RimWorld

RimWorld

228 ratings
Simple Apparel Recycling
   
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Mod, 1.5, 1.6
File Size
Posted
Updated
3.327 MB
4 May, 2024 @ 9:43am
21 Jul @ 9:20am
9 Change Notes ( view )

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Simple Apparel Recycling

Description
Content
A simple mod that adds:
- "Recycle Apparel" research project.
- "Recycle Neolithic Apparel" bill at a crafting spot.
- "Recycle Apparel" bill at a tailoring workbench.


Info
- This mod is rewritten with C# patching to fix issues introduced in the 1.5 Rimworld version.
- Neolithic apparel recycling is not locked behind any research.
- Materials returned are 25% of the original value (same as smelting).
- If apparel does not have a recipe, no materials are returned.
- Only non-smeltable apparel can be recycled.


Translations
English, Japanese


Credits
Current maintainer: Arvkus
Github: https://github.com/Rimworld-Mods/Simple-Apparel-Recycling

Old mod maintainer: Proxyer (1.1-1.5 versions)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2079862064

Original mod author: Lanilor (1.0 version)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1419006111
41 Comments
MacGyver 24 Jul @ 9:41am 
Hi in the research tree it looks a bit off https://imgur.com/a/xbtzQNI
Nasser 21 Jul @ 10:50am 
Arvkus, its 10000% MY FAULT. The mod is working fine. I forgot to research the recycle tech! Sorry lmao
Arvkus  [author] 21 Jul @ 9:31am 
@Nasser Looks like CommonSense mod has some patches to change text. If you look at the requirements of revolver at machining table - they are listed and separated by new line, not by comma. This "textiles" text doesn't really do anything, are you sure your bill is set up correctly? On my end everything is working fine.
Arvkus  [author] 21 Jul @ 1:27am 
@Nasser Could you post your mod list?
Nasser 20 Jul @ 6:04pm 
Your mod isant working: https://imgur.com/a/Vfb9FXH

It says it requires "textiles"
Arvkus  [author] 20 Jul @ 9:59am 
@Damon_Vi Couldn't replicate it, would be great if you could provide a message of an error and possibly HugsLib dump on Github issues. Also i just did minor update to the mod, maybe it's fixed.
Damon_Vi 18 Jul @ 4:55pm 
ok, yes, i've narrowed it down to interacting with items on the new Odyssey Outfit Stands. granted, i have 10 of them exactly, and they all had linked storage settings.

BUT, it's when my pawns had an applicable item to remove from those stands, the pawn would be stunlocked. maybe it's the stands, maybe it's that all of their storage settings were linked. but there's the issue.

do some testing, and if you can recreate it, awesome, i found a bug.
Damon_Vi 18 Jul @ 4:21pm 
so i guess if there's more than 10 applicable pieces of apparel that would qualify for being recycled, that's why it throws that log. i tested this by slowly lowering the minimum quality of apparel to be recycled (80-100, 78-100, 75-100), until a small amount of items met this criteria. the colonists resumed the job, and weren't "stunlocked" and standing.

i'm not sure if this is a behavior for another mod that tries to optimize pawn behavior, or core scripting, or this mod in particular, but i'd look into it.

i'll still check to see if maybe it's a particular piece of modded apparel that also causing this.

i have a decent amount of tainted apparel stockpiled, so i'll see if this works.
Damon_Vi 18 Jul @ 4:14pm 
i have a bill set to recycle all tainted apparel. any of my colonists that try to initiate this bill end up being locked as "standing". in the dev logs, its throwing an error of "this colonist tried to do 10 jobs in one tick"

it's only doing this error for this one particular billl type. i'll see if i can narrow it down to any specific piece of apparel, but so far, i've narrowed it down to any tainted apparel of any quality or health%.