RimWorld

RimWorld

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[T] ExpandedCloth
 
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File Size
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0.227 MB
Jul 17, 2016 @ 5:25am
Jul 9 @ 5:45am
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[T] ExpandedCloth

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Description
Expands the game's cloth system.

● Cotton plants now produce fibre when harvested instead of cloth
● Adds a cotton processing research topic that unlocks a new workshop, the textile bench
● The textile bench lets your colonists process fibre into cloth and recycle unwanted apparel
● Padded sleeping spots can be built with fibre

Difficulty
Players who use this mod in conjunction with [T] MoreBedsCloth will find that this makes the early game more challenging, as you cannot immediately build beds. There are a couple of ways to cope:

● Grow and harvest some cotton as quickly as possible in order to build padded sleeping spots as a stop-gap while you research cotton processing, or...
● Edit your starting scenario so that it starts you with enough cloth to build beds for your starting colonist(s). You need 12 cloth for a normal bed, 18 for a double, and 24 for a royal.

Known Problems
Please be aware that ExpandedCloth currently has some drawbacks:

● The "% hit points" or "Allow non-deadman's apparel" filters on some of the apparel deconstruction recipes are ignored by colonists who work the bills.
● Deconstructing apparel will only return Cloth, even if the garment was made of another material (such as devilstrand or hyperweave).
● Deconstructing apparel does not factor in the condition of the item, so a garment at 1% will give the same number of materials as a brand new garment.

Although I'm aware of these problems, I don't have an ETA for a fix at present. I'll post any news in the comment section.

Translations
Many thanks to Proxyer for creating a Japanese translation of ExpandedCloth. You can find it here:
http://steamcommunity.com/sharedfiles/filedetails/?id=926923355

Save & Mod Compatibility
ExpandedCloth patches the vanilla cotton plant to give cotton fibre upon harvesting instead of instant cloth. It should be safe to use with vanilla RimWorld saves, but using it alongside mods that make any similar changes may cause incompatibilities depending on your load order.

More Information
T's Mods are designed to be used with the most recent RimWorld alpha unless otherwise stated in the mod title - old versions are archived on the RimWorld Nexus.[www.nexusmods.com]

Enjoy T's Mods? Donations of trading cards or emotes are welcome. :)

For more information on all of my mods including credits and license information, please check the T's Mods thread on the Ludeon forums.[ludeon.com]
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75 Comments
Telkir  [author] Sep 2 @ 1:23pm 
@Dumbledood - No trouble. Glad you found it at last!
Dumbledood Sep 2 @ 11:28am 
Oh, there it is! Researchpal made it appear, I missed it at first. Sorry for the trouble.
Dumbledood Sep 2 @ 11:11am 
@Telkir Thanks man. I reloaded with researchpal to see if the research topic had been placed behind another mod research topic or something, because as you guessed, I've modded it nearly to death. But, for whatever reason, cotton processing is nowhere to be found. ¯\_(ツ)_/¯ Love the idea, great mod! Think I'm gonna try reloading without it for the time being as I'm going on 2 years with only cotton, no cloth. Lol
Telkir  [author] Sep 2 @ 2:03am 
@Dumbledood - It should be somewhere around the start of the research tree, here:

https://i.imgur.com/DA66aVx.png

If you're not seeing it then try using a research tab mod like ResearchPal to prettify the UI and make sure everything is shown when many mods adds lots of topics:

http://steamcommunity.com/sharedfiles/filedetails/?id=946390822
Dumbledood Aug 30 @ 7:36pm 
Hey, could anyone tell me where the research is for the textile bench? I've been looking for it and can't find it. I think it might be a mod-conflict, since I've spent a while now searching. Stuck with a bunch of cotton fibre now. :P Would be appreciated!
MuchMucho Aug 26 @ 12:19am 
Its probably one of the starwars mods...
MuchMucho Aug 25 @ 10:41pm 
Conflict with this setup: Core-misc core-hugslib-jecs tools-architech sense-modlist backup-Starwars the Force-
Starwars Rep. equipment-Starwars Fully Func Ligsabers-Starwars Factions-Work tab-Wildlife tab-
Tag trait-Research pal-Edb Prepare carefull-Camera+-Colonist bar KF 0.17.3.1-additional traits v2.2-
advanced bodies-accurate mortars-Kitchen counters and other shelves-Trading spot-(SS) Lovely hairstyles-expanded cloth
Telkir  [author] Aug 3 @ 11:33pm 
@{SCG} Thunder Rahja - Please check previous comments.
Eddy63 Jul 30 @ 9:08am 
ya no worries and thx for the info!
Telkir  [author] Jul 30 @ 5:07am 
@Eddy63 - I did make mention of both these things earlier in the comments. The processing speed calculation is wrong purely because I haven't touched that file since adding it many alphas ago; revising it is on my todo list. Deconstruction giving cloth rather than e.g. devilstrand or hyperweave isn't trivial to fix and will be done at the same time as getting dead man's filtering to work. As I said below, I can't give any estimate for when this will be, but when I have news, I'll post about it.