[A17] Toolmetrics: Work Tools for Pawns

Started by Chronometrics, September 02, 2017, 10:36:40 PM

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Chronometrics

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.

Flimflamshabam

I'm mildly intrigued if for nothing more than to have an army of double eyepatch, double peglegged pawns riding double eyepatch, quad peglegged alpacas into battle wielding scythes.

LiteEmUp

-- bookmarked --

looks interesting for my non violent pawns...


can we get info on what bonuses those items provides??

Canute

This remind me on a cosplay theatre, when a group of RPG roll their avatars.
My dwarf got an axe, a shield , 10 min of explaining what he dwarf carry, while the theatre haul all these stuff inside and try to give it to the dwarf.

I suggest to give each tool a -0.1 m/s speed modifier, so a pawn who carry all the tools at once barly can move.
Like a janitor who carry a hugh toolbox around.

kaptain_kavern

#4
Nice works. And nice thinking about balancing it looks like. I'm looking forward to try this one.

Thank you for work and congratulations for your first mod.

PS: I haven't even tried your mod but I think there is way to make raiders to not spawn with them (or at least let you choose which one). If it's something you wanted. I'll have a look (something around this : https://ludeon.com/forums/index.php?topic=34755.0)

Chronometrics

#5
@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

TheGakurniawan

so.. i put this mod in my old save file that have colonist who can't do violence..

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

Ps. i'm using Sidearm mod (idk if that'll do anything)
He dig
She dig
You dig
I dig
We dig
They dig

It's not a great poem
But it's pretty deep

Chronometrics

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.

Nekokon

Maybe you can change them from primary slot to accessory or other clothes slots.
Check Dub's rimkit, his repair kit and medkit don't need to be equipped in the primary slot to work. He also made some tools to boost specific jobs, but there're only a few of them.

SpaceDorf

#9
Quote from: Nekokon on September 04, 2017, 04:34:31 AM
Maybe you can change them from primary slot to accessory or other clothes slots.
Check Dub's rimkit, his repair kit and medkit don't need to be equipped in the primary slot to work. He also made some tools to boost specific jobs, but there're only a few of them.

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

==== EDIT ====

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

And I fixed some typos while reading :)

[attachment deleted by admin: too old]
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

Chronometrics

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

Flimflamshabam

Alternatively if you still want guns and forks Simple Side arms should work nicely, you'd just have to be a bit more conscious of your pawns equipment, and you'd probably need to consider dropping everything but their guns if you send them in a caravan so you aren't losing that weight you could be bringing one more luciferium to sell to the locals.

Sixdd

@Flimflamshabam This exactly, this mod works great with Simple Side Arms. I'm already having a great time with the new tech, I actually adopted it in my normal play over my own mod :D

Robloxsina66

you know
Quote from: Chronometrics on September 04, 2017, 12:21:28 PM
v1.1 Update

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


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

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

what about the backpack will it be like if you wear it you can see the 8 slots down by the weapon?

wedekit

Definitely going to give this one a shot. I can tell you've got some gaming experience under your belt by the way you balanced it. Forcing people to choose convenience VS efficiency with the toolkit is very smart.

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

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

But anyways, thanks for making this one! It's exactly what I was looking for.