RimWorld

RimWorld

[T] MoreBedsCloth [B19]
64 Comments
Telkir  [author] 21 Oct, 2018 @ 4:03am 
@Gaël - as it turns out, it was more a case of the old DLL-based "is this other mod present?" patch check having been broken. Whoops! In any case it's fixed now with a far more futureproof way of handling it.
Gaël 21 Oct, 2018 @ 2:19am 
I've checked a bit more and actually, Dresser and EndTable are the things from Core, so they should stay as well. I've been using MoreFurniture for so long I didn't notice those existed in Core now ^^
Telkir  [author] 20 Oct, 2018 @ 7:22am 
The 1.0 update is now available and you should follow the link in the description above to subscribe to it.
Telkir  [author] 20 Oct, 2018 @ 2:37am 
@Gaël - Thanks for the spot, I guessed it'd be something simple like that. I'll update the references here and in the version for 1.0 later today.
Jaxx - pshoooo 19 Oct, 2018 @ 7:23pm 
any plans for an update? would really appreciate it :)
Gaël 17 Oct, 2018 @ 11:45am 
Regarding compatibility with the MoreFurniture mod: there must have been a change at some point in the names of the objects in the XML files of MoreFurniture. MoreBedsCloth still uses the old names. I manually updated it on my computer: in the MoreBedsFurniture.xml of MoreBedsCloth, I replaced the linkableFacilities of the three bed bases from:
<li>EndTable</li>
<li>Dresser</li>
To:
<li>Anon2Dresser</li>
<li>Anon2EndTable</li>
<li>Anon2RoyalEndTable</li>
<li>Anon2EndTableLight</li>
<li>Anon2RoyalEndTableLight</li>
It works now.
Jaxx - pshoooo 30 Sep, 2018 @ 1:58pm 
hey, just a heads up, but the beds in this aren't compatible with other things that target bed objects, like Heating Cables, or MoreFurniture's lamp endtables.
"The" SeanMacLeod 31 Aug, 2018 @ 5:52pm 
@Telkir
:steamhappy:!
Telkir  [author] 31 Aug, 2018 @ 12:44pm 
Updated for Beta 19.
Daniel_USA 27 Dec, 2017 @ 8:45pm 
alright so here is how i fixed it.

moved to the very top.

desconstructed the bed (was a pain, game was crashing but i got rid of it.)

rebuilt bed and now it is like normal!!!
Daniel_USA 27 Dec, 2017 @ 8:25pm 
alright so moved the beds to the top of the list (because at the bottom it still wasnt working). At the top of the list it does have the normal description but i am still unable to tell someone to sleep in it or assign the bed to a person. the icons are just missing.
Daniel_USA 27 Dec, 2017 @ 8:09pm 
the beds are being treated as items and i can not select anyone to sleep on them. the description is throwing up null reference. i have used this mod in the past i know it works just never with b18.

i will be moving it to the bottom of my load list hope it fixes it. if not i will be posting again.
BlueTressym 6 Nov, 2017 @ 11:26am 
If I could, I would, but I am clueless. I hope someone can, though.
Telkir  [author] 6 Nov, 2017 @ 3:07am 
@BlueTressym - I'd like to pass the torch to someone who can put more effort into improving the mods. If A19 rolls around and absolutely no-one seems interested in taking it on then I'll at least ensure they are compatible with future RW releases, but beyond basic bugfixes I won't be actively developing the mods further than their current state.
BlueTressym 5 Nov, 2017 @ 3:47pm 
Future maintainer? You're not carrying on with these mods? :(
Telkir  [author] 5 Nov, 2017 @ 7:39am 
The A18 unstable prerelease of all TMods is now available through the Ludeon forum thread [ludeon.com]. :2017stickycrab:
Telkir  [author] 5 Nov, 2017 @ 7:39am 
@BlueTressym - It's possible, but this is something that a future maintainer will have to look at, sorry!
BlueTressym 2 Nov, 2017 @ 4:51pm 
I really like these pretty beds; thank yuo Telkir. However, I agree with Vas' idea of being able to select the colour because I love the colours but I'm not so keen on having all those icons when the colour is the only variant. Also, I know that having the beds change colour as vanilla ones do would defeat the object of colouring them to an extent but is there any other way you could indicate medical/prisoner use? I know one mod that adds beds and changes the pillow colour and another that has a (rather pretty) celtic knot pattern on the cover that changes, leaving the background colour the same.
Vas 17 Sep, 2017 @ 2:03pm 
Like I said, I'll come up with something soon enough, just not right now :P
Vas 17 Sep, 2017 @ 2:03pm 
I don't do non-workshop mods, which is why I'm annoyed at a few people who update and don't push their updates to workshop for months on in. :P Workshop just makes everything tons easier to manage after all.
Telkir  [author] 17 Sep, 2017 @ 1:37pm 
@Vas - True, though perhaps unlike other RimWorld mods, I don't tend to be constantly pushing tons of updates out :steamhappy: I see what you mean, though.

