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RimWorld => Releases => Mods => Outdated => Topic started by: ItchyFlea on October 07, 2014, 01:46:55 AM

Title: [A15] Right Tool For The Job v1.16
Post by: ItchyFlea on October 07, 2014, 01:46:55 AM
Right Tool For The Job v1.16


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, Autohammer)
Normal tools increase the colonists efficiency by 20%
Auto tools increase the colonists efficiency by 150%

There are also 2 types of "clothing" that increase a colonists global work speed.
The toolbelt gives a 30% increase to global work speed.
The advanced toolbelt gives 170% increase to global work speed.

The normal tools are made from 10 metal and 1 wood. The advanced ones are made from 75 plasteel.
The toolbelt and advanced toolbelt are made from the 3 tools of their type. (Normal or Advanced.)

These are all made at the 'Tool Construction Table'.

All tools and the toolbelts can be traded with traders for what I hope are appropriate prices.

Mod Team:
Download:

Alpha 10 versions have been made.

Screenshot:
(http://i.imgur.com/8Ttfk4p.png)
Thanks to Shinzy for this screenshot. Clothes are from the Apparello (https://ludeon.com/forums/index.php?topic=5085.0) mod

Other Versions:
Changelog:
v1.16:
v1.15b:
v1.15 (A14):
v1.15:
v1.14:
v1.13:
v1.12:
v1.11:
v1.1:
v1.0:
v0.91:

(http://i.creativecommons.org/l/by-sa/4.0/88x31.png)
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License (http://creativecommons.org/licenses/by-sa/4.0/)

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 7) Right Tool For The Job (v0.9)
Post by: Romi on October 07, 2014, 05:52:53 AM
An usefull mod!Good work!
Title: Re: [MOD] (Alpha 7) Right Tool For The Job (v0.9)
Post by: Aoderic on October 07, 2014, 09:41:17 AM
I was just playing and thinking about why the colonists did not have any tools, now they have, Great!
Title: Re: [MOD] (Alpha 7) Right Tool For The Job (v0.9)
Post by: skullywag on October 07, 2014, 09:52:37 AM
all I can think of when I see "autohammer" is the hammer Homer makes in the Simpsons.
Title: Re: [MOD] (Alpha 7) Right Tool For The Job (v0.9)
Post by: LORDPrometheus on October 07, 2014, 12:45:13 PM
So do the tools work like weapons or did you create a new mechanic. Because the last thing I want is to have a group of mechenoids drop on a bunch of guys with axes.
Title: Re: [MOD] (Alpha 7) Right Tool For The Job (v0.9)
Post by: ItchyFlea on October 07, 2014, 04:46:32 PM
So do the tools work like weapons or did you create a new mechanic. Because the last thing I want is to have a group of mechenoids drop on a bunch of guys with axes.
The tools currently work like weapons (and can be used as melee weapons), but the toolbelt (made from 3 tools) is something that can be worn, so weapons can be held while wearing it. :)
Title: Re: [MOD] (Alpha 7) Right Tool For The Job (v0.9)
Post by: sylink on October 07, 2014, 05:38:49 PM
The archive appears to be corrupted on download ?
Title: Re: [MOD] (Alpha 7) Right Tool For The Job (v0.9)
Post by: ItchyFlea on October 07, 2014, 05:42:15 PM
The archive appears to be corrupted on download ?
I've reuploaded it. Should be fine now.
Probably broken during the website migration.
Title: Re: [MOD] (Alpha 7) Right Tool For The Job (v0.9)
Post by: Iwillbenicetou on October 07, 2014, 08:42:12 PM
Hey ItchyFlea, you should make a modpack with all the mods you have ever made, would be fun to see.
Title: Re: [MOD] (Alpha 7) Right Tool For The Job (v0.9)
Post by: TheClassiness on October 08, 2014, 10:01:28 PM
Can you upload the graphics for the tools? This mod is really awesome and it would definitely be helpful, but if the graphics look like crap I'm not going to download it. xD
Title: Re: [MOD] (Alpha 7) Right Tool For The Job (v0.9)
Post by: Shinzy on October 09, 2014, 06:58:04 AM
Can you upload the graphics for the tools? This mod is really awesome and it would definitely be helpful, but if the graphics look like crap I'm not going to download it. xD

If the textures are dealbreaker for you, You can use mine!
(http://i.imgur.com/8Ttfk4p.png)

with complete disregard to how Itchy wanted the tools to look like officially =P
I made these for my own use.. But sharing is caring I guess!


[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 7) Right Tool For The Job (v0.9)
Post by: ItchyFlea on October 09, 2014, 07:01:23 AM
-snip-
Can I include those in the mod? My textures are crap, as I can't draw my way out of a paper bag. :(
But I can claw my way out. :P

Also, new version coming out tomorrow sometime, as these are currently far to OP for their cost.
Title: Re: [MOD] (Alpha 7) Right Tool For The Job (v0.9)
Post by: Shinzy on October 09, 2014, 07:10:12 AM
-snip-
Can I include those in the mod? My textures are crap, as I can't draw my way out of a paper bag. :(
But I can claw my way out. :P

Also, new version coming out tomorrow sometime, as these are currently far to OP for their cost.
Ofc you can! I thought you'd maybe had someone already making textures for them but this works ;D

And you heard it here first everyone!
if you're trying to kidnap itchy, use sturdier bags, okay? okay!


Oh oh! while you're at it, could you adjust the angles on how they hold the tools?
they look really silly in combat =P
pickaxe and axe are both embedded in their face half the time and they insist on poking enemies with the handle while using hammers
I mean I don't judge them but.. as having studied carpentry I can tell it's not the most convenient way of doing it
Title: Re: [MOD] (Alpha 7) Right Tool For The Job (v0.9)
Post by: harpo99999 on October 09, 2014, 07:26:56 AM
Hey ItchyFlea, you should make a modpack with all the mods you have ever made, would be fun to see.
I also would like to have a itchyflea scratchpack
Title: Re: [MOD] (Alpha 7) Right Tool For The Job (v0.9)
Post by: JuliaEllie on October 09, 2014, 07:28:20 AM
You Shinzy are the texture hero of the modding community. Ive seen you many times helping out with extures without beeing asked for.
(http://i.imgur.com/q3l7ake.jpg)
Title: Re: [MOD] (Alpha 7) Right Tool For The Job (v0.9)
Post by: skullywag on October 09, 2014, 08:05:31 AM
He is pretty good....you might say "hes the right tool for the job"....wait...did i just call him a tool...lol! Love you Shinzy!

also your mods great Itchy, given me some ideas.....*wanders off mumbling*
Title: Re: [MOD] (Alpha 7) Right Tool For The Job (v0.91)
Post by: ItchyFlea on October 09, 2014, 05:09:41 PM
New version is up.

The textures Shinzy made have been added to the mod.
All tools have had their effects lowered.
Adjusted the tool visual offset to make them appear to be held properly.
Title: Re: [MOD] (Alpha 7) Right Tool For The Job (v1.0)
Post by: ItchyFlea on October 10, 2014, 06:36:06 PM
And the v1.0 version is out.

Apart from bug fixes, this is pretty much the final version of this mod.
I'd like to give a special thanks to Shinzy for the amazing textures. :D

Whats new in the 1.0 version?
Title: Re: [MOD] (Alpha 7) Right Tool For The Job (v1.0)
Post by: JAVAgamer on October 17, 2014, 10:16:14 AM
Awesome mod! Keep 'em comin'!
Title: Re: [MOD] (Alpha 7) Right Tool For The Job (v1.0)
Post by: Igabod on October 17, 2014, 11:07:19 AM
Just now saw the hammer and axe textures and now I'm not feeling quite so good about the ones I made for the same objects. I was really proud of how my axe came out too till I saw this one. Back to the drawing board (gimp).
Title: Re: [MOD] (Alpha 7) Right Tool For The Job (v1.0)
Post by: Noobshock on October 17, 2014, 11:30:46 AM
This mod is a really good addition and the textures look cool, but:

Auto tools increase the colonists efficiency by 150%

The advanced toolbelt gives 170% increase to global work speed.

Even if you made them the most expensive or rare things ever - and I'd bet they aren't, I'd still consider that "game-breaking" (casually turning your pawns into superman work-wise). If you're going to make an otherwise cool mod with a small number of good-looking well thought-out additions, don't ruin it by having numbers out of whack like this. There's already a lot of mods that introduce good ideas but then the modders can't help making their stuff GODMODE, which is completely unnecessary and only detracts from the quality of their work.

Adjust those numbers to be more reasonable (75 plasteel for 150% work speed is dirt cheap, especially if craftable) and this becomes a very solid mod almost everyone can use. I'd lean towards (significantly) tuning down the efficiency of the auto versions rather than increasing the cost, but of course all of this is my opinion.

