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RimWorld

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Onimods - Plant Fiber
   
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Mod, 1.4, 1.5
File Size
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1.220 MB
23 Feb, 2024 @ 9:14pm
25 Mar @ 11:34pm
7 Change Notes ( view )

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Onimods - Plant Fiber

Description
Description
Onimods - Plant Fiber adds a new resource in the form of ‘Plant Fiber’, acquired by default from cutting wild or immature plants, or from drying Hay at campfires or stoves.
It’s a very poor quality Fabric type material, worst than base game Cloth, but freely available on most biomes with some plant life.
Other uses for Plant Fiber are processing it directly into Chemfuel at a Biofuel refinery, combined with meats into kibble, or weaved into Burlap, a stronger but ugly textile material, at any tailoring bench.

About 1.6 game update: I'm in the process of adjusting all my mods to version 1.6, the updated mods will likely be uploaded only after game version 1.6 goes live (along with the new DLC), as I'm using this opportunity to apply some potentially save breaking mod changes that were on hold for some time.


Features
Plant Fiber: new resource, a very poor quality and work intensive Fabric material, but readily available for collection in any biome with some wild plant life.
Besides direct use as a crafting material, Plant Fiber can be used as an alternative building material for Straw Matting floors, processed into Chemfuel at Biofuel Refineries, combined with meats or other proteins into Kibble, or weaved into stronger Burlap at any tailoring bench.
Excess Plant Fiber can also be destroyed on campfires and crematoriums.
Plant Fiber material Stats:
* Category: Textile (Fabric)
* Beauty: x0.5
* Max HP: x0.5
* Armor Sharp: 0.18
* Armor Blunt: 0
* Armor Heat: 0
* Insulation Cold: 9
* Insulation Heat: 9
* Flammability: x2
* Market Value: x0.25
* Work To Make/Build: x3
* Door Openning Speed: x1.7

Plant Fiber acquisition: Plant Fiber can by default be obtained by the ‘Cut’ action on wild or immature plants, further customization options on the mod settings allow for collection from chopping trees and from normal plant harvesting.
The default amount of Plant Fiber obtained from a single plant are based on the current plant growth %, and its fully mature nutrition, according to the following formula:
plant growth % * mature nutrition * 10 * mod settings factor (default = 1)
For example, a 100% grown ‘Tall Grass’, with 0.5 mature nutrition, drops 5 Plant Fiber when cut.
An alternative way to acquire Plant Fiber is by drying Hay on campfires and stoves, on a 1:1 ratio.

Burlap: new resource, it is stronger but less insulating than base game Cloth, while overall worse than most leathers, it’s also ugly and extremely flammable. It can be produced at any tailoring bench, weaved from Plant Fiber at a 2:1 ratio.
Burlap material Stats:
* Category: Textile (Fabric)
* Beauty: x0.5
* Max HP: x1.2
* Armor Sharp: 0.64
* Armor Blunt: 0.14
* Armor Heat: 0
* Insulation Cold: 9
* Insulation Heat: 9
* Flammability: x2
* Market Value: x0.75

Plant Fiber to Chemfuel: Process Plant Fiber into Chemfuel on any Biofuel Refinery, the recipe uses 200 Plant Fiber and produces 20 Chemfuel.

Plant Fiber to Kibble: Produce Kibble using Plant Fiber as the vegetable component, uses 100 Plant fiber and 1 nutrition from meat or animal products to produce 50 Kibble (just as base game recipe, if Plant Fiber had 0.01 nutrition value).

Straw Matting (Plant Fiber): Alternate recipe to building Straw Matting floors, uses 2 Plant Fiber per title, same stats as base game Straw Matting floor.

Burn Plant Fiber: Recipe to quickly destroy excess Plant Fiber, available at Campfires (small amount recipe) and Crematoriums (faster large amount recipe).


Mod Settings
* Toggles to enable/disable if Plant Fiber can be acquired by cutting wild/immature plants, chopping trees or harvesting crops.
* Multiplier value to change the collected amount of Plant Fiber from plants (does nor affect drying Hay recipes).
* Optional recipes to convert Plant Fiber back to Hay (very inefficient 5:1 rate, and disabled by default).
* Toggle alternative descriptor adjectives for items made with Plant Fiber (straw) and Burlap (potato sack).


Supported Mods
Onimods - Cloth Weaving: Adds 3 recipes to weave Plant Fiber into Cloth (2:1 conversion rate).

Vanilla Plants Expanded - More Plants: Adds 3 recipes to dry Cave Moss into Plant Fiber (1:1 conversion rate, same recipe values as Hay).

Fertile Fields: Adds 3 recipes to dry Plant Scraps into Plant Fiber (2:1 conversion rate).

Vanilla Factions Expanded - Medieval 2: Adds an alternative ‘Chemdrench’ floor build recipe that uses ‘plant fiber’ instead of ‘hay’.

Mod compatibility
Plant fiber collection should automatically work for any modded plants, and most recipes should get added to modded building that share similar recipes list to the base related workbenches.
Also I’m not aware of any hard incompatibilities at the moment, but drop a message in the comments if you find any odd behavior (and the standard Hugs Log).


