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Toolmetrics Redux (Continued)

Update of Chronometrics,Porter: BrokenValkyries mod
https://steamcommunity.com/sharedfiles/filedetails/?id=1526599749

Excellent guide made by Psyra:
https://steamcommunity.com/sharedfiles/filedetails/?id=2060184114

- Added CE support based on Toolmetric CE Patch by Shadowpaw CE-patches now included in the main CE-mod instead

[discord.gg]

[github.com]

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

ToolMetric is created by Chronometric, definitely, 100%, why would I lie here.
The license asked me to word it that way.

Unofficial v1.4 for Beta 189

I hadn't found time to fully test it, report any bugs or feature not working.

Compatibility:

Skilled stonecutting must be loaded after this one.

Changes Made:

  • Overhaul made to melee definition, due to change introduce to B18.
  • Buff to animal related tool, due to the way tame and train chance are actually calculated.
  • Brick Saw now affect sculpting.
  • Updated definition to 1.0
  • Some weight have been changed.
  • Trade only tool now shows up in trade. Only bulk trader carry coupon and only exotic trader carry encyclopedia. How To are sold by several trader except tribal.
  • Tools kits apparel, free your pawns hand. There are several different tool kits made to tailor to specific jobs.
  • Added animal husbandry kit.
  • New stats added to tool such as mech dissambly efficiency and mining yield.

Original description

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.

Announcement

Given my current work schedule and lack of motivation I decided I am unable to continue to work on Rimworld mods and will be making an exit in the mod scene indefinetely.

I hereby will be allowing my work to be continued and published by other. I ask only for credit. This will apply to all my current workshop.

  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Always post your log using the Log Uploader
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: equip

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De-generalize Work

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