RimWorld

RimWorld

Simple Apparel Recycling
41 Comments
MacGyver 24 Jul @ 9:41am 
Hi in the research tree it looks a bit off https://imgur.com/a/xbtzQNI
Nasser 21 Jul @ 10:50am 
Arvkus, its 10000% MY FAULT. The mod is working fine. I forgot to research the recycle tech! Sorry lmao
Arvkus  [author] 21 Jul @ 9:31am 
@Nasser Looks like CommonSense mod has some patches to change text. If you look at the requirements of revolver at machining table - they are listed and separated by new line, not by comma. This "textiles" text doesn't really do anything, are you sure your bill is set up correctly? On my end everything is working fine.
Arvkus  [author] 21 Jul @ 1:27am 
@Nasser Could you post your mod list?
Nasser 20 Jul @ 6:04pm 
Your mod isant working: https://imgur.com/a/Vfb9FXH

It says it requires "textiles"
Arvkus  [author] 20 Jul @ 9:59am 
@Damon_Vi Couldn't replicate it, would be great if you could provide a message of an error and possibly HugsLib dump on Github issues. Also i just did minor update to the mod, maybe it's fixed.
Damon_Vi 18 Jul @ 4:55pm 
ok, yes, i've narrowed it down to interacting with items on the new Odyssey Outfit Stands. granted, i have 10 of them exactly, and they all had linked storage settings.

BUT, it's when my pawns had an applicable item to remove from those stands, the pawn would be stunlocked. maybe it's the stands, maybe it's that all of their storage settings were linked. but there's the issue.

do some testing, and if you can recreate it, awesome, i found a bug.
Damon_Vi 18 Jul @ 4:21pm 
so i guess if there's more than 10 applicable pieces of apparel that would qualify for being recycled, that's why it throws that log. i tested this by slowly lowering the minimum quality of apparel to be recycled (80-100, 78-100, 75-100), until a small amount of items met this criteria. the colonists resumed the job, and weren't "stunlocked" and standing.

i'm not sure if this is a behavior for another mod that tries to optimize pawn behavior, or core scripting, or this mod in particular, but i'd look into it.

i'll still check to see if maybe it's a particular piece of modded apparel that also causing this.

i have a decent amount of tainted apparel stockpiled, so i'll see if this works.
Damon_Vi 18 Jul @ 4:14pm 
i have a bill set to recycle all tainted apparel. any of my colonists that try to initiate this bill end up being locked as "standing". in the dev logs, its throwing an error of "this colonist tried to do 10 jobs in one tick"

it's only doing this error for this one particular billl type. i'll see if i can narrow it down to any specific piece of apparel, but so far, i've narrowed it down to any tainted apparel of any quality or health%.
Quilava 26 Jun @ 6:06am 
How the heck im missing this mod until now, randomly browsing updated mod, saw RU translate and finally found this, so underrated, my inner loot goblin can no longer in pain cause all that tainted armor have to be destroy :angry_seagull:
Arvkus  [author] 13 Jun @ 9:16am 
1.6 update is here
FelipeGames2000 8 Jun @ 1:12pm 
:(
Arvkus  [author] 8 Jun @ 10:29am 
@raida7 i need more info on that. There shouldn't be second ingredient

@FelipeGames2000 no
raida7 8 Jun @ 4:49am 
I can't recycle clothing because I need a second ingredient 'textiles'
Where do I source textiles?
FelipeGames2000 3 May @ 1:05pm 
Any plans on adding recycling for stony/woody weapons?
Theron Iscarin' 3 May @ 7:31am 
i think something is broken, but it could be my brain. i have the bill set up to recycle literally anything on the map. i have recyclable apparel next to the work bench. the bill is set up with zero limitations, allow everything, unlimited, and its saying Missing ingredients. ive tried troubleshooting all the things i would normally look at in my bills, and i cant figure it out.
Arvkus  [author] 21 Apr @ 9:26am 
1. Hopefully fixed cape apparel issues.
2. Reduced bill work time from 1500 to 1300.
Victor 8 Feb @ 8:38am 
{LINK REMOVED}
Could not resolve cross-reference to Verse.ThingDef named Apparel_Cape (wanter=thingDefs)
You should use loadfolders or PatchOperationFindMod to prevent this.
Shabazza 18 Jan @ 3:21am 
I get a load error with this. Something about Apparel_Cape.
https://ibb.co/f8sNvrf
It may be related to not having "Royalty" installed?
Kitich 31 Oct, 2024 @ 9:55am 
Is this 'Apparel_Cape' required in recipe? It seems to be a mock but gives me an error about duplicating defs. Thanks.

