RimWorld
Cloth Production Expanded [1.5]
77 comentarios
#6  [autor] 11 JUL a las 23:09 
Thanks for taking up the task @cyanobot, I'll put a link to your page in the description. Glad to see it get continued.
cyanobot 4 JUL a las 9:27 
Uploaded my 1.6 version here, which includes my patches for 1.5:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?edit=true&id=3516299224

According to commenter below, swapping to mine is not necessary, #6's version (the one we're on), still works in 1.6. But I will be maintaining my new version going forward.
Monkey Magic 13 JUN a las 7:22 
@#6 - Don't worry about Medieval Overhaul - that's an issue for that author to deal with. I hadthe same issue with Seeds Please Lite Adjusted , since they change everything in vanilla prefixing it with DankPyon_

So "RawCotton" which SPLA (and your mod too) use is 2DankPyon_RawCotton" in that mod. Given that mod is quite extensive, and their def is probably used in who knows how many recipes, it would be best for that author to make a patch.

That aside though: For 1.6 compatibility , all you need do is update the About file again ;)

@DaniAngione - That is most likely down to another mod you are using causing an issue. This mod works fine, even in 1.6
cyanobot 10 JUN a las 4:55 
I'd be very willing to take this on for the next version of RimWorld. It's a favourite.
#6  [autor] 17 MAY a las 10:36 
Sorry I didn't see this sooner, Steam didn't notify me. I'm not sure what would be causing that error, I haven't been playing Rimworld much for a year or two so I haven't been keeping up much. I can only recommend trying without other mods installed and see if you still get the error, if you don't then the problem is with another mod in your list. I'm probably not updating this mod anymore either way so hopefully you can find a solution. Sorry I couldn't give better news.
DaniAngione 5 MAY a las 18:09 
No matter how I order my mods, I keep getting this issue:
"Could not resolve cross-reference to Verse.ResearchProjectDef named Devilstrand (wanter=researchPrerequisites)"

Have you seen it before? Anything I can do to fix it?
#6  [autor] 10 AGO 2024 a las 6:25 
Thank you for the help with testing. I've updated the description to let others know what to expect.
gunns22 9 AGO 2024 a las 17:05 
Day 3 test log:
-Same mod order as Day 2.
-Devilstrand crop finally came in. The mushrooms gave their Caps when harvested, and so I can confirm that Devilstrand still follows the path laid out by Cloth Production Expanded. It's only Cotton that runs into conflicts with Medieval Overhaul.
-testing concluded. If I never have to play a stripped-down version of RimWorld for the sake of testing mod compatibility, it will be too soon.
gunns22 8 AGO 2024 a las 12:41 
Test results from Day 2 of testing:
-No mods installed besides CPE, MO, Character Editor, and prerequisites. No errors at all.
-Even with MO loaded before CPE, the game gives MO Cotton from harvesting Cotton plants, forcing the player down MO's cotton production path.
-Still no news on Devilstrand. Unlike yesterday's attempt, I got a field of Devilstrand Mushrooms growing, but the description doesn't lie when it says they grow slowly.
#6  [autor] 8 AGO 2024 a las 7:51 
Basically what I expected then. Since both mods change what is harvested from the cotton plant whichever one loads last will win the conflict. If I had more time to work on mods I would just disable my changes to cotton production if MO is installed but I really don't have the time to spend on figuring that out. Thanks for testing though, I'll put in the description that it doesn't work properly if MO is installed.
gunns22 7 AGO 2024 a las 12:09 
Compatibility test results, day 1:
-Cloth Production Expanded (CPE) installed before Medieval Overhaul (MO).
-Game did not crash or throw up notable errors.
-Cotton gave MO Cotton when harvested, making the obtaining of CPE Cotton Fibers and Cotton Thread impossible.
-Successfully built all three CPE buildings: Spinning Wheel, Loom, and Shroom Bucket.
-No progress made on testing Devilstrand. Colonists in RimWorld are completely useless, hence why I usually cheat. Two of them already died; one threw himself at a hornet's nest while on a food binge, and I executed the other one for going Berserk. Will post Devilstrand results when possible.
#6  [autor] 6 AGO 2024 a las 22:12 
I don't think it would be compatible with Medieval Overhaul because they both do similar things. If you try it and it works could you let me know?
gunns22 6 AGO 2024 a las 14:37 
Compatible with Medieval Overhaul 1.5?
ProfileName 2 JUN 2024 a las 9:44 
Looks pretty cool, but with "Relationship with Devilstrand is Over," it might look incredibly weird to pull up caps from flax.
Other than that, this mod will be pretty fun to play with.
#6  [autor] 6 MAY 2024 a las 8:57 
You are welcome to look at the mod and how it works to do that yourself. I don't really have time to mod anymore and it would be counter to what this mod is meant to do anyway.
tanyfilina 5 MAY 2024 a las 5:58 
Would be nice to have a simplier version with only one production step (fibre -> cloth). I wonder why Owlchemist hadn't done that to pair with his Simlpe chains: Leather :)
#6  [autor] 13 ABR 2024 a las 14:49 
That's honestly probably an oversight of the previous dev, they may have intended to implement their own sound effect and not got it done. I'll make the change and update later today. Thanks for the info. :)
Monkey Magic 13 ABR 2024 a las 12:22 
@#6 - By the way, I found the issue with the sound that I mentioned previously. You have the wheel (in the SoundDefs) set as:

