RimWorld

RimWorld

(Moved) Slightly More Realistic Wool Production
60 Comments
lilwhitemouse 21 May, 2020 @ 7:14pm 
Those are all very sensible reasons! Thank you.
Avericat  [author] 21 May, 2020 @ 5:53pm 
This mod was uploaded and created by CrunchyDuck, but he has no intention to keep modding rimworld at all. I didn't code any line of the original mod, so I prefer to make it a fresh start now that I took over. I also have no idea how to support the 1.0 version because it uses the modcheck assembly which I don't know how to use.
lilwhitemouse 21 May, 2020 @ 5:12pm 
Why the separate mod? It's quite possible to have a mod that does both 1.0 and 1.1
Avericat  [author] 21 May, 2020 @ 3:28pm 
The mod has been fixed and updated here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2104504363 . You should unsuscribe from this one if you are playing in 1.1.
lilwhitemouse 21 May, 2020 @ 8:16am 
I was just going to start working on this this week, but Oken plans on updating it, so I will offer any help they need/want :)
spsblue 20 May, 2020 @ 9:58pm 
Hi. I'm getting the same problem as lilwhitemouse. Log here: https://gist.github.com/4f0dd8e493b857bef392000696baad21
lilwhitemouse 6 May, 2020 @ 12:46pm 
Oh, hey, it's an MIT license! I might do that :)
awesomeadam217 6 May, 2020 @ 12:28pm 
@Midnight please ping if you end up reconstructing this mod. sounds like you know what you want to do here. thanks!
lilwhitemouse 19 Apr, 2020 @ 3:38pm 
Hello?
lilwhitemouse 6 Apr, 2020 @ 7:08pm 
(If it would get the mod working, I would help with rewriting some of that xml)
lilwhitemouse 6 Apr, 2020 @ 7:07pm 
This is throwing a lot of red errors on startup:
Could not find type named Modcheck.Sequence from node <Operation Class="Modcheck.Sequence">&c.......
Is ModCheck a dependency then?

It looks like you could write those patches entirely with vanilla patch operations?

Anyway, would love to play with this mod again, bonus without errors!

@Midnight, if you do fork the mod and update it, let me know?
Paladin 31 Mar, 2020 @ 6:12am 
@Midnight, did you update this mod? Added new types of fleece and recipes for new animals added in 1.1?
Mitz 24 Mar, 2020 @ 12:44pm 
I am considering adding this to my list of mods to butcher and reconstruct.
Points are based on comments section and such.
1. forgot to change from tailoring speed to general labour. (there is a mod which makes this error go away, de-generalize labour. Fixes 1.0 mods that use such.)
2. Modcheck wasn't removed. Common mistake.
3. author has not responded since the "update".
If the author does consider updating, or responds, I can abandon my update (if he updates shortly I am slow, so they would have time) or I can give the author my code for him to fix his update.
jptrrs 15 Mar, 2020 @ 7:59pm 
Hi! I'm having a bunch of errors on my mod list and I narrowed it down to your mod. A pity, because I was so used to getting fleece when shearing animals! There are errors running just this mod after Core, but they escalate when we add the other two basic dependencies on the RimWorld modverse: Harmony and HugsLib. This will make it incompatible with 90% of all mods out there! Please take a look if you can!
Here's my error log: https://gist.github.com/0625ddebc779c0b2ff22b8381753aa7b
Tellik 15 Mar, 2020 @ 6:50pm 
Can also confirm that the ModCheck errors specifically break BetterLoading as well as a few other mods/red errors. (Such as being unable to generate a world even.)
Tabris 14 Mar, 2020 @ 12:58am 
Hey, just want you to know this mod is throwing red errors related to ModCheck, probably running an outdated version?
theevilblackcat 8 Mar, 2020 @ 3:03pm 
@CrunchyDuck When Electric Tailer Bench is built, it is usable as expected but when a save is loaded with a wool Bill, Bill button and uninstall, reinstall etc. disappears on it and every work bench in the same room.
Paladin 8 Mar, 2020 @ 1:37am 
Issues may be connected with 1.1 update:
"Combined the stats ArtSpeed, TailoringSpeed and SmeltingSpeed into UnskilledLaborSpeed and renamed UnskilledLaborSpeed to GeneralLaborSpeed."
Nyoj 5 Mar, 2020 @ 7:15am 
Ey thanks for the update, just tried it and the compatibility patchs throw a bunch of red errors when loading the mod
CrunchyDuck  [author] 4 Mar, 2020 @ 10:24am 
Should work on 1.1 now. Enjoy.
Nyoj 26 Feb, 2020 @ 1:28pm 
Planing to update this to 1.1?
Nilserrich 2 Feb, 2020 @ 2:32pm 
A very nice and cool mod

