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RimWorld => Releases => Mods => Outdated => Topic started by: Shinzy on October 02, 2014, 09:07:32 AM

Title: [MOD] (Alpha 12) Thingamajigs! -Discontinuedmajig-
Post by: Shinzy on October 02, 2014, 09:07:32 AM
(http://i.imgur.com/cR9qtRt.png)

Thingamajigs adds assortment of tools at your disposal
While you could hack your enemies to pieces with your spatula, it is not adviced!
It's far more useful for flipping those muffalo flanks on the frying pan

Available in your closest smithing workbenches (some assembly required)

Download
Thingamajigs! (http://i.imgur.com/s85Xa.png)

Mod currently includes

Pneumatic Pick
Description: Reliable and deadly mining tool.
Stats: +25% mining speed
Materials: Metallic

Machete
Desription: Meant to be used for clearing path in dense jungles, Nowadays mostly used for clearing density from someone's shoulders.
Stats: +15% Plant work speed
Materials: Metallic

Spatula
Description: The most cheftacular equipment for cooking. Or shaming your rivals with it's majestic slap
Stats: +35% Cooking speed
Materials: Metallic, Woody

Bonesaw
Description: Theres never a dull moment with a doctor armed with this and their favourite phrases at the ready. "Trust me! You won't feel a thing" And "Oops, is this supposed to bleed so much?"
Stats: +5% Base Healing quality, +25% Medical operation speed
Materials: Metallic

Riding crop
Description: While virtually useless as a weapon, Riding crops have proven to give extremely dominant image of the wielder, and thus speeding up the recruitment process
Stats: +5% Prisoner recruitment chance
Materials: Leathery

Cane
Description: Cane with a heavy knob as a handle. Makes the user seem all the more respectable and very suave. Also helps them keep on their feet
Stats: +25% Social impact
Materials: Metallic, Woody

Mechano-Wrench
Description: Ginormous wrench, mainly used in spaceship maintenance but could technically be applied to mechanoid disassembly process.
Stats: +100% Mechanoid disassembly efficiency
Materials: Metallic

Tailorer 3000
Description: Ginormous needle with attached scissors, It's not known what kind of twisted mind conjured up this tool but it's been found to be efficient at what it does.
Stats: +30% Tailoring Speed
Materials: Metallic

Meat Cleaver
Description: Tool designed to separate meat from bones and casting menacing shadows through shower curtains.
Stats: +15% Butchery efficiency, +10% Butchery speed
Materials: Metallic

Breadknife
Description: your favourite tool for cutting bread and ending quarrels.
Stats: +5% butchery efficiency/speed +5 cooking speed
Materials: Metallic

Nailgun
Description: Your usual pneumatic nailgun.
Stats: +15% construction speed
Materials: Metallic

Chiphook
Description: What is a stone, eh? you cut it, you mold it, you chip it with a chiphook. Some say it's ruining a perfectly good stone; Others say it's art..
Stats: Mining Speed 2 %, Smoothing speed 10 %, Sculpting Speed 18 %, Stonecutting Speed 10 %
Materials: Metallic, Stone



(http://i.imgur.com/qhvODGh.gif) (https://ludeon.com/forums/index.php?topic=9015.msg89082#msg89082)
Poke the fish for all my other mods


(https://i.creativecommons.org/l/by/4.0/88x31.png)
http://creativecommons.org/licenses/by/4.0/

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 7) Thingamajigs
Post by: Telkir on October 02, 2014, 09:17:41 AM
Nice idea! I'm going to have to try this one out once I actually get to playing the game instead of updating my mods... :P
Title: Re: [MOD] (Alpha 7) Thingamajigs
Post by: Shinzy on October 02, 2014, 09:19:07 AM
Quote from: Telkir on October 02, 2014, 09:17:41 AM
Nice idea! I'm going to have to try this one out once I actually get to playing the game instead of updating my mods... :P
I feel you! =P I haven't managed to really play the game myself either with all the stuff I want to update / do
Title: Re: [MOD] (Alpha 7) Thingamajigs
Post by: Jaxxa on October 02, 2014, 09:26:23 AM
Quote from: Shinzy on October 02, 2014, 09:19:07 AM
Quote from: Telkir on October 02, 2014, 09:17:41 AM
Nice idea! I'm going to have to try this one out once I actually get to playing the game instead of updating my mods... :P
I feel you! =P I haven't managed to really play the game myself either with all the stuff I want to update / do

Wait, you can actually play this game? I thought it was just for creating mods. Also nice mod.
Title: Re: [MOD] (Alpha 7) Thingamajigs
Post by: Shinzy on October 02, 2014, 09:32:44 AM
Quote from: Jaxxa on October 02, 2014, 09:26:23 AM
Quote from: Shinzy on October 02, 2014, 09:19:07 AM
Quote from: Telkir on October 02, 2014, 09:17:41 AM
Nice idea! I'm going to have to try this one out once I actually get to playing the game instead of updating my mods... :P
I feel you! =P I haven't managed to really play the game myself either with all the stuff I want to update / do

Wait, you can actually play this game? I thought it was just for creating mods. Also nice mod.

I've heard some rumours that you can! I don't know how legit they are ;D
Title: Re: [MOD] (Alpha 7) Thingamajigs
Post by: Rikiki on October 02, 2014, 10:30:57 AM
Yep, same here with the Mining & Co. mods to manage, nearly 1 month I only code and play 5 minutes to test the last version :P

BTW it is cool to see as easy it is to make tools. Thanks for the samples Shinzy! :)
Title: Re: [MOD] (Alpha 7) Thingamajigs
Post by: minami26 on October 02, 2014, 10:31:21 AM
Lol u guys hahaha.. wait.. i ddnt know u can add work stats now awesome!
Title: Re: [MOD] (Alpha 7) Thingamajigs
Post by: Shinzy on October 02, 2014, 10:46:57 AM
Quote from: minami26 on October 02, 2014, 10:31:21 AM
Lol u guys hahaha.. wait.. i ddnt know u can add work stats now awesome!

