RimWorld
Cloth Production Expanded Continued
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cyanobot  [desarrollador] 4 JUL a las 9:15
All Mod Patches
Alpha Animals
  • cindersilk and moth silk are produced as "yarns" and must be woven into fabric
  • the fabric items for cindersilk, moth silk and giant crowned silkie silk now use cloth textures, the AA thread-looking textures are applied to the raw thread produced by the animals
  • feralisks and co produce synthread yarn which must be woven
  • blizzarisks produce hyperthread yarn which must be woven
  • devilsheep produce devilstrand fibre which must be spun and woven
  • with BWP: giant crowned silkie "thread" is renamed to "down" and must be spun like a fleece

Better Wool Production - C# Edition
  • fleece must be spun into yarn and woven
  • compatibility is handled by C# so will automatically generate yarn and recipes for each fleece generated by BWP

Colored Leather And Wool
  • textile color can be inherited all the way along the chain from raw material (if colorable - mostly applies to wool with BWP) to yarn to fabric

(not yet updated to 1.6)
Mashed's Ashlands
  • kresh cloth now uses a cotton-like production chain
  • fabric conversion recipes moved from tailoring benches to loom

(not yet updated to 1.6)
Medieval Overhaul
  • MO fabric recipes hidden
  • spinning wheel provides the same recipes as the CPE spinning wheel
  • raw cotton and flax are spun into yarn
  • silk worms give raw silk that needs spinning and weaving
  • MO raw cotton and CPE raw cotton ought to be interchangeable - which one drops from cotton is probably dependent on your load order

(not yet updated to 1.6)
Onimods - Plant Fiber
  • plant fiber to burlap processing converted : first spun into fiberyarn then woven into burlap
  • (plant fiber remains a "fabric" in its own right)
  • yield of burlap from plant fiber dramatically reduced to better match balance of other textiles

pphhyy's Lightless Empyrean
  • ethereal fabric given cotton-like production chain

(not yet updated to 1.6)
Primitive Workbenches
  • hand spinning and hand weaving can be performed at the primitve crafting and tailoring tables, for a slight increase in work speed over the crafting spot
  • generic weaving recipes can be performed at the primitive loom (some advanced recipes e.g. from Textiles+ still require a regular loom)
  • haycloth recipes removed from the hand and electric tailoring benches, added to the CPE loom

(not updated since 1.4 but still works)
Rubber Trees!
  • rubber tree drops new raw latex instead of rubber
  • latex is processed in a chemfuel soak tub to produce rubber

(not yet updated to 1.6)
SeedsPlease: Lite Redux
  • previous version (patches still included as they may just work if/when Seeds Please updates) included patches to swap out most of the generic spinning recipes for specific ones, to avoid conflict (Seeds Please uses butcherProducts for seed extraction)
  • there were unresolved issues with seed extraction still not being possible from certain items on the 1.5 version, I'm hoping to remove that if/when the 1.6 update drops

Smokeweave
  • converts smokeweave production to CPE system: smokeleaf leaves -> thread -> smokeweave

[WYD] Synthetic Polymers
  • patched to work with this version despite the defName changes
  • setting toggles for synthread and hyperweave production
  • (Why would you want this? If for instance you wanted to be able to manufacture synthread but not hyperweave. Or if you wanted to keep the fibreglass and plasteel, but use the synthread/hyperweave recipes from a different mod.)

(not yet updated to 1.6 but seems to work)
Textiles+(continued)
  • linen and hemp given cotton-like production chains
    • new raw flax item
    • raw flax/smokeleaf leaves spun into their respective threads
    • threads woven into the final cloth
  • most fabric recipes moved from tailor bench to loom
  • fustian is now a cotton/linen mix (as in medieval fustians) made on a loom from the two threads
  • denim is now made on a loom from twice as much cotton thread as regular cloth
  • synthread is now made either by:
    • creating synthread yarn in the refinery from cotton and chemfuel, then weaving it on a loom
    • combining cotton and chemfuel directly in the electric loom
  • corduroy is now made from fustian plus additional cotton thread
  • kevlar is now made either by:
    • weaving synthread and devilstrand yarns together on a loom
    • combining chemfuel, cotton and raw devilstrand directly in the electric loom
  • sinstrand is now a cotton/linen mix made on a loom from the two threads
  • hyperweave is now made in the industrial loom from nano-fiber
  • velvet can now be crafted from cotton but it is very time consuming
  • setting toggles for synthread and hyperweave production

Tropi[CKAPP] Rainforest Mod (Continued)
  • wild cotton patched to drop raw cotton instead of cloth

Undergrounders: Deep Fabrics
  • fungus leather is produced from raw fungus in the chemfuel soak tub, not the tailoring bench
  • darkstrand now follows the devilstrand process
  • caveflax given a cotton-like process

VV - New Harvest
  • cotton-like production chain for jute, ramie, and silk
  • original jute/ramie item labels, descriptions and graphics altered to be clear that these are the fabric items
  • ramie uses cloth texture, jute uses Onimods Plant Fiber's burlap if available, otherwise cloth
  • added new raw plant resources using the original labels, descriptions and (except silk) graphics
  • plants patched to drop the new raw resources

Wild Cotton
  • patched to drop raw cotton instead of cloth
Última edición por cyanobot; 4 JUL a las 9:22
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cyanobot  [desarrollador] 4 JUL a las 9:23 
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