#Tailor's Delight
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Good to know I found the niche behind the curtain ๐
*niche of crafting curtains
Pls don't remind me on curtains, yet-another-feature I lacked the time to work on ๐
Was just a joke. Though curtains would be nice I suppose. ๐
Why were feathers needed for the pelt gloves and boots? The fuzzy part I thought is fur not feathers. ๐ค
Because people asked for more usages of feathers ๐คทโโ๏ธ
@strange dragon Here you go, feathers have been removed from fur clothing.
https://mods.vintagestory.at/show/mod/8600?saved=1#tab-files
The recipe for the boots and the final boots look completely different but I'm too tired of thinking of yet-another-modification that will then spark cries about changed vanilla recipes, so it stays for now as oversimplificated it is.
I agree that feathers should be used more. But for clothing with actual feathers. ๐
Thank you! Do you know if this works for 1.19 still? I haven't upgraded to 1.20 yet
It will work 95% - there are references to new codes in 1.20 that won't work in 1.19 (notable, amy leather). Use it at your own risk.
(And no, I will not make a 1.19 version anymore, I've switched development to 1.20 exclusively now.)
I suppose if you added a down jacket feathers would make sense. ๐คทโโ๏ธ
I'm not adding more features now.
Just a suggestion to your todo list. ๐ Know you have a lot on your plate.
If you were still thinking of "how do I make this not magically turning loose pelts into a whole set of clothing", maybe some kind of hide or pelt strips as an implied "this is what holds the thing together" to add some complexity without changing what raw ingredients are ultimately needed for it?
Thank you for taking my feedback into consideration regardless!
dude have you never heard of a down coat?
@hardy gull
ah I missed that one
either way, why does a different kind of coat need to be added when lining pelt items with feathers still make sense?
to be fair i just asked about the gloves and boots, not the coat or pants.
There are no fur pants, only raw-hide pants and TD never changed the recipe for these.
how do i make a raw hide bundle into the normal verison? trying to make a fur coat atm
Also is there a way to make a raw hide bundle into a pelt bundle?
I know raw hides + fat + time = pelts
Just wondering if it can be done with bundles
No, not yet. I could add this, maybe. (The raw bundles are a bit tricky, because technically they should also rot, which they don't. The bundles were just so you don't have to have 10 gazillion recipes for every different hide size (and with wolf/boar/sheep etc. hides in Hide & Fabric, each recipe would need to be duplicated 10 times, too).
This isn't possible, I'm afraid.
Damn :( wasnt able to make a fur coat since i need notmal pelt bundles, but i can only make raw
(I am on, 1.20 rc1)
I can add a recipe for that tomorrow and publish a new TD version.
Oh, you dont have to!! I jist thought there was a way to make it into normal pelt bundles lol
What exactly do you mean by "the normal version"? What recipe are you trying to craft, and what ingredients does it need? Could send me a screenshot please?
Im not on atm, but its the fur coat. I can only craft raw hide bundle, but the recipe calls for just, hide bundle
Will be in the next pre-release ๐
Please don't get your hopes up for volcanoes - I'm overly busy even finishing the upgrades for 1.20 ๐ฐ
Hey out of curiosity what this does?
It was for future projects, currently it has no uses.
Coming soonโข
Dark leather was already in the mod, I've now added dark cloth and twine in four colors: blue, brown, green and red ๐
Especially the new dark blue will be used in quite a few clothing recipes, even with just TD.
Still need to tweak the dying recipe so it doesn't just use a "normal" color to dark the standard color. I'm thinking something with chromite in or so. We have these new cooking recipes now.
Here is an example recipe from Dressmakers:
(I actually need to update this to use dark-brown cloth and dark-blue twine instead of brown twine and darkblue cloth but you get the idea)
one thing I wish I could do is dye clothing to custom colors. there are clothes that I'd love to use together but the colors don't match or go together well
@vapid bluff my wife recently revived the specialty bags mod, there is only a few bags in the mod but we like to use your mod but dont want to force it on other players. Would you be willing to make a patch to make the recipes in line with this mod when using it? ie. with the awl and so on.
Would that be something you could patch from your side? ๐ค
Not without its own mod i don't think, if so we don't know how because the patch looks for an already loaded mod then overwrites the recipe. We don't know how to make our mod do dif recipes based on other mods loaded. Now my wife would even throw the "patch" together so it could added. It's the first mod we worked on so we aren't sure how to do that.
