use simple sidearms with it. I put backpacks on my people that typically haul, scalpels and first aid kits on my doctors, chefs knives for the cooks, power drills on repair/maintenance/builders, and scythes (really speeds up planting and cutting) and my growers. Oh and whistle/leash for my handler. The encyclopedia on researcher.

Most of the other items are not really worth the time of micromanaging. And I suspect the door open speed items don't work as intended. I haven't tried them myself, but I've learned a bit about the XML and C# for modding the game and door open speed is strictly a building stat. It's the same as putting a bed rest effectiveness stat on a weapon... if it's not the bed, there's it does nothing.
Title: Re: [A17] Toolmetrics: Work Tools for Pawns
Post by: Ncates1234 on October 08, 2017, 03:20:52 PM
Quote from: wedekit on October 08, 2017, 01:23:10 PM
To be honest, I just use simple sidearms with it. I put backpacks on my people that typically haul, scalpels and first aid kits on my doctors, chefs knives for the cooks, power drills on repair/maintenance/builders, and scythes (really speeds up planting and cutting) and my growers. Oh and whistle/leash for my handler. The encyclopedia on researcher.

Most of the other items are not really worth the time of micromanaging. And I suspect the door open speed items don't work as intended. I haven't tried them myself, but I've learned a bit about the XML and C# for modding the game and door open speed is strictly a building stat. It's the same as putting a bed rest effectiveness stat on a weapon... if it's not the bed, there's it does nothing.
The thing is, with side arms you manually have to switch their equipment aswell, except they don't have to go to the stockpile and get the item. There's plenty to micro manage already and that doesn't help alot... For now it's not worth it to equip an encyclopedia on my rifle wielder, atleast till Chrono can make them wearables. Hopefully...
Title: Re: [A17] Toolmetrics: Work Tools for Pawns
Post by: fong on November 09, 2017, 08:20:16 AM
Conflict with cuproPanda mod- "Quarry-17.310"

https://ludeon.com/forums/index.php?topic=32190#msg329352 (https://ludeon.com/forums/index.php?topic=32190#msg329352)
Title: Re: [A17] Toolmetrics: Work Tools for Pawns
Post by: Harry_Dicks on January 05, 2018, 02:54:38 PM
Any plans for a B18 release?
Title: Re: [A17] Toolmetrics: Work Tools for Pawns
Post by: nbielinski on January 12, 2018, 12:13:29 AM
Just wanted to lean in and say that I love your mod. Simply put I find very few that expand on this idea of using tools, rather than drugs/body mods/skill trainers, to better yourself, maybe one or two but none that go to the initiative that you have. Very well done peep, especially for a first-time-mod, great work so far. My hope is you keep it up.