I hope someone or the author will make a patch for Megafauna. Megafauna also adds a lot of animals that can be sheared.....
CrunchyDuck  [author] 27 Jan, 2020 @ 4:28am 
Hey there, it's not as of right now, but someone earlier mentioned they made a patch for that! Here's the URL to that mod.
Of course it isn't made by me, and therefore I cannot validate it will work as expected, but hopefully it's what you're looking for :)
New fat dwarf 27 Jan, 2020 @ 2:33am 
Is that mod compability with Vanilla Animals Expanded — Livestock
ZzZombo 15 Jan, 2020 @ 4:56am 
Can you please cooperate with Shear Those Corpses Vanilla? These addons complement each other nicely.
Avericat  [author] 4 Jan, 2020 @ 4:56pm 
I am sorry to inform that this mod is not compatible with Thrumo Extension. ModCheck is included as an asset, you don't need to download the original mod. If you have the original ModCheck activated, the addon from ModCheck in this mod will be deactivated and use the original files instead.
[RTB] Sarianos 4 Jan, 2020 @ 4:51pm 
@CrunchyDuck
Would this mod happen to be compatible with the thrumbo wool from leafzxg's 'Thrumbo Extension' mod? Also I'm assuming that ModCheck is an included asset and not a dependency?
Whale Cancer 22 Nov, 2019 @ 7:02pm 
Just wrote a patch for this mod that adds support for Vanilla Animals Expanded: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?edit=true&id=1918694312

While I am a long time tinkerer, this is my first upload to Steam workshop. Let me know if I left anything out that is needed.
ParasiticSquid 28 Oct, 2019 @ 5:30pm 
Oof, fair nuff. Gues sill wait until it does if possible since I always use genetic rim lol
CrunchyDuck  [author] 28 Oct, 2019 @ 2:44pm 
@ParasiticSquid Afraid not, my apologies!
Each animal has to be manually given the properties for this to work.
For the foreseeable future I won't be able to add in support for that either.

I hope you enjoyed what I made nonetheless~
ParasiticSquid 28 Oct, 2019 @ 2:18pm 
Does this work with genetic rim?
Tarious 8 Aug, 2019 @ 9:24am 
I really love this mod's function; is there any chance at a compatibility patch for Vanilla Animals Expanded in the future?
CrunchyDuck  [author] 2 Jun, 2019 @ 3:05am 
Should be working again. Thanks for the report!
CrunchyDuck  [author] 1 Jun, 2019 @ 4:12pm 
Seems like that's happened on all of my old mods. I'll work on fixing it right away, thanks.
Owlchemist 1 Jun, 2019 @ 3:33pm 
Just a heads up, this mod started red erroring recently complaining that its modcheck.dll file is obsolete. It looks like you can just copy-paste in the new version without a problem though to clear it up.
Avericat  [author] 22 Nov, 2018 @ 4:35pm 
I will take a look into it when I get the chance
refugeedrone 22 Nov, 2018 @ 6:15am 
Dopefish 9 Nov, 2018 @ 10:00pm 
mod request: slightly less realitstic wool production
CrunchyDuck  [author] 3 Nov, 2018 @ 2:04pm 
You know, I actually updated this on my PC... And for got to upload it.
I'm really sorry :p It should have worked fine, to my knowledge, though.
Thundercraft 3 Nov, 2018 @ 11:57am 
This won't work with v1.0, will it?
Is an update a possibility for the near future?
jpinard 13 Oct, 2018 @ 11:16am 
Any chance you can make the critters look fluffier when full and bare after sheering?
CrunchyDuck  [author] 19 Sep, 2018 @ 5:02pm 
Thank you ^^ I appreciate your help.
Oniwabanshu 19 Sep, 2018 @ 4:54pm 
Awesome mate! good job!
Oniwabanshu 16 Sep, 2018 @ 6:02pm 
Check the modder discord, you can find the link in the forums, there are a lot of people willing to help if you have a specific problem/request about mods.
CrunchyDuck  [author] 16 Sep, 2018 @ 5:53pm 
That's fair. I'm still an aspiring modder, so I've yet to learn most of this. Currently I'm just trying to learn C# so I can move on to some of the more advanced concepts I've got stored away.
Thanks for the help in clearing up the ambiguity around this!
Oniwabanshu 16 Sep, 2018 @ 5:51pm 
There are other ways to enable patches to other mods without the need to create a separate mod, but that involves coding a .dll yourself. CuproPanda's mod use that extensively, I know alien races like orassans includes patches that are enabled when EPOE is installed, other mods such as RWJ have even fancier patches.
The thing is, there are different ways to patch your mod to play with other mods in this version without having to do a separate mod.
CrunchyDuck  [author] 16 Sep, 2018 @ 5:36pm 
Is that the case? If so, then absolutely I'll include this. I'll get Oken to test it out, and if so, we'll roll that out. If so, thanks for letting us know :)
Oniwabanshu 16 Sep, 2018 @ 5:26pm 
I think (TM) modcheck is not a hard dependency, when modders use it they have to include the mod (.dll) into their mods, the user doesn't have to install modcheck.
CrunchyDuck  [author] 16 Sep, 2018 @ 4:32pm 
I'm aware, but I made the decision not to suddenly force a dependancy on users of this mod, at least until I learn how to use Hugslib to push a notification that will explain the incoming update. For any future projects that require patching, my partner and I have agreed we're going to use it.
We both adore the idea of modcheck and want to endorse it, but for this mod, for now, we'll use ordinary methods.

Thanks for the recommendation, though. I really agree with pushing Modcheck, since it's such a good system.
Oniwabanshu 16 Sep, 2018 @ 4:12pm 
@CrunchyDuck i am almost certain you don't need to do a separate mod to patch VG, you can include it on this very same mod and use modcheck to check if the player has VG and enable the patch!