The "patch" is how some the other mods that are compatible on tels stuff is working... but he wrote both mods.
also getting this error https://pastebin.com/FX20ZJ2w
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Of course, I thought I'd already done it ๐ Will track it, thank you for the feedback ๐
I'll ping you when it is done and if you are interested on how the compatibility stuff works, I could also teach you to do it on your mod side. It works either way.
@dry escarp ^^
That would be cool. She is ahead of me in the learning curve on this but yeah, that w9uld be really awesome!
@vapid bluff may I have your permission to utilize some of the textures from your mod in custom clothes for a mod I'm considering on building?
I plan on using vanilla textures too, but I love what you've designed and wild enjoy utilizing some of their aspects.
If you just want to reference the textures when our mods are loaded, go ahead.
If you want to cut out parts and modify them, or remix them etc. then the textures are under the GPL v3.0 (see f.i. https://gitlab.com/codesmiths/vs_wool/-/blob/main/LICENSE) which basically means you can use them as long as:
- you give credit
- put the modified files under the same GNU GPL 3.0 license (granting everybody else the same rights again)
- technically, putting files under GPL together means all of them become GPL, but I think for art assets it would be fine if you just license the modified files as GPL, and keep all other files under any license you like to have for them.
And yeah, I know, the GPL isn't the most-suited license for art assets, it's just when we started out, we expected to have lots of code and little art assets, not 100% art ๐
Aha! Thank you for showing these to me. I'll be certain to do some research and credit accordingly.
I'll also have a think about using a better suited license for the assets, thanx for reminding me ๐
And thank you for considering our work ๐
If there is dark cloth, of course there needs to be dark checkered cloth. And of course dark checkered table cloth and panels.
I'm thinking, tho, moving the table cloth and cloth panels to the Upholstery mod - not everybody who uses Tailor's Delight wants so many different blocks, right? ๐ค
Bottom row: the four new dark cloth and checkered cloth colors. Upper row: the original colors.
That sounds like a good idea. Fits the vibe of Upholstery mod more
Hello, have you thought about adding compatibility with millwright? I couldnโt find the answer anywhere (I didnโt look long lol)
oh a special "canvas" level material for the windmills be kinda cool, abd naybe a few color options for the sails as well.
Yes, my mistake, will fix it in the next pre-release. Simply overlooked this ๐
Had this idea, already, but so far I've scheduled compatibility with Millwright for Wool & More, not for Tailor's Delight, which is more of a "basic" mod.
Of course, colored windmaill sails would be nice, but then, it's a lot of work. Probably will come to a new mod or must be part of millwright. Sorry, currently I'm swamped with 1.20 adaption and small features in all my other mods.
Yeah, I'll schedule these items to be moved over to Upholstery. Also, Upholstery really needs an update for new chair colors ๐
I have this mod and DanaTweaks, WarmArmor, Hydrate or Diedrate, and Armory enabled and for some reason I'm unable to recycle clothes :c
Disregard I'm just dumb
Thanks! sorry for the delay i was out of state and then got sick. Any help and learnings would be appreciated. Just getting our feed wet with this stuff and anything i can do on my end I would be happy to!
no worries ๐
Here is a short overview of the general process of having compatibility between two mods:
- decide into which of the mods to put it (yours, or the other mod). (sometimes it is easier on one of them, or the other, and sometimes you can only control you own mod and have no access to the other one)
- decide how you want to make it compatible. Do you want to:
- disable a recipe and replace it with your own? or do you want to change the recipe (patch it) instead? Sometimes the first is easier, sometimes the latter
- or you need to modify an item or block? In this case patching in your own attributes is usually the only way.
Also decide if you want to have a patch A) in the compatibility folder (where is only executed when the other mod is loaded, a safe way) or B) have the patch in your own mods asset folder, where it is always executed, and then have the patch restricted to run only when the other mod is present
I guess you want to have some items from Tailor's Delight go ito your own specilized bags? In Wool & More I've added compatibility for the wildcraft tree baskets by adding storageflags to my own items when Wildcraft Trees is loaded like so:
https://gitlab.com/codesmiths/vs_wool/-/blob/main/assets/wool/compatibility/wildcrafttree/patches/wool_storageflags.json
I believe @formal dagger wants recipes using items from Tailorโs delight.
