RimWorld
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Cloth Production Expanded Continued
   
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Mod, 1.6
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4 iul. la 6:34
17 sept. la 3:25
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Cloth Production Expanded Continued

În 2 colecții create de cyanobot
Maintained by Cyanobot
4 obiecte
Cyanobot Plays 1.6 - Complex Production
24 obiecte
Descriere
NOTICE:
This mod uses a different name and packageID to its predecessors, and several defNames have been changed. Patches for the previous version will not automatically work.
Sorry for the inconvenience - for discussion of why I made this choice, see discussion thread here

Features
Cloth Production:
Raw Cotton Fibre --> Cotton Thread --> Cotton Cloth

Devilstrand Production:
Devilstrand Caps --> Devilstrand Fibre --> Devilstrand Thread --> Devilstrand Cloth

All fabric resources are also scarcer and require a greater number of crop plants to produce the same amount of fabric, as well as the extra time cost of processing them.

Cotton and devilstrand plants are patched drop raw cotton and devilstrand caps respectively. Devilstrand Caps need to be soaked with chemfuel in a Chemfuel Soak Tub to separate the fibers.

Pre-industrial colonies must build a spinning wheel and loom to spin raw fibres into yarn and then weave it into cloth. This two-stage process is slow. (Pre-furniture tribal colonies can spin and weave by hand at the crafting spot, but it's even slower.)

Industrial colonies have access to the industrial loom, a powered workbench which allows fibres to be processed directly into fabric at a much faster rate.

Also contains toggles to turn Synthread and Hyperweave recipes on and off per compatible mod that adds them (just two at the moment but potentially more in future.)

For the most complete experience I also recommend Better Wool Production - C# Edition, which adds a similar fleece raw material for wools.

Mod History
This mod was originally (1.0) TR Cotton and Devilstrand reworked by TR.

(If there was an intermediate version for 1.1 and/or 1.2, I'd love to know so that I can credit and link appropriately.)

#6 took it on and updated it for versions 1.3 through 1.5 under the name Cloth Production Expanded. According to comments that version still works for 1.6 if you prefer it, but presumably will not be receiving updates.

#6 has stated on that mod page that they're no longer interested in maintaining, so I am publishing my own version, incorporating patches I wrote for the 1.5 version.

For differences between #6's version and mine, see discussion thread here.

Compatibility
Written for 1.6. May be back-compatible but I make no promises. I recommend the versions linked above if you're playing on an earlier version.

Contains patches for the following mods:
Mods marked with ** were not updated for 1.6 at the time of writing and haven't been tested yet, but the patches from my 1.5 mod are included and hopefully will still work

For full breakdown of patches see discussion thread here

Future Plans
I have a mad notion to upgrade most of this mod to C# to make it less fiddly for me to maintain and so that I can implement features like:
  • settings to control resource yield and time cost that propagate automatically across all recipes, modded and otherwise
  • setting to swap back and forth between a one-stage production chain (raw product straight to fabric) and the current two-stage process
  • more mod support
Discuții populare Vezi toate (2)
1
4 iul. la 9:23
IMPORTANT: All Mod Patches
cyanobot
0
4 iul. la 8:34
IMPORTANT: This vs #6's 1.5 Version
cyanobot
24 comentarii
cyanobot  [autor] 25 sept. la 7:04 
@ProfileName
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.
ProfileName 25 sept. la 6:10 
I don't have Seeds Please.
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.
cyanobot  [autor] 25 sept. la 3:49 
@ProfileName
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.
ProfileName 23 sept. la 9:22 
What happened to the bills? Why are they all split into different "manufactures"? They used to be just one "turn this into that" - now they're all separate bills...
cyanobot  [autor] 29 aug. la 4:34 
@Monkey Magic
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.
Monkey Magic 28 aug. la 19:34 
The latest patch is causing issues with textures for a couple buildings on this mod probably due to preexisting .dds not being up to snuff. To fix this, remove the .dds files from the texturesthings/building/production folder for now, and the game will now load the .png versions again instead.
Entity 19 aug. la 22:33 
Ok, theoretically, someone could use only one pawn, make a bill of required amount of spinning material and then having a bill that uses this material, pawn will make one set amount of product and uses this as bill goal is reached the perform the other products element, then starts automatically on the beginning as the material threshold is no longer reached.

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!?
Entity 19 aug. la 9:45 
"I don't understand why you have linked me to this mod. Please clarify if you had a query."
Just an example of in between product stages based on resources available in the game.
Entity 19 aug. la 9:45 
By "Synthetic Polymers" it is not possible to decide, maybe you could do it optional, one bill for a direct end product and one for the steps, that would fit with Synthetic Polymerss, as it requires this in between products to generate different product, but on default products this isn't required.

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.
Entity 19 aug. la 9:43 
@cyanobot
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.