RimWorld

RimWorld

[T] ExpandedCloth
30 Comments
Eddy63 17 Oct, 2022 @ 9:35am 
Indeed thank you for your mod and the time you spent on it for us
Kenpachi 16 Oct, 2022 @ 3:46pm 
Thank you creating all the mods you did. Your work was appreciated.
Telkir  [author] 21 Jul, 2021 @ 7:46am 
Updated for RimWorld 1.3.
Telkir  [author] 19 Feb, 2021 @ 8:27am 
@Kobura - No problem. As Eddy63 mentioned below, perhaps check into an alternative like Crusty Textiles that does a better and less buggy job of recycling:
https://steamproxy.net/sharedfiles/filedetails/?id=2015419152
Q. Kobura 18 Feb, 2021 @ 2:15pm 
Oh, I'm sorry. Shoot. I really liked this for every other reason as well, but recycling was the main reason I had it.
Telkir  [author] 18 Feb, 2021 @ 10:46am 
@Kobura - Not a bug. Check the changelog; removing that functionality was intended. :)
Q. Kobura 17 Feb, 2021 @ 8:51pm 
Doesn't allow recycling in 1.2 anymore.
Eddy63 20 Nov, 2020 @ 10:30am 
Nevermind I switched to crusty textiles, which has none of the issues and also gives specific materials back, not just cloth.
Eddy63 25 Oct, 2020 @ 7:01am 
I have researched the textile bench but there is no option under bills to deconstruct apparel as it used to be. Am I missing something?
AAA 5 Oct, 2020 @ 8:43pm 
Allowing the electric tailor bench to make cloth faster and in larger quantities would be nice too.
Telkir  [author] 21 Aug, 2020 @ 6:04am 
Added support for RimWorld 1.2.
AAA 9 Jun, 2020 @ 12:33pm 
Please add a bulk cotton production recipe. I've modded one in but it seems it should be in the base for larger cotton farming operations.
Telkir  [author] 28 Feb, 2020 @ 11:35am 
Updated to support RimWorld 1.1.
Telkir  [author] 4 May, 2019 @ 12:16pm 
@Xaviien - I've not specifically asked any other modders as I'm not active in the scene any more, but at this point more than ever, anyone is very welcome to use my mods as a basis for something better.
Rusturion 29 Apr, 2019 @ 8:24pm 
This is SO close to being awesome!
Have you had other modders look in to see if they can help with any of your issues?
Almost all seem to be very helpful and willing.
Skade 26 Mar, 2019 @ 11:31pm 
I'm glad we get less material back... but yeah, I'm just odd like that.
Vengyr 10 Mar, 2019 @ 3:10am 
I get twice less cotton than in Vanilla. 20 cotton, which is 2 tiles of cotton plant, translates into 6 cloth, which you could harvest from 1 tile of cotton plant. Eh.
countkentry 31 Jan, 2019 @ 11:51am 
I give you thumbs up for the good idea, but honestly I won't be using this mod until recycling material gives that particular material :steamsad: It just feels broken if i'm getting cloth from devilstrand. I'll keep checking up on this mod and look forward to it being fixed. Good effort and good luck.:steamhappy:
Yusukitty 30 Dec, 2018 @ 12:56pm 
Does this allow cloths of different colors. M favorite color is green and my wife's is purple.So I want to make purple Armchairs.
Telkir  [author] 31 Oct, 2018 @ 2:27am 
@Maverik - This is unfortunately a known issue and is mentioned in the mod's description. I have no ETA for a fix at this time.
Maverik 31 Oct, 2018 @ 12:23am 
It happen with pants at least
Maverik 30 Oct, 2018 @ 12:47pm 
Hi, the filters of the textile bench work? I have them to only deconstruic dead man clothes but my pawns are deconstructing every clothe clean or not, i lost many new clothes for this...And yes, im sure I do all right.
Telkir  [author] 29 Oct, 2018 @ 3:07am 
@Faythe - For a vague attempt at realism (and possibly balance). Organic cotton fibre can spoil or deteriorate due to mould and other factors that reduce its ability to be spun into cloth.
Faythe 28 Oct, 2018 @ 11:39am 
Just out of curiousity... why do you have cotton fibers with a spoil timer?
Sixcandy 27 Oct, 2018 @ 7:13am 
Thank you for the information adding Fibres to my game now :)
Telkir  [author] 27 Oct, 2018 @ 6:18am 
@Thels - You raise a fair point, but no, at the moment this mod only handles basic cloth and not devilstrand.

@Sixcandy - Well, the simplest option is to ignore the recycling recipes on this mod's textile bench, and instead use the option added by your preferred mod. There should be no incompatibility. But if you want to completely remove my recycling recipes, you can edit this file of the mod:

<Steam folder> / workshop / content / 294100 / 1543550117 / Defs / ThingDefs / ExpandedClothBuildingsProduction.xml

... then delete lines 41 to 45 (the ones with <li>RecycleApparelXYZ</li> on them). Save the file and when you next play, you should find that the textile bench will now have just the cotton processing task.
Sixcandy 25 Oct, 2018 @ 1:20pm 
Hello I would love to use this mod but prefer another mod for deconstructing apparel, is it possible to disable this part of your mod in Huglib or a different way thanks
Thels 25 Oct, 2018 @ 12:10pm 
Hello,

Does it also require production to convert the yield of devilstrand plants to usable devilstrand? It'd be weird if cotton needs to be processed into cloth, but devilstrand wouldn't need to be processed into something like devilfiber.

It would be nice to have recycling of apparel at the same station as converting cotton, but your readme mentions a few troubles, making me think I should stick to mods like these:
https://steamproxy.net/sharedfiles/filedetails/?id=1419006111

Telkir  [author] 21 Oct, 2018 @ 3:58am 
@CANALETA - Thank you for your effort! :steamhappy: I'll add a link to your sub-mod in the description here
CANALETA 20 Oct, 2018 @ 10:39pm 
Hi Telkir, I made a translation of your mod to spanish of Latin America, publish it if you want.
https://steamproxy.net/sharedfiles/filedetails/?id=1544288071