<sustainStartSound>wheelstart</sustainStartSound> <sustainStopSound>wheelstart</sustainStopSound>

"wheelstart" isn't a thing - so swapping this out to "Tailor_Start" will sort out that minor annoyance (I already did this locally so I could weed it out from the list while finding/correcting some other mod errors) and given that your looms are set to "Tailor_Start" I'm guessing this was a matter of simple oversight.

Anyway, your mod will be errorless if you implement this small change ^^
#6  [autor] 1 ABR 2024 a las 19:31 
I had some time tonight so I went ahead and did a quick update. Let me know if there are any issues though I didn't notice any in my testing.
#6  [autor] 30 MAR 2024 a las 5:18 
I don't have much time to work on mods right now but I do plan to take a break when the dlc comes out, so probably soon after the dlc comes out.
Monkey Magic 28 MAR 2024 a las 23:36 
Do you plan on updating for 1.5 before, or after launch?
#6  [autor] 16 DIC 2023 a las 19:41 
I suppose it would be possible, the secret sauce with modding in any game though is whether or not the modder in question has the desire to fill requests out of the goodness of their heart. Frankly I don't use Vegetable Garden or Primitive Workbenches myself so that lowers the chances I'll do it, and I probably wouldn't add anything for Primitive Workbenches anyway since my mod already has workbenches.

I'll tell ya what though if I get bored, have some free time and feel like it then I may do Vegetable Garden support. Just keep in mind it's the holiday season, I'm busy with a lot of IRL stuff and likely won't get this done anytime right away.
Olyndra 16 DIC 2023 a las 9:23 
Can you at least make the cloth and devilstrand recipe chains integrated with it? That shouldn't require any new graphics. Just reusing the ones you already have. Also, what's to stop you from just reusing the fiber and string graphics and applying a color for the hemp, smokeleaf, and haycloth fabrics added by vegetable garden fabrics and primitive workbenches? Like, all you'd need is a string graphic for the hay, hemp, and smokeleaf, and fibers for the hemp and smokeleaf, and you already have a base from your devilstrand chains. You could just reuse those textures and apply a color to the graphic.
#6  [autor] 13 DIC 2023 a las 18:46 
Sadly I draw about as well as a braindead monkey so I can't really add new things to this. If it were just a recipe I'd say no problem but to do things properly I'd need graphics made to work with.
Olyndra 13 DIC 2023 a las 16:57 
Can you add support for vegetable garden fabrics? Also the primitive loom from primitive workbenches (which only shows up with vegetable garden fabrics).
bugrilyus 11 DIC 2023 a las 13:53 
Okay, thank you. Ill try to make a new run with the same modlist to test at the weekend and report my findings.
#6  [autor] 11 DIC 2023 a las 5:06 
I took a look at everything on my end and checked it with Dubs Performance Optimizer as well and couldn't come up with the same result you've got. My only guess is that another mod you've got is conflicting with this one since this mod is literally only a few items, buildings and recipes. There is no way known to me that would cause my mod to cause excessive calls without outside interference. Sorry I couldn't be more help. If you do continue to use my mod and figure out which mod conflicts I'd appreciate if you let me know so I can investigate further.
#6  [autor] 10 DIC 2023 a las 6:24 
hmm, I'll take a look at it further when I get some time but I'm not sure off the top of my head what could be causing it since it works fine for me.
bugrilyus 10 DIC 2023 a las 4:37 
"calls" should be familiar word if one uses dubs performance analyzer.