Hell even the 10 Metal / 1 Wood is dirt cheap for the regular tools. Make it an opportunity cost, an interesting choice of "do I want to get one or not for this guy" rather than a default resounding "YES let's equip every pawn that ever works with this stuff".
Title: Re: [MOD] (Alpha 7) Right Tool For The Job (v1.0)
Post by: Noobshock on October 17, 2014, 11:45:22 AM
And just to further explain my reasoning, if you make those tools a "gonna make them by default because they're just 10 metal / 1 wood" item, it creates a "making sure your colonists all have the right 'tier' item to work with" concern, which brings you closer to the tedium of MMO mechanics than any meaningful and engaging player choice.

Always think of the opportunity cost, how it fits into the existing game and whether it creates new choices/dilemmas for the player or just a default path.
Title: Re: [MOD] (Alpha 7) Right Tool For The Job (v1.0)
Post by: Felime on October 17, 2014, 12:09:36 PM
I don't mind it for the tools and stuff, even the stronger more expensive stuff, but the no downsides apparel are a bit much.

The tools have the opportunity cost of not giving your colonist a gun, and are specialized, but a massive global work speed buff that doesn't take up a slot, or doesn't take up an important slot feels really strong.

Just my opinion, it's your mod, do what you want!
Title: Re: [MOD] (Alpha 7) Right Tool For The Job (v1.0)
Post by: Noobshock on October 17, 2014, 12:22:05 PM
The tools have the opportunity cost of not giving your colonist a gun

Which you grab and go on your way to the frontline during a raid, that's indeed a minor inconvenience, but I wouldn't call that an opportunity cost. You can still use your tool 90%+ of the time and just switch to gun when the raid shows up. Either way, I've made my point already, and the reason I did in the first place is because I think this is a good mod that needs numbers tweak to go from good to great.
Title: Re: [MOD] (Alpha 7) Right Tool For The Job (v1.0)
Post by: Matthiasagreen on October 17, 2014, 12:26:31 PM
I think it makes sense how it is. It brings the realism in the idea that tools are cheap and make the job easier, but if you get attacked you have to run to get the gun. I don't see the justification in making a hammer the same value and obtainment difficulty as a machine gun. 
Title: Re: [MOD] (Alpha 7) Right Tool For The Job (v1.0)
Post by: Noobshock on October 17, 2014, 12:47:23 PM
It brings the realism in the idea that tools are cheap and make the job easier

If realism results in more tedium and no meaningful choice on top of trivializing difficulty by buffing all your workers for dirt cheap, then realism is a bad idea.

It's a much better approach to give them a significant cost (relative to when you can start crafting them), make it a dilemma which colonists you are going to equip or not because you won't want to spend a fortune on tools, and as a result have less micromanagement tedium related to switching tools for guns every time a raid shows up (which there would be a lot of with the current numbers). It also adds flavor/uniqueness to the pawns, where some will be the skilled enough ones that deserved the tools as opposed to the others for whom it's really not worth investing, or at least not yet. "This guy is my #1 builder/miner etc"

Eh whatever, it's not my mod. Your loss if this falls on deaf ears.


I don't see the justification in making a hammer the same value and obtainment difficulty as a machine gun.

That's not what I'm suggesting. Miniguns are definitely rare and tools shouldn't be anywhere close to that (and they never will because you can't craft miniguns). What I'm suggesting is just that they should have significant crafting costs, I'm thinking at least 50 metal per basic tool, for instance. 20% global work speed is a significant buff. Think how much you'd be willing to pay for it right now in game without this mod. I'd definitely value it above 10 metal / 1 wood.
Title: Re: [MOD] (Alpha 7) Right Tool For The Job (v1.0)
Post by: Igabod on October 17, 2014, 02:03:43 PM
I'm thinking at least 50 metal per basic tool, for instance. 20% global work speed is a significant buff. Think how much you'd be willing to pay for it right now in game without this mod. I'd definitely value it above 10 metal / 1 wood.

You realize that you can make a big table for around 35 metal right? Why would a hammer require more metal than a big table around which 8 people can comfortably eat? Increasing the cost in resources is only a good idea if the cost makes sense compared to other items you can build. Costs shouldn't be increased without thought to what makes sense or not just for the sake of balance when there are other means to achieve balance. I would side more on the slight reduction in the benefit to the work speed if balance is truly an issue. I still haven't played this mod yet but plan on trying it tonight when I play.
Title: Re: [MOD] (Alpha 7) Right Tool For The Job (v1.0)
Post by: PKGameOnly on October 17, 2014, 02:27:34 PM
Oh I do agree, I remember trying to get my colonist colored royal beds made out of cloth and it took me like 4 months of them sleeping on sleeping spots before that happens.  Sometimes the benefits dont fit the product to be purchased.  Tweaking the mod a bit to up the metal to say 15 per and 2 wood might be a good compromise, but remember not everyone in your colony will be a constructor or miner, and if everyone had these mod equip/weapons, then in a real fight with say mech, you have to pause the game, have all your 10+ colonist run to gun pile and equip with weapons that shoot bullet, to kill these mechs, and dont let it be a drop in on your beacon stock pile. Not very useable for weapons in all cases and tiresome to change over in panic time.
Title: Re: [MOD] (Alpha 7) Right Tool For The Job (v1.0)
Post by: Noobshock on October 17, 2014, 02:35:35 PM
You realize that you can make a big table for around 35 metal right? Why would a hammer require more metal than a big table around which 8 people can comfortably eat?

Because a 20% work speed buff on a colonist is a much higher value than a table, and there has to be some sort of cost/benefit relationship somewhere. If too much metal offends you for lore reasons, you could increase the cost using other resources, like silver / wood etc. In a game like DF the relatively low material costs of tools is offset by the fact that you need an anvil, a smith and coal for the furnace to produce tools, and those are where most of the opportunity cost lies. Maybe to make this work the right approach would be a new workstation, and for the auto tools you'd need some form of research. But yeah, that's a lot more work, which is what happens when you want both lore and balance :D
Title: Re: [MOD] (Alpha 7) Right Tool For The Job (v1.0)
Post by: Noobshock on October 17, 2014, 02:47:26 PM
if everyone had these mod equip/weapons, then in a real fight with say mech, you have to pause the game, have all your 10+ colonist run to gun pile and equip with weapons that shoot bullet, to kill these mechs, and dont let it be a drop in on your beacon stock pile. Not very useable for weapons in all cases and tiresome to change over in panic time.

That's part of the reason why I suggest making them cost more and generally be more "special". The buffs are very solid and the items shouldn't be so cheap that you want to equip every colonist with one automatically, otherwise the scenario you're describing is going to happen a lot for people with this mod, and it becomes a tedious micro fest to run your colony in an optimal way, because you will not want to miss out on buffs that are significantly helpful.
Title: Re: [MOD] (Alpha 7) Right Tool For The Job (v1.0)
Post by: ItchyFlea on October 17, 2014, 05:24:52 PM
You've got good points Noobshock. But I should mention that this mod was basically an offshoot of my work on my Neolithic Mod (https://ludeon.com/forums/index.php?topic=3303.0) (really need to change the name at some point as it's inaccurate).

I forgot to add to the OP that this mod is under the CCASA. (Added it now.) Feel free to make the changes you're suggesting and post your version of the mod on the forums. If you'd like, I would even add a link to it in the OP of this thread. Trust me, if you can use a text editor, you can make the changes you're suggesting. :)
Title: Re: [MOD] (Alpha 7) Right Tool For The Job (v1.0)
Post by: daedelus on October 17, 2014, 07:31:12 PM
When you start the game, you can already mine and build stuff without tools. That sound realistic to you? Have you ever mined through rock for metal with your bare hands? This is one of those things in games where it's implied that you already have basic tools to do what you need to. Maybe I'm wrong and there's people out there that can dig through rocks with their fingertips, karate chop trees down into perfect 2x4's and having a pickaxe or an axe only makes the job go 20% faster. I wish I could do that. That said, having a slightly better metal pickaxe is unlikely to increase your efficiency by 20%. If you're gonna get that kinda bonus out of something you made from a chunk of metal and a stick, the regular tools should be made from plasteel and have a long crafting time..

The 150% for automatic tools could be considered realistic if it was balanced. In the real world, automatic tools like chainsaws and mining drills are pretty damn heavy. I'm not sure I know what an autohammer is or how it's capable of being the only tool needed to build a house 150% faster than the collection of tools the colonists had on their space ship, but that sounds pretty heavy too. I like the concept of automatic tools to speed things up but being that easy to obtain and weightless sort of kills it for me. I think if you're going to include the auto tools, they shouldn't just automatically be craft-able, certainly not with only one type of raw material that you found on the planet you just crashed on with no specialized training. If you're going for realism then tools like that were probably made in a large factory with very expensive machines not on a table you made with your bare hands that would likely resemble some neatly placed logs with some chunks of metal sprinkled on top.

Maybe put them on as an uncommon item for industrial traders to sell and also put a heavy movement restriction on them (especially the tool belt that can somehow hold 3 massive power tools), but I guess there are a lot of people that like getting the best stuff right away.

