RimWorld

RimWorld

ReclaimFabric
83 Comments
PlinioJRM 16 Nov, 2021 @ 9:48am 
@jastro, thank you. gonna try it, because this is not working on 1.3 right now.
jastro 10 Aug, 2021 @ 3:16pm 
I updated the mod to 1.3 here
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2571637022
Will remove if this ever gets officially updated.
Hypersapien 5 Aug, 2021 @ 5:17pm 
Is there any word on when this is going to get updated to 1.3?
Colqhoun 27 Jul, 2021 @ 8:38pm 
Either this conflicts with another mod or it also preventing me from smelting weapons. I'm just about far enough along now that I could build the factory system in Vanilla Expanded Mechanoids to do the same thing. Still I miss this one...
saavedra 27 Jul, 2021 @ 6:20pm 
The fact that this mod takes skill and hitpoints into account makes it better than other available cloth recycling mods. Please don't let it die!
RayBloodyPurchase 27 Jul, 2021 @ 3:45pm 
1.3 would be so great. You have a should-be-base-game mod here.
Discoprophet 25 Jul, 2021 @ 2:11am 
Would be much obligated if it was updated to 1.3. Thanks a lot!
an0x 24 Jul, 2021 @ 1:57pm 
If you have time I would be super pleased about an update. But take all the time you need.
thewanderingoutsider 24 Jul, 2021 @ 6:19am 
Someone please update this...I'll never take this mod for granted ever again!
Kanjejou 23 Jul, 2021 @ 2:57pm 
Indeed being unable to reclaim fabrique make burning gear the only solution and it consume so much time....
Unfriendly Joe 22 Jul, 2021 @ 7:39pm 
Of all the mods I have installed, this is the mod that I took for complete granted. Been using this mod for so long that I thought it was part of the base game. Was super confused when the tailoring bench had no option to reclaim fabric. Almost game breaking not to have this functionality.
Cryptic 22 Jul, 2021 @ 9:51am 
I literally never knew you could do that. With anything.
Cryptic 22 Jul, 2021 @ 9:47am 
Okay I'm an idiot. I take back what I said. Thank you for telling me that
Xurker 22 Jul, 2021 @ 8:39am 
@corrosion you have to set the parameters in the bill itself, just like with any other similar bill (such as smelting weapons)
SFR-Hurricane 21 Jul, 2021 @ 11:57am 
1.3 seems to have broke it. They just keep trying to reclaim, the little progress bar goes across nothing happens, and they do the same over and over never reclaiming now.
Memento Mori 20 Jul, 2021 @ 12:49pm 
Update?
dariooo512  [author] 21 Mar, 2021 @ 9:32am 
Hi brightsideguy, sorry for the delay, i did not receive the PR email. I've merged the code ad published the new version, Thanks for the effort! :)
Enjoy
brightsideguy 28 Feb, 2021 @ 9:48am 
Well, I just did my first ever github pull request. So, hopefully that worked, ha.

As for penalties, the crafting spot already does everything at 50% speed. Past that, I have no ability to change more.
dariooo512  [author] 27 Feb, 2021 @ 10:47am 
@brightsideguy sounds great, we should also add a penalty to it, you can make PRs at https://github.com/dariooo512/ReclaimFabric
brightsideguy 10 Feb, 2021 @ 12:07pm 
All I'm doing is adding a slight piece of code to this author's mod, so no, I can't post a mod.

But I can tell you if you go into this mod's Defs/RecipeDefs/ and the file "RecycleApparel.xml" just go to the spot that says <recipeUsers> and add <li>CraftingSpot</li> under it.

Should look like this in the end:

<recipeUsers>
<li>ElectricTailoringBench</li>
<li>HandTailoringBench</li>
<li>CraftingSpot</li>
</recipeUsers>
Xurker 10 Feb, 2021 @ 11:59am 
@brightsideguy that sounds good, can you post that as a mod if you do end up making recycling apply to crafting spots?
brightsideguy 10 Feb, 2021 @ 9:54am 
Like, I can code myself a reclaiming spot and just make it much slower. But flavor-wise, less fabric received or only making patchleather would be really interesting to play with.
brightsideguy 10 Feb, 2021 @ 9:35am 
It would be amazing to have the crafting spot do a crappier version of material reclaiming. That way slow research tribal runs can do something with the piles of raider clothes.

Going off of Bazed's comment, you could even make the crafting spot only make patch leather as a balance instead.
DonZekane 25 Nov, 2020 @ 10:35am 
Wow, this is 1353 times larger in size than "Recycle 1.2"

The more you know :>
Silben 21 Nov, 2020 @ 9:50pm 
Not sure if this is a bug or more of a dire warning to other users. Don't set a filter to blindly destroy anything "normal" or lower without disallowing utility items - or you'll "reclaim" your psychic shock/insanity lances.

