RimWorld

RimWorld

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Onimods - Plant Fiber
   
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Mod, 1.4, 1.5, 1.6
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1.348 MB
23 Feb, 2024 @ 9:14pm
14 Aug @ 11:10pm
8 Change Notes ( view )

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Onimods - Plant Fiber

Description
Description
Onimods - Plant Fiber adds a new resource in the form of ‘Plant Fiber’, acquired by default from cutting wild or immature plants, or from drying Hay at campfires or stoves.
It’s a very poor quality Fabric type material, worst than base game Cloth, but freely available on most biomes with some plant life.
Other uses for Plant Fiber are processing it directly into Chemfuel at a Biofuel refinery, combined with meats into kibble, or weaved into Burlap, a stronger but ugly textile material, at any tailoring bench.

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
Plant Fiber: new resource, a very poor quality and work intensive Fabric material, but readily available for collection in any biome with some wild plant life.
Besides direct use as a crafting material, Plant Fiber can be used as an alternative building material for Straw Matting floors, processed into Chemfuel at Biofuel Refineries, combined with meats or other proteins into Kibble, or weaved into stronger Burlap at any tailoring bench.
Excess Plant Fiber can also be destroyed on campfires and crematoriums.
Plant Fiber material Stats:
* Category: Textile (Fabric)
* Beauty: x0.5
* Max HP: x0.5
* Armor Sharp: 0.18
* Armor Blunt: 0
* Armor Heat: 0
* Insulation Cold: 9
* Insulation Heat: 9
* Flammability: x2
* Market Value: x0.25
* Work To Make/Build: x3
* Door Openning Speed: x1.7

Plant Fiber acquisition: Plant Fiber can by default be obtained by the ‘Cut’ action on wild or immature plants, further customization options on the mod settings allow for collection from chopping trees and from normal plant harvesting.
The default amount of Plant Fiber obtained from a single plant are based on the current plant growth %, and its fully mature nutrition, according to the following formula:
plant growth % * mature nutrition * 10 * mod settings factor (default = 1)
For example, a 100% grown ‘Tall Grass’, with 0.5 mature nutrition, drops 5 Plant Fiber when cut.
An alternative way to acquire Plant Fiber is by drying Hay on campfires and stoves, on a 1:1 ratio.

Burlap: new resource, it is stronger but less insulating than base game Cloth, while overall worse than most leathers, it’s also ugly and extremely flammable. It can be produced at any tailoring bench, weaved from Plant Fiber at a 2:1 ratio.
Burlap material Stats:
* Category: Textile (Fabric)
* Beauty: x0.5
* Max HP: x1.2
* Armor Sharp: 0.64
* Armor Blunt: 0.14
* Armor Heat: 0
* Insulation Cold: 9
* Insulation Heat: 9
* Flammability: x2
* Market Value: x0.75

Plant Fiber to Chemfuel: Process Plant Fiber into Chemfuel on any Biofuel Refinery, the recipe uses 200 Plant Fiber and produces 20 Chemfuel.

Plant Fiber to Kibble: Produce Kibble using Plant Fiber as the vegetable component, uses 100 Plant fiber and 1 nutrition from meat or animal products to produce 50 Kibble (just as base game recipe, if Plant Fiber had 0.01 nutrition value).

Straw Matting (Plant Fiber): Alternate recipe to building Straw Matting floors, uses 2 Plant Fiber per title, same stats as base game Straw Matting floor.

Burn Plant Fiber: Recipe to quickly destroy excess Plant Fiber, available at Campfires (small amount recipe) and Crematoriums (faster large amount recipe).


Mod Settings
* Toggles to enable/disable if Plant Fiber can be acquired by cutting wild/immature plants, chopping trees or harvesting crops.
* Multiplier value to change the collected amount of Plant Fiber from plants (does nor affect drying Hay recipes).
* Optional recipes to convert Plant Fiber back to Hay (very inefficient 5:1 rate, and disabled by default).
* Toggle alternative descriptor adjectives for items made with Plant Fiber (straw) and Burlap (potato sack).