Yup you can! wait till I get to work on job specific clothing and hats!
I've been so excited for this update for this exact reason
Title: Re: [MOD] (Alpha 7) Thingamajigs
Post by: LunchboxKilla on October 02, 2014, 11:36:03 AM
I just wish there was a tool belt and an added crafting system for tools so you can almost make your guys like some robust nut of space station 13.

IE have the tools need for the profession and the option to carry a gun and/or a better melee weapon.
Title: Re: [MOD] (Alpha 7) Thingamajigs
Post by: RCX on October 02, 2014, 03:27:34 PM
Brilliant addition, I mean how hard would it be to make a hatchet or a saw in order to speed up working when you can make a freaking spaceship out of metal.

Good addition, hopefully it expands into something deeper.
Title: Re: [MOD] (Alpha 7) Thingamajigs
Post by: Nematrec on October 02, 2014, 03:43:12 PM
May I suggest you make the Pneumatic pick require the research of the same name if it doesn't already?

Also could you add some bionic tools? (Bionic Spatula for the win!)
Title: Re: [MOD] (Alpha 7) Thingamajigs
Post by: Shinzy on October 02, 2014, 03:52:33 PM
Quote from: Nematrec on October 02, 2014, 03:43:12 PM
May I suggest you make the Pneumatic pick require the research of the same name if it doesn't already?

Also could you add some bionic tools? (Bionic Spatula for the win!)

The research isn't really necessary! you can't craft any of these, raiders are carrying them and I believe traders are aswell (haven't actually had a trader with one for sale so can't confirm just yet)

I'll think about the bionic spatula =P
there's some other tools I've actually made already but I wanna test things out more before making any updates ;D Aaand update my other mods
Title: Re: [MOD] (Alpha 7) Thingamajigs
Post by: Zeta Omega on October 02, 2014, 04:25:52 PM
I demand a big daddy drill ASAP
Title: Re: [MOD] (Alpha 7) Thingamajigs
Post by: Rikiki on October 02, 2014, 06:13:29 PM
This is already planned in my Deepdriller mod (look at the mining tech tree). Just wait some more days... :P
Title: Re: [MOD] (Alpha 7) Thingamajigs
Post by: Ramsis on October 02, 2014, 06:33:38 PM
Can I just say how badly we need this actually in Vanilla? Seriously poke Tynan and show off your mod because honestly our people need to stop beating things into other things with their hands.
Title: Re: [MOD] (Alpha 7) Thingamajigs
Post by: Romi on October 03, 2014, 08:28:49 AM
cool mod
Title: Re: [MOD] (Alpha 7) Thingamajigs
Post by: daft73 on October 03, 2014, 02:56:33 PM
Interesting work. I have read that these items are 'found,looted'...any chance of adding to the tech tree. Say the 4-5 thingamajigs have multiple tiers: the early tiers being weaker in quality, but easier to make. Followed by tiers with better bonuses, but harder to make(ie wood, metal, hardened metal...etc)?  ;)
Title: Re: [MOD] (Alpha 7) Thingamajigs
Post by: Shinzy on October 03, 2014, 03:27:04 PM
Quote from: daft73 on October 03, 2014, 02:56:33 PM
Interesting work. I have read that these items are 'found,looted'...any chance of adding to the tech tree. Say the 4-5 thingamajigs have multiple tiers: the early tiers being weaker in quality, but easier to make. Followed by tiers with better bonuses, but harder to make(ie wood, metal, hardened metal...etc)?  ;)

Hm, that...  :o could be fun! ;D
I'll look into that right after I've updated apparello and then managed to play the game bit more

Iiii may have to rethink this abit! As much fun as it is, group of raiders armed with spatulas make them somewhat weak =P
Maybe I'll have to make them craftable and tiers are always fun Spatula -> Bionic spatula -> Uranium Spatula (Don't worry! it's perfectly safe)
Title: Re: [MOD] (Alpha 7) Thingamajigs
Post by: daft73 on October 03, 2014, 03:36:21 PM
Quote from: Shinzy on October 03, 2014, 03:27:04 PM
Quote from: daft73 on October 03, 2014, 02:56:33 PM
Interesting work. I have read that these items are 'found,looted'...any chance of adding to the tech tree. Say the 4-5 thingamajigs have multiple tiers: the early tiers being weaker in quality, but easier to make. Followed by tiers with better bonuses, but harder to make(ie wood, metal, hardened metal...etc)?  ;)
Hm, that...  :o could be fun! ;D
I'll look into that right after I've updated apparello and then managed to play the game bit more
Iiii may have to rethink this abit! As much fun as it is, group of raiders armed with spatulas make them somewhat weak =P
Maybe I'll have to make them craftable and tiers are always fun Spatula -> Bionic spatula -> Uranium Spatula (Don't worry! it's perfectly safe)
Goodman! great to see a quick reply. I like the idea aswell of finding thingamajigs that are upgradable..workable option aswell.
Title: Re: [MOD] (Alpha 7) Thingamajigs
Post by: CrazehMeow on October 03, 2014, 04:39:56 PM
This... this is genius. I never would've thought of adding attribute buffs to primary weapons.

Definite download!

I especially love the bonesaw, teehee :D
Title: Re: [MOD] (Alpha 7) Thingamajigs
Post by: Shinzy on October 03, 2014, 05:04:24 PM
Quote from: daft73 on October 03, 2014, 02:56:33 PMGoodman! great to see a quick reply. I like the idea aswell of finding thingamajigs that are upgradable..workable option aswell.

Well I've been constantly hovering around the forum (Especially around my own threads because #Shellfish ;D) after the Alpha 7 it is so exciting update, I just need to learn what people are saying about it so I can steal all their tricks and tips they're sharing =P So quick reply wouldn't be unheard of!

Quote from: CrazehMeow on October 03, 2014, 04:39:56 PM
This... this is genius. I never would've thought of adding attribute buffs to primary weapons.

Definite download!