Was driving me nuts as to why they kept disappearing till I saw my crafting trainee after he made some crappy alpaca items and broke them down proceeded to melt down my brand new shock lance - because I had made a breakdown filter to trash anything below 'good' quality and only disallowed the items I actually wore, not even thinking to check that items that don't have quality might get caught in the filter.
cubicPsycho 22 Oct, 2020 @ 11:56am 
Is this save compatible?
Good Student 3 Oct, 2020 @ 8:42am 
Can there be an option to turn all reclaimed fabric into patchleather?
dariooo512  [author] 1 Sep, 2020 @ 1:56pm 
It should work with or without expansions.
Louiserr 31 Aug, 2020 @ 1:52pm 
Update doesn't work if you don't have royalty installed? :( Mines just disappeared from load order
dariooo512  [author] 30 Aug, 2020 @ 4:18am 
1.2 Update out, using clean preview, changing package id to skullywags.reclaimfabric. Enjoy!
Tyrant 22 Aug, 2020 @ 1:24pm 
If and when you update to 1.2, can you change the packageId to skullywags.reclaimfabric? It's generally not good to put versions in packageIds because every time they change, they fall off load orders.
Darthsawyer 14 Aug, 2020 @ 8:02pm 
Is this compatible with 1.2?
Lanthrudar 19 Jul, 2020 @ 12:06pm 
@Vort3x Maybe reclaim everything and then have your stockpiles filter set up there? I mean if you control what you are making things from by selection, and set your stockpiles up by raw mat's, it should do what you're asking for.
Mlie 13 Jul, 2020 @ 12:09pm 
@dariooo512 Looked through your repo and it seems to be no differences to my version
dariooo512  [author] 23 Jun, 2020 @ 1:47am 
Thanks @Mile! Also if you have the opportunity to make a PR on my repo that would be awesome and help a lot.
Lanthrudar 27 Mar, 2020 @ 3:50pm 
*If not, I'd presume...
Lanthrudar 27 Mar, 2020 @ 3:38pm 
Did you fix the job icon missing? If so, I'd presume to get the update from Mlie since it had no errors and the job icons present.
Mlie 9 Mar, 2020 @ 9:53pm 
You are free to use the source from the github-repository of my version of the mod if that helps!
dariooo512  [author] 9 Mar, 2020 @ 1:43pm 
Tested on both 1.0 and 1.1, the job icon is missing in 1.1 and i can't understand why but the main mod features should now work.
Tanya Sapien 9 Mar, 2020 @ 11:14am 
In your steam library, right click on rimworld and then select "properties" this should open a new window. look for the tab called "betas" and open the drop down menu inside. 1.0 should be listed in the versions. Click it, then give steam a couple minutes to swap out the files.
dariooo512  [author] 8 Mar, 2020 @ 2:56pm 
I've published an other version (i think you need to clear the cache somehow), maybe this time i got it right. If it fails please tell me how i can run my game on 1.0 to test myself
Tanya Sapien 8 Mar, 2020 @ 3:15am 
Came here to report a bug, looks like qubehog is having the same one.

Yeah, your 1.0 build isn't loading properly. I cut my mod list in half over and over to find the culprit until only yours was left.

If you're having an issue with getting the version to flag, I know the guys over on the pawnmorpher discord server are really helpful, they might be able to help get to the root of the problem.
qubehog 7 Mar, 2020 @ 2:42pm 
It throws errors and game unloads the entire mod list.

Tired again with it running alone and I get the same issue.

The fork that @mlie made still runs fine in 1.0, if I'm not able to run your version until my modlist is updated to 1.1 then I'm okay with that.
dariooo512  [author] 7 Mar, 2020 @ 1:40pm 
Added 1.0 to supported. Does it work now?
qubehog 7 Mar, 2020 @ 1:31pm 
Only reads it as 1.1 so it won't even let me try to load it on 1.0, breaks my entire mod load order.
dariooo512  [author] 7 Mar, 2020 @ 4:20am 
@qubehog The update changed a configuration related to the working speed that should in theory break 1.0. That's because 1.0 should use the old mod version.

Does the mod on your version break or it's just a warning what you're seeing?
qubehog 6 Mar, 2020 @ 4:06pm 
I'm still playing on 1.0 and you seem to have forgot to add backwards compatibility?
dariooo512  [author] 6 Mar, 2020 @ 3:39pm 
Hi@ Soul. I'm not able to reproduce your issue. Can you provide more info about it? If it happens again.
dariooo512  [author] 6 Mar, 2020 @ 3:14pm 
1.1 update out. Report here or on github for any issues.
Mlie 6 Mar, 2020 @ 9:21am 
Made an update of this for RimWorld 1.1
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2015253237
Hope this helps anyone!