The issue was first this, "Common Sense" went crazy due to the spoiling of the intermediary products this mod adds. I removed commonsense then "While You Are Nearby" went crazy, then I removed that too and then "Performance Optimizer" went crazy. With some help from veterans in the dubs server we pinpointed the issue to this mod, and its production buildings. After removing, game continued to be normal.

If you are in the server it starts from here https://discord.com/channels/241677926855081984/660280287497814078/1183127520409821184


https://gist.github.com/HugsLibRecordKeeper/3a034bacf60aa45796ff7eb97d2a25df
https://rentry.co/dximn
#6  [autor] 10 DIC 2023 a las 4:07 
Not sure what you mean by "calls" it's literally just an xml mod so there is no code going on in the background. If you provide a log I can look at it but I'm guessing you have a mod conflict somewhere.
bugrilyus 9 DIC 2023 a las 12:11 
This mod is gamebreaking, causing millions of calls for the production of the stuff in the mod.
Monkey Magic 21 AGO 2023 a las 14:09 
As I aid, it only shows up in dev mode, so its not really a issue, just something I figured I should let you know.
#6  [autor] 21 AGO 2023 a las 13:31 
I've seen that too but can't figure out where the problem is, as far as I can tell the sound is defined properly in the files. Unless it's constantly spamming you with the error it isn't anything you need to worry about, if it's a constant thing though let me know and I'll take another look when I have time.
Monkey Magic 21 AGO 2023 a las 1:23 
Doesn't pop up unless one is in Dev mode, but I have seen this issue a few times while testing mods:

Keeps complaining about the spinning wheel sound I guess. There's also the red Thanks or all the Fish issue at the end, but the one you should be interested in is the yellow error regarding the wheel.

Could not resolve cross-reference: No Verse.SoundDef named wheelstart found to give to Verse.SoundDef Recipe_SpinningWheel (using undefined sound instead)

Full log: https://gist.github.com/HugsLibRecordKeeper/f070ea7a032debb03e36ec2987759e93
#6  [autor] 18 AGO 2023 a las 19:29 
Added the link to the description in case anyone else wants to use it.
Monkey Magic 18 AGO 2023 a las 1:25 
That's probably easier than what I was gonna do XD

EDIT - Link to the resulting patch

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3021936443
#6  [autor] 17 AGO 2023 a las 22:39 
All you need to do to make a patch is copy my patch and take out the crafting spot part, as long as that loads last it will overwrite everything that came before it.
Monkey Magic 17 AGO 2023 a las 22:36 
Welp, the Crafting Spot does state it has a work speed of 50%, but the Loom does not state it's work speed. The Loom takes approx 12 seconds to turn fleece into wool, and the Crafting Spot takes about the same, but iunno for sure.

IAH though, a lot of mods use the Crafting Spot as the "go to" for adding recipes, and this includes a lot of processing in addition to actual crafting, making it the most cluttered workbench of all XD

I would have to look into how to patch it, but I think a replace patch should work, although Id have to remove the existing recipe for the Loom first XD;

<Patch>

<Operation Class="PatchOperationSequence">
<success>Normal</success>
<operations>
<li Class="PatchOperationAdd">
<xpath>/Defs/RecipeDef[defName = "ProcessFleece"]/recipeMaker</xpath>
<value>
<recipeUsers>
<li>Loom</li>
</recipeUsers>
</value>
</li>
</operations>
</Operation>

</Patch>
#6  [autor] 17 AGO 2023 a las 22:19 
Is there no difference in speed? I thought the crafting spot had a global penalty to workspeed by default. Either way I probably won't change it since the reason for the compat with Better Wool Production is mostly flavor and organization rather than to force using the loom, also it helps to declutter the tailoring bench a bit. But if you want to patch it and know how then by all means have at it.
Monkey Magic 17 AGO 2023 a las 15:17 
One last thing.