I especially love the bonesaw, teehee :D
Don't misuse the bonesaw!!
I'm honestly loving the new stat thing Ty put in, I've had so much fun with it
So much more you can do with.. vanity items =P
Oh and the prosthetics! oh my god
Title: Re: [MOD] (Alpha 7) Thingamajigs
Post by: Matthiasagreen on October 07, 2014, 01:29:28 PM
Is it possible to do the same sort of thing with clothing? Someone mentioned the idea of a mining helmet that, although it wouldn't actually light up the area, would have a positive buff that countered the in darkness debuff. Thoughts?
Title: Re: [MOD] (Alpha 7) Thingamajigs
Post by: JuliaEllie on October 07, 2014, 01:38:25 PM
Quote from: Shinzy on October 02, 2014, 09:32:44 AM
Quote from: Jaxxa on October 02, 2014, 09:26:23 AM
Quote from: Shinzy on October 02, 2014, 09:19:07 AM
Quote from: Telkir on October 02, 2014, 09:17:41 AM
Nice idea! I'm going to have to try this one out once I actually get to playing the game instead of updating my mods... :P
I feel you! =P I haven't managed to really play the game myself either with all the stuff I want to update / do

Wait, you can actually play this game? I thought it was just for creating mods. Also nice mod.

I've heard some rumours that you can! I don't know how legit they are ;D

You mean you can play this game? With the mouse and no Visual Studio or Notepad? Dont be silly...
Title: Re: [MOD] (Alpha 7) Thingamajigs
Post by: Shinzy on October 07, 2014, 02:03:25 PM
Quote from: Matthiasagreen on October 07, 2014, 01:29:28 PM
Is it possible to do the same sort of thing with clothing? Someone mentioned the idea of a mining helmet that, although it wouldn't actually light up the area, would have a positive buff that countered the in darkness debuff. Thoughts?

Aye it is! if you check most of the hats in Apparello has some bonuses to (mostly social related) things
Research speed for science goggles, hardhat has some construction and mining I believe while beret let's you recruit prisoners with slightly better chance
oh and the cardshark hat is good at 'bonus gift boosts' while social impact is scaled down on the basis that they're associated with cheaty personalities =P

Zorro hat gives melee ;D
I tried to have them make as much sense as possible (with some creative freedoms, just for the fun factor, too much realism is dull)

There's sadly not specific stat for specific thoughts (? least I didn't see one!). There's only the global mental hardiness thing
So I wouldn't really wish to do excavation helmet without the light source

But I am in really deep at the planning phase on working on job specific armor
AMONG ALL THE OTHER THINGS :-[

Don't you just hate it when you got lots of ideas of stuff you wanna do
and just end up doing something else instead like.. more hair for pawns =P


Quote from: JuliaEllie on October 07, 2014, 01:38:25 PM
Quote from: Shinzy on October 02, 2014, 09:32:44 AM
Quote from: Jaxxa on October 02, 2014, 09:26:23 AM
Quote from: Shinzy on October 02, 2014, 09:19:07 AM
Quote from: Telkir on October 02, 2014, 09:17:41 AM
Nice idea! I'm going to have to try this one out once I actually get to playing the game instead of updating my mods... :P
I feel you! =P I haven't managed to really play the game myself either with all the stuff I want to update / do

Wait, you can actually play this game? I thought it was just for creating mods. Also nice mod.

I've heard some rumours that you can! I don't know how legit they are ;D

You mean you can play this game? With the mouse and no Visual Studio or Notepad? Dont be silly...
Silly? me? never! I'm dead serious! I've heard if you shut the notepads. Stop sketching, take a deep breath ...get.. more ideas.. and.. ..It's all lies! I'm sorry! :'(

Mod for a day, no more play
mod for another, playing becomes a bother
mod for a third, playing sounds absurd
Title: Re: [MOD] (Alpha 7) Thingamajigs
Post by: shadowstreaker on October 07, 2014, 02:06:59 PM
Starting to think a modding-free day should be proclaimed where no modder does any modding and just plays the damn game... You guys work too much :P
Title: Re: [MOD] (Alpha 7) Thingamajigs
Post by: Shinzy on October 07, 2014, 02:14:05 PM
Quote from: shadowstreaker on October 07, 2014, 02:06:59 PM
Starting to think a modding-free day should be proclaimed where no modder does any modding and just plays the damn game... You guys work too much :P
Nonsense!
And.. That'd be horrible
Title: Re: [MOD] (Alpha 7) Thingamajigs
Post by: JuliaEllie on October 07, 2014, 02:27:21 PM
Quote from: Shinzy on October 07, 2014, 02:14:05 PM
Quote from: shadowstreaker on October 07, 2014, 02:06:59 PM
Starting to think a modding-free day should be proclaimed where no modder does any modding and just plays the damn game... You guys work too much :P
Nonsense!
And.. That'd be horrible
Enough of those shenanigans. No more silly attempts to convince us of this unnatural "playing" you try to propagate here.

btw there is a #rimworld channel on the quakenet.
http://webchat.quakenet.org/?channels=rimworld
I would love to meet more of my fellow modders and of course "players" (haha) there.
Title: Re: [MOD] (Alpha 7) Thingamajigs
Post by: minami26 on October 07, 2014, 03:48:05 PM
Quote from: shadowstreaker on October 07, 2014, 02:06:59 PM
Starting to think a modding-free day should be proclaimed where no modder does any modding and just plays the damn game... You guys work too much :P

You wouldnt want a psychotic modder running loose on your colony would ya?
Title: Re: [MOD] (Alpha 7) Thingamajigs
Post by: shadowstreaker on October 07, 2014, 03:53:45 PM
Yes, they'd be the most amazing colonists because they'd be the ones working to improve everything for the rest of them
Title: Re: [MOD] (Alpha 7) Thingamajigs v1.1
Post by: Shinzy on October 12, 2014, 12:09:18 PM
Update!
Just added the Mechano-wrench, Riding crop and Cane
upped the damage and boost percentages a bit on some tools
and made most of them available from traders only
Machetes will still spawn with raiders

Th-th-that's all folks!
Title: Re: [MOD] (Alpha 7) Thingamajigs v1.1
Post by: Zeta Omega on October 12, 2014, 12:51:58 PM
Um I don't see a download link anywhere....
Title: Re: [MOD] (Alpha 7) Thingamajigs v1.1
Post by: Shinzy on October 12, 2014, 12:55:32 PM
Quote from: Zeta Omega on October 12, 2014, 12:51:58 PM
Um I don't see a download link anywhere....