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

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

Fertile Fields: Adds 3 recipes to dry Plant Scraps into Plant Fiber (2:1 conversion rate).

Vanilla Factions Expanded - Medieval 2: Adds an alternative ‘Chemdrench’ floor build recipe that uses ‘plant fiber’ instead of ‘hay’.

Mod compatibility
Plant fiber collection should automatically work for any modded plants, and most recipes should get added to modded building that share similar recipes list to the base related workbenches.
Also I’m not aware of any hard incompatibilities at the moment, but drop a message in the comments if you find any odd behavior (and the standard Hugs Log).


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: There is too much/little plant fiber spawning. || Trees and harvested crops don’t drop Plant Fiber. || Free resources from just cutting wild plants is unbalanced.
A: Check the mod settings, you can disable or enable Plant Fiber dropping from different cutting situations, and also adjust a multiplier to the overall amount of Plant Fiber dropped.


Credits
A grateful thanks and shoutout to the ever helpful folks on the Rimworld Discord modding channel for allowing another silly idea to be here! \o/
57 Comments
Spookbuster 1 Oct @ 7:41am 
@Onimorphus I feel like there could be some utility to differentiating between the tougher sennit straw used in boater hats, the finely woven straw used in panama hats(perhaps the base material could represent average quality straw used in mass-produced hats). Sennit straw would be a bit tougher(I was wearing a boater hat this summer and a fat squirrel fell from a tree and on to my head, if I had not been wearing the hat, I might have been injured. The hat was undamaged despite the squirrel collision feeling pretty substantial). Conversely, I'm not sure how well a panama hat with its more delicate material would have held up.
Onimorphus  [author] 30 Sep @ 4:46pm 
@TheThrongler
Thanks! :cozybethesda:

@Spookbuster
Nice! Also that kinda of gives me the idea of adding a 'artisan straw' material, as an mirror to the burlap one, being pretty, but fragile... hum...

@Teiya, the Blue Dragon
I don't use Combat Extended myself, but I'd guess it' due to some 'default' values the authors of CE set to cover unspecified modded materials, cause bullet prof straw hats are very likely unintended... XD
From what I know, the folks from CE usually patch-in proper values for other mods content on their side, if you bring it to their attention (not sure the proper channel for that though, if on their steam comments, or somewhere else, worth checking their mod page for that)
Teiya, the Blue Dragon 22 Sep @ 9:36am 
This mod has a minor incompatibility with Combat Extended; Mod is perfectly functional, but the new textiles have unreasonable armor values (I doubt plant fibre should be able to protect against bullets)
Spookbuster 9 Sep @ 7:12pm 
I didn't know this existed, but I'm glad to have found it. Finally, my well-dressed pawns can have proper straw boater hats.
TheThrongler 29 Aug @ 5:25pm 
You are an absolute beast thank you so much
cyanobot 15 Aug @ 6:33am 
Hurrah!
Onimorphus  [author] 14 Aug @ 11:14pm 
Mod updated to support version 1.6!
TheThrongler 8 Aug @ 2:17pm 
No worries. Thank you for the reply and I am glad to hear you're still working on it.
Onimorphus  [author] 3 Aug @ 5:01pm 
@Alma_S @TheThrongler
Thanks for the kind words! \o/

Work on the update is ongoing, still need to fix some odd cases (like wild berry bushes not dropping fiber when harvested with the proper settings on) and untangle some of the mod settings, so you have better control over from what/when plant fiber drops.

(Maybe some rebalance on the 'default' amount dropped, but that will likely be for a future pass, after some proper "playing" testing)
TheThrongler 27 Jul @ 1:20pm 
Hey boss just checking on this mod's progress on 1.6 update? I also wanted to say thank you because this mod has become one of my absolute favorites. I appreciate your work. :)