RimWorld

RimWorld

Dark Ages : Medieval Tools
207 Comments
Maal 12 hours ago 
No error involving this mod at first glance now.
Sir Van  [author] 14 hours ago 
Errors should be hopefully fixed, do tell if there's more. I had missed a few bits on the 1.6 update
kirb 15 Jul @ 11:32am 
currently completely breaks the game. avoid for now.
Lelem13 15 Jul @ 9:10am 
[Dark Ages : Medieval Tools] Patch operation Verse.PatchOperationFindMod(Medieval Overhaul) failed
file: D:\Steam\steamapps\workshop\content\294100\3028566550\1.5\Mods\MOAdditions\Patches\PatchMOProduction.xml
Duke 15 Jul @ 2:12am 
Hey Sir Van, i got small error at 1.6.

Dark Ages : Medieval Tools - Start of stack trace]
Verse.PatchOperationAdd(xpath="Defs/ThingDef[defName="DankPyon_TailorsBench"]/comps/li/linkableFacilities"): Failed to find a node with the given xpath
Verse.PatchOperationSequence: Error in the operation at position=7
Verse.PatchOperationFindMod(Medieval Overhaul): Error in <match>
[End of stack trace]
The top operation is the one that failed, the ones below it are the parents
Source file: C:\Gaming\steamapps\workshop\content\294100\3028566550\1.5\Mods\MOAdditions\Patches\PatchMOProduction.xml

Log [gist.github.com]

Probably MO deleted def DankPyon_TailorsBench at 1.6 updating, so its no more existing.
Purple Nebula 12 Jul @ 6:51am 
These are some CLEAN designs, how did I not know of this mod before?!
Defiant 7 Jul @ 7:33am 
Did anything change or was this a 1.6 patch?
Andreas 25 Jun @ 1:15pm 
Is an update needed for 1.6?
WJSabey 31 May @ 1:03pm 
It would be great to have a neolithic/medieval beacon, like a torch/brazier with a green flame that can define shuttle landing places for colonies without electricity.
ElysianEcho 14 May @ 7:36am 
love the mod! extremely minor nitpick that doesn't even make a real difference in gameplay, the left and right sprites on the buthering tools appear to have been swapped, when turning the table clockwise the sprite flips the wrong way - doesn't affect gameplay in any way as you can just turn it 2 more times and get the correct sprite, just thought i'd mention it
Monolith 5 May @ 6:52pm 
when i try to get a pawn to equip a scythe, they immediately shove it in storage. it is then un equipable by any pawn. might be a problem with simple sidearms
cyu4770 4 May @ 3:20pm 
Thank you for this mod!! def something that was missing from base game. Much appreciated!!
HappyTrigg 4 May @ 2:26pm 
If you want more tool ideas you could add a sickle for another plant related thing and shears for animal harvest yield
Eevee 27 Apr @ 7:53am 
also what about a water bucket to make putting out fires faster
Eevee 26 Apr @ 5:48am 
so i already see someone suggested the axe but what if the axe and scythe did plant cutting differently one had better yield one had more speed could do something similar with a prospecting pick slower then the pickaxe but better yield im mostly suggesting this because im using this for a industrial locked world and well the hatchet from vanilla expanded works, it doesnt look right i want a axe with wooden handle and metal head not a axe that is just metal and tbh looks a bad compared to the tools in this mod.
meowingpiggy 1 Apr @ 2:37pm 
I know,this one was missing from the doclist. thanks! will give it a try later either way :)
Sir Van  [author] 1 Apr @ 2:00pm 
@meowingpiggy There is a channel in the RWMultiplayers discord where you can check if any mod is compatible or not. I personally did not patch anything for multiplayer and i do not know what may or may not breaks.
meowingpiggy 1 Apr @ 1:20pm 
Does it work for multiplayer or would it cause desyncs? :)
Tenchi 28 Mar @ 7:27am 
Aw, didn't know that.
Sir Van  [author] 27 Mar @ 5:05pm 
@Tenchi The scythe does work for trees, unfortunately plant cutting is the same for every plant so i can't make any niche tools like that. Same goes for a smith hammer

@bryn Ovem I'm sorry i did not see the message, it should be fixed now if there's any more errors do report (I had forgot to make some conditionals for my patches)

@Tardo The Ass-Monkey I may add some extra stuff in the future, tho i'm unsure as to when. For now all the main niches are cleared
Tenchi 27 Mar @ 4:36pm 
No axe for cutting down trees? Or a tree cutting saw?
bryn Ovem 21 Mar @ 2:44am 
dont know if this is because of this mod or another.

Receive a error when running this mod with MO.

