RimWorld

RimWorld

[1.0] TR Cotton and Devilstrand reworked
46 Comments
Monkey Magic 17 Aug, 2023 @ 3:37pm 
I highly recommend switching over to #6's version, since they have recently added compatibility with the Seeds Please mods. Using this older version will break if one is also running those mods.
#6 25 Sep, 2021 @ 3:12am 
I went ahead and did an update to this mod since it'd be a real shame if it were left to die.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2610910079
velascoje 26 Aug, 2021 @ 11:17am 
I really miss this mod, Extended Fabrics is a decent successor but mods that add production chains are my jam. Or maybe I just really miss the loom :p Hope you're doing well, TR.
Paladin 25 Apr, 2020 @ 1:47am 
Just in case, Syrchalis updated Universal Fermenter with performance improvements. So it is possible to add a new dependency adn remove dll from mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2073225100
#6 22 Apr, 2020 @ 9:32pm 
Hey TR, are you planning on updating this sometime soon? If you don't have the time I could look into it for you, or perhaps Mlie would be willing to since they have updated so many mods already.
Paladin 9 Apr, 2020 @ 6:02am 
@TR, I so miss your mods. If still here, may you say some words about plans on them? Thank you
Paladin 16 Mar, 2020 @ 2:39am 
Paladin 16 Mar, 2020 @ 2:39am 
@Reize, just want to let you know that there is UniversalFermenter is ready for 1.1, it can be replaced without changes and issues with workSpeedPenalties may be solved with changing base class of becnhes from BenchBase to BuildingBase and removing workSpeedPenalties tags. With that changes it should work fine with 1.1. Just want to save some of your time. Thank you for your mods.
Paladin 20 Jan, 2020 @ 9:39am 
Have made a patch for myself https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1974384960 But beware, it also removes bulk healroot recipe x5 and moves healroot recipe to drug laboratory. Like a temporary solution.
Frydendahl 20 Jan, 2020 @ 8:29am 
@Reize Yes, that's exactly it. The Seeds Please workbench basically let's you cheat and skip a lot of the low tech tools in this mod :p
TR  [author] 20 Jan, 2020 @ 8:04am 
@Frydendahl: If I understand you correctly, you want me to disable the Seeds Please part that allows you to process the cotton at the plants processing workbench ? You want to process the cotton at the workbenches my mod provides ? I'll look into it ASAP - I guess I won't find time before the weekend, but I'll see what I can do.
Frydendahl 20 Jan, 2020 @ 1:29am 
Any chance you can make a patch for Seeds Please? Seeds Please already allows harvesting of seeds from this mod's raw cotton, but also allows making cloth directly from the raw cotton at the plants processing workbench (i.e. skipping the entire process of this mod).
TR  [author] 18 Jan, 2020 @ 3:28pm 
update: I added custom sounds for the spinning wheel, the loom, the industrial loom and the shroom tub. Please tell me if they are ok or too loud or too annoying or too silent or maybe just right ? Thx.
Paladin 18 Jan, 2020 @ 9:22am 
@Reize, it is fine. I will remove patch then, since no need anymore.
TR  [author] 18 Jan, 2020 @ 9:21am 
@Paladin: Thx ! I added the patches to the mod and I added your name to the credits. I hope that's ok with you.
Paladin 18 Jan, 2020 @ 8:31am 
Have made custom patch for better compatibility with Rimefeller and Burn It For Fuel mods: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/1972291419
Paladin 13 Jan, 2020 @ 10:18am 
@Reize, and this should make it compatible with JPT (disables tab, so you are able to use only chemfuel): https://pastebin.com/ignqt0kv
Thank you, for that great mod! Hope that helps make it better.
Paladin 13 Jan, 2020 @ 10:09am 
@Reize, yes I mean disable all of that. Btw, I got it working with Rimefeller. That should make it compatible if Rimefeller used: https://pastebin.com/i7Xw1Uxt
TR  [author] 13 Jan, 2020 @ 10:01am 
read your post again and realised that might have to look into burn it for fuel to disable the use of anything else than chemfuel.
TR  [author] 13 Jan, 2020 @ 8:27am 
@Paladin: Again, thx for the feedback.
1. I will look into Rimefeller. It sounds good.
2. The reasoning behind chemfuel is the following: The shroom tub uses a solvent to extract shroom fibres from the shrooms (neutroamine or chemfuel). So I thought it would be logical if the advanced machine uses the excess solvent to generate power. Thus chemfuel as fuel and not electricity. Therefore I don't want compatibility with burn it for fuel. I hope my reasoning makes sense.
TR  [author] 13 Jan, 2020 @ 8:23am 
fixed the ticker type. should work.
Paladin 13 Jan, 2020 @ 3:14am 
Btw, since new Automaticshroomprocessor works on chemfuel, may I ask for two things:
1. Make it compatible with Rimefeller (ability to connect to chemfuel pipes to auto refill)
Such compatibility is in SRTS Expanded mod to fuel ships. Do not know is it hard to implement.
2. Make mod compatible with [JPT] Burn It for Fuel (to use only chemfuel and not other stuff).
Do not know if you want Shroom processor to work on chem fuel only, but with [JPT] Burn It for Fuel you can use any material to fuel. I have already asked [JPT] Burn It for Fuel dev if that possible.
Paladin 12 Jan, 2020 @ 10:32am 
@Reize, thank you for an update. Got one issue, maybe it is other mods related:
Config error in Automaticshroomprocessor: Refuelable component set to consume fuel per tick, but parent tickertype is Rare instead of Normal
Verse.Log:Error(String, Boolean)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
TR  [author] 9 Jan, 2020 @ 12:43pm 
update: I added a fabrication level machine that converts harvested devilstrand shrooms automtatically to devilstrand cloth. It is unlocked by fabrication research. I hope you all enjoy it.
kon. 8 Jan, 2020 @ 12:58pm 
right, i understand what you mean. I really meant the products of the spinning wheel (thread) being obsolete outside of cloth production. The loom itself is of course just a means to an end.