<thingDefs>
<li>Apparel_Cape</li>
<!-- Filled with C#. Includes all defs with `thingClass = Apparel` and `techLevel = Neolithic` -->
</thingDefs>
Arvkus  [author] 26 Oct, 2024 @ 4:20am 
@Symmatile Non-craftable apparel does not return any materials.
If the problem occurs on all apparel then there might be a mod conflict. I could look into it, but you need to provide your mod list. Easiest way to do it is with HugsLib log share.
Symmatile 20 Oct, 2024 @ 4:03pm 
Recycling apparel no longer gives resources on recycling. Mod config is default and there are no errors.
Meyar 7 Aug, 2024 @ 9:37am 
Well my last link seems to have broken. Let's try that again. https://i.imgur.com/xTgy1gb.png
Zilarrezko 31 Jul, 2024 @ 1:07pm 
Can the tailoring workbenches not inherit the primitive recycling bill?
Meyar 31 Jul, 2024 @ 11:53am 
Not sure if steam will let me but here's an image of what I'm talking about. https://imgur.com/a/epv1ZxH
Arvkus  [author] 31 Jul, 2024 @ 8:36am 
@Bradley fixed settigns not saving problem

@Meyar Could you elaborate further on this problem? I just tested material filter and it works fine.

@RutraNickers You should be able. At the worst case, workbench bill will simply disappear. Make sure to have a backup savefile.
RutraNickers 30 Jul, 2024 @ 5:02pm 
Can I swap this mod with the older one mid save?
Meyar 30 Jul, 2024 @ 2:40pm 
Either a skill issue or a mod conflict issue I'm sure, but when trying to set up a bill for this, under the required list, it lists "1 apparel, textiles" then lists a laundry list of 'not allowed' materials (cloth, leather, etc). I have the Material Filter mod but all materials are enabled. What am I doing wrong here, anyone know?
Bradley 15 Jul, 2024 @ 7:23am 
looks like the settings are not saved when restarting the game
Tleno 28 Jun, 2024 @ 3:05am 
Will this work with tainted apparel too?
Arylice 1 Jun, 2024 @ 2:56pm 
lmao
Archilyte 1 Jun, 2024 @ 11:08am 
lol arylice
Arvkus  [author] 1 Jun, 2024 @ 11:06am 
@Arylice Yes, large workbenches copy bills from regular ones.

Added 2 new settings:
Change base recycle efficiency.
Toggle efficiency multiplier based on apparel durability.
Archilyte 24 May, 2024 @ 7:01pm 
does this also add the bill to the large tailoring benches from "Vanilla Furniture Expanded - Production"?
Arvkus  [author] 11 May, 2024 @ 1:44pm 
@Arylice No, not yet, I'll make a toggleable setting in the future
Arylice 9 May, 2024 @ 11:40am 
If the apparel is REALLY damaged, does it recycle into less materials as it should? :lunar2020thinkingtiger:
Arvkus  [author] 9 May, 2024 @ 3:05am 
There're plenty of mods that have some kind of apparel repair:
Vanilla Furniture Expanded - Spacer Module
Utility Columns
Vanilla Factions Expanded - Ancients

This mod exists to avoid duplicate functionality and keep it not overpowered.
If you want to repair stuff without any of the above mods, just use Mend and Recycle https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=735241897
viirinsoftworks 6 May, 2024 @ 6:11pm 
Nice! Is there a way to Repair/Mend stuff in the works too?
RojoMuerte 4 May, 2024 @ 3:46pm 
:) :steamthumbsup:
lol 4 May, 2024 @ 2:38pm 
Thank you!