RimWorld

RimWorld

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[T] ExpandedCloth [B19]
   
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Jul 17, 2016 @ 5:25am
Aug 31, 2018 @ 12:37pm
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[T] ExpandedCloth [B19]

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=1204561836

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 stable version 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 prerelease versions, credits, and license information, please check the T's Mods thread on the Ludeon forums.[ludeon.com]
Popular Discussions View All (1)
4
Sep 22, 2018 @ 3:33pm
BUG - ignoring restrictions to dismantle clothes tasks
Seriously Unserious
101 Comments
Telkir  [author] Oct 20, 2018 @ 7:22am 
The 1.0 update is now available and you should follow the link in the description above to subscribe to it.
Gurdel Oct 18, 2018 @ 10:32pm 
Hi, Love your mod. Plans for 1.0?
Dayhjawk Oct 8, 2018 @ 12:25pm 
could you add a double sleeping padded spot?
"The" SeanMacLeod Sep 22, 2018 @ 7:04pm 
:overkill_laugh:!
Seriously Unserious Sep 22, 2018 @ 6:53pm 
Here's some facts about kevlar: http://www.technologystudent.com/joints/kevlar2.html

So basically we're both right, it's a polymur that forms synthetic fibers which are woven into cloth, in the case of kevlar body armor.

For the purposes of this game, I'd say having it be deconstructed into plasteel would be the closest fit, from in game resources.
"The" SeanMacLeod Sep 22, 2018 @ 5:47pm 
If you're talking about Kevlar, I think that's actually a polymer, not cloth......
Seriously Unserious Sep 22, 2018 @ 3:40pm 
I believe bullet proof armor is typically made of a combination of layers of cloth with steel plates protecting the centre of mass. Lighter versions can be only cloth thogh, but they'd also offer less protection. The YouTuber Metatron did a video on modern bulletproff vests you may be interested in that goes into it more: https://www.youtube.com/watch?v=5uZ1KNbJdGk
Eddy63 Sep 22, 2018 @ 12:46pm 
alright fair enough, thanks for the info
Telkir  [author] Sep 22, 2018 @ 12:11pm 
@Eddy63 Unfortunately yes - the bug has already been reporting as still present in this B19 version (check Discussions).

I didn't include recipes for flak jackets / flak pants yet - not sure whether to add those or not, to be honest, as they aren't a pure fabric garment (and a garment with armor integrated into it feels like it may not be so practical to salvage cloth from). I'll consider it for the next update, whenever that might be.
Eddy63 Sep 21, 2018 @ 11:50am 
Are the pants and parkas still broken? Also did you implemented the new flak pants and flak jacket?