RimWorld

RimWorld

Cloth Production Expanded Continued
24 Comments
cyanobot  [author] 25 Sep @ 7:04am 
@ProfileName
The industrial loom performs a 1-step process - raw material to fabric. The pre-industrial options require a 2-step process : raw material -> yarn -> fabric. As far as I'm aware that's always been the case. (With Better Wool Production alone, it's also a single recipe to go from fleece to fabric.)

If the 1-step recipes aren't showing up on the industrial loom, that's a bug. (Please let me know if that's what you're seeing.)

There's one "manufacture" recipe for each material because the butcherProducts is used for the yarn, it can't also be used for the direct raw material to fabric recipe. I don't remember if this was ever the other way around, but unfortunately RimWorld doesn't provide a way to define multiple types of "special product" in XML.

Many things can be tidied up when I have time for the C# conversion, but that won't be for a while.
ProfileName 25 Sep @ 6:10am 
I don't have Seeds Please.
What I'm saying is that, originally (and as a result of having Better Wool Production), I could turn all the fleece and the like into materials with a single bill, the same way butchering corpses yielded the appropriate meats.

This was in 1.5, so a while ago at least. It's been a while since I last played Rimworld, anyways.
cyanobot  [author] 25 Sep @ 3:49am 
@ProfileName
I'm not sure I understand what you're saying. Are you referring to the recipe options, or to active bills? When did it used to be different?

The recipes are presented differently depending on whether or not you also have a version of Seeds Please loaded.

The generic "Spin yarn..." recipes (where you pick which materials to spin as if they were ingredients) rely under the hood on the use of the butcherProducts field on the raw textile items. Unfortunately this isn't compatible with Seeds Please, as Seeds Please uses butcherProducts for its seed extraction recipes.

Therefore if you have Seeds Please, one recipe is presented per material that would conflict.
ProfileName 23 Sep @ 9:22am 
What happened to the bills? Why are they all split into different "manufactures"? They used to be just one "turn this into that" - now they're all separate bills...
cyanobot  [author] 29 Aug @ 4:34am 
@Monkey Magic
Thanks for letting me know. At some point I had whichever of the graphics mods it is that auto-generates .dds for all your mods -- which it turns out includes ones in your Mods folder, so a variety of my mods got a bunch of unintended, auto-generated .dds files of unknown quality.

I've been through and cleared them out at my end and updated all my affected mod. I don't know if this will successfully update them for end users, you may still need to clear them out yourselves. Sorry for the inconvenience.
Monkey Magic 28 Aug @ 7:34pm 
The latest patch is causing issues with textures for a couple buildings on this mod probably due to preexisting .dds not being up to snuff. To fix this, remove the .dds files from the texturesthings/building/production folder for now, and the game will now load the .png versions again instead.
Entity 19 Aug @ 10:33pm 
Ok, theoretically, someone could use only one pawn, make a bill of required amount of spinning material and then having a bill that uses this material, pawn will make one set amount of product and uses this as bill goal is reached the perform the other products element, then starts automatically on the beginning as the material threshold is no longer reached.

Sure I would need a buffer storage for that, but this would solve the speed problem. Additionally I have to perform this tasks by only one specific pawn.

It works but don't think this is the solution everyone has in mind!?
Entity 19 Aug @ 9:45am 
"I don't understand why you have linked me to this mod. Please clarify if you had a query."
Just an example of in between product stages based on resources available in the game.
Entity 19 Aug @ 9:45am 
By "Synthetic Polymers" it is not possible to decide, maybe you could do it optional, one bill for a direct end product and one for the steps, that would fit with Synthetic Polymerss, as it requires this in between products to generate different product, but on default products this isn't required.

Basically it is a question of how you configure the benches or the pawn movement, normally they stay at one bench to finish a product, just letting one half be done on one and the other on another one. I just want to overstep the product stages. If not I have a delay until I am finally by fabrics, I don't need 200 spinned products first and then 50 weaved stacks to start production, I maybe only need 50 last product stage units. but if I have a bill for half stage, I need two worker parallel to work in the product street to give me fast the end product.
Entity 19 Aug @ 9:43am 
@cyanobot
I would agree on this, see it more useful if I get early finished products and not making a bulk of spinning and then weaving. As such I recommend to having this steps but not the ability to decide between spinning and weaving, I would fixate the end product.
Means, If I give a bill of making fabrics, a pawn will do the spinning, after that the weaving and I have a ready product. No in between products, the pawn will do them, visually but not in product stages for storage.
cyanobot  [author] 19 Aug @ 2:02am 
@Entity
Re: Better Wool Production. I happen to not be the same person as the person making/maintaining Better Wool Production. I do not know if they would be interested in merging, I don't know them and have not asked.