RimWorld Versions Support
v1.5: Current version under support, may be updated with new content, check the change notes for more info.

v1.4: Supported, but it's now locked, so no further updates or new features are planned.


FAQ
Q: There is too much/little plant fiber spawning. || Trees and harvested crops don’t drop Plant Fiber. || Free resources from just cutting wild plants is unbalanced.
A: Check the mod settings, you can disable or enable Plant Fiber dropping from different cutting situations, and also adjust a multiplier to the overall amount of Plant Fiber dropped.


Credits
A grateful thanks and shoutout to the ever helpful folks on the Rimworld Discord modding channel for allowing another silly idea to be here! \o/
46 Comments
Onimorphus  [author] 12 Jul @ 2:55pm 
@Michiko
Thanks!
I got most of my mods at apparently running locally without errors on 1.6, from the few tests I done after the update properly released, but there are still some bits to fix...
I also want to use the version change opportunity to implement some "high risk of messing with ongoing saves" alterations, and haven't got to actually doing a test run of the new DLC at all yet.

So, currently , I'm aiming to release the 1.6 updates sometime during this week, if time allows :cozyspaceengineersc:
Michiko 12 Jul @ 10:00am 
I tried to use it in 1.6 and it seems to cause issues. Pawns are unable to cut plants with this mod active. A short snippet of the player.log shows:

Exception in JobDriver tick for pawn Tara driver=JobDriver_PlantCut_Designated (toilIndex=5) driver.job=(CutPlantDesignated (Job_85983) A = Thing_Plant_Bush59683 Giver = JobGiver_Work [workGiverDef: PlantsCut])
System.MissingMethodException: Method not found: bool Verse.GenPlace.TryPlaceThing(Verse.Thing,Verse.IntVec3,Verse.Map,Verse.ThingPlaceMode,System.Action`2<Verse.Thing, int>,System.Predicate`1<Verse.IntVec3>,Verse.Rot4)

Would love a 1.6 update please!
Tinda 16 Jun @ 9:59pm 
Thanks for the reply, sounds like your method is not quite what I want, then.
I'll ask around, thank you :)
Onimorphus  [author] 16 Jun @ 8:08pm 
@Tinda
Hey! Glad to see more people doing their own mods!
The way I did it was harmony patching the Plant.PlantCollected method, so I could do the plant fiber to drop, with some extra calculations for the conditions and amount dropped based on the mod settings (all this required custom C# code).
I don't think it's something that can be properly done with only XML (there may be a tag for extra item drops, but it probably will just always drop the extra resource not mater how the plant is destroyed, and won't count the plant growth % into the extra item amount created).

If you need more help in doing your new mod, best place to get it is the mod-development channel on the rimworld discord :cozyspaceengineersc:
Tinda 16 Jun @ 11:55am 
Hello, I'm a long term fan.
I'm trying to build a similar mod myself, adding banana fibers as additional harvest of another mod's banana tree (Biomes!Islands)
But it seems just xml alone won't be enough. Can I ask, how did you manage to get multiple kinds of harvested items?
Onimorphus  [author] 7 Feb @ 7:58pm 
@jptrrs
Ah, tranquilo! :cozyspaceengineersc:
(e realmente, muito item por ai atrapalha mesmo, tenho ideas de no futuro tentar dar a opção de só coletar as 'plant fibers' do que for cortado em zonas marcadas, algo do tipo...)
jptrrs 7 Feb @ 11:32am 
Vish.... Era só eu dizendo que ter duas "sobras" diferentes para cada planta aumenta muito o número de itens espalhados pelo mapa, o que por sua vez ocupa demais os colonos. E que talvez a substituição pudesse ser uma opção... mas enfim, de boa.
Onimorphus  [author] 6 Feb @ 9:56pm 
Acho que a steam sumiu com o ultimo comentario feito aqui... -_-
(a aba de notificações mostra o começo do comentario, mas ele não ta aqui... êêêê steam... XD)
Onimorphus  [author] 5 Feb @ 10:23am 
@jptrrs
Opa, valeu! :cozybethesda:
E é intencional eu não ter substituido o drop dos 'scraps' do Fertile Fields em si, principalmente para não atrapalhar com outros mods que façam uso dos 'scraps', mas tambem porque ambos mods tem regras padrão diferentes para o spawn dos seus respectivos items, alem de opções para ajustar a quantidade criada, então prefiro deixar a cargo do jogador ajustar e/ou remover o drop de um ou outro nas configurações, como preferir.
jptrrs 4 Feb @ 5:19pm 
Ótima ideia esse mod, irmão! Parabéns! Descobri recentemente, mas achei que se for para compatibilizar com o Fertile Fields, você deveria substituir totalmente o "scrap" dele pelo seu "plant fiber". É fácil, só precisa de literalmente uma linha de código. Eu faria uma contribuição pelo Github, mas não te achei por lá, então vai aqui mesmo:
Traverse.CreateWithType("RFF_Code.FFDefOf").Field("PlantScraps").SetValue(DefDatabase<ThingDef>.GetNamed("Onimods_PlantFiber"));

Te chamei no chat do Steam, se te interessar. Abç.