Front page right beneath the text that says Download ;D
But here, the same link Thingamajigs v1.1 (http://www.mediafire.com/download/odqm7y115cc5179/Thingamajigsv1.1.zip)

*pat* Don't worry! we're all blind at times especially at railwaystations when we need to know the time and ask someone about it
Title: Re: [MOD] (Alpha 7) Thingamajigs v1.1
Post by: Zeta Omega on October 12, 2014, 12:58:17 PM
Thanks, Hey have you ever thought of adding your profile pic as an animal to the game? maybe a friendly unit or enemy unit?
Title: Re: [MOD] (Alpha 7) Thingamajigs v1.1
Post by: Shinzy on October 12, 2014, 01:21:56 PM
Quote from: Zeta Omega on October 12, 2014, 12:58:17 PM
Thanks, Hey have you ever thought of adding your profile pic as an animal to the game? maybe a friendly unit or enemy unit?

Mmm hm! *nods*
I was making the basic ram to add in
and then got magnificent idea "How cool would it be to have raiders spawn with battering ram" ::)

but I doubt I'll add him in game, except maybe as part of the neo muff mod

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 7) Thingamajigs v1.1
Post by: keylocke on October 13, 2014, 01:57:08 PM
ooh nice.   ;D

* can you add blowtorch for construction?
* how about a tool for farmers?
* how about the other crafts? tailoring, stone cutting, butchering, etc..
* fire fighting tools
* research tools
* etc..
Title: Re: [MOD] (Alpha 7) Thingamajigs v1.1
Post by: Shinzy on October 13, 2014, 02:16:42 PM
Quote from: keylocke on October 13, 2014, 01:57:08 PM
ooh nice.   ;D

* can you add blowtorch for construction?
* how about a tool for farmers?
* how about the other crafts? tailoring, stone cutting, butchering, etc..
* fire fighting tools
* research tools
* etc..

I was thinking of an nailgun for construction (pistol that shoots nails, basically) I could try blowtorch, too?
Chisel and Cleaver for stonecutting and butchering can be done, too
Farming stuff is linked together with plant cutting so the machete basically does the job ( it's kinda weird I know but meh =P)
I mean I could make a hoe or scythe or pitchfork just for the variety's sake so your farmer looks more farmer-ey

For tailoring I don't even know what possibly could be used for that (I don't wanna make a needle for that) or handheld Singer ;D
Same for research I don't really know what'd be good tool for that, so that it'd double up as a weapon aswell
oh nevermind! Crowbar for that, Obviously because that's the weapon of choice for any theoretical physiscicsit


fire fighting/cleaning/hauling jobs doesn't have stat modifier for them
if they did you'd have broom, fire-axe and backpack already =P
Title: Re: [MOD] (Alpha 7) Thingamajigs v1.1
Post by: shadowstreaker on October 13, 2014, 02:23:58 PM
I think you should do a hoe, simply for the joy of being able to say "Where my hoes at"
Title: Re: [MOD] (Alpha 7) Thingamajigs v1.1
Post by: sldains on October 19, 2014, 09:46:59 PM
I kind of wish for a mop/broom anyway even if it only did something silly or that didn't quite make sense, just for the joy of having a mop wielding spaceship janitor.

This mod has been the most fun (along with all you other mods). Finally all non combatants are using something that makes sense and is useful.
Title: Re: [MOD] (Alpha 8) Thingamajigs!
Post by: Shinzy on January 05, 2015, 10:13:29 AM
Updated for alpha 8!

has two extra tools + all the ones from before!

Meat cleaver
(http://i.imgur.com/9QCRX6K.png)

Tailorer 3000
(http://i.imgur.com/NOfEQk4.png)
Title: Re: [MOD] (Alpha 8) Thingamajigs!
Post by: Ruin on January 05, 2015, 12:40:36 PM
It would be nice if we could separate butcher and cooking tasks in work priorities.  But, that seems like a much deeper change to the core game.  Would it make sense to combine butcher and cooking tools?
Title: Re: [MOD] (Alpha 7) Thingamajigs v1.1
Post by: Loki88 on January 05, 2015, 01:11:59 PM
Quote from: Shinzy on October 12, 2014, 01:21:56 PM
Quote from: Zeta Omega on October 12, 2014, 12:58:17 PM
Thanks, Hey have you ever thought of adding your profile pic as an animal to the game? maybe a friendly unit or enemy unit?

Mmm hm! *nods*
I was making the basic ram to add in
and then got magnificent idea "How cool would it be to have raiders spawn with battering ram" ::)

but I doubt I'll add him in game, except maybe as part of the neo muff mod

I want a battering ram! Friendly unit to bash melee tribals with, and I shall call him shinzicus the bashful! :P (oh yes, pun intended)
Title: Re: [MOD] (Alpha 8) Thingamajigs!
Post by: Shinzy on January 05, 2015, 01:21:24 PM
Quote from: Ruin on January 05, 2015, 12:40:36 PM
It would be nice if we could separate butcher and cooking tasks in work priorities.  But, that seems like a much deeper change to the core game.  Would it make sense to combine butcher and cooking tools?

Swiss knife with spatula and cleaver? =P
no I think the choise between more meat or faster cooking is good! ;D

but if you can come up with a tool that would affect butchering and cooking without being too ridiculous (Don't even dare bring up Tailorer3000) then imma make one!
Title: Re: [MOD] (Alpha 8) Thingamajigs!
Post by: ianfkyeah on January 06, 2015, 07:17:39 AM
Wonderful.
Title: Re: [MOD] (Alpha 8) Thingamajigs!
Post by: henk on January 11, 2015, 07:05:05 PM
Awesome mod!
But really lacks some tools: construction (a hammer), cleaning (broom), hauling (backpack).
Regarding butchering+cooking - a kitchen knife will suffice. +20% cooking speed, +8 butchery eff., +5% butchery speed. A good tradeoff.