Hm, this is quite easy, have a look at examples from Dressmakers:
https://gitlab.com/codesmiths/vs_dressmakers/-/blob/main/assets/dressmakers/recipes/grid/clothing/class/face.json
They use a mix of game: and tailorsdelight: items. All you need to do is either:
- make Tailor's Delight a requirement for your mod OR
- add the recipes under compatibility folder like so:
https://gitlab.com/codesmiths/vs_wool/-/blob/main/assets/wool/compatibility/tailorsdelight/recipes/grid/wool/needlepuff.json
This recipe here is only used when both Wool and TD are loaded, otherwise the game ignores it. So you can use Wool & More with TD, or without it and both work.
Looks like the latter is what we will do. I will give it a go! Thank you very much!
ok so i understand how to make the recipe, but if they don't have the tailor's mod, how do I tell the game which recipe to use? Either its the base one i have or if they have your mod too, then it uses that one?
also, not sure why but on our end it looks like you have a patch to change the recipie of the game mining bag but it isn't changing it on our server for some reason.
Yeah, you need to have two recipes.
There are two ways:
- keep both recipes, so there are alternatives
- keep only one: disable your recipe (by patching in
enabled: falseinto it) when the other mod is loaded - or, which is a bit more complicated sometimes, patch your own recipe when the other mod is loaded.
Here is an example where I patch a recipe from beltcraft when both Dressmakers and Beltcraft are loaded:
https://gitlab.com/codesmiths/vs_dressmakers/-/blob/main/assets/dressmakers/compatibility/beltcraft/patches/dressmakers-recipes-grid-clothing-all-waist.json
I could also just have disabled their recipe and provided my own, or kept both recipes.
Are there any server error messages or warnings in the log?
no, i disabled all other mods to make sure it wasn't anything else i had, and there are no errors outside of the checkeredcloth ones my husband said you already knew about
I will have a look - the stable VS already changed other recipes and my patches broke again (for saddle and sturdy saddle) so maybe the mining bag is also broken.
we were on 1.20 stable, also just tried in stable 1.20.1
ah ok. i'll have to check on my own too then
Hope to release the new TD soon, but needed to fix ShearLib first. Should rename the game to Neverending Storyโข ๐
18.1.2025 14:58:40 [Warning] Failed resolving crafting recipe ingredient with code tailorsdelight:checkeredcloth-darkblue in Grid recipe
18.1.2025 14:58:40 [Error] Grid Recipe 'tailorsdelight:recipes/grid/cloth/checkeredcloth.json': Output Item code tailorsdelight:checkeredcloth-darkblue cannot be resolved
18.1.2025 14:58:40 [Warning] Failed resolving crafting recipe ingredient with code tailorsdelight:checkeredcloth-darkbrown in Grid recipe
18.1.2025 14:58:40 [Error] Grid Recipe 'tailorsdelight:recipes/grid/cloth/checkeredcloth.json': Output Item code tailorsdelight:checkeredcloth-darkbrown cannot be resolved
18.1.2025 14:58:40 [Warning] Failed resolving crafting recipe ingredient with code tailorsdelight:checkeredcloth-darkgreen in Grid recipe
18.1.2025 14:58:40 [Error] Grid Recipe 'tailorsdelight:recipes/grid/cloth/checkeredcloth.json': Output Item code tailorsdelight:checkeredcloth-darkgreen cannot be resolved
18.1.2025 14:58:40 [Warning] Failed resolving crafting recipe ingredient with code tailorsdelight:checkeredcloth-darkred in Grid recipe
18.1.2025 14:58:40 [Error] Grid Recipe 'tailorsdelight:recipes/grid/cloth/checkeredcloth.json': Output Item code tailorsdelight:checkeredcloth-darkred cannot be resolved
Thanx for the report, it's already fixed and will be in the finale release ๐
eta on that release? working on our server modlist so checking in on all the major ones
this weekend. The pre-release is ok, too, it's just a few cosmetic errors, nothing major broken.
Btw, do you have other ones from us?
mods we use? well i know with tailor's we use dressmakers, weve used bookbinders as well. contemplating adding the wool & more too
๐ I'm focusing on tailor mods first, but haven't forgotten bookbinders ๐
love to hear it! we are big fans of any mods that just add more depth to sectors of the game. everyone can find a little niche to dive into while we all play together
[Error] Grid Recipe with output Item code game:hoovedwearables-blanket-commoner contains an ingredient pattern code N but supplies no ingredient for it.
18.1.2025 18:10:09 [Error] Grid Recipe with output Item code game:hoovedwearables-face-face7 has and incorrect ingredient pattern length. Ignoring recipe.