I'm just making suggestions, I understand if I get a few flames in reply. :)

I just think the numbers need to be tweaked because if you think about it, realism IS balance and there's a lot of variables to consider.
Title: Re: [MOD] (Alpha 7) Right Tool For The Job (v1.0)
Post by: Noobshock on October 17, 2014, 07:38:30 PM
I'm really glad you didn't take it the wrong way since I did post a lot but really it's because the mod caught my eye for its simplicity and elegance (the kind of cool small extra feature mod people can easily pick up without being intimidated by too many changes at once). I just thought it would be a shame to not get the numbers "right", or at least somewhat right.

I'll see what I can come up with. If you want to be hardcore about lore consistency and not have metal costs above tables and the like, part of the opportunity cost should be diverted into a new workstation which can have its own conditions (like requiring a certain crafting skill level depending on the recipe like cooking, or needing some sort of "fuel" similar to the coal in DF). It's either that or a small silver cost, which would be great for "rationing" tools early game especially, but using silver as part of a crafting recipe creates another consistency problem, as I don't think Tynan has gone there and it doesn't look like he's going to, at least not as of yet.

If you have an idea for something which could credibly be used as fuel, feel free. Wood doesn't sound very satisfying, you don't just melt stuff by throwing it in a wood fire.
Title: Re: [MOD] (Alpha 7) Right Tool For The Job (v1.0)
Post by: Igabod on October 17, 2014, 07:56:53 PM
I actually kinda like the suggestion that this not be an item you can make but can only find from industrial traders or something. You could then tweak the silver cost of the tool up or down as balance requires and the plausible explanation for the tools being really expensive is that you are on a planet really far from everything else so naturally the prices for things that are in demand would be higher.
Title: Re: [MOD] (Alpha 7) Right Tool For The Job (v1.0)
Post by: ItchyFlea on October 17, 2014, 08:12:23 PM
-snip-
I'm fairly laid-back and you had proper constructive criticism, so I was willing to read what you said and consider it. Plus I'm a cat, so that might contribute to the laid-back attitude. Meow. :P

As for fuel, I had considered, many times, to have uranium as part of the crafting recipe for the power tools. Never really got around to adding that though.
Title: Re: [MOD] (Alpha 7) Right Tool For The Job (v1.0)
Post by: Igabod on October 17, 2014, 09:30:04 PM
-snip-
I'm fairly laid-back and you had proper constructive criticism, so I was willing to read what you said and consider it. Plus I'm a cat, so that might contribute to the laid-back attitude. Meow. :P

As for fuel, I had considered, many times, to have uranium as part of the crafting recipe for the power tools. Never really got around to adding that though.

lol! radioactive power tools. They help you get the job done REALLY fast, but you might get cancer.
Title: Re: [MOD] (Alpha 7) Right Tool For The Job (v1.0)
Post by: StorymasterQ on October 19, 2014, 10:39:21 PM
Plus I'm a cat, so that might contribute to the laid-back attitude. Meow. :P

Once and for all, Itchy, are you a cat or are you a flea? Or are you a cat with itchy fleas?
Title: Re: [MOD] (Alpha 7) Right Tool For The Job (v1.0)
Post by: Igabod on October 19, 2014, 10:44:22 PM
Plus I'm a cat, so that might contribute to the laid-back attitude. Meow. :P

Once and for all, Itchy, are you a cat or are you a flea? Or are you a cat with itchy fleas?

Or are you a psychotic squirrel?
Title: Re: [MOD] (Alpha 7) Right Tool For The Job (v1.0)
Post by: ItchyFlea on October 19, 2014, 11:39:34 PM
Plus I'm a cat, so that might contribute to the laid-back attitude. Meow. :P
Once and for all, Itchy, are you a cat or are you a flea? Or are you a cat with itchy fleas?
Or are you a psychotic squirrel?

I'm a cat, with fleas, that sometimes make me itchy.

IIRC the psychotic squirrel was the first event I encountered in the game back in the pre-alpha.
Title: Re: [MOD] (Alpha 7) Right Tool For The Job (v1.0)
Post by: harpo99999 on October 20, 2014, 05:30:06 AM
and your pic looks just like my cuddle buzz(nickname) name was bozzley, unfortunately he got mouth cancer, and had to be put to sleep, and I STILL miss the big black cuddle buzz (all 20 pounds of muscle) and could even shake a concrete slab building with his second and third stage purrs, and I STILL want to scrach your chin
Title: Re: [MOD] (Alpha 7) Right Tool For The Job (v1.0)
Post by: Noobshock on October 20, 2014, 01:26:36 PM
Here's my proposition:

"nuts & bolts" - new item available from industrial traders for 75 silver per unit (before any trading modifiers), industrial traders typically sell 2-3 units (this would need a texture). Nuts and bolts can also be found rarely in very small quantities (1-2) from pod crashes, for instance, and maybe as a semi-rare drop from mechanoids.

Basic tools cost 15 metal / 5 wood / 1 "nuts & bolts"

Tool belt buff speed reduced to 20% (switching specialized buffs to global work speed is a huge improvement on its own, no need to further increase speed)
Tool belt costs 1 Pickaxe, 1 Axe, 1 Hammer, 40 fabric

Advanced tools buff speed reduced to 100%
Advanced tools cost 50 plasteel / 3 "nuts & bolts"

Advanced tool belt buff speed reduced to 100%
Advanced tool belt costs 1 Drill, 1 Chainsaw, 1 Auto hammer, 60 LEATHER (exclude cloth, need stronger stuff to carry this much weight around)

Toolmaking - Replaces "Pneumatic Picks", 200 pts, unlocks the building Toolsmith's workbench and all basic recipes.
Advanced Toolmaking - New research, 800 pts, unlocks all the auto tools/belt recipes, requires "Toolmaking"

There you go. Basic picks are now a staple for your key miners (replaces pneumatic picks), everything costs you enough that nothing is really a no-brainer anymore, and industrial suppliers serve to limit the quantity of tools available.

Goes from being a mostly "please make the game easier" addon, to extra content that doesn't offensively break game balance.
Title: Re: [MOD] (Alpha 7) Right Tool For The Job (v1.0)
Post by: Noobshock on October 21, 2014, 04:33:06 PM
FYI I'm almost done with my "take" on this, just gotta get the research unlocking recipes to work properly at this point.

For the nuts and bolts I picked up this (http://img3.wikia.nocookie.net/__cb20130117040503/thesimssocial/images/2/21/Nuts_%26_Bolts_(item).png) from some sims game as a placeholder, which I'm assuming is not very kosher so I'll leave it out. I can't draw to save my life though so :/
Title: Re: [MOD] (Alpha 8) Right Tool For The Job (v1.1)
Post by: ItchyFlea on December 13, 2014, 05:55:29 PM
Updated for Alpha 8.
Title: Re: [MOD] (Alpha 8) Right Tool For The Job (v1.1)
Post by: Milano22 on December 15, 2014, 03:14:55 PM
Awesome mod.
Title: Re: [MOD] (Alpha 8) Right Tool For The Job (v1.1)
Post by: iame6162013 on December 16, 2014, 01:03:21 PM
This could make my game nice and hard *Evil laugh*
Title: Re: [MOD] (Alpha 7) Right Tool For The Job (v0.9)
Post by: john pretzel on December 18, 2014, 01:20:27 PM
Hey ItchyFlea, you should make a modpack with all the mods you have ever made, would be fun to see.
I also would like to have a itchyflea scratchpack

I subscribe this. Thanks for the mods Itchyflea  :D
Title: Re: [MOD] (Alpha 8) Right Tool For The Job (v1.1)
Post by: Grynnreaper on January 02, 2015, 11:48:13 PM
I'm getting red boxes instead of tool graphics and when I went to build the bench I got a red box that I couldn't cancel and had to force quit the game. Any idea what I did wrong?
Title: Re: [MOD] (Alpha 8) Right Tool For The Job (v1.1)
Post by: Grynnreaper on January 03, 2015, 12:04:58 AM
to be clear I can use the tools, various people show up with them ( and excess limbs and organs hehe) like 7 adv toolbelts fell out of the sky and I love them but can't build the tool bench. also there is no texture for the bench in the tex folder that I could see. this is pastebin of my output log http://pastebin.com/BsXPpY5H
Title: Re: [MOD] (Alpha 8) Right Tool For The Job (v1.1)
Post by: ItchyFlea on January 03, 2015, 01:29:26 AM
to be clear I can use the tools, various people show up with them ( and excess limbs and organs hehe) like 7 adv toolbelts fell out of the sky and I love them but can't build the tool bench. also there is no texture for the bench in the tex folder that I could see. this is pastebin of my output log http://pastebin.com/BsXPpY5H
Probably caused by the outdated mod/s that you are using on conjunction with this mod. I highly suggest double checking that the mods you're using were made for Alpha 8.
Title: Re: [MOD] (Alpha 8) Right Tool For The Job (v1.1)
Post by: Grynnreaper on January 03, 2015, 06:17:32 AM
fresh install of the game, well the worst that happens is I wait for next update and keep hoping people bring me more tools lol, I can't go back to no toolbelts now man! I can't! lol
Great bunch of mods you made btw
Title: Re: [MOD] (Alpha 8) Right Tool For The Job (v1.1)
Post by: Grynnreaper on January 03, 2015, 08:48:38 PM
yeah the only folder in the textures folder is tools

the graphicpath references a file structure that does not exist in the mod's folder. Is this looking outside the mod's folder?
<graphicPathSingle>Things/Building/Production/TableMachining</graphicPathSingle>

is there supposed to be a folder for Things?
Title: Re: [MOD] (Alpha 8) Right Tool For The Job (v1.1)
Post by: ItchyFlea on January 03, 2015, 09:31:22 PM
yeah the only folder in the textures folder is tools

the graphicpath references a file structure that does not exist in the mod's folder. Is this looking outside the mod's folder?
<graphicPathSingle>Things/Building/Production/TableMachining</graphicPathSingle>

is there supposed to be a folder for Things?
No. The tool making table is using the graphics for the Machine table, which are in that location.

