Dwarf Fortress

Dwarf Fortress

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Cloth Recycling
   
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22 Jan, 2023 @ 7:41pm
14 Mar @ 1:23pm
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Cloth Recycling

Description
Allows your dwarves to recycle fabric clothing and bags at a Clothier's workshop into lower-value "reclaimed thread" for re-use.

Non-Steam users can find it on DFFD as "[50.xx] Cloth Recycling"!

Every two items recycled produces one full spool of thread, but the wear-and-tear of the process, and the mixing of different fibers, results in a lower-valued material. However, newly produced plant, silk, and yarn fabrics are now more valuable than in vanilla.

Additionally, your dwarves can also start with items made of reclaimed cloth, and you can select it during embark.

-- Important Notes --

Due to the increased value of freshly produced cloth, items made of such cloth are also more valuable; this may require changes to your embark profile!

Make sure to use stockpile links to control which items are recycled!

-- Compatibility --

This mod: replaces the wool material used by trolls, sheep, llamas, and alpacas; increases the value of animal-based fabrics, making changes to cave spiders/giant cave spiders, brown recluse spiders/spider men/giant spiders, phantom spiders, trolls, sheep, llamas, and alpacas; and adds reactions to MOUNTAIN, and animal tokens to all entities.
33 Comments
Droseran 22 Nov, 2024 @ 2:20pm 
It would be more reliable to insert [REMOVE_MATERIAL:HAIR] immediately after [BODY_DETAIL_PLAN:STANDARD_MATERIALS] using [GO_TO_TAG:SELECT_MATERIAL:HAIR] to delete the vanilla hair material, then create the new HAIR material using the CR_HAIR_TEMPLATE. This ensures that only one HAIR material exists and all operations are choosing it. [SELECT_MATERIAL:HAIR] is also unnecessary for [MATERIAL_VALUE:2], as material tokens following a USE_MATERIAL_TEMPLATE are applied to that material.

I.E.:
[SELECT_CREATURE:SHEEP]
[GO_TO_TAG:SELECT_MATERIAL:HAIR]
[REMOVE_MATERIAL:HAIR]
[USE_MATERIAL_TEMPLATE:HAIR:CR_HAIR_TEMPLATE]
[MATERIAL_VALUE:2]

Changing this will cause incompatibility for saves created before the current version of the mod due to re-ordering of the material vector, so an update to fix this should be marked as incompatible with previous mod versions.
Droseran 22 Nov, 2024 @ 2:19pm 
There are a couple of issues with the order of operations regarding application of the CR_HAIR_TEMPLATE on creatures.

Currently, this mod is duplicating the HAIR material during creature construction, then deleting one of the HAIR materials at the end of the creature definition. The cause for this behavior is that [REMOVE_MATERIAL:HAIR] is being placed at the end of the creature definition, and GO_TO_TAG places tokens before the selected token, not after. So, a HAIR material is being created using the CR_HAIR_TEMPLATE, then its value is set to 2, then another HAIR material is created using [BODY_DETAIL_PLAN:STANDARD_MATERIALS]. At this point there are two materials with the ID of HAIR, so I'm not sure to which material any following tokens referencing HAIR are applied. At the very end of the creature definition, one of the HAIR materials is deleted; again, not sure which.
Qev  [author] 20 Oct, 2024 @ 7:11pm 
Yeah unfortunately there's no way to filter reaction inputs by things like quality or condition. :(
Screw 20 Oct, 2024 @ 12:22pm 
Oh, ok. That explains where my 24 pairs of cloth shoes are gone xd
Qev  [author] 19 Oct, 2024 @ 2:48pm 
Nope, it'll use anything cloth you throw into it. Hence, "Make sure to use stockpile links to control which items are recycled!" :)
Screw 19 Oct, 2024 @ 2:13pm 
So...it only uses the XXclothesXX, right?
Qev  [author] 14 Feb, 2024 @ 5:02pm 
@doom frog Is this a consistent crash? I can't seem to replicate it here. Can you share your worldgen parameters (eg. how large, how old the world is, etc.)? Also, try having steam verify the game files, see if that corrects the issue.
doom frog 5 Feb, 2024 @ 9:01pm 
I clicked this without reading comments. Still crashes on world gen like someone else said... Plain gen settings, only this mod selected.
Qev  [author] 25 Sep, 2023 @ 2:16pm 
Seems to be. I don't know why the HAIR material was set to allow that, but it is. There's no process to make them in actual Fort mode but they'll show up in embark. XD
Ole Hockey Thighs 25 Sep, 2023 @ 7:18am 
Hol up, wool pats are vanilla?!