"XML error: Duplicate XML node name comps in this XML block: <ThingDef ParentName="BenchBase"><defName>DankPyon_ButchersBlock</defName><label>butcher's block</label><description>"



https://paste.gg/p/rimworld-game-logs/d35f9de463704320a3d44fbb773518e9
Tardo The Ass-Monkey 2 Mar @ 4:23pm 
Could we get an item that boosts tend speed? Something like a Physician's Bag, which helps them keep their materials organised. The bonesaw is definitely handy for removing infections, but it would be handy to have something to help with tending all the wounds after a battle.
Zilarrezko 20 Feb @ 8:35am 
Lovely mod, the tools are so nice and flavourful even outside medieval themes. I have one tiny issue though, I use simple sidearms so that I can have pawns carrying a tool around and normal weapons so I dont have to micro them but the broom doesn't show up in the lists of weapons in SS, however all the others do. Is there anything different about the broom that might be causing that?
Crogenitor 27 Jan @ 4:53am 
Will there be a patch with 'Medieval Madness : Tools of Madness' to not overlap with it
ODevil 23 Jan @ 6:14am 
According to the compatibility list, this works with CE.
Jasper 16 Dec, 2024 @ 7:40pm 
Axe please
Sir Van  [author] 14 Dec, 2024 @ 2:23am 
@TheSquirrelofHuscurl I don't personally play with CE so i don't plan on patching it. Often times patches for mods comes directly from the CE team
TheSquirrelofHuscurl 14 Dec, 2024 @ 1:01am 
I don't know if it's possible, but could you add a CE patch for the weapons? I love the mod, but the lack of a patch makes it difficult to use.
Sir Van  [author] 10 Dec, 2024 @ 2:46am 
@Annabellee There's already tailoring tools as a building linkable as for smithing i originally didn't plan on doing them as they're already present in MO but i may consider them in the future.
Annabellee 9 Dec, 2024 @ 12:10pm 
tools for smithing and tailoring?
Sir Van  [author] 26 Nov, 2024 @ 2:11am 
@deathmagicuser For now there's like, 2 of them but once i release a third one there'll be a collection !
deathmagicuser 26 Nov, 2024 @ 12:05am 
could you perhaps make a collection with all of the dark ages mods
RNGeeves 15 Nov, 2024 @ 1:12am 
Ahh, my bad, I will go inform them then, thanks :)
Sir Van  [author] 14 Nov, 2024 @ 3:16pm 
@RNGeeves i don't make CE patches, that'd be on CE side.
RNGeeves 14 Nov, 2024 @ 2:16pm 
Hey there, looks like Guard Baton isn't patched for CE, while the other tools are working as intended. The baton doesnt have correct stats, others seem to be alright though!
Ravenblood 25 Oct, 2024 @ 1:12pm 
Ah. Oki. We'll see than!
Sir Van  [author] 24 Oct, 2024 @ 2:59pm 
@Ravenblood no idea, don't think i ever used that mod.
Ravenblood 24 Oct, 2024 @ 8:09am 
Ha! Wow. Well thanks. Didn't know. Does this work with the "grab your tool?" is it needed?
Sir Van  [author] 22 Oct, 2024 @ 11:53am 
@Ravenblood Had to choose between axe and scythe (treecutting is handled by the same stat which is plant workspeed) and i personally prefer the shape of a scythe. Meaning the scythe does technically work with tree, it just doesn't show the tool.
Ravenblood 22 Oct, 2024 @ 10:41am 
All is good, really good mood.. but how comes no axe? That kind of surprised me.
Sir Van  [author] 19 Oct, 2024 @ 7:29am 
@Bloody CarrotKey Yes they're only for 1.5.

@Lily No pawns will not go and get a tool out of the stockpile to perform a job, but they will use the most appropriate tool if it's equipped with simple sidearms. (At least from the testing that i did)
Bloody Carrotkey 17 Oct, 2024 @ 4:26pm 
Sorry, but I still can't find it. I'm playing in 1.4 still until VE Medieval 2.0. Is the guard baton added in 1.5 only?
Rukka 17 Oct, 2024 @ 8:28am 
Hello, I am here to make a bid for the Butcher's Cleaver to also increase operations speed at a quarter of the value the Bone Saw has for no other reason than it would be hilarious to see a pawn operate using a Butcher's Cleaver.
Lily 11 Oct, 2024 @ 2:58pm 
Sorry if this was already answered somewhere, it's a really long thread
Is there any way to have colonists automatically equip the most appropriate tool available to them whenever they change tasks? Like, if I have a colonist who's really good at both mining and construction, is there any way to make him automatically pick up a pickaxe while mining and a building hammer while building, or do I always need to do that manually?
snuggly-ghost 11 Oct, 2024 @ 9:22am 
thanks for the info
Sir Van  [author] 11 Oct, 2024 @ 5:01am 
@snuggly-ghost They can stack to a max of two. Yeah they should stack with cabinets, and no they do not benefit the electric variants, only the manual workbenches.
snuggly-ghost 11 Oct, 2024 @ 3:27am 
and also does the electric tailor workbench benefit from the tailoring tools or just the manual workbench ?
snuggly-ghost 11 Oct, 2024 @ 3:20am 
what's the limit on number of workbench tools affecting a workbench and do they stack with or replace tool cabinets ?