The game thinks you are using an old version of a mod. I remember someone else had this type of issue. Tynan said it was caused by installing a new version of the game over the top of an old version.
So I suggest completely removing the game folder and extracting a fresh copy from the zip.
Title: Re: [MOD] (Alpha 8) Right Tool For The Job (v1.1)
Post by: StorymasterQ on January 12, 2015, 03:49:38 AM
Sorry for being OT, but I just noticed this topic's ID is 6666. Then again, I'm not surprised that it was Itchy who created it, him being a Basement Cat and all.
Title: Re: [MOD] (Alpha 8) Right Tool For The Job (v1.1)
Post by: ItchyFlea on January 12, 2015, 06:54:50 AM
Sorry for being OT, but I just noticed this topic's ID is 6666. Then again, I'm not surprised that it was Itchy who created it, him being a Basement Cat and all.
It's at time's like this I need an evil grin smiley.

Title: Re: [MOD] (Alpha 9) Right Tool For The Job (v1.11)
Post by: ItchyFlea on February 18, 2015, 10:54:19 PM
Updated to Alpha 9.
Title: Re: [MOD] (Alpha 9) Right Tool For The Job (v1.11)
Post by: Rathael on February 19, 2015, 02:52:56 PM
Getting this error when trying to generate a new world.

Code: [Select]
Exception filling window for RimWorld.Page_CreateWorldParams: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.StatWorker.GetValueUnfinalized (StatRequest req, Boolean applyPostProcess) [0x00000] in <filename unknown>:0
  at RimWorld.StatWorker.GetValue (StatRequest req, Boolean applyPostProcess) [0x00000] in <filename unknown>:0
  at RimWorld.StatWorker.GetValueAbstract (Verse.EntityDef def, Verse.ThingDef stuffDef) [0x00000] in <filename unknown>:0
  at RimWorld.StatExtension.GetStatValueAbstract (Verse.EntityDef def, RimWorld.StatDef stat, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0
  at RimWorld.PawnWeaponGenerator.IsDerpWeapon (Verse.ThingDef thing, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0
  at RimWorld.ThingStuffPair.get_Commonality () [0x00000] in <filename unknown>:0
  at RimWorld.PawnWeaponGenerator.<TryGenerateWeaponFor>m__F0 (ThingStuffPair w) [0x00000] in <filename unknown>:0
  at (wrapper delegate-invoke) System.Func`2<RimWorld.ThingStuffPair, single>:invoke_single__this___ThingStuffPair (RimWorld.ThingStuffPair)
  at Verse.GenCollection.RandomElementByWeight[ThingStuffPair] (IEnumerable`1 source, System.Func`2 weightSelector) [0x00000] in <filename unknown>:0
  at RimWorld.PawnWeaponGenerator.TryGenerateWeaponFor (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.PawnGenerator.GeneratePawn (Verse.PawnKindDef kindDef, RimWorld.Faction faction) [0x00000] in <filename unknown>:0
  at RimWorld.FactionGenerator.NewGeneratedFaction (RimWorld.FactionDef facDef) [0x00000] in <filename unknown>:0
  at RimWorld.FactionGenerator+<GenerateFactionsForNewWorld>c__Iterator6A.MoveNext () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.WorldGenerator.GenerateWorld () [0x00000] in <filename unknown>:0
  at RimWorld.Page_CreateWorldParams.GenerateAndReview () [0x00000] in <filename unknown>:0
  at Verse.DialogUtility.DoNextBackButtons (Rect winRect, System.String nextLabel, System.Action nextAct, System.Action backAct) [0x00000] in <filename unknown>:0
  at RimWorld.Page_CreateWorldParams.FillWindow (Rect inRect) [0x00000] in <filename unknown>:0
  at Verse.Layer.DoWindowContents () [0x00000] in <filename unknown>:0
 
Title: Re: [MOD] (Alpha 9) Right Tool For The Job (v1.11)
Post by: ItchyFlea on February 19, 2015, 03:11:41 PM
-snip-

What the hell...?
I'm seeing that too with just this mod running.

While I try to figure this out, generate the world with this mod disabled. Then enable this mod before starting your colony.
Title: Re: [MOD] (Alpha 9) Right Tool For The Job (v1.11)
Post by: Rathael on February 19, 2015, 04:01:21 PM
Will do. It might be from trying to spawn items in the people in cryo-caskets. I've noticed some mods that add implants will sometimes throw errors on starting a new colony from things like Leg, Arm, heart, etc parts. (that was in a8 though and the game still ran fine.)
Title: Re: [MOD] (Alpha 9) Right Tool For The Job (v1.11)
Post by: ItchyFlea on February 19, 2015, 05:05:17 PM
I found the cause, and the solution.
Unfortunately the solution ruins how this mod works, and as such I am not going to fix it. In the mean-time, generate a new world before activating this mod.

EDIT: I'll clarify that the cause is due to a bug in the game, not the mod itself. The only affected part of the game is world generation. Normal gameplay is not affected. Fixing the issue that causes the world generation to fail will break the balancing of the mod.
Title: Re: [MOD] (Alpha 9) Right Tool For The Job (v1.11)
Post by: Zhadum on February 20, 2015, 10:47:57 AM
I found the cause, and the solution.
Unfortunately the solution ruins how this mod works, and as such I am not going to fix it. In the mean-time, generate a new world before activating this mod.

EDIT: I'll clarify that the cause is due to a bug in the game, not the mod itself. The only affected part of the game is world generation. Normal gameplay is not affected. Fixing the issue that causes the world generation to fail will break the balancing of the mod.

I just spent several annoying minutes adding and removing mods to finally figure out that it was yours that was causing that issue.
Thanks for clarifying here that it will work and how to work around it.
Tip: Add this info to first page!
Title: Re: [MOD] (Alpha 9) Right Tool For The Job (v1.11)
Post by: re1wind on February 20, 2015, 12:33:45 PM
Ah, well that sucks. at least the work-around is fairly simple.
Title: Re: [MOD] (Alpha 9) Right Tool For The Job (v1.11)
Post by: ItchyFlea on February 20, 2015, 02:36:18 PM
I just spent several annoying minutes adding and removing mods to finally figure out that it was yours that was causing that issue.
Thanks for clarifying here that it will work and how to work around it.
Tip: Add this info to first page!
Sorry about that.
I can't believe I forgot to add that info to the OP, thank you for reminding me.
Title: Re: [MOD] (Alpha 9) Right Tool For The Job (v1.11)
Post by: Zhadum on February 22, 2015, 12:16:59 PM
I am still having issues. But I am not sure which mod or mods are causing it.
Game starts and works fine, except that I get error messages while playing. as far as I can tell it's in conjunction with visitors or traders or enemies supposed to arrive. They never do. (just started a new colony and haven't had a single incident yet after several days, but in the log window 3 times I've seen what seems to be those kinds of incidents not occuring.

Only reason I post here is because when searching forum for a term that showed up, this thread was the only one containing it.

Code: [Select]
System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.StatWorker.GetValueUnfinalized (StatRequest req, Boolean applyPostProcess) [0x00000] in <filename unknown>:0
  at RimWorld.StatWorker.GetValue (StatRequest req, Boolean applyPostProcess) [0x00000] in <filename unknown>:0
  at RimWorld.StatWorker.GetValueAbstract (Verse.EntityDef def, Verse.ThingDef stuffDef) [0x00000] in <filename unknown>:0
  at RimWorld.StatExtension.GetStatValueAbstract (Verse.EntityDef def, RimWorld.StatDef stat, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0
  at RimWorld.PawnWeaponGenerator.IsDerpWeapon (Verse.ThingDef thing, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0
  at RimWorld.ThingStuffPair.get_Commonality () [0x00000] in <filename unknown>:0
  at RimWorld.PawnWeaponGenerator.<TryGenerateWeaponFor>m__F0 (ThingStuffPair w) [0x00000] in <filename unknown>:0
  at (wrapper delegate-invoke) System.Func`2<RimWorld.ThingStuffPair, single>:invoke_single__this___ThingStuffPair (RimWorld.ThingStuffPair)
  at Verse.GenCollection.RandomElementByWeight[ThingStuffPair] (IEnumerable`1 source, System.Func`2 weightSelector) [0x00000] in <filename unknown>:0
  at RimWorld.PawnWeaponGenerator.TryGenerateWeaponFor (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.PawnGenerator.GeneratePawn (Verse.PawnKindDef kindDef, RimWorld.Faction faction) [0x00000] in <filename unknown>:0
  at RimWorld.PawnGroupMaker+<GenerateArrivingPawns>c__Iterator71.MoveNext () [0x00000] in <filename unknown>:0
  at RimWorld.PawnGroupMakerUtility+<GenerateArrivingPawns>c__Iterator72.MoveNext () [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.Pawn].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.Pawn]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.ToList[Pawn] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker_Raid.TryExecute (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker_RaidEnemy.TryExecute (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentQueue.IncidentManagerTick () [0x00000] in <filename unknown>:0
  at RimWorld.Storyteller.StorytellerTick () [0x00000] in <filename unknown>:0
  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0

I imagine that snippet is very similar to the one posted earlier in this thread. Might be wrong though.

