RimWorld

RimWorld

[T] ExpandedCloth [B19]
101 Comments
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.
Gurdel 18 Oct, 2018 @ 10:32pm 
Hi, Love your mod. Plans for 1.0?
Dayhjawk 8 Oct, 2018 @ 12:25pm 
could you add a double sleeping padded spot?
"The" SeanMacLeod 22 Sep, 2018 @ 7:04pm 
:overkill_laugh:!
Seriously Unserious 22 Sep, 2018 @ 6:53pm 
Here's some facts about kevlar: http://www.technologystudent.com/joints/kevlar2.html

So basically we're both right, it's a polymur that forms synthetic fibers which are woven into cloth, in the case of kevlar body armor.

For the purposes of this game, I'd say having it be deconstructed into plasteel would be the closest fit, from in game resources.
"The" SeanMacLeod 22 Sep, 2018 @ 5:47pm 
If you're talking about Kevlar, I think that's actually a polymer, not cloth......
Seriously Unserious 22 Sep, 2018 @ 3:40pm 
I believe bullet proof armor is typically made of a combination of layers of cloth with steel plates protecting the centre of mass. Lighter versions can be only cloth thogh, but they'd also offer less protection. The YouTuber Metatron did a video on modern bulletproff vests you may be interested in that goes into it more: https://www.youtube.com/watch?v=5uZ1KNbJdGk
Eddy63 22 Sep, 2018 @ 12:46pm 
alright fair enough, thanks for the info
Telkir  [author] 22 Sep, 2018 @ 12:11pm 
@Eddy63 Unfortunately yes - the bug has already been reporting as still present in this B19 version (check Discussions).

I didn't include recipes for flak jackets / flak pants yet - not sure whether to add those or not, to be honest, as they aren't a pure fabric garment (and a garment with armor integrated into it feels like it may not be so practical to salvage cloth from). I'll consider it for the next update, whenever that might be.
Eddy63 21 Sep, 2018 @ 11:50am 
Are the pants and parkas still broken? Also did you implemented the new flak pants and flak jacket?
Seriously Unserious 20 Sep, 2018 @ 10:52am 
I'm running into a possible bug with this mod. I'll post the details in the discussion section as I can't fit them here.
Gurdel 31 Aug, 2018 @ 11:50pm 
Thanks for updating!
"The" SeanMacLeod 31 Aug, 2018 @ 5:48pm 
@Telkir
:steamhappy:!
Telkir  [author] 31 Aug, 2018 @ 12:40pm 
Updated for Beta 19.
Gurdel 30 Aug, 2018 @ 12:34pm 
Update inbound for this mod?
edstirling 14 Feb, 2018 @ 6:18pm 
but how can i uncheck the option for non-construction of a deadman's non-apparel?
VoltronAWK 9 Dec, 2017 @ 12:20pm 
found a known bug; seems to apply to only pants; will continue and monitor it; thanks for a great mod; ";"
Brimmy 1 Dec, 2017 @ 10:00pm 
So i have this and the Dye Vat mod and ngl i have so much pink it makes me super happy but what i'm not happy about which i've blundered many times now in not realizing that they deconstruct everything no matter the quality XD

looking through the comments tho it seems u know of the issue and are in the middle of fixing it i shall keep waiting patiently for that fix :3

Thanks for the awesome mods <3
Icicle 22 Nov, 2017 @ 7:50pm 
The (non-)deadman apparal deconstruction problem... is there anyway to solve it?
Eddy63 19 Nov, 2017 @ 4:19am 
thanks for updating
Telkir  [author] 18 Nov, 2017 @ 12:58pm 
Thanks @Proxyer - I updated the links! :steamhappy:
Proxyer 18 Nov, 2017 @ 10:01am 
I am pleased that a wonderful Mod has corresponded to B18. And Sub-MOD of Japanese translation for this Mod also corresponded to B18. I will report this to the author. Thank you. :2016popsicle:
Tzeentch 9 Nov, 2017 @ 1:45am 
Please make same mechanism for Devil textile!
Telkir  [author] 5 Nov, 2017 @ 7:36am 
The A18 unstable prerelease of all TMods is now available through the Ludeon forum thread [ludeon.com]. :2017stickycrab:
Telkir  [author] 26 Oct, 2017 @ 2:28pm 
@KarratKake - Try this:

* Go to <Steam> / steamapps / workshop / content / 294100 / 726236520
* Open Defs / RecipeDefs / ExpandedClothProduction.xml in a text editor
* On line 25, change the number in "<Cloth>6</Cloth>" to set how many pieces of cloth are produced from 20 cotton fibre
* Save and enjoy
KarratKake 25 Oct, 2017 @ 5:27pm 
Is there any way to edit the mod file so that I can change the recipe for cloth production to put it more in line with vanilla cotton plant > cloth ratio? Right now it's just not putting out enough cloth to carpet what I want to carpet.
Telkir  [author] 2 Sep, 2017 @ 1:23pm 
@Dumbledood - No trouble. Glad you found it at last! :steamhappy:
Dumbledood 2 Sep, 2017 @ 11:28am 
Oh, there it is! Researchpal made it appear, I missed it at first. Sorry for the trouble.
Dumbledood 2 Sep, 2017 @ 11:11am 
@Telkir Thanks man. I reloaded with researchpal to see if the research topic had been placed behind another mod research topic or something, because as you guessed, I've modded it nearly to death. But, for whatever reason, cotton processing is nowhere to be found. ¯\_(ツ)_/¯ Love the idea, great mod! Think I'm gonna try reloading without it for the time being as I'm going on 2 years with only cotton, no cloth. Lol
Telkir  [author] 2 Sep, 2017 @ 2:03am 
@Dumbledood - It should be somewhere around the start of the research tree, here:

https://i.imgur.com/DA66aVx.png

If you're not seeing it then try using a research tab mod like ResearchPal to prettify the UI and make sure everything is shown when many mods adds lots of topics:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=946390822
Dumbledood 30 Aug, 2017 @ 7:36pm 
Hey, could anyone tell me where the research is for the textile bench? I've been looking for it and can't find it. I think it might be a mod-conflict, since I've spent a while now searching. Stuck with a bunch of cotton fibre now. :P Would be appreciated!
MuchMucho 26 Aug, 2017 @ 12:19am 
Its probably one of the starwars mods...
MuchMucho 25 Aug, 2017 @ 10:41pm 
Conflict with this setup: 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-expanded cloth
Telkir  [author] 3 Aug, 2017 @ 11:33pm 
@{SCG} Thunder Rahja - Please check previous comments.
Eddy63 30 Jul, 2017 @ 9:08am 
ya no worries and thx for the info!
Telkir  [author] 30 Jul, 2017 @ 5:07am 
@Eddy63 - I did make mention of both these things earlier in the comments. The processing speed calculation is wrong purely because I haven't touched that file since adding it many alphas ago; revising it is on my todo list. Deconstruction giving cloth rather than e.g. devilstrand or hyperweave isn't trivial to fix and will be done at the same time as getting dead man's filtering to work. As I said below, I can't give any estimate for when this will be, but when I have news, I'll post about it.
Eddy63 29 Jul, 2017 @ 7:41am 
Also is it intentional that deconstructing clothes only gives you cloth, regardless of its material? At the moment I get cloth from deconstructing synthread pants. or any other material. Leather, fur, devilstrand etc. get deconstructed into cloth. I thought it was different in the past, where leather pants would give you a bit of leather, but I cant remember if it realy was like this.
Eddy63 29 Jul, 2017 @ 3:45am 
Hey dude I found an issue with the cotton processing speed calculation. One colonist has Skill Factors Crafting (1): x240%. Another colonist has Skill Factors Crafting (18): x70%. Why does the one with crafting 1 gets a faster processing speed than the one with 18? doesn't seem right. This is not about the final result taking health and global work speed into account. this is purely about the skill factor only. Looks like everyone with little crafting skill gets a higher processing speeds than skilled people. seems inverted
Johnny Cash 28 Jul, 2017 @ 11:36am 
I think this is essentially the same bug that has already been reported. As you can see below, Telkir is working on it.
VoltronAWK 28 Jul, 2017 @ 8:34am 
hey i have a problem similar to the dead mans apperal one. i set the bill to deconstruct pants that are poor quality or lower but my colonists keeps on picking up a pair of superior pants and trying to shred it.
Telkir  [author] 26 Jul, 2017 @ 10:21am 
Unfortunately I've not made any progress on this problem yet, at least from the XML side. It's going to take a DLL to fix properly I think, and at the same time, will finally allow deconstruction to return appropriate materials instead of just cloth.

Not sure when I'll be able to offer an update but I'll keep you all posted. Meanwhile, thanks for your continued patience.
[AEC]pollux 26 Jul, 2017 @ 12:07am 
I went to deconstruct dead men's apparels only. but all apparels were deconstructed. filtering is not work.
Eddy63 20 Jul, 2017 @ 2:07pm 
Cool mate, thanks for your work and time
Telkir  [author] 20 Jul, 2017 @ 12:51pm 
@Hanar @Eddy63 - I'll try to set aside some time this weekend to work on this. Thanks for your patience in the meantime.
Hanarck 19 Jul, 2017 @ 12:38pm 
got the same problem here i set up pants from 0 to 49 % to be deconstruct, so when i craft a new pant they deconstruct it just after, was not understanding why the pants i was making for my colonist whit no pants was vanishing XD but ya bug here
Eddy63 17 Jul, 2017 @ 3:01pm 
Hey dude additiohnaly to Oxibacon have noticed another issue with pants deconstruction. No matter what values I define (e.g. 0% - 49% and awful - normal), ALL pants are being picked for deconstruction regardless of their values. Even if i untick all "pants" from the list of resources (or clear all). It works fine for other clothes like dusters etc.
Eddy63 10 Jul, 2017 @ 2:08pm 
this should be in vanilla
Telkir  [author] 10 Jul, 2017 @ 11:05am 
@Oxibacon - Okay, yes, I see what you mean. At the moment I'm not certain how this can be fixed because there's no clear difference between my way of handling those recipes compared to, say, the "burn apparel" recipe attached to a campfire. I'll experiment and will update with a fix if/when I find one.
Oxibacon 10 Jul, 2017 @ 12:03am 
There seems to be an issue with the pants and parka job orders in which the pawns will ignore the fact that they're only suppose to break down dead man's apparel (unticking the check box for include non deadman's apparel) It's not the big of deal except for when you have a tailoring benchmark to have so many on hand and the pawns keep making new pants and then recycling them right after they're made...
Johnny Cash 9 Jul, 2017 @ 5:56am 
Thank you, Telkir!