You may want to rush an update with a patch that removes wool processing from the Crafting Spot for Better Wool Production as it kinda makes makes the Loom's functionality redundant for that mod - especially given there's no speed difference.

Was thinking of adding a patch that does this myself, but it makes more sense to be simply part of your mod.
#6  [autor] 16 AGO 2023 a las 19:17 
Yeah for compatability with Seeds Please I just changed the shrooms stuff to devilstrand, it makes more sense this way anyway since Rimworld never uses the term "shrooms" anywhere, it was something that the previous author did.
Monkey Magic 16 AGO 2023 a las 18:43 
So the interesting thing is, I looked into your mod (old version, and just now the new one) and they both use the same name that the S eeds Please mods use for the harvested cotton plant - RawCotton - as the def name. I'm guessing the description above is just the display name, which is why cotton was working without a problem.

Raw Cotton > Cotton Thread (Spin Wheel/Loom) or Cotton/ Raw Cotton < Cloth Ind. Loom.

Devilstrand however was another story, coz your Mod's "Harvested Shrooms" did not match with the RawDevilstrand. The update replaced "Harvested Shroom" with "RawDevilstrand" so it falls in line now, which is great for compatibility.

Harvested Shrooms > Shroom Fibres > Devistrand Thread (Tub/Wheel/Loom) or ShroomFibres > Cloth (Ind Loom)

I checked out the Wool Mo crafting, and those are working fine now too.
#6  [autor] 16 AGO 2023 a las 18:03 
Oh I forgot to mention that since some files were removed/changed names you may want to unsub and then wait a minute and resub to make sure steam clears out the old files.
#6  [autor] 16 AGO 2023 a las 17:57 
Update is up and ready, there are some changenotes in the tab up top if you're interested in that.
Monkey Magic 16 AGO 2023 a las 16:12 
Nice, I hope you can get it working. I would like to add this to my current scenario. You may want to look into Seeds Please original too I downloaded, and checked both versions use the same def names: RawCotton and RawDevilstrand
#6  [autor] 16 AGO 2023 a las 15:59 
Just a quick update, I'm tweaking the patch for Better Wool Production so that rather than checking for the mod by name it'll just check the recipe directly. The reason it isn't currently working is that the mod name changed when it got the (Continued) added to the end by Mlie. I've always thought it was stupid to check for mod names when we already have a perfectly sane package ID we could check against but that's Ludeon for ya.

TLDR: update incoming and I'm going to try and add a patch for Seeds Please since that really needs attention from me to be properly compatible.
#6  [autor] 16 AGO 2023 a las 14:15 
I can check the compat for Better Wool Production, last time I played it was working but that was a while ago so something could have changed. As far as compat with Seeds Please I would imagine if you loaded my mod after seeds please it's just that my mod overwrote the value for what drops from the cotton, as to why the devilstrand doesn't drop my stuff I have no idea.
Monkey Magic 16 AGO 2023 a las 12:14 
Hmm, well I tested it out in Dev Mode, and If this mod is loaded after Seeds Please Lite, the plants drop the cotton item from this version (possibly coz they are both called "Raw Cotton" but the same does not apply to Devilstrand

Incidentally this mod claims compatibility with the Better Wool Production mod linked, but neither the loom, nor the Industrial wool has an option to process fleece :/

Loaded this one after the wool one, so I doubt it's a load order problem
#6  [autor] 16 AGO 2023 a las 11:16 
I don't think it would be compatible if it adds its own raw versions but you could make it compatible with the "Resource Dictionary" mod. I don't have time to do a tutorial but basically that mod allows you to set two or more items to be equal and it then changes all recipes that use those items to be interchangeable or you can click a check box and it will remove unused items from the list. It's a really streamlined mod and works much better than a simple patch can accomplish.
Monkey Magic 16 AGO 2023 a las 11:11 
Is this compatible with Owlchemist's Seeds Please: Lite ? That mod switches plant matter to require processing, and this includes cotton plants - "raw cotton" and devilstrand - "raw devilstrand." However, these can be processed directly at the tailoring bench into cloths

This mod offers up "raw cotton fibre" and "devilstrand caps" instead, but I think that could be patched to support SP; Lite