Edit: your mod is not condusive to testing XD
it very heavily crashes if removed and game loaded XD
Edit2: It does in fact seem to be your mod that is causing issues for me. Using the dev tools I tried sending in various raids, wandererjoin etc incidents. Some/most of the time it failed when using your mod. In another colony with same set up of mods minus yours I did not manage to get a fail message when doing the same.
I am not a coder, but it seems to be erroneus by calling for a file or function (or faction?) that doesn't exist.
Title: Re: [MOD] (Alpha 9) Right Tool For The Job (v1.11)
Post by: ItchyFlea on February 22, 2015, 03:39:40 PM
-snip-
Damn, you're right.

This is awkward. I'll see what I can do.
Title: Re: [MOD] (Alpha 9) Right Tool For The Job (v1.12)
Post by: ItchyFlea on February 22, 2015, 04:16:04 PM
The StatRequest for null def. bug has been fixed. The solution is a workaround, but it works, and doesn't break the balancing of the mod all that much. This also means the issue with world generation has also been fixed.

You can now safely use this mod without it causing issues in the game.
Title: Re: [MOD] (Alpha 9) Right Tool For The Job (v1.12)
Post by: Zhadum on February 23, 2015, 08:14:49 PM
Awesome!
Title: Re: [MOD] (Alpha 9) Right Tool For The Job (v1.12)
Post by: pokemonfirer on April 24, 2015, 12:38:40 PM
any status on when this will be alpha 10 ready as i love having this mod
Title: Re: [MOD] (Alpha 9) Right Tool For The Job (v1.12)
Post by: ItchyFlea on April 25, 2015, 09:23:37 PM
any status on when this will be alpha 10 ready as i love having this mod
I have a severe lack of free time at the moment, so I can't promise anything. I do intend to update it, but I don't know when that will be.
Title: Re: [MOD] (Alpha 9) Right Tool For The Job (v1.12)
Post by: harpo99999 on April 26, 2015, 05:41:37 AM
kitties just need to stop HISSING and start purring on the mods
Title: Re: [MOD] (Alpha 9) Right Tool For The Job (v1.12)
Post by: skyarkhangel on May 26, 2015, 11:41:50 AM
I'am updated it to A10, full rewrote and add something new:)

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 9) Right Tool For The Job (v1.12)
Post by: Adamiks on May 26, 2015, 11:52:11 AM
I'am updated it to A10, full rewrote and add something new:)

What new? Tools can be storage in inventory (not weapon) slot?
Title: Re: [MOD] (Alpha 9) Right Tool For The Job (v1.12)
Post by: skyarkhangel on May 26, 2015, 12:00:04 PM
I'am updated it to A10, full rewrote and add something new:)

What new? Tools can be storage in inventory (not weapon) slot?

a shovels and brooms!  ;D
No, weapon slot, but have weapon damage.
Title: Re: [MOD] (Alpha 9) Right Tool For The Job (v1.12)
Post by: Adamiks on May 26, 2015, 12:03:34 PM
I'am updated it to A10, full rewrote and add something new:)

What new? Tools can be storage in inventory (not weapon) slot?

a shovels and brooms!  ;D

Oh... Not interested ;D Anyway i forgot about that i actually have Alpha 10 version of this mod (created by me) but i don't uploaded it (because i'm muffalo). And i have idea adding tools as apparel, not weapon, i will try to "do something" with this idea.
Title: Re: [MOD] (Alpha 9) Right Tool For The Job (v1.12)
Post by: ItchyFlea on May 26, 2015, 10:40:44 PM
-snip-
I'm perfectly fine with you uploading your version of the mod and making it available to others. Just make sure that your version uses the same license agreement that this one does. The licence agreement can be found in my signature.

EDIT: Added links to the Alpha 10 versions that others have made to the OP.
Title: Re: [MOD] (Alpha 9) Right Tool For The Job (v1.12) (A10 versions available)
Post by: LanMc on June 14, 2015, 04:53:59 PM
Alpha 11 please?  I love these tools!!!
Title: Re: [MOD] (Alpha 9) Right Tool For The Job (v1.12) (A10 versions available)
Post by: ItchyFlea on June 18, 2015, 11:22:24 PM
Updating this to A11 will take some time. While I don't know when an update will be released, it will be before the end of the month. (Hopefully a lot sooner.)

EDIT: Actually it may not take that long at all. I'm in a modding mood, so maybe it'll be done in the next few hours.
EDIT2: Wow that took much less time than I originally thought it would... Maybe it had something to do with this YouTube Music Playlist (https://www.youtube.com/watch?v=rxujAPhxlo0&list=RDrxujAPhxlo0&index=1)
Title: Re: [MOD] (Alpha 9) Right Tool For The Job (v1.12) (A10 versions available)
Post by: Topper on June 18, 2015, 11:43:09 PM
may the Crafter bless your hands!
Title: Re: [MOD] (Alpha 11) Right Tool For The Job (v1.13)
Post by: ItchyFlea on June 18, 2015, 11:57:59 PM
Wow that took much less time than I originally thought it would... Maybe it had something to do with this YouTube Music Playlist (Band: Disturbed) (https://www.youtube.com/watch?v=rxujAPhxlo0&list=RDrxujAPhxlo0&index=1)

The mod has been updated to Alpha 11.
I have also brought back the ability for raiders/visitors/etc to come equipped with tools as weapons.
Title: Re: [MOD] (Alpha 11) Right Tool For The Job (v1.13)
Post by: nmid on June 19, 2015, 07:51:22 AM
ty.. trying this out.
I know I'll love this :D
Title: Re: [MOD] (Alpha 11) Right Tool For The Job (v1.13)
Post by: LanMc on June 19, 2015, 06:07:47 PM
Thanks bunches love this mod!!!
Title: Re: [MOD] (Alpha 11) Right Tool For The Job (v1.13)
Post by: Zandor on June 20, 2015, 12:52:16 AM
Are there chances for other tools like cooking, cleaning, doctor, crafting/art, etc..?
Title: Re: [MOD] (Alpha 11) Right Tool For The Job (v1.13)
Post by: nmid on June 20, 2015, 04:38:39 AM
can't you use these + weapons?

I guess I'm talking layers... or double use of items in slots.
Title: Re: [A11] Right Tool For The Job (v1.13)
Post by: Topper on July 13, 2015, 06:25:22 PM
bump for update
Title: Re: [A11] Right Tool For The Job (v1.13)
Post by: Riftmaster on August 11, 2015, 06:21:43 AM
Does this still work in A11d, or...?
Title: Re: [A11] Right Tool For The Job (v1.13)
Post by: harpo99999 on August 11, 2015, 06:45:58 AM
itchy, I will try to either supply catnip OR givea chin tickle for you to update your tools to 11d (877), but if you do not, then the fleas will get VERY cranky with you and make you FLEA them
Title: Re: [A11] Right Tool For The Job (v1.13)
Post by: ItchyFlea on August 12, 2015, 09:57:19 AM
Just tested this and it works fine in Alpha 11d, at least from what I could see during the less than 1 minute test.
Can I still get the catnip despite not actually doing anything?
Title: Re: [A11] Right Tool For The Job (v1.13)
Post by: The13thRonin on August 12, 2015, 10:03:49 AM
Is it on the cards to make tools better for mining/crafting/chopping depending on their quality?
Title: Re: [A11] Right Tool For The Job (v1.13)
Post by: ItchyFlea on August 12, 2015, 11:04:42 AM
Is it on the cards to make tools better for mining/crafting/chopping depending on their quality?
While that would be nice, I don't intend to add such a feature at this time. Maybe in a future version.
Title: Re: [A11] Right Tool For The Job (v1.13)
Post by: The13thRonin on August 12, 2015, 11:06:38 AM
Is it on the cards to make tools better for mining/crafting/chopping depending on their quality?
While that would be nice, I don't intend to add such a feature at this time. Maybe in a future version.

What features are you planning on adding?