18.1.2025 18:10:09 [Error] Grid Recipe with output Item code game:hoovedwearables-face-face13 contains an ingredient pattern code M but supplies no ingredient for it.
this error only pops up with tailors installed as well
had to track down what was exactly throwing it by adding mods in sets
It's also already fixed, will be in the release, too. They changed some recipes again between the rc and the stable release.
Perfect! Wanted to make sure in case it was a weird interaction with another mod I have installed
Tailor's Delight v1.8.0 is out - now stable, compatible with 1.20 and even got a few more features like new darker leather colors ๐
https://mods.vintagestory.at/tailorsdelight
fyi one of the hooved wearable errors still popping up
Could you please send me the error?
#mods-general message I think they're talking about this one
Everyone else: Please see here for the discussion: https://discord.com/channels/302152934249070593/1330833073713188944
TLDR: There is a bug in TD 1.8.0 patching the saddle recipes, will be fixed in 1.8.1 together with some more small bugfixes.
I could later, on my way to work, it said.. @fickle star is correct that's the one. I had 3 lines with that error b4 update now only 1.
It's not a big dealio I just wanted to report it.
Thanx, think its the same bug and will be fixed soon. ๐
I probably over report stuff but found a while ago that some bugs weren't fixed cause everyone assumed someone else said something..lol
So I just report them now and let the modder decide how important it is.
That's how it should be ๐
im having issues with none of the tools being craftable, any ideas why?
You have EM installed as well?
yep,
Latest version of both? Correct version for the game version you're using?
If it's yes to those then it's an issue with another mod conflicting
latest version of both, on 1.20.1
Then post a mod list
"If a modded tool/weapon can't be crafted is probably because there's a typo in the code for that tool or the modded tool doesn't follow the game name convetion. In that case there's nothing I can do on my end. But you can add the tool/weapon yourself on the config file."
From the Manual Tool Crafting ModDB page
i just disabled it, it's not really necessary anyways
Everytime you think you are done with migrating to 1.20, new stuff crops up. Apparently the devs added salted hids, which now not only conflict with my salted hides (and possible the recipes) bu als ROT so there is litle point in creating them - they don't cure into aged hide, either.
Not sure what I do.
- Remove my salted hides and aged hides and panels etc.? (This also means ripping out all the recipes that use aged hide, which means a new Dressmakers release again)
- Remove my salted hides, but have salted hides "cure" into aged hide after 80 days?
- Something else?
If there's a vanilla version it's probably just worth it to use that as the basis, rather than having duplicate mod and vanilla items
That is also what I was thinking, I just need to decide if I want to:
- make the vanilla version not rot but cure into aged hide
- or just leave them be and remove aged hide completely
Personally I'd go with first option, you've already got that content so no point in scrapping it
It's used only in a handfull recipes, tho, and I could remove 3 blocks (the bundle and the panel and the block) and no texture (which is I think vanilla, so it can't be removed)
te@te-gaming:~/src/vs_dressmakers$ ack leather.*aged
assets/dressmakers/recipes/grid/clothing/all/foot.json
7: "L": { "type": "item", "code": "tailorsdelight:leatherbundle-aged" },
assets/dressmakers/recipes/grid/clothing/all/upperbody.json
241: "Y": { "type": "item", "code": "tailorsdelight:leatherbundle-aged" },
assets/dressmakers/recipes/grid/clothing/all/upperbodyover.json
22: "L": { "type": "item", "code": "tailorsdelight:leatherbundle-aged" },
assets/dressmakers/recipes/grid/clothing/class/shoulder.json
36: "L": { "type": "item", "code": "tailorsdelight:leatherbundle-aged" },
49: "L": { "type": "item", "code": "tailorsdelight:leatherbundle-aged", "quantity": 3 },
assets/dressmakers/recipes/grid/clothing/class/lowerbody.json
50: "B": { "type": "item", "code": "tailorsdelight:leatherbundle-aged" },
63: "B": { "type": "item", "code": "tailorsdelight:leatherbundle-aged" },
Even if it's only got a handful of recipes now it could be expanded upon in the future
Still thinking about reducing the somewhat ridiculous number of leather bundles/types:
- plain (VS)
- sturdy (VS)
- plain in all the colors (TD)
- nadiyan (TD)
- aged (TD)
- oiled (TD)
- pelt (TD)
- scraped (TD)
The last four exist mainly to make panes and blocks for chiseling ad to justify their existance I tried to use them in a few recipes. ๐ค
Patiently waiting for update
Would it make logical sense to switch the recipes using those last 4 to either plain sturdy or nadiyan? If so then I'd advocate that way, as long as the recipes make sense you could downsize the redundancy. It's just up to whether you feel having those extra versions is truly a good addition for a certain set of recipes
Could be. The bundles are important, because they are used by tailor exclusive recipes (and can only be crafted by tailors, except the pelt, scraped and I think oiled as the these are primitive recipes)
Pelt, however, is important because some VS recipe need pelts and having a SINGLE item with a normalized ampount of pelt is much easier than to support 4 different recipes.
