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Een vertaalprobleem melden
The industrial loom performs a 1-step process - raw material to fabric. The pre-industrial options require a 2-step process : raw material -> yarn -> fabric. As far as I'm aware that's always been the case. (With Better Wool Production alone, it's also a single recipe to go from fleece to fabric.)
If the 1-step recipes aren't showing up on the industrial loom, that's a bug. (Please let me know if that's what you're seeing.)
There's one "manufacture" recipe for each material because the butcherProducts is used for the yarn, it can't also be used for the direct raw material to fabric recipe. I don't remember if this was ever the other way around, but unfortunately RimWorld doesn't provide a way to define multiple types of "special product" in XML.
Many things can be tidied up when I have time for the C# conversion, but that won't be for a while.
What I'm saying is that, originally (and as a result of having Better Wool Production), I could turn all the fleece and the like into materials with a single bill, the same way butchering corpses yielded the appropriate meats.
This was in 1.5, so a while ago at least. It's been a while since I last played Rimworld, anyways.
I'm not sure I understand what you're saying. Are you referring to the recipe options, or to active bills? When did it used to be different?
The recipes are presented differently depending on whether or not you also have a version of Seeds Please loaded.
The generic "Spin yarn..." recipes (where you pick which materials to spin as if they were ingredients) rely under the hood on the use of the butcherProducts field on the raw textile items. Unfortunately this isn't compatible with Seeds Please, as Seeds Please uses butcherProducts for its seed extraction recipes.
Therefore if you have Seeds Please, one recipe is presented per material that would conflict.
Thanks for letting me know. At some point I had whichever of the graphics mods it is that auto-generates .dds for all your mods -- which it turns out includes ones in your Mods folder, so a variety of my mods got a bunch of unintended, auto-generated .dds files of unknown quality.
I've been through and cleared them out at my end and updated all my affected mod. I don't know if this will successfully update them for end users, you may still need to clear them out yourselves. Sorry for the inconvenience.
Sure I would need a buffer storage for that, but this would solve the speed problem. Additionally I have to perform this tasks by only one specific pawn.
It works but don't think this is the solution everyone has in mind!?
Just an example of in between product stages based on resources available in the game.
Basically it is a question of how you configure the benches or the pawn movement, normally they stay at one bench to finish a product, just letting one half be done on one and the other on another one. I just want to overstep the product stages. If not I have a delay until I am finally by fabrics, I don't need 200 spinned products first and then 50 weaved stacks to start production, I maybe only need 50 last product stage units. but if I have a bill for half stage, I need two worker parallel to work in the product street to give me fast the end product.
I would agree on this, see it more useful if I get early finished products and not making a bulk of spinning and then weaving. As such I recommend to having this steps but not the ability to decide between spinning and weaving, I would fixate the end product.
Means, If I give a bill of making fabrics, a pawn will do the spinning, after that the weaving and I have a ready product. No in between products, the pawn will do them, visually but not in product stages for storage.