no problem about the feedback! and sure, i'll check out your add-on if you ever decide to make one, your work is great!
TR  [author] 8 Jan, 2020 @ 11:02am 
First of all: thx for the feedback!
I get mixed feelings from your suggestions tbh. I aim to make the spinning wheel obsolete in the later game like the fueled smithy is made obsolete by the electric counterpart. Yet I love the bowstring idea. Since it is outside of the scope of the mod (Cloth production) it will require an add on mod. If I find the time I will do it because I really like the idea. Come back in a while to see if I added a link to the description.
kon. 8 Jan, 2020 @ 3:54am 
right now the spinning wheel kind of just works as an extra unnecessary step in the production line for immersions sake. It also stops being useful after you have the industrial loom.

I'd be nice if it had some unique properties that would make it useful in the long run. For example thread being used in more recipes, like bows. This would make club, knives, pilas more useful in the early game in my opinion. To compensate for the increased bow price, maybe you could make thread out of other materials as well? (haygrass thread, etc.)

just my opinion though, still a great mod!
Frydendahl 1 Jan, 2020 @ 10:38am 
Damn, this is super awesome. Well done!
TR  [author] 27 Dec, 2019 @ 2:38pm 
thx. yes i did. next up is devilstrand processing on fabrication lvl.
Paladin 27 Dec, 2019 @ 7:59am 
Graphics is awesome. Did you draw yourself?
TR  [author] 27 Dec, 2019 @ 7:46am 
added an industrial loom
TR  [author] 23 Dec, 2019 @ 9:41am 
did the change to microelectronics research. the rest will take some time.
TR  [author] 23 Dec, 2019 @ 7:44am 
it's a good suggestion. I will do it ASAP. I guess I will add a 2x1 combination of electric spinning wheel/loom that has two jobs, spinning and weaving. It will have the same 3:1 ratio but with larger capacity and less work, so it's just faster but needs electricity. Then tribal will be two benches, each 1x1, mechanic will be one bench 2x1 and microelectric will be fully automated 3x1 bench. Sounds great. Keep the ideas comeing. But with christmas tommorow it might take a few days- we'll see :). Next step will be devilstrand.
Paladin 23 Dec, 2019 @ 6:53am 
I will understand if you decline. Since it is a little xml patch, I can make that for myself. So no problem, just a one more suggestion. Thank you for a great mod. Really like the graphics.
Paladin 23 Dec, 2019 @ 6:50am 
Northrop Clothmaster 3000 is really great. May I ask to move it to Microelectronics research. It is in Mechanics now, and to get there you need only Electricity. It is a good machine, but it gives you 2:1 ratio (instead of 3:1 ratio of hand made) and fully automatic. It makes hand made cotton production useless too early, IMO.
TR  [author] 23 Dec, 2019 @ 5:33am 
as with my brewing and alcohol mod the scope of VGP is too big for me. I did not want to add more crops than the vanilla game already has so it won't be compatible with VGP. The aim is to keep it small and simple but to increase difficulty. Sorry.
Lurmey 23 Dec, 2019 @ 4:10am 
How does this play with Vegetable Garden? That already adds a small production chain for cotton and devilstrand, requiring them to be processed in the loom before it can be used for clothing. I like the extra step of the spinning wheel, though, as it makes more sense. Looms are for sheets, spinning wheels are for threads. You need thread before you can make a sheet.
TR  [author] 22 Dec, 2019 @ 10:03pm 
My guess is that it can be removed since it is mainly just an .xml mod. But I have not done much testing in that direction so unwanted results might be possible.
Kangaroo Salesman 22 Dec, 2019 @ 8:13pm 
I find this better that the simple chains version. But do i need to start a new game and or can it be removed mid-game?
TR  [author] 20 Dec, 2019 @ 7:50am 
@Paladin: Both good suggestions. done and done. Thx for the feedback.
@LoggerC4: Right now I got no idea why this is the case. But I got the same thing listed so I obviously did something wrong. I'll try to change it. Thx for the feedback.
Paladin 19 Dec, 2019 @ 5:08am 
Suggestion #2: Change ClothProcessing research position to <researchViewX>1.00</researchViewX>
<researchViewY>3.75</researchViewY>
To prevent overlapping in research tab.
Paladin 18 Dec, 2019 @ 11:24pm 
Suggestion: Double the amount of cotton from one plant (from 10 to 20).
TR  [author] 18 Dec, 2019 @ 8:03am 
thx for the initial feedback. You are correct of course. vanilla cotton is more efficient. It would be easy to up the numbers though (to a vanilla level). Plz tell me more after some testing.
Paladin 18 Dec, 2019 @ 6:40am 
Graphics are ok. Didn't play much and cannot say much about balance. But you get 10 cotton from 1 plant. So you need 3 plants to harvest 30 cotton. Then you transform 24 cotton to 18 thread and 18 thread to 6 cloth. Basicly you get 2 cloth from one plant. That may be too low, but I didn't play much enough. Need more time. Thank for that great mod, I like simple chains too.
LoggerC4 17 Dec, 2019 @ 2:35pm 
Nice mod! One thing though is with the Wooden Shroom Tub, the "safe temperature" listed when you click it is "UF_IdealSafeProductionTemperature" which seems a bit weird
TR  [author] 17 Dec, 2019 @ 1:01pm 
English is not my native language. Please report spelling errors as well as ingame bugs. Please tell me if the graphics are ok. This means the ingame sprites and the pictures in the steam description. Thank you.