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Seeds Please compat is still wonky, I'm looking into it.
My oversight - should be in now.
I've also noticed in the process that wool is currently drastically less labour intensive than other textiles (I think because I was intimidated by the notion of patching the amount of fleece sheared from animals). So expect the numbers to change soon.
I'm not really familiar with MO, so do let me know if there are issues with my implementation.
Link to MO: https://steamcommunity.com/sharedfiles/filedetails/?id=3219596926&searchtext=Medieval
Basically, MO's cotton production has Cotton plants give MO's version of Raw Cotton, which is taken to a Tailoring Bench and converted straight into Cloth. This overrides the CPE Cotton production chain, since it becomes impossible to obtain CPE's version of Raw Cotton. The Devilstrand production chain from CPE is unaffected, however.
Sure, I'll add it to the to do list.
I've never played with MO but I had kind of assumed that nobody would want to be using MO and CPE together because I thought MO already added its own production chain.
Would you mind elaborating a bit on how they fit together, so I can work with that when I get to patching?
- Added Seeds Please compatibility
- Fixed recipe for Corduroy in the industrial loom
- Fixed missing recipes for burlap yarn
- Fixed a NullReferenceException on load
- Added recipe to convert several Textiles+ fabrics into generic Cloth