RimWorld

RimWorld

27 ratings
Cotton to Cloth
   
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Mod, 1.5
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223.060 KB
25 Mar @ 10:34pm
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Cotton to Cloth

Description
SHORT DESCRIPTION:

This simple mod adds a new item called "Raw Cotton" which replaces Cloth as the product of harvesting Cotton Plants. After researching "Cotton spinning", you can then process or spin Raw Cotton into Cloth at tailoring or crafting stations, including Primitive Workbenches' Primitive Loom.


LONG DESCRIPTION:

Recently, I started a new Medieval Generations style play-through/save, and decided to use the new VFE: Medieval 2 mod instead of Medieval Overhaul. Obviously, there are a lot of major differences between the two mods and one of them is that MO adds Raw Cotton to the game and a Medieval-tier research that prevents players from producing Cloth in the early Neolithic game. I actually enjoy this game-play element as it forces the player to make due with more primitive textiles, such as Primitive Core's Haycloth.

Missing this feature, I decided to commission a mod from the RimWorld Mod Market adding more or less this exact same function. Modder Airo came to my assistance and wrote all the code and art for it, giving us a mod that adds Raw Cotton and gives a method to process it into Cloth, with a similar Medieval-tier research.

You'll be able to start growing and harvesting cotton as early as you want in the game, but if you use mods that restrict research to your current tech level, you'll be unable to process it into Cloth until after you advance to the Medieval-era and research it.


COMPATIBILITY:

A soft requirement of this mod is Primitive Core and Primitive Workbenches, as the Primitive Loom is the expected early-game method of crafting Cloth via this mod. This mod doesn't require any other mods to work, but those mods are certainly recommended.

This mod should also technically be compatible with Medieval Overhaul, but one will replace the other (lowest in load order) in terms of what item gets harvested from Cotton Plants. No idea why you would want to run both, though, as MO has its own system and this mod was specifically made to add that functionality to mod-lists that lack MO.

Everything else should be compatible, unless it modifies what is produced when harvesting a Cotton Plant.

The mod is save compatible. Since it adds a new item, though, I wouldn't recommend removing it mid-save.


CREDITS:

Airo from Discord for creating the mod by commission. They created exactly what I was looking for. You can hire them or other modders on the RimWorld Mod Market Discord Server.

Please note that all mods created by commission are either private services or are released to the public free of charge (such as this mod), and are not to be hidden behind a paywall as per RimWorld's EULA. Payments made to commission a mod are really just donations without obligations made to encourage the creation of something you personally couldn't make or didn't have the time to make, but really wanted made.

This mod is not to be redistributed without permission, and is certainly not to be restricted behind any paywalls even if permission to redistribute is given (including if part a mod-pack or mod-list).
9 Comments
HyperChango 30 Aug @ 7:23pm 
It doesn't, there is no bill in the tailor bench to create cloth
Sterling Kerman  [author] 4 Aug @ 12:43pm 
It should work fine in the latest version.
DeluvianSenecca 4 Aug @ 12:34pm 
update please
rhyndo 7 Jun @ 12:18pm 
makes life so much harder on no research starts Thank you
KarbonPanzer 31 Mar @ 8:22am 
Where is Eli Whitney when you need them.
AbsolutelyNotSteveJobs 28 Mar @ 3:59am 
Great mod for people who wants it as a standalone mode. For people who are curious for more plant complexity, you can also check "Seeds Please" which makes every plant yield seeds and most industrial plants to give unrefined versions of the plants, including healroot, devilstrand and cotton.
William 28 Mar @ 1:36am 
banger mod.
Mac 27 Mar @ 7:24am 
It's a Gem.
Jeffery Helldiver 26 Mar @ 4:35am 
W mod