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- Added basic 1.6 compatibility.
- Phased out support for RimWorld v1.0.
- Added Dye At Refinery CraftPak functionality to Complete.
- (Commonality stats are unchanged compared to Release 22.)
Mirrors Only:
- Renamed "Synthetic Leather Core" to "Synthetic Leather -- Core Leathers".
- (Core Leathers) Changed Commonality stat of all added synthetic leathers to 0.
- Added two AddonPaks (Core Commonality & Dyed Commonality) to re-add the previous Commonality stats for the base leathers and the dyed variants respectively. You do not need every ColourPak to use the Dyed Commonality AddonPak.
- Removed Refinery Undye functionality from Dye At Refinery. They can now be used together.
One to only have common colours? You can just use, say, the Primary I, Primary II, and Monochrome ColourPaks with the Core instead of using Complete.
(Note: Individual ColourPaks are found in the all-in-one downloads on the Nexus or at the Google Drive mirror.)
Let me know if there have been any universal changes to textiles that I missed that need to be accounted for.
From Vanilla Ideology Expanded?
I haven't tested it myself, but, according to at least a couple of individuals, it functions just like any other leather, thus still giving the negative moodlet.
At least as far as I know, that mod doesn't have any provisions in place to allow synthetic leather types to be blacklisted from the check, so it is not an easy compatibility fix on my end.
It *might* be possible for someone to make a patch utilizing assembled C# code via Harmony, but that's *far* beyond my current abilities.
-- Release 19 --
Synthetic Leather now requires 12 fabric per 20 leather instead of 15 fabric.
Added five new colours:
- Amethyst, Lilac, Mauve (Bouquet Violet ColourPak)
- Platinum, Ebony (Mono II ColourPak)
Changed mod display name naming scheme.
Fixed colour naming inconsistency in Elegant Pink ColourPak.
- Changes Relevant to "Nexus Mods" & "Google Drive" Mirrors Only -
Two new optional CraftPaks are available (one to allow dye-ing at the Refinery and one to restore the crafting ratios for SyntheLeather from before this version).
All ColourPaks and CraftPaks now have package names and updated supported versions.
Core and all AddonPaks have been consolidated into one download rather than three.
-- Release 20 --
Fixed Bouquet Violet ColourPak's incorrectly set colour values.
Hi! I'm back on the Rim with a new update I had been considering for some time.
I wanted to make sure I was warmed back up to RimWorld modding before making the update lest I mess up again.
I messed up anyway.
...but at least I caught it quickly. Here are changelogs for releases 19 and 20.
(Why do people use my mod? I'm terrible at RimWorld modding.)
Thank you for reminding me.
...and done.
Complete and Core Only versions have now been updated on all three sites.
I didn't see anything in the official changelog that should affect the mod, so I just updated the About and LoadFolders files (i.e., the bare minimum).
Let me know if you get any errors or if I overlooked any added/changed features that apply to leathers/textiles.
I *think* that already exists. If I recollect correctly, I think Plastic Revolution adds one, but I could be wrong.
At any rate, I may consider making more RimWorld mods the next time I play RimWorld.
I'ld want to refresh my memory of everything before trying to make anything again, lest I repeat the errors I made with the early versions of this mod.
I am playing with Moyos and most of their high tech apparel requires Deapthweave, that you make from cloth, leather and steel. However I also made them really dislike killing anymals. And only after theching up I realised that getting leather withour killing anymals is kind of hard.
I know a lot of you now probably think of using humal leather instead, but... this is just not the way I play. I am wierd. :)
Anyway, thank you for this mod that allows me to make animal-cruelty free Depthweave from crap and rags. ((I mostly get chemfuel by recycling fecal mass I get from Dub's bad hygiene... and "Made of ♥♥♥♥ and Rags" is an ideome in Russian language for something being improvised with very limited resources))
It was mostly because I figured it was the best way to avoid any potential mod conflicts.
I'll admit that it was a quick and dirty solution, but RimWorld, out of all of the games I've made mods for, is probably the one I've struggled most with the modding process for.
I think I recall having trouble finding information on how to mod the game, so I just used other mods as a reference and could only glean so much that way.
...so, basically, it probably doesn't really *need* a separate tab; I just don't really know what I'm doing and am kinda just winging it.
it makes a messy tabs even more messy.
Updated LoadFolders.xml
No errors on startup or upload
Let me know if there's anything else I need to change.
k thx bye
Alright, I'll start looking into that, then.
• Stone Mono: Marble, Slate
• Stone: Sandstone, Granite, Limestone
• Precious: Gold, Jade, Silver
• Minerals: Uranium, Steel, Plasteel
• Wood: Wood
• Wool: Muffwool, Camelwool
Colour Changes
• Fuchsia's colour has been tweaked to distinctify it from Cerise.
• Reverse now has its own names (Ultramarine and Lime).
• Glitterchic and Devillish have been renamed to Hyperweave and Devilstrand.