Re: Synthetic Polymers. I am in contact with the author of Synthetic Polymers so I may actually ask how they feel about merging.

Re: EM Metals. I don't understand why you have linked me to this mod. Please clarify if you had a query.

Re: fabrication splitting. I'm not totally sure I understand the complaint but I think you are saying: pawns spin until there is no spinning left to do, before they move on to weaving or using the fabric?

I like the realism of the separate crafting benches, so I prefer not to combine them. However: I can take a look at the building/workgiver priorities and see if it's possible to make pawns prioritise the later steps. I will add it to my to do list. It won't be done soon because my to do list is long.
Entity 19 Aug @ 1:12am 
On this mods I see the biggest problems in the fabrication splitting. Having an additional crafter to make several processing stages, there are some metal work addons with this options exsist too. This leads in an querry, bill tap problem.
Metals:
https://steamproxy.com/sharedfiles/filedetails/?id=3333419387

Means, I would entagel the crafting stations to "one", so the pawn makes one unit or stack of end result product and then starts on the next stack, all is only one production bill stack.

Over Complexsion.
[WYD] Synthetic Polymers
https://steamproxy.com/sharedfiles/filedetails/?id=3208333941

If you are finsihed you could make one thing out of it, I think this is normal thing to do, as there will be a time where someone just continues it and then you have one mod and nobody cares for the separation,
Entity 19 Aug @ 12:34am 
Why not putting this two modes together and use one side and coautorship? This is on its basic an mod already made by someone else, claiming authoring rights is useless.

Better Wool Production - C# Edition
https://steamproxy.com/sharedfiles/filedetails/?id=3153216240

Cloth Production Expanded Continued
https://steamproxy.com/sharedfiles/filedetails/?id=3516299224&searchtext=Geotermal+Mining
cyanobot  [author] 3 Aug @ 12:47pm 
@gunns22

Not at all. I'm pretty busy so it might take me a bit to get to, but I can add that.
gunns22 3 Aug @ 6:18am 
@cyanobot

Would it be too bold for me to ask for compatibility with VGP - Garden Fabrics?
https://steamproxy.com/sharedfiles/filedetails/?id=2007062162&searchtext=VGP
cyanobot  [author] 17 Jul @ 11:50am 
I'm not sure yet if the MO patches will work, mind you, since they're copied from 1.5. Hopefully, provided MO hasn't changed much.
tDegan 17 Jul @ 11:48am 
Thaks for the quick fix!
cyanobot  [author] 17 Jul @ 10:59am 
@addipeter
Thank you. -_- Pushing the fix.

(My Ctrl key is not great so I get stray s's z's, c's, etc.)
tDegan 17 Jul @ 10:40am 
There's stray "s" in the file Mods/MedievalOverhaul/Patches/MO_Cotton.xml:

<CYB_Yarn_Cotton>20</CYB_Yarn_Cotton>s

Error only triggers if medieval overhaul is active.
#6 11 Jul @ 11:14pm 
Hey @cyanobot, I saw your comment and added a link to here from the old mod page. Thanks for taking on the mod, I'm glad to see it get continued. :)
cyanobot  [author] 5 Jul @ 5:22am 
I owe the yak an apology, it was not (this time) the culprit. (A limited apology though, because it was also not patching correctly.)

I've fixed the crash and the yak patch.
cyanobot  [author] 5 Jul @ 4:53am 
Thank you for putting in the work! It helps a lot.

I've been going through a bit hastily trying to get all my 1.6 updates done, and clearly I missed some important mod combinations in testing. I'll take a look -- I bet it's the chameleon yak again, it's always the chameleon yak.
azrazalea 4 Jul @ 3:34pm 
Had time sooner than I thought, figured out the minimum mod list to get these errors: https://rentry.co/azqiz2oz . Basically it is alpha animals + the wool mod + this one. It wasn't happening without the wool mod, nor without alpha animals so it seems to require all 3 to error.
azrazalea 4 Jul @ 2:52pm 
Hey thanks for doing this! I have a LOT of mods but as soon as I add specifically this one (the wool one and underlying SYR dependency are fine) I get some really nasty errors and the game won't even start.

https://pastebin.com/FRm4NVG8
https://rentry.co/yy37p2vm

I can take a look to try to figure out what mod in particular (alpha looks like one potential culprit, nicehealthtab another) but I thought i'd post this in case you see anything. I'll follow up when I have time!