RimWorld

RimWorld

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Area Rugs B19
   
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4.479 MB
May 27, 2017 @ 2:23pm
Oct 14, 2018 @ 2:46pm
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Area Rugs B19

Description
November 28th, 2017: Fixed rugs eating furniture, yay.

November 25th, 2017: Updated to Beta 1.8. Older version are on the Nexus if you need them.
https://www.nexusmods.com/rimworld/mods/112/?

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Update July 16th, 2017: Added 15 more colors, see images above. This will not break your saves, you will however need to go into your stockpile(s) and checkmark the new colors.

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This mod adds 30 different area rug models to the game from tiny 1x1 doormats to huge 7x7 room filling monstrosities. They come in circle, square, rectangle, and also one wide runners for hallways. Unlock by researching carpets.

There are two new crafting benches: the dye barrel that takes default cloth and changes its color, and the rug crafting table that takes that colored cloth (or regular cloth, devilstrand, hyperweave, or wools) and makes them into the rugs.

A cool side effect of this mod is that the new colors of cloth can be used to craft regular clothing so now you don't have to be content with everyone wearing light grey, if you want your colony to wear all purple you can do that! Visitors and raiders will also show up in the newly colored clothing and you'll be able to buy it from traders.

Now the rugs.. they use artistic ability and have a quality rating, the higher the quality the more beauty it has. The larger the rug the more beauty it has. (I didn't want to punish people for wanting to use one big rug instead of 6 little ones in a room) They can be picked up and put back down and sold to traders if desired. It is possible to get some >very< pretty rugs if you have a colonist with high artistic skill, and you can have a very beautiful base.. but keep in mind that the value of the rug will also be high and you will pay for all that beauty in more dangerous raids.

Compatibility: Not compatable with Dye Vat by Sam - https://steamcommunity.com/sharedfiles/filedetails/?id=740002420 they eat each other's cloth. This one has almost all those colors plus some so if you want the rugs too only use this one.
Doesn't conflict with other mods that add colored cloth via XML, but you will probably get two dyed cloth tabs in your inventory list. Mods that add crafted things from default cloth also include the the colored cloth, you might have to have this mod first in your load order - this has not been tested though. Confirned for use with Stuffed Floors, it will still need default cloth to make the carpeted flooring (you can bleach colored cloth back to default at the dye barrel) but they don't cause any issues being installed together. Also confirmed full compatability with mods that add new clothing types.

Known issues: You can place the rugs under walls or even stack them on top of each other. I'm just happy they sit nicely under furniture so not worrying about this. Bleached cloth sprites stay colored until stacked with other cloth, doesn't adversely effect usage, just appearance.

There are extra textures in the folder, a set with almost no edge shadowing and a set with heavy shadowing. Just switch them out if you prefer.

All graphics and some coding by AElflaed (Fisty), extra coding and testing by Darc Clan.

This mod MAY be included in mod packs, altered or unaltered, please give us (Fisty and Darc) credit somewhere if you do so.
(It's just begging to be worked in with Superior Crafting and mods that add more plants to actually make the dyes)
Popular Discussions View All (1)
0
Mar 22, 2018 @ 2:58pm
dye barrel work priority?
Jet
128 Comments
lilwhitemouse May 20, 2019 @ 8:03am 
Well, then, I go ahead and post mine as a fork of this and put my name on it to make it clear it's different ^.^ I did, after all, want to make some differences.
[Slayer] May 19, 2019 @ 11:07pm 
[Slayer] May 19, 2019 @ 11:04pm 
Most people just rip mods and credit the creators and put in a tiny disclaimer that they will remove it if creator wants them too. Pretty sure the creator of any mod won't really mind it much if you just update to work with the current version for them.
lilwhitemouse May 18, 2019 @ 10:33pm 
Mods are absolutely 100% NOT public domain, no matter who you credit or not.

Doesn't matter if you don't make money off it or whatever - author's rights are author's rights.

That said, the mod's page at https://www.nexusmods.com/rimworld/mods/112/? DOES list permissions including modifying the mod with credit. So I plan to release an update in a day or so, in the hope that I am not stepping on any toes.
[Slayer] May 18, 2019 @ 10:29pm 
someone should just get it and fork it for 1.0. Mods are pretty much public domain as long as you credit creators.
#6 May 14, 2019 @ 3:33pm 
Just throwing in an endorsement for lilwhitemouse to update this to 1.0, they do quality work :D
lilwhitemouse May 5, 2019 @ 7:27pm 
Which is to say, I would like your permission for updating it to 1.0 with the changes suggested (with the full litany of authors/keepers).

It wouldn't technically be a mod pack, so I feel asking is not only polite, but required
lilwhitemouse May 5, 2019 @ 6:57am 
Which is to say, may I have permission to do all this?

(I'm not technically putting in a mod pack or anything)
lilwhitemouse Apr 30, 2019 @ 5:18am 
So I would like to make a few changes to this mod (I would like to increase the work required to make a rug, having chatted with some weavers at some local events) and clean up the (unimportant) error I'm getting, and I could release it for 1.0. I would also like to add a "dye cloth a random colo(u)r" task, if I can figure the C# for that one out.
lilwhitemouse Apr 7, 2019 @ 9:31pm 
Okay, I have an idea to try to get Do Until X to work for bills:

Add <resourceReadoutPriority>Last</resourceReadoutPriority> to the file BaseDef/LD-Base.xml's def of LD-BuildingBase (the very first one).

This will unfortunately count both minified (in storage) and in-use (i.e., on the ground) rugs, which is not quite perfect as far as I would use it, but...I think players could manage.

Bonus: no Harmony patching required!

Potential Con: possible weird side effects? I didn't notice in my brief testing, but you never know.

I think it should work for 1.0 as is, if you don't want to use Do Until X