New Colours
• Tomato colour added in Autumnal ColourPak
• Seafoam colour added in Seaside ColourPak
• Synthread colour added in Fabric ColourPak
ColourPaks Wave 1:
• Primary I: Crimson, Yellow, Green, Cobalt, Violet
• Primary II: Mandarin, Cyan, Indigo, Magenta
• Winter: Cerulean, Blue, Purple
• Elegant: Orchid, Fuchsia, Cerise
• Verdant: Lemon, Springbud, Chartreuse
• Monochrome: White, Ashen, Black
• Oxblood: Oxblood
• Reverse: Ultramarine (SL Only), Lime (USL Only)
• Autumnal: Red, Tomato*, Orange, Dandelion
• Seaside: Mint, Teal, Seafoam*, Spacer
• Fabric: Synthread*, Hyperweave, Devilstrand
* New colours not in previous versions.
-- The "Paks" Update --
• Major restructuring.
• Colours is now "Complete" and includes all Paks.
• Uncolour is now "Core".
• Core only adds leathers and the framework for extra colours, but it adds no extra colours by itself.
• Addon "Paks" can be downloaded to add features.
• ColourPaks add 1-5 new colours to dye the leathers into.
• All colours have been subdivided into ColourPaks.
• Undying can no longer be done at the Refinery. The Refinery Undye CraftPak re-implements the feature.
Abstract Parents use @Name in patches!
Modding can continue!
@pgames-food
Huh, I'm not sure why I didn't get notified of your comment. Odd.
I haven't tried the Discord. I'll have to remember that if I come upon any more issues.
mehni and others there helped me with doing patch for my rimside recycling mod to work with genetic rim - maybe they can help guide you too :)
For some reason, I can't get the mod compatibility patches for the dying recipes to work, and I'm quickly running out of ideas of how to fix it.
Maybe recipe abstracts or recipes from abstracts require different inputs for add patch operations, but nothing is throwing any errors, so I don't really have any feedback telling me what I'm doing wrong.
Maybe recipe abstracts are incompatible with patches, or maybe I just lack information.
The only way I can think to brute force it from here would be to continue not using abstracts for recipes, and, quite frankly... No.
I guess I'll leave it for a few days and figure out where to go from there.
If anyone has any clues what I'm doing wrong, tell me and/or point me toward a mod that does successfully what I am attempting to do.
Here's the changelog relative to Release 9.
-- Release 11: The "Re: Quality of Life" Update (Colours Only) --
• Undying can now be done at the Biofuel Refinery.
• Dyed Leathers now have their own sub-sub-sub-sub-categories.
• About Preview updated.
I suppose the question then becomes what to do for colours with uncertain categorization.
Spacer is in the main gradient, but it's based on a material. Marble and Slate, too.
Mandarin shares its colour with the scrapped wool-based dye. Where should it go?
Do the above four get their own separate sort of intersection pack? Just the prior three?
Reverse is technically in the main gradient, but it's a very special case. Where should it go? A secondary colours pack? A special dyes pack? Standalone?
How triggerhappy should I be with subdivision of coloursets?
No, each one individually isn't an option.
Regardless, I'll leave this specific mod variant up, even if it eventually stops getting updates.
That's then and this is now, though. Development continues yet; don't you worry.
I just thought I should give the 411 on current plans of development.
P.S. I have plans for a second mod, too. We'll see if it pans out or if it turns out unnecessary.
I'm thinking of switching how I go about the whole Colours thing for this mod.
I realized that a new update for adding colours I was mapping out would nearly double the number of available colours, increasing the number of items added by the mod into triple digits, and something tells me that that would start getting ridiculous, as not everyone would want all of these different colours in the game.
So!
I was thinking of changing the system.
What is now Uncolour could be the Core, and colours are added via packs.
There could be one for basic colours, one for meticulous colours, one for colours based on vanilla materials, one for colours based on Mechalite materials, et cetera et cetera et cetera.
Then, people could mix and match which they want, and people don't have to get too bogged down by colours if they don't want to.
...and I can make MORE COLOURS!!
...because then I won't be held back by... let's say... current... limitations.
• Added quality fabric compatibility with "Atlas' Materials", Agra's "Textiles+", and "Oni of the Rim".
• CarboSynth from "RimPlas" is also now counted as quality fabric.
• Labels are now all lowercase to match the rest of the game's formatting.
• Dying recipes now default to using just undyed variants in the bills unless the bills are configured otherwise at the relevant dying production building.
• [Uncolour]: Skipped releases numbered 2-8 to sync up with coloured version.
(Still trying to see about finding an easier way to deal with the undying recipe's defaults without it being a hassle for future updates.)
(Still trying to figure out how to deal with undying in the colour version without dye mods or if to deal with that at all.)
Thank you!
I'm really glad that people are liking the mod, despite it still being kinda shabby.
Good to know.
I don't know why I didn't do that before, come to think of it. I didn't anticipate some things bypassing Commonality values, I suppose.
I'm uncertain how to go about doing that, but I'll try.
Yellow
i'll have to try.. (at first i got confused with the trader tag called BadassAnimal and wasnt able to find anyone to sell minions to, so i thought maybe i can use them for leather and convert into your leathers :)
Ahh...?
I don't see any reason why the minions mod wouldn't work with it.
The more expensive Ultrasynth recipe can use anything under the textiles category, including fabrics and leathers.
As for any compatibility specifically for that mod, I don't have any plans for such.
...but, yeah, the two mods should work fine together, at least.