And you could rename that tailoring thingie to just Scissors. Makes much more sense.

Also, is it possible to add Quality stat to these crafted items akin to how Sculptures work? Would make much more sense than material-based tiers.
Title: Re: [MOD] (Alpha 8) Thingamajigs!
Post by: MrWashingToad on January 11, 2015, 07:24:25 PM
Definitely will be trying this out. Would love to have chainsaws for the enormous amount of time it takes to fell a tree...
Title: Re: [MOD] (Alpha 8) Thingamajigs!
Post by: Rikiki on January 12, 2015, 03:22:54 AM
Quote from: Tasher on January 11, 2015, 07:24:25 PM
Definitely will be trying this out. Would love to have chainsaws for the enormous amount of time it takes to fell a tree...

For construction, plant cutting and mining => see this mod! (https://ludeon.com/forums/index.php?topic=6666.0)
Title: Re: [MOD] (Alpha 8) Thingamajigs!
Post by: Shinzy on January 12, 2015, 05:00:00 AM
Quote from: Rikiki on January 12, 2015, 03:22:54 AM
Quote from: Tasher on January 11, 2015, 07:24:25 PM
Definitely will be trying this out. Would love to have chainsaws for the enormous amount of time it takes to fell a tree...

For construction, plant cutting and mining => see this mod! (https://ludeon.com/forums/index.php?topic=6666.0)

Aye! if the machete feels too slow for felling trees I can also recommend that mod!
the artstyle don't differ at all, either! ;D
Title: Re: [MOD] (Alpha 8) Thingamajigs!
Post by: AlfredoDaPig on January 15, 2015, 12:04:47 AM
You should make this mod work with the Necromancy mod (when its released) so that your colonists can fight while zombies do your bidding and work for you! (just a suggestion, no idea how to even begin creating a mod!) ;D
Title: Re: [MOD] (Alpha 8) Thingamajigs!
Post by: Enjoyment on January 15, 2015, 04:43:47 AM
Since buthcering is a part of cooking profession, and there is no way to make this jobs be done by different colonists - it's wierd to see spatula and cleaver... Maybe A9 feature with attaching col to bill will deal with this issue (and the same with tailoring as a part of crafting)...
But the most weird for me is miss of constructor's tool. Maybe a simple hammer?
Title: Re: [MOD] (Alpha 8) Thingamajigs!
Post by: Rikiki on January 15, 2015, 05:11:36 AM
Quote from: Enjoyment on January 15, 2015, 04:43:47 AM
But the most weird for me is miss of constructor's tool. Maybe a simple hammer?

@Enjoyment: you may be suffering from cataract... Have you considered getting bionic eyes? ;D
Just look 2 posts earlier buddy... ;)
Title: Re: [MOD] (Alpha 8) Thingamajigs!
Post by: Enjoyment on January 15, 2015, 05:26:21 AM
Quote from: Rikiki on January 15, 2015, 05:11:36 AM
@Enjoyment: you may be suffering from cataract... Have you considered getting bionic eyes? ;D
Just look 2 posts earlier buddy... ;)
Oh, my eyes is all normal, thx for your care, and i saw the link to "Right Tool For The Job v1.1" mod. But its two different mods from different modders. We have a very friendly community and this great, but i thought "If this man making tools with stats, he could make all of them", you know? ) Or you could cooperate with Itchy and make one mod instead of two separate...
That's what im was talking about)
Title: Re: [MOD] (Alpha 8) Thingamajigs!
Post by: Shinzy on January 15, 2015, 06:09:04 AM
Quote from: Enjoyment on January 15, 2015, 04:43:47 AM
Since buthcering is a part of cooking profession, and there is no way to make this jobs be done by different colonists - it's wierd to see spatula and cleaver... Maybe A9 feature with attaching col to bill will deal with this issue (and the same with tailoring as a part of crafting)...
But the most weird for me is miss of constructor's tool. Maybe a simple hammer?

Yus! I've had a plan for own tools for all the possible jobs since I first made the mod
but I have so many kettles on fire at the same time so I've kept jumping back and forth doing this and that here and there so ;D you can imagine!
but I'm definately gna add a nailgun for builders whenever I get around to it
mite even do one today now that I know there's demand for one :P


Quote from: henk on January 11, 2015, 07:05:05 PM
Awesome mod!
But really lacks some tools: construction (a hammer), cleaning (broom), hauling (backpack).
Regarding butchering+cooking - a kitchen knife will suffice. +20% cooking speed, +8 butchery eff., +5% butchery speed. A good tradeoff.

And you could rename that tailoring thingie to just Scissors. Makes much more sense.

Also, is it possible to add Quality stat to these crafted items akin to how Sculptures work? Would make much more sense than material-based tiers.

Ooo I totally skipped over/missed this post! Kitchen knife is really good idea, don't know why I didn't think of that!

Tailorer 3000 has giant needle on it too so I can't name it just scissors =P Sorry!
and imma look about the quality stuffs soon as I get back home again but I thought they was already in there? I may remember wrong thouugh.. ;D
Title: Re: [MOD] (Alpha 8) Thingamajigs!
Post by: omniessence on January 21, 2015, 11:30:06 AM
How does this mod work exactly? Are the tools equipped with the weapons, is it passive to the colony once I get it, do they get auto equipped when the colonist does the job?
Title: Re: [MOD] (Alpha 8) Thingamajigs!
Post by: Shinzy on January 21, 2015, 01:43:40 PM
Quote from: omniessence on January 21, 2015, 11:30:06 AM
How does this mod work exactly? Are the tools equipped with the weapons, is it passive to the colony once I get it, do they get auto equipped when the colonist does the job?

They're melee weapons with passive stat boosts to the wielder
only particularly useful for empaths and brawlers or people you don't use in combat
your best doctor/cook etc

if you'd like to get the full benefits out of them you'd have to micromanage quite a bit I'm sorry ;D
and they give more use for you to plop down gunracks around the colony!