One other suggestion is to copy the Workshop mod folder path I gave below into your RimWorld "Mods" folder instead, which should be at
<Steam>\SteamApps\common\RimWorld\Mods

Mods in that folder will be outside the Workshop system and won't auto-update.
Vas 17 Sep, 2017 @ 9:21am 
And then the next time the mod updates it comes back. :P I'll think of something else sometime later.
Telkir  [author] 17 Sep, 2017 @ 1:31am 
@Vas - If you prefer, you can remove the added beds by deleting the Defs folder located at:
<Steam>\SteamApps\workshop\content\294100\725828794\
Vas 13 Sep, 2017 @ 9:15am 
Well that sucks. This mod is required for beds to be made of cloth, but I don't want "more" beds, I just want beds to be made of cloth and such.

I don't like this at the moment because it adds a ton of beds that have no advantage, colors and such. Kinda spams up the grid. Perhaps if the beds had a toggle feature to change their color after being built instead of needing one new bed for each color. :P I guess I'll have to suffer not using cloth for beds anymore.
MuchMucho 25 Aug, 2017 @ 10:44pm 
conflict occured when using this: Core-misc core-hugslib-jecs tools-architech sense-modlist backup-Starwars the Force-
Starwars Rep. equipment-Starwars Fully Func Ligsabers-Starwars Factions-Work tab-Wildlife tab-
Tag trait-Research pal-Edb Prepare carefull-Camera+-Colonist bar KF 0.17.3.1-additional traits v2.2-
advanced bodies-accurate mortars-Kitchen counters and other shelves-Trading spot-(SS) Lovely hairstyles-More bed cloth.

Am activation mods 1 by 1 and yours is not the first could be 1 particular mod which conflicts with a lot..
Umi 20 Aug, 2017 @ 2:57pm 
@Telkir thank you so much!!It's a really nice mod. I like the color beds, it makes colony more beautiful:3:steamhappy:
Telkir  [author] 20 Aug, 2017 @ 12:31pm 
@Alvin - Use MoreBedsVanilla . :happy_creep:
Umi 20 Aug, 2017 @ 9:15am 
can I use this MOD but with the original beds that don't need cotton?because when I install this mod, all beds need cotton. It's inconvenient in the beginning.:steammocking:
Telkir  [author] 12 Jun, 2017 @ 5:47am 
@Pacifist Floran - That's an interesting suggestion and one I'll maybe get around to testing in the future. :happy_creep:
Pacifist Floran 9 Jun, 2017 @ 8:38pm 
about the medical/prisoner/colonist tints, why not let it tint part of the sheets or pillows instead?
Telkir  [author] 8 Jun, 2017 @ 12:56am 
@Koningkrush - Haven't tested it but I would say no, it shouldn't.
Koningkrush 6 Jun, 2017 @ 11:04am 
Would this conflict with [sd] goodnight mod?
Telkir  [author] 11 May, 2017 @ 9:28am 
Hi folks, just a quick note to explain that a new version of TMods for the upcoming A17 update of RimWorld may not be ready as quickly as usual.

Please check out this post [ludeon.com] on the Ludeon forum for more details. Thanks for your patience and for supporting TMods! :happy_creep:
Telkir  [author] 31 Mar, 2017 @ 11:13am 
@Jet - Recolouring: Short answer is no because of the way RimWorld handles bed colours.

Long answer / explanation: RimWorld's vanilla bed graphic starts out grey, and each graphic has a second masking image that RimWorld uses. That mask controls the area that gets tinted based on the bed's state; turquoise for a general-purpose bed, blue for a medical bed, and brownish for a prisoner bed. That works fine on a grey base image because you're working with a neutral grey base. However, most of my added beds have a specific colour already, and adding the mask makes the game try and tint, e.g., a purple bed to turquoise / blue / brown. The result is something that looks horrible. :steammocking:

As for More Furniture compatibility: Yep, just grab this mod instead, if you didn't already...
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=753947874
Jet 26 Mar, 2017 @ 8:27am 
any plans to add the recolor ability from prison and med modes to beds in the future?

does the download include a more furniture patch? someone on the forums said there was but i dont see it in the module folder
Telkir  [author] 13 Mar, 2017 @ 7:45am 
@Jet - I think I understand what you're trying to do, and if I am, then you should be able to use MoreBeds just fine. It doesn't change or remove the vanilla RimWorld sleeping spot; it only adds the padded spot, so you can choose to place either. Hope this helps. :happy_creep:
Jet 12 Mar, 2017 @ 7:03pm 
Does the cloth version also affect sleepingspots? Im trying to get a prison yard added to the side of my prison but its impossible without adding a bed outside. I compromised by adding a sleeping spot outside instead, since its not as noticeable as a whole bed would be outdoors, and maybe it makes sense for prisoners to lay down in the yard with their homies idk. As long as they dont actually sleep there(I get around it by switching to medical mode). Anyway, padded sleeping spots would bring me back to the same issue I would have with adding a bed outside of a building, it would just clash. This is me assuming that the padded sleeping spot is reflected as cloth pile visually, which for my case im hoping not. I like the idea of the mod affecting regular beds though and I want to use it for that.