Or are you done with this mod?
Title: Re: [A11] Right Tool For The Job (v1.13)
Post by: harpo99999 on August 12, 2015, 05:40:20 PM
Just tested this and it works fine in Alpha 11d, at least from what I could see during the less than 1 minute test.
Can I still get the catnip despite not actually doing anything?
only option for not actually DOING anything is to curl up on a lap purring to get a chin tickle
Title: Re: [A11] Right Tool For The Job (v1.13)
Post by: ItchyFlea on August 12, 2015, 06:49:41 PM
What features are you planning on adding?

Or are you done with this mod?
At the moment I feel the mod is complete, and as such I don't intend to add any new features. This might change in the future.
Title: Re: [A11] Right Tool For The Job (v1.13)
Post by: The13thRonin on August 13, 2015, 02:25:12 AM
What features are you planning on adding?

Or are you done with this mod?
At the moment I feel the mod is complete, and as such I don't intend to add any new features. This might change in the future.

:(.
Title: Re: [A12] Right Tool For The Job (v1.14)
Post by: ItchyFlea on August 21, 2015, 09:25:09 PM
Updated for Alpha 12
Title: Re: [A12] Right Tool For The Job (v1.14)
Post by: Senacharim on August 25, 2015, 09:31:21 AM
So... the A12 update is cool (thanks for being on the ball!) but some of us are still playing on A11 as the A12 isn't a stable-update yet.

Any chance of getting a link to the A11 version of this one?

Also, it's one of my favorite mods, thank you!
Title: Re: [A12] Right Tool For The Job (v1.14)
Post by: Ninefinger on August 25, 2015, 12:36:56 PM
I dont think there was any changes needed from A11 to A12 so it should work for your A11 game.

This was a tough update hey Itchy lol ;)
Title: Re: [A12] Right Tool For The Job (v1.14)
Post by: ItchyFlea on August 25, 2015, 04:58:56 PM
Any chance of getting a link to the A11 version of this one?

Maybe: http://www.mediafire.com/download/68a2u1jjrvo4a67/A11_RTFTJ_v1.13.7z

I dont think there was any changes needed from A11 to A12 so it should work for your A11 game.
There was a texture issue, but otherwise there were basically no changes.
Title: Re: [A12] Right Tool For The Job (v1.14)
Post by: LustrousWolf on August 30, 2015, 05:57:37 AM
Is there a way for colonists to go pick up a pickaxe when its time to mine? Or say have an equipment rack outside of a little entrance to a mine, and have colonists swap out their guns for a pickaxe to then go and mine, then when they come out, they swap their pickaxe for their gun. Is this already implemented? Or possible to implement?
Title: Re: [A12] Right Tool For The Job (v1.14)
Post by: ItchyFlea on August 30, 2015, 11:59:45 PM
Is there a way for colonists to go pick up a pickaxe when its time to mine? Or say have an equipment rack outside of a little entrance to a mine, and have colonists swap out their guns for a pickaxe to then go and mine, then when they come out, they swap their pickaxe for their gun. Is this already implemented? Or possible to implement?
If I knew how to code, I'd be able to do this.

While it hasn't been updated for Alpha 12, Wivex created the feature you're after in his version of this mod: Tools For Jobs (https://ludeon.com/forums/index.php?topic=14843.0)
Title: Re: [A12] Right Tool For The Job (v1.14)
Post by: Topper on August 31, 2015, 03:33:25 AM
is the sledgehammer compatible with the romance mod?
Title: Re: [A12] Right Tool For The Job (v1.14)
Post by: TheSilencedScream on August 31, 2015, 09:36:58 AM
is the sledgehammer compatible with the romance mod?

Best quote I've seen in a while. Thank you.
Title: Re: [A12] Right Tool For The Job (v1.14)
Post by: LanMc on August 31, 2015, 10:37:39 AM
is the sledgehammer compatible with the romance mod?

LOL!
Title: Re: [A12] Right Tool For The Job (v1.14)
Post by: Pactrick Willis on March 15, 2016, 11:52:58 PM
Is it a Bug or a feature that raiders come equipped with axes?
Title: Re: [A12] Right Tool For The Job (v1.14)
Post by: Wivex on March 16, 2016, 02:28:02 AM
A feature, i think. Since all tools are considered weapons, so some pawns can spawn with them. ItchyFlea needs to change tools tags to change that.
Title: Re: [A12] Right Tool For The Job (v1.14)
Post by: Grimandevil on March 16, 2016, 03:39:50 PM
they coming for your woods!
Title: Re: [A12] Right Tool For The Job (v1.14)
Post by: ItchyFlea on March 16, 2016, 09:56:51 PM
It's intended for raiders to come equipped with the basic tools (axe, hammer and pickaxe), as I feel they work well as improvised melee weapons.
Title: Re: [A12] Right Tool For The Job (v1.14)
Post by: Topper on April 10, 2016, 12:52:10 AM
Is there an update in the works itchy?
Title: Re: [A12] Right Tool For The Job (v1.14)
Post by: Dave-In-Texas on April 10, 2016, 03:41:33 AM
I'm addicted to this mod, almost as much as EDB's prepare carefully..

so while it was still in testing I hacked together this..  i post it for your perusal, its not my work; i just adapted it.

The various items are gated behind various research topics. Since the tools are built at vanilla tables: Smithy for the tools, Machining for the tool belts - you need to research these first.

I created a new research topic 'advanced tool construction' that opens up the advanced versions of these tools.

the low tech versions are made from stuff, the advanced versions are not.

edit:   more learning for me.. have to define a thingcategory or they don't wear it as part of an outfit.  if anyone is interested, the attachment has been updated.     Of course I can't wait to see what kind of official update we get :)



[attachment deleted by admin - too old]
Title: Re: [A12] Right Tool For The Job (v1.14)
Post by: ItchyFlea on April 10, 2016, 07:08:59 AM
Is there an update in the works itchy?
If I manage to stop myself from playing Factorio for 5 minutes I'll be able to update my mods including this one.
Title: Re: [A12] Right Tool For The Job (v1.14)
Post by: Shinzy on April 10, 2016, 09:05:11 AM
Is there an update in the works itchy?
If I manage to stop myself from playing Factorio for 5 minutes I'll be able to update my mods including this one.

I'm sure your thing is automated enough for now! leave it on the background while you update :P chopchop
Title: Re: [A12] Right Tool For The Job (v1.14)
Post by: Fukara on April 15, 2016, 12:54:38 PM
Any update for A13 ?
Title: Re: [A12] Right Tool For The Job (v1.14)
Post by: Hassie on April 15, 2016, 02:14:05 PM
What did Alpha 13 change that stops this from working? It was probably something minor, as the mod still works in the game, you can build the tool bench, but no one seems willing to sit down and do the work itself.
Title: Re: [A12] Right Tool For The Job (v1.14)
Post by: hwoo on April 15, 2016, 02:55:56 PM
Yet another hidden gem of a mod by you I didn't realise existed. I'll await the update eagerly 😊
Title: Re: [A12] Right Tool For The Job (v1.14)
Post by: ItchyFlea on April 15, 2016, 03:48:16 PM
What did Alpha 13 change that stops this from working? It was probably something minor, as the mod still works in the game, you can build the tool bench, but no one seems willing to sit down and do the work itself.
How workbench's get used got changed, so that's probably what's broken. If that's all that's broken, then I'll be able to update this quickly after I get home from work today. If not... then maybe no update this weekend.

Is there an update in the works itchy?
If I manage to stop myself from playing Factorio for 5 minutes I'll be able to update my mods including this one.

I'm sure your thing is automated enough for now! leave it on the background while you update :P chopchop
Yes boss. :P
Title: Re: [A12] Right Tool For The Job (v1.14)
Post by: falcongrey on April 15, 2016, 04:28:52 PM
Yet another hidden gem of a mod by you I didn't realise existed. I'll await the update eagerly 😊

Always worth waiting for Itchy. <3 And yes, gem of a mod!
Title: Re: [A13] Right Tool For The Job (v1.15)
Post by: ItchyFlea on April 16, 2016, 01:22:09 AM
I think I may have accidentally updated the mod to work in Alpha 13.
Totally did not mean to do it. Complete accident. Honest. :P

But in all seriousness, the mod's been updated and I gave it a quick test run. Seems to be working fine now. If you were trying to play the game with the A12 version of this mod, you'll need to start a new colony. Several things have changed that would likely cause this to be incompatible with that colony.
Title: Re: [A13] Right Tool For The Job (v1.15)
Post by: Zeta Omega on April 16, 2016, 10:52:37 AM
Odd idea for a new tool... Do you know that the "Man Opener" is from the Fallout franchise?
Title: Re: [A13] Right Tool For The Job (v1.15)
Post by: Fukara on April 16, 2016, 12:12:19 PM
I think I may have accidentally updated the mod to work in Alpha 13.
Totally did not mean to do it. Complete accident. Honest. :P

But in all seriousness, the mod's been updated and I gave it a quick test run. Seems to be working fine now. If you were trying to play the game with the A12 version of this mod, you'll need to start a new colony. Several things have changed that would likely cause this to be incompatible with that colony.

