边缘世界 RimWorld

边缘世界 RimWorld

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Cloth Production Expanded Patches
   
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Mod, 1.5
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941.337 KB
2024 年 9 月 19 日 上午 10:59
7 月 4 日 上午 4:52
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Cloth Production Expanded Patches

在 cyanobot 的 2 个合集中
Cyanobot Plays 1.5 - Complex Production
25 件物品
Patches by Cyanobot
12 件物品
描述
NOTICE: These patches won't be updating to 1.5 because they are now included in my 1.6 version of CPE

Compatibility patches (and a few other supporting tweaks) to extend the Cloth Production Expanded production chain to fabrics from other mods. For the most complete experience I also recommend Better Wool Production - C# Edition.

Contains patches for the following mods:

Please note the Seeds Please compat is currently not fully working - nothing breaks but it's not possible to extract the seeds from many of the raw plant products. I'm looking into it.

For list of changes by mod, see this discussion post.
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1 月 16 日 下午 12:00
置顶: All Patches
cyanobot
16 条留言
lol 6 月 9 日 上午 11:48 
Got it, thank you. This production chain balance looks fine.
cyanobot  [作者] 6 月 9 日 上午 10:12 
@lol
That code only applies to BWP fleeces. If it's multiplying other wools that's an error and I'd like to know about it.

The reason is the same reason that CPE (and by extension this mod) double harvest yields from fabric-producing plants.

The production chain dramatically reduces the amount of fabric yielded per raw resource. 90 raw resource becomes only 20 usable fabric. To partially compensate for this, raw resource yields are doubled.

The net effect is 20 fabric per 45 that you would have gotten in vanilla. Making fabric harder to come by is part of the balance of CPE and I have stuck with that.

I'm considering taking on the whole mod for the next update, and if I do that I'll look into in adding a way for the player to adjust the overall balance.
lol 6 月 9 日 上午 6:24 
hey! seems like this multiplies all woolAmount by 2, any reason to do that? maybe an option to disable?


if (compProps_Shearable != null && compProps_Shearable.woolDef == fleeceDef)
{
compProps_Shearable.woolAmount *= 2;
}
cyanobot  [作者] 4 月 6 日 上午 11:52 
Added compat for Lightless Empyrean's ethereal fabric.

Seeds Please compat is still wonky, I'm looking into it.
cyanobot  [作者] 1 月 16 日 下午 2:26 
@mönchsgeier
My oversight - should be in now.

I've also noticed in the process that wool is currently drastically less labour intensive than other textiles (I think because I was intimidated by the notion of patching the amount of fleece sheared from animals). So expect the numbers to change soon.
mönchsgeier 1 月 16 日 下午 1:33 
hey, so i don't see a way to make better wool production fleece into yarn on the industrial loom, only the recipe to make yarn into wool. is that how it's supposed to be or am i missing something?
cyanobot  [作者] 1 月 16 日 下午 12:05 
Added compatibility for Medieval Overhaul.

I'm not really familiar with MO, so do let me know if there are issues with my implementation.
gunns22 2024 年 10 月 17 日 下午 12:29 
@cyanobot
Link to MO: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3219596926&searchtext=Medieval

Basically, MO's cotton production has Cotton plants give MO's version of Raw Cotton, which is taken to a Tailoring Bench and converted straight into Cloth. This overrides the CPE Cotton production chain, since it becomes impossible to obtain CPE's version of Raw Cotton. The Devilstrand production chain from CPE is unaffected, however.
cyanobot  [作者] 2024 年 10 月 16 日 上午 3:28 
@gunns22
Sure, I'll add it to the to do list.

I've never played with MO but I had kind of assumed that nobody would want to be using MO and CPE together because I thought MO already added its own production chain.

Would you mind elaborating a bit on how they fit together, so I can work with that when I get to patching?
gunns22 2024 年 10 月 15 日 下午 4:58 
Next update: Could you please add Medieval Overhaul compatibility? If I don't use a workaround with Resource Dictionary, it makes the Cotton plants give MO Raw Cotton, completely blocking off Cloth Production Expanded's Cotton work path.