RimWorld

RimWorld

Cloth Production Expanded Continued
 Denna tråd har blivit fäst, så den är troligtvis viktig
cyanobot  [utvecklare] 4 jul @ 8:34
This vs #6's 1.5 Version
Changes I've made compared to the version here that I used as a base:

Changed packageID and certain defNames
I'm aware that these changes are inconvenient for maintaining patches from previous versions. But if there's ever a time to do it it's at a RW version change, so I'm doing it now.

Why did I do this? I want to convert a good portion of this mod to C# going forward, so that it's less fiddly for me to maintain, and so that I can offer options like allowing players to dynamically change the overall balance, or swap back and forth between two-step and three-step production chains, and have those changes propagate across all patched fabrics.

To facilitate this, I've standardised the defNames of some of the items and recipes that will eventually be generated automatically from C#.

Because I've changed so much, I felt that it was best to also use a new packageID, so that patches for the two versions can be maintained separately if desired.

I'm sorry for any inconvenience caused, but I believe it will be for the best going forward.

Important defName changes:
  • RawCotton -> CYB_RawCotton
  • RawDevilstrand -> CYB_RawDevilstrand
  • DevilstrandFibres -> CYB_DevilstrandFibres
  • CottonThread -> CYB_Yarn_Cotton
  • DevilstrandThread -> CYB_Yarn_Devilstrand

Recipe changes
Recipes have also changed. Most recipes are now handled as generics that use butcherProducts to output the correct product automatically.

(Unless Seeds Please is also loaded, at which point it gets complicated -- but that's not even updated to 1.6 yet so I'll cross that bridge when it comes to me.)

New generic recipes:
  • (abstract parent) CYB_Spin
  • CYB_Spin_Hand
  • CYB_Spin_Wheel
  • (abstract parent) CYB_Weave
  • CYB_Weave_Hand
  • CYB_Weave_Loom
  • (abstract parent) CYB_IndustrialLoom

Industrial loom recipes are non-generic and follow the naming pattern:
CYB_IndustrialLoom_*
e.g. CYB_IndustrialLoom_Cotton, CYB_IndustrialLoom_Devilstrand

The industrial loom also no longer produces double output -- but the benefits in processing time are substantial.

Processor Framework dependency
I have made the Processor Framework a dependency because I have converted the Soak Tub to a processor instead of a workbench.

Processing devilstrand caps to fibres takes a little longer than before, but no longer requires a pawn to work at it, they just put the caps and the chemfuel in the tub and leave it to soak.

Why? I like it better this way. If you hate it, maybe I'll add a toggle when I do the C# rework.

Some other modded textiles also use the soak tub as one (or the only) step in their production chains.

Crafting Spot Recipes
Added recipes to spin and weave by hand at the crafting spot, at the cost of being even slower than the spinning wheel and loom.

New Synthread/Hyperweave Settings
Added mod settings to enable/disable the recipes for synthread and hyperweave (independently) from certain mods that add them, to allow players to avoid duplication while keeping the implementation they prefer -- or disable them altogether.

Currently only covers Textiles+ and Synthetic Polymers, but I'd like to add more going forward.

Resource categories
Raw plant materials (cotton fibre, devilstrand caps/fibres, etc) moved from ResourcesRaw to PlantMatter.

Threads/yarns moved to new subcategory CYB_Yarn under textiles. With Better Wool Production there is a sub-subcategory for wool yarns, to improve readability.

Other
  • Added a new recipe at the loom to convert certain modded fabrics (similar-ish to cloth in stats and difficulty of obtaining) into generic Cloth for the sake of making things that need vanilla Cloth, like Medicine.
  • Stack limit for threads and raw materials increased to 200.
Senast ändrad av cyanobot; 8 jul @ 2:34