Can anyone confirm whether I can have a regular sleeping spot without making it look like a bed if i use morebeds module?
McGuffin 2 Feb, 2017 @ 12:51pm 
HI there,
I didnt try for the colored Bed you added, but just for the 3 baseBed (those that are grey by default in your mod). I guess the default texture might come with an alpha channel for the dynamic color part.Maybe things have changed in the most recent alpha too that you didnt catch.
But, for now, it's working just by setting the default texture path like I said
Telkir  [author] 2 Feb, 2017 @ 12:22pm 
@McGuffin - Thanks for putting in the work on that. The last time I looked at this problem myself, the beds would recolour differently depending on their base colour. Is this still the case? I found this annoying enough for my own peculiar tastes that I preferred to omit the recolouring instead...
McGuffin 2 Feb, 2017 @ 4:01am 
I finally took a look for myself, and fixed this "issue":
You just have to use the default texture path for the 3 default basebed (not colored ones) to restaure the dynamic behavior

<texPath>Things/Building/Furniture/Bed/Bed</texPath>
<texPath>Things/Building/Furniture/Bed/DoubleBed</texPath>
<texPath>Things/Building/Furniture/Bed/RoyalBed</texPath>

(also, for some reason your default royal bed was actually the red one)
Telkir  [author] 19 Jan, 2017 @ 12:59pm 
@McGuffin - I could write a ton of waffle on this subject but the short answer is: Yes it's possible. I'll maybe do something about this on the next update, whenever that may be.
McGuffin 19 Jan, 2017 @ 2:31am 
Hi there, thx for the hard work.
Quick question: is there a way so the default bed uses the game dynamic color (blue for medical etc..)
that bed stays grey no matter what for me.
ArmoredStone 31 Dec, 2016 @ 10:27am 
The only problem I see with that is you still have to wait for cotton to grow to make padded spots (assuming it requires cloth, i haven't tried yet), and at that point you would probably just make full beds anyway :p
Telkir  [author] 31 Dec, 2016 @ 7:39am 
@Anbalsilfer & ArmoredStone - I appreciate you taking the time to post your suggestions. If you use my other mod, ExpandedCloth, you'll find it offers a padded sleeping spot that is helpful for dealing with the "slept on the ground" debuff, but I can see that's not much use if you prefer the vanilla way of having cloth magically appear straight from plants. :steammocking:

I'll think on what you've said and ponder if there's a solution that isn't too messy.
ArmoredStone 25 Dec, 2016 @ 1:35pm 
I agree with Anbalsilfer, but you could just make a "plant fiber cot" or something. Most worlds will have some grass so its feasable. Make it cost a little wood, have terrible comfort, and remove the "slept on the ground" debuff. Just an idea :)
Anbalsilfer 24 Dec, 2016 @ 9:49am 
Considering how this mod can make the early game rather more difficult, how about adding in just one type of simple makeshift cot that doesn't require cloth to make? A sleeping spot that is only slightly better than sleeping on the ground, but nowhere near as comfortable or impressive as a real bed. Maybe it could require a small quantity of hay instead of cloth, if that is significantly faster/simpler to produce than cloth. If not, maybe the mod could tweak hay growing it so that it becomes more feasible.

An alternative to forcing the player to grow their own hay might be to make it possible to harvest hay from bushes that will already be scattered around the map, like you currently can with berries. No idea how hard it would be to implement, but it seems like the game framework more or less already supports it.
Telkir  [author] 21 Dec, 2016 @ 8:54am 
Just a quick note to say that an update for A16 will be coming within the next day or two. Thanks for your patience. :)
Stupid Dumb Lizard 24 Aug, 2016 @ 12:31pm 
Yea that's probably a better explanation, a quick CTRL+F will find that. Maybe it's a difference in text processors that caused it? I use Notepad++ because it makes everything look nice without me having to pay for it. :D: Either way I've got it handled and working, sorry for being such a bother.
Telkir  [author] 24 Aug, 2016 @ 2:31am 
@Winter Flare - Hmm, I'm not sure why the line numbers would be different, but perhaps the better way to describe it would be to find the line that has the comment "<!-- New single beds -->" and start deleting everything below it, except for the last "</Defs>" line.

Hopefully you have it sorted by now though, and are having fun with the mod. :happy_creep:
Stupid Dumb Lizard 21 Aug, 2016 @ 9:17pm 
I tried deleting that you said but it didn't work, (I had the regular beds, but their recipes weren't redefined.)

I think it might have been Line 240-386 (New Single - Royal Beds are listed in those.) Guess that's my bad for not wanting to look closer the first time but I figured I'd give you a heads up.