[A15] Right Tool For The Job v1.16

Started by ItchyFlea, October 07, 2014, 01:46:55 AM

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Warforyou

I took a little time updating and balancing this for myself.
Feel free to grab it or update the main post!  :)


  • Workbench now draws power when used, requires components to be built and can breakdown
  • T2 tools bonuses greatly decreased, toolbelt bonuses decreased
  • T2 tools and toolbelt prices greatly decreased, T1 toolbelt price increased
  • T2 tools now require less plasteel but require 1 component to be built
  • T2 tool production now needs to be researched first

[attachment deleted by admin - too old]

macrosblackd

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.

ItchyFlea

Updated for Alpha 14. There is no difference between this and the workshop version.
All my mods are licensed under a Attribution-NonCommercial-ShareAlike 4.0 International
Ask for permission before using in ModPacks

Click here for a list of the mods I've created

macrosblackd

I was testing around with the part/layer for the belts and I would recommend changing them to part: Legs layer: Accessory

ItchyFlea

Small update to make the mod more friendly for use with FluffyTabs.
All my mods are licensed under a Attribution-NonCommercial-ShareAlike 4.0 International
Ask for permission before using in ModPacks

Click here for a list of the mods I've created

Dhatri

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?

miguellima

#126
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?)

Shinzy

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

miguellima

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.

Shinzy

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

eskoONE

Quote from: 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?

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:
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.

ItchyFlea

All my mods are licensed under a Attribution-NonCommercial-ShareAlike 4.0 International
Ask for permission before using in ModPacks

Click here for a list of the mods I've created

nachtfalter

I love the toolbelts!
Great job balancing the Advanced tools too. It's good that they require so much plasteel.

14m1337

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 !
Quick_Silver - The One And Lonely
My posts may sometimes be filled with (sarcastic) humor - it's up to you to find it out on your own.
Usually drunk on Mondays from 21:00 to 03:00 CEST.

Dingo

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.