Cloth Production Expanded Continued
NOTICE:
This mod uses a different name and packageID to its predecessors, and several defNames have been changed. Patches for the previous version will not automatically work.
Sorry for the inconvenience - for discussion of why I made this choice, see [url=https://steamcommunity.com/workshop/filedetails/discussion/3516299224/600782976883742800/]discussion thread here[/url]
Features
Cloth Production:
Raw Cotton Fibre --> Cotton Thread --> Cotton Cloth
Devilstrand Production:
Devilstrand Caps --> Devilstrand Fibre --> Devilstrand Thread --> Devilstrand Cloth
All fabric resources are also scarcer and require a greater number of crop plants to produce the same amount of fabric, as well as the extra time cost of processing them.
Cotton and devilstrand plants are patched drop raw cotton and devilstrand caps respectively. Devilstrand Caps need to be soaked with chemfuel in a Chemfuel Soak Tub to separate the fibers.
Pre-industrial colonies must build a spinning wheel and loom to spin raw fibres into yarn and then weave it into cloth. This two-stage process is slow. (Pre-[i]furniture[/i] tribal colonies can spin and weave by hand at the crafting spot, but it's even slower.)
Industrial colonies have access to the industrial loom, a powered workbench which allows fibres to be processed directly into fabric at a much faster rate.
Also contains toggles to turn Synthread and Hyperweave recipes on and off per compatible mod that adds them (just two at the moment but potentially more in future.)
For the most complete experience I also recommend [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3153216240]Better Wool Production - C# Edition[/url], which adds a similar fleece raw material for wools.
Mod History
This mod was originally (1.0) [url=https://steamcommunity.com/sharedfiles/filedetails/?id=1939188826]TR Cotton and Devilstrand reworked[/url] by [url=https://steamcommunity.com/profiles/76561198001125554/myworkshopfiles/?appid=294100]TR[/url].
(If there was an intermediate version for 1.1 and/or 1.2, I'd love to know so that I can credit and link appropriately.)
[url=https://steamcommunity.com/id/elwooha6/myworkshopfiles/?appid=294100]#6[/url] took it on and updated it for versions 1.3 through 1.5 under the name [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2610910079]Cloth Production Expanded[/url]. According to comments that version still works for 1.6 if you prefer it, but presumably will not be receiving updates.
#6 has stated on that mod page that they're no longer interested in maintaining, so I am publishing my own version, incorporating [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3333937524]patches I wrote for the 1.5 version[/url].
For differences between #6's version and mine, see [url=https://steamcommunity.com/workshop/filedetails/discussion/3516299224/600782976883742800/]discussion thread here[/url].
Compatibility
Written for 1.6. May be back-compatible but I make no promises. I recommend the versions linked above if you're playing on an earlier version.
Contains patches for the following mods:
Mods marked with ** were not updated for 1.6 at the time of writing and haven't been tested yet, but the patches from my 1.5 mod are included and hopefully will still work
[list]
[*] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=1541721856]Alpha Animals[/url] - moth and spider silks
[*] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3153216240]Better Wool Production - C# Edition[/url] - full integration
[*] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3214412251]Colored Leather And Wool[/url] - full integration
[*] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3109835541]Mashed's Ashlands[/url] - kresh
[*] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2553700067]Medieval Overhaul[/url] - compatibility, extra thread step in production chain for linen, silk
[*] **[url=https://steamcommunity.com/sharedfiles/filedetails/?id=3167056935]Onimods - Plant Fiber[/url] - plant fiber (still also usable as textile directly) is spun and woven to produce burlap
[*] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3240799928]pphhyy's Lightless Empyrean[/url] - ethereal
[*] **[url=https://steamcommunity.com/sharedfiles/filedetails/?id=2327252470]Primitive Workbenches[/url] - haycloth production chain, primitive loom is a loom
[*] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2839064255]Rubber Trees![/url] - raw latex must be processed by chemfuel soak to get rubber
[*] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3446879170]SeedsPlease: Lite Adjusted[/url]
[*] **[url=https://steamcommunity.com/sharedfiles/filedetails/?id=3159269638]SeedsPlease: Lite Redux[/url] - compatibility wasn't fully working in the last iteration of 1.5, I hope to get it fully functional if/when Seeds Please updates
[*] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2885368515]Smokeweave[/url]
[*] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3208333941][WYD] Synthetic Polymers[/url] - compatibility, plus toggles for synthread/hyperweave recipes.
[*] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2095650910]Textiles+(continued)[/url] - production chains for hemp, linen. Alternate fabric recipes integrated with loom. Toggles for synthread/hyperweave recipes.
[*] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2028973691]Tropi[CKAPP] Rainforest Mod (Continued)[/url] - wild cotton drops raw cotton
[*] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2808569634]Undergrounders: Deep Fabrics[/url] - cotton-like process for cave flax, devilstrand-like process for darkstrand, chemfuel soak for mushroom leather
[*] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3448458106]VV - New Harvest[/url] - jute, ramie, silk
[*] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3247648218]Wild Cotton[/url]
[/list]
For full breakdown of patches see [url=https://steamcommunity.com/workshop/filedetails/discussion/3516299224/600782976883745851/]discussion thread here[/url]
Future Plans
I have a mad notion to upgrade most of this mod to C# to make it less fiddly for me to maintain and so that I can implement features like:
[list]
[*] settings to control resource yield and time cost that propagate automatically across all recipes, modded and otherwise
[*] setting to swap back and forth between a one-stage production chain (raw product straight to fabric) and the current two-stage process
[*] more mod support
[/list]