In short! the contents of the mod aren't likely going to dominate your playthrough with their presence! but they're not total waste of time ;D


Edit: Oh! and quick update! nailgun and breadknife!(http://i.imgur.com/cHUMS8t.png)
Title: Re: [MOD] (Alpha 8) Thingamajigs! Kitchy and nails
Post by: Epyk on January 21, 2015, 02:56:26 PM
Ooo a new update. I heard the Epyk Pack loves those. I can stare at your textures all day shinzy.

I just love this mod, like you said, adds a reason to add weapon racks around my base.
Just seeing kitchen knife next to my cooking stove, or a pick at the mines fills me with delight.  ::)

(Epyk, obsessed with gun mods and cosmetic decoration)
Title: Re: [MOD] (Alpha 8) Thingamajigs! Kitchy and nails
Post by: Kyos on February 27, 2015, 06:18:19 AM
And the nail-gun makes a amazing early self-defense tool. Whilst being useful for getting those first shacks up. If I could have a choice, I'd have a pair of these over the survival rifle and pistol standard kits.

A pity they require two days of uninterrupted crafting to make. I have to use crafting robots to produce them!

I hope you update this mod. It is amazing.
Title: Re: [MOD] (Alpha 8) Thingamajigs! Kitchy and nails
Post by: Shinzy on February 27, 2015, 06:20:34 AM
Quote from: Kyos on February 27, 2015, 06:18:19 AM
And the nail-gun makes a amazing early self-defense tool. Whilst being useful for getting those first shacks up. If I could have a choice, I'd have a pair of these over the survival rifle and pistol standard kits.

A pity they require two days of uninterrupted crafting to make. I have to use crafting robots to produce them!

I hope you update this mod. It is amazing.

ima update it today at some point (thanks to Skullywag!)
just need to polish it up a bit I think
Title: Re: [MOD] (Alpha 8) Thingamajigs! Kitchy and nails
Post by: Kyos on February 27, 2015, 06:27:19 AM
Quote from: Shinzy on February 27, 2015, 06:20:34 AM
Quote from: Kyos on February 27, 2015, 06:18:19 AM
And the nail-gun makes a amazing early self-defense tool. Whilst being useful for getting those first shacks up. If I could have a choice, I'd have a pair of these over the survival rifle and pistol standard kits.

A pity they require two days of uninterrupted crafting to make. I have to use crafting robots to produce them!

I hope you update this mod. It is amazing.
ima update it today at some point (thanks to Skullywag!)
just need to polish it up a bit I think
When you do, could you give the nailgun a 'unfinished' state? So my crafters don't starve to death trying to complete it in one go? The MD2 and MAI droid mods are not updated yet so I have to rely on organic craftmanship rather than superior Craftdroidship.

... And maybe a chisel for the artists.
Title: Re: [MOD] (Alpha 8) Thingamajigs! Kitchy and nails
Post by: Shinzy on February 27, 2015, 08:19:09 AM
Quote from: Kyos on February 27, 2015, 06:27:19 AM
Quote from: Shinzy on February 27, 2015, 06:20:34 AM
Quote from: Kyos on February 27, 2015, 06:18:19 AM
And the nail-gun makes a amazing early self-defense tool. Whilst being useful for getting those first shacks up. If I could have a choice, I'd have a pair of these over the survival rifle and pistol standard kits.

A pity they require two days of uninterrupted crafting to make. I have to use crafting robots to produce them!

I hope you update this mod. It is amazing.
ima update it today at some point (thanks to Skullywag!)
just need to polish it up a bit I think
When you do, could you give the nailgun a 'unfinished' state? So my crafters don't starve to death trying to complete it in one go? The MD2 and MAI droid mods are not updated yet so I have to rely on organic craftmanship rather than superior Craftdroidship.

... And maybe a chisel for the artists.

(http://i.imgur.com/xzSMRgZ.png)
Title: Re: [MOD] (Alpha 9) Thingamajigs! Sticks and stones Chiphook cuts them both
Post by: Facepunch on February 27, 2015, 08:25:54 AM
So, uh...I beat a prisoner to death with spatulas.
Title: Re: [MOD] (Alpha 9) Thingamajigs! Sticks and stones Chiphook cuts them both
Post by: Shinzy on February 27, 2015, 08:27:34 AM
Quote from: Facepunch on February 27, 2015, 08:25:54 AM
So, uh...I beat a prisoner to death with spatulas.
I love you!
Title: Re: [MOD] (Alpha 9) Thingamajigs! Sticks and stones Chiphook cuts them both
Post by: Facepunch on February 27, 2015, 08:30:20 AM
Quote from: Shinzy on February 27, 2015, 08:27:34 AM
Quote from: Facepunch on February 27, 2015, 08:25:54 AM
So, uh...I beat a prisoner to death with spatulas.
I love you!
<3
Title: Re: [MOD] (Alpha 9) Thingamajigs! Sticks and stones Chiphook cuts them both
Post by: reb00mad on March 01, 2015, 04:09:46 AM
Is anyone else having problems with the spatulas? http://puu.sh/ghAyN/e0bda0302d.jpg It doesn't have the cooking %, its changed to plant cutting.
Title: Re: [MOD] (Alpha 9) Thingamajigs! Sticks and stones Chiphook cuts them both
Post by: Shinzy on March 01, 2015, 05:40:54 AM
Quote from: reb00mad on March 01, 2015, 04:09:46 AM
Is anyone else having problems with the spatulas? http://puu.sh/ghAyN/e0bda0302d.jpg It doesn't have the cooking %, its changed to plant cutting.

Woop! there has been slight brainpoof with copypasting
it had the wrong damage and texture aswell ;D
Should be fixed now!

also the new art system is fabulous


[attachment deleted due to age]
Title: Re: [MOD] (Alpha 9) Thingamajigs! + Spatula no longer for vegetarians fix
Post by: lude on March 01, 2015, 08:44:14 AM
Great mod, especially beautiful synergy with Apparello imho.

