RimWorld

RimWorld

803 ratings
VGP Garden Fabrics
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
1.121 MB
Feb 25, 2020 @ 5:38am
Jun 17 @ 5:21pm
23 Change Notes ( view )

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VGP Garden Fabrics

In 2 collections by dismarzero
Vegetable Garden Project 1.1
25 items
Vanilla Art For VGP mods by Argón
8 items
Description
Garden Fabrics (Does not require Vegetable Garden)

Fabrics:
1.5 changed the way that the Salvage worked.
I have wrote a patch that allows the Core game, DLC, and this Mods Fabrics be able to be broke down from Apparel.

If you want another mods Fabric to be added.
Please let me know and i'll add a patch for it.



Reworks the games cloth production.

Cotton and devilstrand plants produce fibers that can be processed into cloths at the loom.

-Unpowered loom and an electric loom.
-Adds Flax plant and linen Cloth.
-Adds plasteel thread. Used to make high-end cloths.
-Adds recipes for synthread and hyperthread cloths.
-Adds hemp cloth made from smokeleaf.
-Adds salvage apparel allowing you to destroy unwanted apperels.
-Adds blended wool. Combine wools to make a simple wool.
-Adds blending down high end cloths into simple cloth.

This Mod has patches for:
Alpha Animals
Animal Collab Proj
Medieval Overhaul
Thrumbo Extension
Vanilla Furniture Expanded - Production
Curtain Doors


-Patch for Medieval Overhaul
--Looms are now behind Textile Spinning
--Cloth switches to Medieval's cloth

-latest Chinese translation, thanks to: bfmsc

Old versions of my mod:

I do keep the last stable version of each version of the game on my Nexus mods page. And 1.0 and older mod downloads can be found on my Dropbox / Forum / Nexus accounts.

Forum:
Forum Download Link[ludeon.com]
Dropbox 1.0 version
DropBox Download Link[www.dropbox.com]
Nexus mods:
Nexus Mods Download Link[www.nexusmods.com]
Steam News and Credits For my mods:
Vegetable Garden 1.0 / 1.1 Collection On Steam

Wanna support the mod? Buy me a Coffee! [ko-fi.com]
224 Comments
dismarzero  [author] Jun 12 @ 9:30am 
When the new biomes are release I will review again.
Zairya Jun 12 @ 12:15am 
Does that mean, wie a bamboo grove subbiome now? :D
okay, wrong mod to ask that... I just couldn't hold back
dismarzero  [author] Jun 11 @ 5:35pm 
1.6!
dismarzero  [author] Dec 25, 2024 @ 10:27am 
12/25
Fabrics / Simplified
-Research updated coding - schematic books for research will appear
dismarzero  [author] Oct 25, 2024 @ 4:19pm 
Sure thing I can help you with that. It does require patching for new cloths.
Zairya Oct 25, 2024 @ 12:49am 
Hello dismarzero,

does the patch for salvaging need to be done by you or can a race with their own cloth add native support? Sry, I'm not familiar with the change to this and I can't link the race mod because it's hidden. But I have the original files etc as a co-creator.

Thank you and have a nice weekend
dismarzero  [author] Oct 14, 2024 @ 6:08pm 
Salvaging is part of the base game code. It should be based on the amount of health in the item. Just like when you break down armor and weapons latter in the game.
Videogameplayer Oct 14, 2024 @ 3:33am 
What % of the resources used to make a piece of apparel do you get back from salvaging? Can I adjust this number in mod options? I'm worried about getting too much and it making the game too easy. Thanks
dismarzero  [author] Jul 21, 2024 @ 9:29pm 
Mringasa yes I have coded the Salvage clothing as a smelt style recipe.

Thongor Think that more of a balance since Devil cloth is a more mid game thing. So its on the Loom and Tailor bench if i'm remembering correctly
Mringasa Jul 19, 2024 @ 7:55pm 
Anyone who might be having an issue with salvaging apparel, toggle Smeltable on in your bill. I usually toggle it off and just use the Smelter for anything that is smeltable, but apparently if you do that it won't recognize cloth, linen cloth etc items as salvageable. Just toggle it on, and no issues.

Might be a mod conflict that causes this, but it works now for me. 1000% love this mod, and the family of mods, so happy as can be that it's working 100% now.