RimWorld

RimWorld

Textiles+(continued)
39 kommentarer
Jackledead 30 jul @ 13:18 
sick thanks. keeping a look out.
velcroboy333  [skapare] 30 jul @ 0:37 
It should be ok but I do plan on pushing a proper update soon
negimagi_10 30 jul @ 0:34 
will a 1.6 update be incoming for this mod? or does it work for 1.6 by default?
Jackledead 21 jun @ 2:14 
all good for 1.6?
Joanne 12 maj, 2024 @ 6:49 
does this mod rename cloth to cotton or cotton cloth? would be nice if not. i've always found it to be weirdly nonspecific
velcroboy333  [skapare] 5 apr, 2024 @ 11:31 
Updated for 1.5. No changes made. Let me know if any bugs pop up.
Cheers.

@Osetrokarasek, got a lotta mods to update but if you remind me in a few weeks, I'll take a look
Osetrokarasek 21 sep, 2023 @ 6:23 
any chance of making it compatible with SeedPlease:Lite production chains? just by adding a raw linen and RawLinen-to-Linen recipe
Thundercraft 9 maj, 2023 @ 14:47 
I'm thinking the best way to talk to the CE devs about this may be to open a 'Blank Issue' type "New Issue" on their GitHub:
https://github.com/CombatExtended-Continued/CombatExtended/issues
velcroboy333  [skapare] 9 maj, 2023 @ 14:37 
Um...you're right. The patch is not on this end. :captainclown:. So yeah, talk to CE devs.
Thundercraft 9 maj, 2023 @ 14:35 
Is the patch for CE built into this mod? My mod notes says that it was Combat Extended which has built-in support for this mod. (If CE has built-in support, then you'd have to take it up with the CE dev team.) Maybe my mod notes are wrong?
velcroboy333  [skapare] 9 maj, 2023 @ 13:08 
So, I don't use CE and I have no idea how to balance for it. The patch was user submitted by AKEKHQ. So, you'd either have to ask them to rework it or submit what you think is more appropriate.
Krowzin 8 maj, 2023 @ 14:55 
I know this says it's patched for CE but the stats are extremely bad, 0.02 sharp on denim? that's the same as synthread.
velcroboy333  [skapare] 13 dec, 2022 @ 15:01 
Hey all, Holgast has made a cross-compat mod for this and Medieval Overhaul.

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2901330096
velcroboy333  [skapare] 1 dec, 2022 @ 7:32 
I can add bulk recipes. I actually thought I did a while ago but must have forgotten. As for the balance of the materials, I really am just the maintainer of the mod. The original wasn't written by me and the rebalancing was done by AKEKHQ.
Silverheart 1 dec, 2022 @ 0:52 
I don't suppose you'd be so kind as to add bulk crafting options to some of these textiles?
Silverheart 29 nov, 2022 @ 11:54 
Without having their own upgrade tree into comparably strong materials, linen and hemp kind of fall by the wayside compared to just growing and subsequently processing cloth into its later upgraded materials.
velcroboy333  [skapare] 26 nov, 2022 @ 12:31 
:demondeath:
Victor 26 nov, 2022 @ 12:12 
No velcro?
Silverheart 25 nov, 2022 @ 5:31 
Denna kommentar väntar på en analys av vår automatiska innehållskontroll. Den döljs temporärt tills vi kan verifiera att den inte har något skadligt innehåll (t.ex. länkar till webbsidor som försöker stjäla information).
velcroboy333  [skapare] 9 nov, 2022 @ 7:14 
Yes, there are a couple textiles that were meant to be acquired from rewards or exotic traders.
Yekaterinnani 9 nov, 2022 @ 4:32 
Hi. How do you get velvet?, If cannot be crafted... Maybe on quests and caravans?
Leon 23 okt, 2022 @ 9:09 
Thanks Velcroboy
velcroboy333  [skapare] 17 okt, 2022 @ 18:22 
Updated for 1.4
I exist 12 aug, 2022 @ 14:31 
Cool, thanks!
velcroboy333  [skapare] 12 aug, 2022 @ 14:29 
I don't mind. It's not really my mod anyway. I'm just maintaining it.
I exist 12 aug, 2022 @ 14:07 
Hello, do you mind if I borrow the Flax texture for a patch I'm working on? It'd be recolored and used forr a devilstrand patch.
velcroboy333  [skapare] 24 apr, 2022 @ 17:39 
Added to description
RealLifeHobgoblin 20 apr, 2022 @ 7:00 
Worth noting in the description that it is compatible with combat extended, thanks to a patch in CE from AKEKHQ and ItsSamGray.
velcroboy333  [skapare] 14 apr, 2022 @ 11:40 
Hey all, a complete overhaul has been implemented thanks to a submission from AKEKHQ. I'll update the description soon with the changes.
D.Cub3d 5 mar, 2022 @ 5:35 
Thanks
velcroboy333  [skapare] 4 mar, 2022 @ 7:18 
I'll take a look sometime next week. My weekend is busy. Also, @Mulcib3r, I completely forgot to look into that, sorry. I can add some bulk recipes next week too.
D.Cub3d 3 mar, 2022 @ 18:31 
Would it be possible to get a patch for VGP Garden Fabrics (remove redundant stuff from this mod)?
D.Cub3d 20 feb, 2022 @ 8:00 
Thundercraft 28 aug, 2021 @ 22:57 
@ velcroboy333 [author]

Please consider copy/pasting the description from the original mod. I realize that you provided the link. However, there is a possibility of the original mod getting deleted and then we'd be out of luck. All those details in the description would be lost forever. (Also, it's more convenient...)
Mulcib3r 26 jul, 2021 @ 22:31 
Thanks!
velcroboy333  [skapare] 26 jul, 2021 @ 19:48 
Hmm, as I only "continued" this mod and didn't create it, nor have I used it, I didn't look too close at the values. Just made sure it was functional.

It does indeed appear that all the recipes produce 1 piece of textile per job. I can take a look a little later and try to balance that a little better for bulk recipes.
Mulcib3r 26 jul, 2021 @ 19:34 
Just curious, as I picked this up only today--is the hyperweave and synthread crafting supposed to produce 1 individual piece of said fabric at a time, or is there a way to bulk process? Thanks!
velcroboy333  [skapare] 19 jul, 2021 @ 14:00 
Updated for 1.3
velcroboy333  [skapare] 5 jul, 2021 @ 18:04 
Attention: I will absolutely be updating all my mods to 1.3. I want to take the time to look at the new code first in order to make sure the code changes are implemented correctly for the new version, as well as make any balance changes, and to implement any relevant new features into my mods,

The upcoming week is going to be busy for me already as the busy season for my real job is just beginning and goes pretty heavy through the fall and holiday season. But I will try to find the time as soon as I am able. My goal is to have all my mods ready for the official release in a couple weeks.

note I will be maintaining support for 1.2 after the update to 1.3 but I a have already moved on from 1.1 or older, so, those versions will not be maintained unless they are naturally compatible.

Thanks for your patience.