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Messages - Chronometrics

#1
Outdated / Re: [A17] Toolmetrics: Work Tools for Pawns
September 04, 2017, 12:21:28 PM
v1.1 Update

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


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

Plus, it's hilarious to get a first raid with an Assassin background pawn carrying a pillow as a weapon =D
#2
Outdated / Re: [A17] Toolmetrics: Work Tools for Pawns
September 03, 2017, 02:20:13 PM
Unfortunately, pawns that are incapable of violence cannot equip any primary slot items, including vanilla objects like beer. If there is sufficient interest in the mod I may code a workaround for a future version.
#3
Outdated / Re: [A17] Toolmetrics: Work Tools for Pawns
September 03, 2017, 12:48:16 PM
@Canute

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


@kaptain_kavern

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








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

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

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

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


Man With Coupon Book Angrily Attacks Cat
#4
Outdated / [A17] Toolmetrics: Work Tools for Pawns
September 02, 2017, 10:36:40 PM
Work Tools for Pawns
v1.1 for Alpha 17


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


Goals:

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

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

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

  ✔ Makes establishing multiple colonies easier and more viable.


Implementation:

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

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

  • Tools are balanced as melee weapons.

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

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

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

Download Links:

Direct Download

Steam Workshop


Full List of Tools:

  • Axe
  • Backpack
  • Bandage
  • Blanket
  • Brick Saw
  • Chef's Knife
  • Chisel
  • Cleaver
  • Coupon Book
  • Crowbar
  • Duffel Bag
  • Encyclopedia
  • Fan
  • First Aid Kit
  • Flowers
  • Forge Hammer
  • Fork
  • Hammer
  • How To
  • Jackhammer
  • Laptop
  • Leash
  • Pickaxe
  • Pillow
  • Power Drill
  • Saw
  • Scapel
  • Screwdriver
  • Scythe
  • Shovel
  • Sickle
  • Skill Saw
  • Skinning Knife
  • Smartphone
  • Spoon
  • Thimble
  • Toolkit
  • Trowel
  • Walking Cane
  • Whip
  • Whistle

Closing Remarks:

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

I'll also mention that this mod was inspired by the melee weapons available in RT's Weapon Pack, which I valued not for their ability as weapons but as an interesting aspect brought to the game. As per licensing, all my assets were created from scratch, and I've included PSDs in the direct download zip file should anyone wish to use them for their own purposes.