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Here you all go, 1.5 and 1.6 because I can't live without this mod. I'll try to rework the animal rugs later, I'm thinking of doing them so they need a specific leather rather than messing with the pelts.
Why not just add a different butcher type so that pelts can be one and the regular butchering is another?
I have to remove the mod rn in my playthrough because I killed a bunch of migrating megasloths, but I don't need like 6 megasloth rugs, I need their fur and downgrading to patchleather is a feelsbadman.
It's a great mod, I don't know why stuff like this wasn't already in the game or covered by something like furniture expanded. Rug/carpet making was a big deal for a very long time, and was pretty much the only way to cover the ground in your tents while traveling. If you had the space to haul the rugs, anyway.
I'll check back in with this mod later, I'm not removing it completely just moving it to inactive for now!!
https://www.kathykuohome.com/blog/wp-content/uploads/2020/07/Veruca-Modern-Ivory-Sheepskin-6-Pelt-Fur-Rug-kathy-kuo-home.jpg
https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcRQGDg11m5Mfaz-RhDhcsCsRQzf7KgWLiIRw3c2nQYvtpkTdJzmkpVry8eeI9AV1wSvOL4&usqp=CAU
https://www.decorist.com/static/finds/product_images/full_size/127791-faux-fur-rug-3-round-white-pillowfort.f7d4777bc37f9601bea676dde0727aa9.png
A small range of odd sizes would give it a rough tribal look, like 2x2 rounds and 1x3 strips. Ideally, the "collision" or whatever Rimworld uses on these would be a bit smaller than the image, so you can layer them on top of each other to cover gaps in the floor, but I don't know how that works with draw layers.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?edit=true&id=2795847623
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2753790522
I had to re-write the MOD to use XPATH patching, as it was still overwriting animal defs.
If you ask, I will remove it
That said, this mod is incompatible with the Animal Tab mod, it messes with the interface display, and the auto harvest interface (I'm guessing it's probably due to whatever changes were made to the harvesting mechanics). Would love to try it out, but Auto-Harvest is a must have feature for RimWorld Ideology play throughs now.
ll take a look though.
but this singular mod being active causes a "muffallo trainability = null" error when I enable it, and goes away when I disable it.
Thought I'd say something. Love the mod but had to leave disabled.
Good point.Why not have them made of leathers too? I think i'll have some time to look into that later this week.
That and the fact that you stopped thrumbos dropping horns for no reason are the two things stopping me from downloading this mod.
I agree that some of the critter rugs need to be downsized. 3x3 for muffalo and bear looks more correct to me based on the animal sprites. I did this with a text editor, but then the mod updated again. I suppose I could just download a static version. I think they need associated lower costs too.
Other suggested change - the animal skins need a value. And perhaps a non-cloth recipe that isn't as valuable. Something to incentivise doing something with the basic skins if I'm not growing cotton.