RimWorld

RimWorld

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Onimods - Cloth Weaving
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Mod, 1.4, 1.5, 1.6
File Size
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948.824 KB
28 Sep, 2023 @ 3:14am
14 Aug @ 11:03pm
7 Change Notes ( view )

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Onimods - Cloth Weaving

Description
Description
Onimods - Cloth Weaving adds a set of simple recipes for converting Hay or any Wool material into basic cloth. Wool converts on a 1 to 1 proportion, and Hay on a 2 to 1 scale. Both weaving recipes are available in resulting stacks of 1, 10 or 50 cloth. All those recipes are all available at tailoring benches and the crafting spot.

About 1.6 game update: I'm in the process of adjusting all my mods to version 1.6, the updated mods will likely be uploaded only after game version 1.6 goes live (along with the new DLC), as I'm using this opportunity to apply some potentially save breaking mod changes that were on hold for some time.


Features
Weave Cloth from Wool: simple recipes for converting any combinations of wool type materials into the basic cloth material, on a proportion of 1 to 1.
Weave Cloth from Hay: simple recipes for converting hay into the basic cloth material, on a proportion of 2 to 1.
Bulk recipes: All weaving recipes are available in three versions, that produce cloth in 1, 10 and 50 sized stacks. All those recipes are available at the crafting spot, and also both hand and electrical tailoring benches.


Mod Settings
Toggles to enable/disable specific conversion recipes groups (wool, hay, plant fiber...), those settings require restarting the game to apply.


Supported Mods
Onimods - Plant Fiber: Adds 3 recipes to weave Plant Fiber into Cloth (2:1 conversion rate).

Vanilla Plants Expanded - More Plants: Adds 3 recipes to weave Cave Moss into Cloth (1:1 conversion rate, same recipe values as Hay).

Vanilla Ideology Expanded - Dryads: Adds Gaubric to the list of ingredients for the ‘weave Wool into Cloth’ recipes.


Mod compatibility
In theory the recipes should be automatically compatible with mod that adds properly tagged new wool materials.
But drop a message if you find any odd behavior, along with the Hugslib exported error log link (Ctrl + F12), use the "Standalone Log Tool" version if the original one is not working.


RimWorld Versions Support
v1.5: Current version under support, may be updated with new content, check the change notes for more info.

v1.4: Supported, but it's now locked, so no further updates or new features are planned.


FAQ
Q: Why ever convert wool to cloth? Any wool material is better than cloth!
A: The main reason I made those recipes are for situations where you have wool available, but need specifically cloth for some recipe, like crafting medicine or building certain furniture as the billiards or poker tables. It’s also an alternative way to get cloth on some specific scenarios, where normal planting may be limited, as extreme climates or undergrounder runs.
Q: Why Hay takes double the amount to produce cloth?
A: The 2:1 scale comes from comparing the growth time and harvest amounts of both Haygrass and Cotton, the mod is just giving you the option to choose between using more space and colonist work time to have Hay available for other uses, or just plant Cotton directly, that is more space and work time efficient for just cloth production.
36 Comments
Tox 15 Nov @ 1:00pm 
oh cool! i know what you're talking about. i live in a rural area, we have that.
Onimorphus  [author] 15 Nov @ 3:36am 
@Tox
Oh, not like asphalt, what I'm referring to is literally just a loose layer of small irregular broken/crushed rock covering the ground, without any material binding them together.
It's a cheap solution that allows for good draining of rain water, if the ground underneath is not too compacted, while avoiding most plant growth and rising dust from movement over, it's quite common on simple vehicle parking areas here (that might be a developing/tropical country thing though... XD)
Tox 14 Nov @ 5:50pm 
here we call that asphalt, the parking lot material. you've got some interesting mod ideas! look forward to seeing what comes out next.
Onimorphus  [author] 13 Nov @ 6:58pm 
@Tox
The mixed stones does look nice indeed! I just think that requiring the mix of at least 2 different stones types on the recipe would be more balanced, but as far as I know, implementing it would be really annoying on the code side, so... use the potential recipe exploit with responsibility... XD

About the patch-materials, the 'particle board' for a 'patch-wood material' is a good suggestion :cozybethesda:
For the 'patch-stone' I was planing on something like 'crushed stones', possibly adding its use as an alternative (but more expensive) recipe for 'concrete/paved' floors, maybe add a 'crushed stones cover' floor (people here use those a lot on parking lots) that would work like the 'straw matting', where it deletes some of the filth generated on it, but is naturally dirty and ugly... but maybe that part is better in an separate mod... don't know yet...
Tox 13 Nov @ 12:49pm 
Hit enter too fast. That could be called ground stone maybe? And a wood version (because a lot of mods add modded woody materials) could be particle board? The possibilites are endless!
Tox 13 Nov @ 12:48pm 
i think it made sense that mixed stone had a higher beauty myself, as it was physically prettier to look at than monochrome stones in most cases, but that's me! Yours would definitely put patch stone in the same tier as patchleather in functionality though.
Onimorphus  [author] 13 Nov @ 12:12pm 
@Tox
Ah, I remember that one from a long time ago, it's a nice mod! Only a little bit OP though, since you could just 'upgrade' any stone blocks into the mixed one, that had a higher beauty stat... XD

My idea for a 'patch-like' stone, is more on the line of making a 'another-legally-distinct-concrete-like' material, maybe it being fast to build being its only advantage... not sure yet...
Tox 13 Nov @ 1:08am 
there is actually already a mixed stone mod! it's pretty quality, as it adds some custom textures to vanilla stuff like floors and walls that make them look like they're made up of differently colored stones. it's also completely compatible with modded stone types, albeit the custom textures only use the five original vanilla stone type colors. it would be interesting to see an "alloy" mod that allows you to mix metals, and of course the textiles.
Onimorphus  [author] 12 Nov @ 7:11pm 
@Tox
Honestly, haven't looked if there's already a mod adding some kind of 'patchcloth' around the workshop, but I did have a similar idea during my odyssey test run (and for similar reasons) of adding such 'low quality mixed patch-like material' for generic textiles, metals and stone blocks, alongside some way to make all the ancient furniture and rubble from odyssey ruins/stations recyclable somehow...
Most likely I'll make it as a separate mod, to keep this one focused only on the normal cloth production (maybe split the idea in two, one mod just for the patch materials, another for the scraping of ancient furniture/debris)
Tox 8 Nov @ 6:25am 
I'm looking at this mod as a cloth version of making patchleather, sort of. I have animal mods that make a bunch of different wools, and being able to combine wools i don't get in bulk to reduce the amount of resources i have sitting around is a great draw to this mod. Would it be possible to add a recipe that allows you to combine different varieties of cloth-like material into a patchcloth of sorts? That's what I'm looking for at the moment. I simply have too may varieties of cloth and wool, haha! If you know of a different mod that does this instead (should you not want to add that feature), i'm totally listening.