But uhm, could you change the cane in such a way it gives a fixed movement bonus?
Remember those poor old frail people with 28% movement, I mean in my game I can fix it otherwise, but all those fixes are really far along and high tech, so I don't know I imagined inbetween fast walker and jogger bonus would be neat.

A pity there's only one equipment slot and no dual wielding.
Title: Re: [MOD] (Alpha 9) Thingamajigs! + Spatula no longer for vegetarians fix
Post by: Shinzy on March 01, 2015, 10:47:08 AM
Quote from: lude on March 01, 2015, 08:44:14 AM
Great mod, especially beautiful synergy with Apparello imho.

But uhm, could you change the cane in such a way it gives a fixed movement bonus?
Remember those poor old frail people with 28% movement, I mean in my game I can fix it otherwise, but all those fixes are really far along and high tech, so I don't know I imagined inbetween fast walker and jogger bonus would be neat.

A pity there's only one equipment slot and no dual wielding.

Sure! that sounds reasonable gna have to try remember ;D
right now I'm working on the statue mod
Title: Re: [MOD] (Alpha 9) Thingamajigs! + Spatula no longer for vegetarians fix
Post by: Pokk720 on March 01, 2015, 02:11:44 PM
Nice, I love the statue mod. I don't build vanilla statues cus they're all somewhat bland...
Title: Re: [MOD] (Alpha 9) Thingamajigs! + Spatula no longer for vegetarians fix
Post by: Kyos on March 02, 2015, 08:10:08 AM
Hof aboot... a broomstick?
Title: Re: [MOD] (Alpha 9) Thingamajigs! + Spatula no longer for vegetarians fix
Post by: Shinzy on March 02, 2015, 09:21:57 AM
Quote from: Kyos on March 02, 2015, 08:10:08 AM
Hof aboot... a broomstick?

I've wanted to do one since I first made the mod
but there ain't stat for cleaning
same thing for firefighting and hauling
Title: Re: [MOD] (Alpha 9) Thingamajigs! + Spatula no longer for vegetarians fix
Post by: MsMeiriona on March 15, 2015, 03:27:22 PM
Ugh. The nailgun keeps throwing errors up for me.
Title: Re: [MOD] (Alpha 9) Thingamajigs! + Spatula no longer for vegetarians fix
Post by: Shinzy on March 15, 2015, 03:48:43 PM
Quote from: MsMeiriona on March 15, 2015, 03:27:22 PM
Ugh. The nailgun keeps throwing errors up for me.
what kind? can you screenshot pleeeeeeease! <3
I may have overlooked something silly
Title: Re: [MOD] (Alpha 9) Thingamajigs! + Spatula no longer for vegetarians fix
Post by: daft73 on March 15, 2015, 03:50:14 PM
Glad to see thingamajigs are still production!Downloading latest. ;D
Title: Re: [MOD] (Alpha 9) Thingamajigs! + Spatula no longer for vegetarians fix
Post by: MsMeiriona on March 15, 2015, 06:02:59 PM
re-ordering mods seemed to fix it. It was something about "thing with stuff" and was probably a conflict with industrialism which adds metalics
Title: Re: [MOD] (Alpha 9) Thingamajigs! + Spatula no longer for vegetarians fix
Post by: Shinzy on March 16, 2015, 04:47:08 AM
Quote from: MsMeiriona on March 15, 2015, 06:02:59 PM
re-ordering mods seemed to fix it. It was something about "thing with stuff" and was probably a conflict with industrialism which adds metalics

Hokay! thanks! ;D Now remember don't aim your nailgun at people! it's meant for creation not violence/and/or nailing your classmates on a door, even with their consent. Your carpentry instructor will be facepalming so hard you have no idea.

This all comes from experience, okay? Nail safely!
Tatays!
Title: Re: [MOD] (Alpha 9) Thingamajigs! + Spatula no longer for vegetarians fix
Post by: bazalisk on September 14, 2015, 05:12:06 PM
.. why has this mod been abandoned?  i looks awesome  :'(
Title: Re: [MOD] (Alpha 9) Thingamajigs! + Spatula no longer for vegetarians fix
Post by: Shinzy on September 15, 2015, 06:18:28 AM
Quote from: bazalisk on September 14, 2015, 05:12:06 PM
.. why has this mod been abandoned?  i looks awesome  :'(

Oh! I just didn't find myself using it that much (Aside from the must to have riding crop on every Empath)
This is one of the things I made mainly for myself ;D and it was difficult to keep up with Tynan's frequent updates
Title: Re: [MOD] (Alpha 9) Thingamajigs! + Spatula no longer for vegetarians fix
Post by: Pokk720 on September 18, 2015, 01:43:05 PM
Wow you didn't use it? I loved using this mod it was the only reason I would ever build a smithing bench.
Title: Re: [MOD] (Alpha 9) Thingamajigs! + Spatula no longer for vegetarians fix
Post by: Shinzy on September 18, 2015, 01:59:51 PM
Quote from: Pokk720 on September 18, 2015, 01:43:05 PM
Wow you didn't use it? I loved using this mod it was the only reason I would ever build a smithing bench.

My procrastinating self usually takes the better of me =P
When it comes to having to change my mechano wrenches and Tailorer threethousands out for boomsticks during every raid.. well! ;D
Title: Re: [MOD] (Alpha 9) Thingamajigs! + Spatula no longer for vegetarians fix
Post by: bazalisk on September 18, 2015, 06:03:23 PM
shame that you couldn't have expanded on the mod by putting a nerf on pawn skill abilities when doing an action unless they had the relevant tools to work with.

say, a pawn has a cook skill of 10.  without a cooking tool they can only work as if they had a skill of 5 or something.  then the utensils come with other natty bonuses as well as letting them function to their maximum potential.

or maybe doing a job requires a pawn to have equipped the relevant tools in the first place in order to work.

