Current version: v2.026 (April 2026)
For the Debug version of the mod Click here[github.com]
Download Survival Tools Reborn (testing branch)_1.6-Debug.zip and unzip it in your mods folder.
Disable or Unsubscribe the old branch, I put this almost dead last in my mod order.
Transforms RimWorld into a challenging tool-dependent survival experience where proper equipment becomes essential for colony success.
⚠️ REFACTOR BRANCH - TESTING BUILD ⚠️
This is a complete rewrite with major improvements but may contain bugs. Please report issues you encounter.
KEY FEATURES:
• Stone Flake Bootstrap: Knap a crude flake from any stone chunk — no research, no workbench. Fragile and slow, but it lifts the tool gate long enough to craft something real. Also drops when stone chunks are destroyed.
• Smart Tool Assignment: Automated system finds and equips optimal tools before work begins
• Right-Click Rescue: Prioritize actions by acquiring needed tools with a single click
• Hardcore Mode: Tools become essential - most work impossible without proper equipment
• Nightmare Mode: Ultimate challenge with carry limit 1 and strict tool requirements
• Tool Effectiveness Slider: In Hardcore/Nightmare, tune how much tool quality and condition affect work speed — compress or exaggerate the gap between an awful and a legendary tool
• Granular Controls: Choose exactly which tasks require tools (cleaning, butchery, medical)
• Anti-Thrashing Logic: Prevents excessive tool swapping for minor stat gains
• Realistic Degradation: Tools wear down with use and must be maintained or replaced
• Early Game Survival: Find tools in ancient ruins or craft them to establish your colony
DIFFICULTY MODES:
• Normal: Tools improve efficiency but work remains possible without them
• Hardcore: Most tasks require proper tools, penalties for working without them
• Nightmare: Strict carry limits and mandatory tool requirements
WHAT'S NEW (April 2026):
• Stone Flake: New zero-tier tool knapped from any stone chunk. Provides 25% work speed on gated jobs — just enough to survive until real tools are made
• HC/NM Tool Effectiveness Slider: A new slider (0.5×–1.5×) controls how much tool quality and condition scale work speed in Hardcore and Nightmare modes, independent of the Normal mode penalty setting
• Medieval Overhaul compatibility: Fixed a softlock where MO's wood chain system required refined planks (behind research) to craft any basic tools. Raw logs now accepted; MO's Anvil added as a crafting station
• Right-click freeze fixed: Eliminated 1–10 second UI freezes when right-clicking rubble tiles and other objects
• Colonists respect work assignments: Pawns no longer attempt jobs (e.g. tree cutting) that they aren't actually assigned to
• Tool "in use" visibility: Tools now show when they are actively being used in item tooltips
• Complete architecture rewrite with deterministic tool decisions
• Fixed crashes and infinite tool-swap loops from earlier versions
• Research jobs now respect critical needs (food, rest, mood) preventing interruptions
• Alert system only shows for work actually assigned to pawns
• Virtual tool support (cloth/wool for cleaning, medical work)
COMPATIBILITY:
• Medieval Overhaul: raw log tool crafting + Anvil bench support (fixes day-1 softlock)
• Separate Tree Chopping: full integration, ST's internal tree system auto-disables when STC is active
• Combat Extended: inventory capacity fully respected
• Nice Inventory Tab: gear tab display fixed
• YAYO's Animation (Continued): tool equip animations work correctly
• Automatic tool detection for modded items
Originally by XeoNovaDan. Completely rebuilt for RimWorld 1.6 with modern architecture, intelligent automation, and focus on stability. This test branch represents a systematic ground-up refactor.
Report bugs with your log file and reproduction steps!
I've created a Jelly's Mods[discord.gg] Discord server as well.