Thank you for update !
Title: Re: [A13] Right Tool For The Job (v1.15)
Post by: Ghizmo on May 17, 2016, 01:54:55 AM
Is it possible to have these tools placed in the inventory, rather then equipped as a weapon?
Or would the work modifier not apply in that situation?
Title: Re: [A13] Right Tool For The Job (v1.15)
Post by: harpo99999 on May 17, 2016, 02:53:29 AM
if the tools are made in to a 'toolbelt' or 'advanced toolbelt' then they effectively are in the inventory
Title: Re: [A13] Right Tool For The Job (v1.15)
Post by: falcongrey on May 18, 2016, 10:44:12 PM
Thanks Itchy! Just noticed it was updated! lol!  ::)
Title: Re: [A13] Right Tool For The Job (v1.15)
Post by: Warforyou on July 17, 2016, 10:40:37 AM
I took a little time updating and balancing this for myself.
Feel free to grab it or update the main post!  :)


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Title: Re: [A13] Right Tool For The Job (v1.15)
Post by: macrosblackd on July 17, 2016, 04:13:34 PM
There appears to be a bug with this where if you have 2 prosthetic arms then the you can no longer use the toolbelts. It looks like they are wanting to directly to the hands, are removed and implicit with the bionic arms.
Title: Re: [A14] Right Tool For The Job (v1.15)
Post by: ItchyFlea on July 17, 2016, 04:14:37 PM
Updated for Alpha 14. There is no difference between this and the workshop version.
Title: Re: [A14] Right Tool For The Job (v1.15)
Post by: macrosblackd on July 17, 2016, 04:44:50 PM
I was testing around with the part/layer for the belts and I would recommend changing them to part: Legs layer: Accessory
Title: Re: [A14] Right Tool For The Job v1.15b
Post by: ItchyFlea on August 03, 2016, 07:41:08 PM
Small update to make the mod more friendly for use with FluffyTabs.
Title: Re: [A14] Right Tool For The Job v1.15b
Post by: Dhatri on August 12, 2016, 02:40:08 PM
A glorious piece of work. Thank you for this mod.  :D
Also I don't know whether this is the right place to ask but would there be the possibility for more tools in future releases? Tools like a mop for quicker cleaning for example?
Title: Re: [A14] Right Tool For The Job v1.15b
Post by: miguellima on August 13, 2016, 06:51:56 AM
Hey ItchyFlea,

Amazing mod. One problem i have encountered though:

I usually have my colonists create 2 spare clothes so that whenever someone needs to change them because of their current clothes being worn-out. I have done the same for the tool belts, however, it seems they are not changing them?

Any input you have on how to fix this? Aside from forcing them to equip the new equipment of course.

Thanks in advance

EDIT: Just spotted this upon further inspection:
One of my colonists has a 47% tool belt and has the worn out apparel mood bonus. I can force him to wear the new tool belt but he won't do it on his own.
All of my colonists that have bionic arms (some of my colonists have 2 bionic arms) i cannot even force them to wear the toolbelt as it says they are missing body parts (the fingers?)
Title: Re: [A14] Right Tool For The Job v1.15b
Post by: Shinzy on August 13, 2016, 07:19:46 AM
Miguel! did you add the mod in already started colong? if anyone else ain't changing them it might be just that the toolbelt isn't set as 'allowed' thing to wear in their outfit setting (you can find it in the Assign tab)

newly added apparel gets defaulted as unallowed in the outfits, if you don't start the game with the mod, i've had it happen with my own mod a few times so =P
that could be what is causing it

also not having proper body parts to wear the item ;D
Title: Re: [A14] Right Tool For The Job v1.15b
Post by: miguellima on August 13, 2016, 08:30:36 AM
Hey Shinzy,

Thanks for that. I checked my outfits once again. I do have them available for the Worker outfit: Cowboy hat, button down t-shirt, pants, duster plus the two tool belts. Could it be that having the two as allowed is causing problems?

At the start of the game, when i started the first round of tool belts, as soon as my colonist finished one, someone would come over and get it, to the point that i only had to make tool belts using the "Do until you have 2" setting.

Not having the correct parts was mentioned above as well. It was always my understanding that Bionic arms also have fingers :P so they should have all necessary body parts. Might be better to switch them to pants accessory or something that requires the Torso, seeing as that is the only body part that can't be removed.
Title: Re: [A14] Right Tool For The Job v1.15b
Post by: Shinzy on August 13, 2016, 09:35:34 AM
it's probably definitely the missing fingers then
I did some testing and can't wear shoes with peg legs either
some of the prosthetics miss some funny bits.. maybe the bionic arm is just a crane claw or something ;D
Title: Re: [A14] Right Tool For The Job v1.15b
Post by: eskoONE on August 13, 2016, 10:27:10 AM
A glorious piece of work. Thank you for this mod.  :D
Also I don't know whether this is the right place to ask but would there be the possibility for more tools in future releases? Tools like a mop for quicker cleaning for example?

i was trying to do this and prepared everthing just to realize there is no offstat cleaning efficiency. at least thats how this mod works. its giving the tools stats that is improving the worktype.

this also means, if i understand it right, the axe should be giving a boost in speed at plant related work. i might be wrong on this one.


these are the stats u can apply to equipments:
Code: [Select]
AccuracyLong
AccuracyMedium
AccuracyShort
AccuracyTouch
AimingDelayFactor
ArmorRating_Blunt
ArmorRating_Electric
ArmorRating_Heat
ArmorRating_Sharp
BaseHealingQuality
Beauty
BedRestEffectiveness
BluntDamageMultiplier
BrewingSpeed
ButcheryFleshEfficiency
ButcheryFleshSpeed
ButcheryMechanoidEfficiency
ButcheryMechanoidSpeed
CarryingCapacity
Cleanliness
Comfort
ComfyTemperatureMax
ComfyTemperatureMin
ConstructFailChance
ConstructionSpeed
CookSpeed
DeteriorationRate
DoorOpenSpeed
EatingSpeed
EntertainmentStrengthFactor
FixBrokenDownBuildingFailChance
Flammability
FoodPoisonChance
GiftImpact
GlobalLearningFactor
HarvestFailChance
HealingSpeed
ImmunityGainSpeed
ImmunityGainSpeedFactor
Insulation_Cold
Insulation_Heat
LeatherAmount
MarketValue
MaxHitPoints
MeatAmount
MedicalOperationSpeed
MedicalPotency
MedicalTreatmentQualityFactor
MeleeDPS
MeleeHitChance
MeleeWeapon_Cooldown
MeleeWeapon_DamageAmount
MentalBreakThreshold
MinimumHandlingSkill
MiningSpeed
MoveSpeed
PersonalShieldEnergyMax
PersonalShieldRechargeRate
PlantWorkSpeed
PsychicSensitivity
RangedWeapon_Cooldown
RecruitPrisonerChance
ResearchSpeed
ResearchSpeedFactor
SculptingSpeed
SellPriceFactor
SharpDamageMultiplier
ShootingAccuracy
SmeltingSpeed
SmithingSpeed
SmoothingSpeed
SocialImpact
StonecuttingSpeed
SurgerySuccessChance
TailoringSpeed
TameAnimalChance
ToxicSensitivity
TradePriceImprovement
TrainAnimalChance
TrapMeleeDamage
TrapSpringChance
WorkSpeedGlobal
WorkTableWorkSpeedFactor
WorkToMake

im willing to play arround with this a bit but so far i have no real ideas. i was thinking something like a tome of knowledge to boost researching speed or global learning speed. im open for ideas.
Title: Re: [A15] Right Tool For The Job v1.16
Post by: ItchyFlea on August 28, 2016, 11:22:02 PM
Updated to Alpha 15.
Title: Re: [A15] Right Tool For The Job v1.16
Post by: nachtfalter on September 27, 2016, 08:42:21 AM
I love the toolbelts!
Great job balancing the Advanced tools too. It's good that they require so much plasteel.
Title: Re: [A15] Right Tool For The Job v1.16
Post by: 14m1337 on September 29, 2016, 07:39:08 PM
may I assist you with some more tool ideas ?

affected skilltool namematerial costadvanced tool nameadvanced material cost
growingsack & sickle10 cloth
1 wood
15 steel
advanced sack & sickle10 devilstrand cloth
2 wood
30 plasteel
artwooden hammer & chisel20 wood
10 steel
hammer & gouge20 wood
40 plasteel
craftingsimple toolset20 wood
30 steel
specialist's toolset20 wood
30 plasteel
cookingwooden kitchen tools40 wood
10 steel
stainless steel kitchen tools40 wood
10 steel
20 plasteel

if you want to keep the "one of each for a belt" system, I'd suppose you reduce the material costs of your original tools to adjust balance (I tried to do this for "mine" here already). another idea would be to simply make a recipe for the belts that doesn't need the tools. I'd basically prefer the first option.


have a nice day !
Title: Re: [A15] Right Tool For The Job v1.16
Post by: Dingo on September 30, 2016, 04:56:54 AM
IMO having a system where you have a primary slot (weapon), utility slot (personal shield etc.) and tool slot would be fine. I don't know how much that messes with vanilla, though, and it probably makes some mods incompatible by nature.
Title: Re: [A15] Right Tool For The Job v1.16
Post by: lc-soz on October 29, 2016, 07:41:37 PM
I'm having a problem with this mod and EPOE. It appears to me that when I install advanced bionic arms I can't wear toolbelt anymore. There's a way that I could "wear" toolbelt without any original body part or add the bonus <WorkSpeedGlobal>1.7</WorkSpeedGlobal> to AdvancedBionicArm? (I tried and didn’t work).