no more stirring the broth with your shiv or bashing chunks into bricks with your rifle.   :s

i'm just throwing ideas here
Title: Re: [MOD] (Alpha 9) Thingamajigs! + Spatula no longer for vegetarians fix
Post by: Pokk720 on September 18, 2015, 06:42:05 PM
I just updated this for Alpha 12 for my own use :D and so far so good. As for having to switch to weapons everytime there's a raid. I don't know what to do about that.
Title: Re: [MOD] (Alpha 9) Thingamajigs! + Spatula no longer for vegetarians fix
Post by: bazalisk on September 18, 2015, 07:50:14 PM
how about adding them as some kind off apparel?

so a colonist can have 1 weapon and 1 job tool.   I ask this as the fishing mod adds a fishing rod as a accessory rather than a weapon, maybe this mod could work the same.
Title: Re: [MOD] (Alpha 9) Thingamajigs! + Spatula no longer for vegetarians fix
Post by: Pokk720 on September 18, 2015, 09:54:23 PM
I kind of like having them also usable as weapons though. What Rimworld really needs is to actually utilize the inventory system that's already in place to allow pawns to carry more than one weapon. It would be cool to have things like sidearms or be able to dual wield.
Title: Re: [MOD] (Alpha 9) Thingamajigs! + Spatula no longer for vegetarians fix
Post by: Shinzy on September 19, 2015, 06:53:07 AM
I read you Pokk! that'd be swell
I'll possibly add some of these in my "trinket mod" in the distant future, Baz
Title: Re: [MOD] (Alpha 9) Thingamajigs! + Spatula no longer for vegetarians fix
Post by: Ungrateful on November 14, 2015, 06:27:56 AM
Quote from: Pokk720 on September 18, 2015, 06:42:05 PM
I just updated this for Alpha 12 for my own use
... Any Chance you might be able to provide a link to your unofficial update?
Title: Re: [MOD] (Alpha 9) Thingamajigs! + Spatula no longer for vegetarians fix
Post by: Ungrateful on February 11, 2016, 10:23:35 PM
Hey Shinzy have you thought of reviving this mod now that toolsforhauling gives us backpacks and lets us "multitask"? If not how hard would it be to update as a personal request? This mod was one of my favorites!
Title: Re: [MOD] (Alpha 12) Thingamajigs!
Post by: Shinzy on February 12, 2016, 05:11:18 AM
Quote from: Ungrateful on February 11, 2016, 10:23:35 PM
Hey Shinzy have you thought of reviving this mod now that toolsforhauling gives us backpacks and lets us "multitask"? If not how hard would it be to update as a personal request? This mod was one of my favorites!

not hard at all! just needed to fix the texture paths .. you ungrateful git
https://ludeon.com/forums/index.php?action=dlattach;topic=6482.0;attach=11267
Title: Re: [MOD] (Alpha 12) Thingamajigs!
Post by: Ungrateful on February 12, 2016, 08:20:56 AM
Oh my Gosh Thank you! You literally just made my Morning!!! Thank you, thank you, thank you!!!
Title: Re: [MOD] (Alpha 12) Thingamajigs!
Post by: branch? on February 16, 2016, 07:54:18 PM
Does this mod have to have a fresh world and colony or have any conflicts with other mods? When I open my existing colony with this mod (multiple different times) it has the black - newly added mod screen (which you can fix by restarting).
Title: Re: [MOD] (Alpha 12) Thingamajigs!
Post by: Shinzy on February 17, 2016, 05:54:06 AM
Quote from: Long Night'a Hooking on February 16, 2016, 07:54:18 PM
Does this mod have to have a fresh world and colony or have any conflicts with other mods? When I open my existing colony with this mod (multiple different times) it has the black - newly added mod screen (which you can fix by restarting).

None that I know of! It only adds few melee weapons and recipes for them on the smithing bench
it shouldn't have any conflicts with other mods unless they change some of the Core files somehow (Like melee weapons or the smithing bench)

Edit: There was few silly errors that didn't break the mod for myself when I tested it. Couuuuld be what cause the issues for you! :-[
Fixed! *ahem*

Edit 2: I'd like to let it be known that this was all Ungrateful's fault for hurrying me with flattery! I'm in no way responsible. Not a tiny bit! nu uh. Nope!
Title: Re: [MOD] (Alpha 12) Thingamajigs!
Post by: Justas love on February 20, 2016, 05:08:19 AM
Hello, can u fix the download link?
Title: Re: [MOD] (Alpha 12) Thingamajigs!
Post by: Shinzy on February 20, 2016, 09:27:15 AM
Quote from: Justas love on February 20, 2016, 05:08:19 AM
Hello, can u fix the download link?

yes! the file was downloadable at the very bottom of the post as an attachment but I totally forgot there was link up top, too :-[
Thanks =P
Title: Re: [MOD] (Alpha 12) Thingamajigs!
Post by: Justas love on February 20, 2016, 09:57:47 AM
Quote from: Shinzy on February 20, 2016, 09:27:15 AM
Quote from: Justas love on February 20, 2016, 05:08:19 AM
Hello, can u fix the download link?

yes! the file was downloadable at the very bottom of the post as an attachment but I totally forgot there was link up top, too :-[
Np
Thanks =P
Title: Re: [MOD] (Alpha 12) Thingamajigs!
Post by: branch? on April 19, 2016, 08:11:00 PM
Is this compatible with A13?
Title: Re: [MOD] (Alpha 12) Thingamajigs!
Post by: Shinzy on April 20, 2016, 06:44:15 AM
Quote from: Long Night'a Hooking on April 19, 2016, 08:11:00 PM
Is this compatible with A13?
Nup! Don't think I'll keep updating this one, either
might ask ItchyFlea if he'd like to merge any of them items from this in his tool mod
Title: Re: [MOD] (Alpha 12) Thingamajigs!
Post by: branch? on April 20, 2016, 09:04:00 PM
Quote from: Shinzy on April 20, 2016, 06:44:15 AM
Quote from: Long Night'a Hooking on April 19, 2016, 08:11:00 PM
Is this compatible with A13?
Nup! Don't think I'll keep updating this one, either
might ask ItchyFlea if he'd like to merge any of them items from this in his tool mod

Oh that's a shame, the Chiphook and the Spatula were very useful tools.