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Title: Re: [A15] Right Tool For The Job v1.16
Post by: Dingo on October 29, 2016, 07:57:59 PM
That's EPOE's problem. It stems from EPOE changing the body type of humanlikes, so your "arm" is really just a shoulder (if I remember correctly).
Title: Re: [A15] Right Tool For The Job v1.16
Post by: kaptain_kavern on October 29, 2016, 08:07:48 PM
Correct. At least to me. But it's not EPOE features, but Vanilla AFAIK.

It works the same for legs, if you put a peg leg/bionic leg, then the game consider all "natural" organs composing the limb, removed. You can confirm/see this with dev mode

(http://i.imgur.com/hZld2Fl.png?2)

It is the same for arm.
Title: Re: [A15] Right Tool For The Job v1.16
Post by: ItchyFlea on October 30, 2016, 12:04:13 AM
It's how I implemented the toolbelts. Colonists wear them on their hands. I did it that way so that a colonist should still wear shirts and armour.
I don't know when (or if) I'll fix this, since I want colonists to continue to be able to wear the other things as well as the belt, and there just isn't really anywhere else I can place the belt.

Perhaps you could consider it a tradeoff. Bionic arms or toolbelt, not both. :)
Title: Re: [A15] Right Tool For The Job v1.16
Post by: garfu on October 30, 2016, 01:08:11 AM
It's extremely simple to go into the mods ThingDefs and edit where the toolbelt is located.

Use this for reference: http://rimworldwiki.com/wiki/Clothing_Layers

Also Accessory is a slot that can be used, like OnSkin, Shell, etc.

You can theoretically have 4 things on every single body part if they were all made compatible... That's what I did

edit: also a good fix for that specific issue is to edit the hands and feet in EPOE to have the same bonuses as the arms and legs, and then only use bionic hands and feet, while setting the toolbelts to only cover arms and not hands. Can't remember if it's already like that since all of my stuff is edited.
Title: Re: [A15] Right Tool For The Job v1.16
Post by: lc-soz on October 30, 2016, 01:16:17 AM
edit the hands and feet in EPOE to have the same bonuses as the arms and legs, and then only use bionic hands and feet, while setting the toolbelts to only cover arms and not hands.

Very good tip, will use it in my next save, thank you.

kaptain_kavern, I didn't know about that option, thank you.
Title: Re: [A15] Right Tool For The Job v1.16
Post by: lc-soz on November 04, 2016, 01:05:45 AM
[...] while setting the toolbelts to only cover arms and not hands [...]

That would turn impossible to use jacket or button-down shirt. Just put both toolbelt to eyes.
Title: Re: [A15] Right Tool For The Job v1.16
Post by: Thundercraft on November 14, 2016, 04:18:09 AM
It's how I implemented the toolbelts. Colonists wear them on their hands. I did it that way so that a colonist should still wear shirts and armour.
I don't know when (or if) I'll fix this, since I want colonists to continue to be able to wear the other things as well as the belt, and there just isn't really anywhere else I can place the belt.

There's one solution that should satisfy both camps and allow either option:
Just have two different versions, one that fits the hands (or arms) and a separate type that fits the torso.

Another words: Why not add two new craftable items: Toolvest and Advanced Toolvest? These would require the same resources as their toolbelt counterparts. Though, instead of fitting on the Middle layer, perhaps it should fit on the Shell layer? That way, a character could also wear an Armor Vest underneath?
Title: Re: [A15] Right Tool For The Job v1.16
Post by: Topper on December 18, 2016, 05:16:38 AM
will this be ready for a16?
Title: Re: [A15] Right Tool For The Job v1.16
Post by: Umbrador on December 26, 2016, 10:25:32 AM
will this be ready for a16?

It works fine on A16 as far as i can see. Just open About.xml in any text editor and edit this string:
  <targetVersion>0.15.1279</targetVersion>
to
  <targetVersion>0.16.1393</targetVersion>
Title: Re: [A15] Right Tool For The Job v1.16
Post by: 14m1337 on December 26, 2016, 01:07:39 PM
so these tools do not have to have a <mass> added ?
Title: Re: [A15] Right Tool For The Job v1.16
Post by: Arigitine on December 30, 2016, 11:37:10 PM
You just have change to  <targetVersion>0.16.1393</targetVersion> in about.xml in about file and add <Mass>3.0</Mass> to <statBases> group for each item in tool.xml in thingdefs file
Title: [A16] Right Tool Rebalanced (a RTFTJ fork)
Post by: Thundercraft on January 10, 2017, 07:31:08 AM
Right Tool Rebalanced (https://ludeon.com/forums/index.php?topic=29371.msg296536#msg296536) is a heavily modified version of RTFTJ. It's my attempt at a rebalance and an A16 update. I researched the real-world weight of tools, recalculated market values, changed the ingredients, fixed an issue, etc.
Title: Re: [A15] Right Tool For The Job v1.16
Post by: Skissor on January 13, 2017, 05:37:49 AM
You just have change to  <targetVersion>0.16.1393</targetVersion> in about.xml in about file and add <Mass>3.0</Mass> to <statBases> group for each item in tool.xml in thingdefs file

Seems tedious, why isn't this simply updated then if it's so easy?
Title: Re: [A15] Right Tool For The Job v1.16
Post by: filippe999 on January 22, 2017, 03:48:59 PM
Please update this mr author
Title: Re: [A15] Right Tool For The Job v1.16
Post by: Topper on May 26, 2017, 09:11:48 PM
Would someone mind updating this interesting tool mod for a17?
Title: [A17] Right Tool For The Job v1.37
Post by: Sixdd on May 26, 2017, 10:55:29 PM
I got ya. This is the Rebalanced version, I found it a week ago or so. I just updated the xml so all credit goes to the original author ItchyFlea and also Thundercraft for making the Rebalanced version. If either of you want this removed just let me know.



[attachment deleted by admin due to age]
Title: Re: [A15] Right Tool For The Job v1.16
Post by: Topper on May 27, 2017, 05:56:03 AM
Thanks Six!
Title: Re: [A15] Right Tool For The Job v1.16
Post by: Sixdd on May 27, 2017, 06:08:09 AM
No problem, just let me know if you come across any bugs and I'll do what I can to fix them.
Title: Re: [A15] Right Tool For The Job v1.16
Post by: The1Grenade on July 09, 2017, 11:13:08 PM
@Sixdd, I grabbed your version and finally got around to crafting some tools. Unfortunately, I am seeing my crafter get stuck trying to build the Chainsaw. They appear to lose their progress bar and won't stop to eat or anything - I have to draft/undraft to unlock them from their (unforced) work task.
I'm not sure if this is intended, but the ingredients remain visible on the bench so if I interrupt their work (to have them go eat) then the assumed work done up to that point is lost. This is a big deal with the Plasteel tools since they seem to have a massive work requirement now (900+).
I know for other crafting items (statues, weapons, etc) the ingredients turn into a work project object which has a work amount that gets chipped away at - is something like this possible as a resolution to this issue? The only foreseeable concern would be to ensure that task cancellation results in proper ingredient retrieval.
Title: Re: [A15] Right Tool For The Job v1.16
Post by: Sixdd on July 10, 2017, 06:29:03 AM
Yeah there is a way to do this in the vanilla game so it is planned to be done, I just haven't got around to it yet. By this I mean the "unfinished item" objects. As far as someone standing there and not eating or working I have not seen that myself but I'll double check just to make sure.
Title: Re: [A15] Right Tool For The Job v1.16
Post by: The1Grenade on July 11, 2017, 10:07:06 PM
I verified it again. The crafter goes to work, the progress bar is visible, they are able to get up to around 1/3 done before they become urgently hungry - then the progress bar vanishes and they are stuck requiring my divine intervention.
I have quite a few mods in the mix, so I wouldn't be surprised if there was some interference, but it would take a lot of time to narrow down the conflicting culprit. Hopefully that "unfinished item" can function as a short-term workaround, but for now I'll have to apply a little more divine intervention to get through this.
Sorry for the trouble, but thanks for your help!
Title: Re: [A15] Right Tool For The Job v1.16
Post by: Dellamorte on July 12, 2017, 01:04:56 AM
I had pawns stuck at jobs and then I noticed that some of the equipment they had equipped had a minus t global work sped, make you may want to take a look at that first.