Sturdy and by extension, Nadiyan leather are both end-game content, so primitve recipes would probably not be able to use them. Plus the Nadiyan are more for exclusive Nadiyan rcipes and not "some generic crude hide trousers".
I'll see what I can simplify - it certainly seems a bit confusing with all the different leather working stages thrown into the mix...
Yea I mean maybe even just cutting 1 or 2 could help simplify tremendously
I've made the executive decision to remove the following hide/leather items/bundles/panels/blocks from TD. They might make a re-appearance in Hunter's Lodge but no promises ๐
- salted hides (uncraftable due to VS salted hide)
- aged hide, aged hide panel and aged hide block (uncraftable due to VS salted hide)
- scraped hide, panel and block
- prepped hide, panel and block
The recipes in TD and Dressmakers will be adjusted accordingly.
I remember a discussion about making salted hides not rot anymore, update on that?
Tailor's Delight salted hides did not rot, but I just removed them and the "aged hides" they produced. You could make leather out of aged and salted hides in TD.
Now you are stuck with the vanilla salted hides, which do rot (after a longer time). They still can be made into leather but only before they rot (80 days or so?) ๐
I don't have any plans to change the vanilla salted hides, everytime I patch VS items, it either breaks on the next update, or ppl berate me to not muck with their beloved VS items while at the same time the other half prompts me to change stuff ... ๐คทโโ๏ธ
Haven't released it yet, so it somebody wants these back, please speak up ๐ฃ
Sometimes it's just better to let things lie as they are haha
Using vanilla stuff where it exists seems to be the best way to go about things imo, so using the vanilla salted hides is a good idea I think.
๐
I've released these changes as TD 1.9.0.
Fixes for the errors too?
Thanks for the release!
Yes, they are included. Also flint and obsidian awls can now be crafted, panned or bought.
now*
That's awesome! I'd take an obsidian awl over a metal one any day haha
They break easily, tho.
Form > Function ๐
Looking at the last chunk of conversation in the DressMaker channel, I think I know the answer already, but is there no way to convert the bundles (pelt, rawhide, leather) back into smaller chuncks? I should have looked at the recipes more closely, but as a group we were stuck in the frozen north and had to build a boat and sail south, so I converted everything to bundles for the sake of storage. Unfortunately I didn't realize that once I finally processed it into a leather bundle, we couldn't break it down into standard leather pieces. Is that not available or am I just blind? ๐
BUG: hunter cloak and huntsmans tunic have the same recipe
https://mods.vintagestory.at/recipeselector Use this until a fix is made ๐
Whops, will fix it. Thanx for the report! Edit: This is a Dressmakers problem, not TD. Will fix it there.
No, there is no recipe for that, but I think I can easily add one. Maybe you get only 1 out of 2 back, but that seems a bit hars. ๐ค
Bundles can be used for most crafting recipes, but I bet I missed a lot that use plain leather. Do you have specific recipes in mind, maybe I can also make them use bundles instead of leather pieces?
Personally I would be fine with only getting half back, or perhaps half with a small chance to get two or whatever. Most of the use is for clothes and Tailor/DressMaker, and the bundles don't rot so it is already better to convert them instead of losing them outright if you don't have the lime production at the time to process them.
As far as specific recipes, we play with things like combat overhaul and butchering which all have a lot of individual leather pieces recipes. It would probably allow greater mod compatibility to allow a conversion back. (Leather bundle and shears maybe?)
One idea occurs to me... Would you be able to add the tag into the leather bundle that simply let's the game recognize it as a leather piece in addition to a bundle? Not sure if that would create unintended consequences but it would be really flexible for compatibility
Yeah, I think shears + bundle = 2 pieces of leather or small hide or small pelt would be fine. e.g you get all the material back, but you lose the stick and tool durability when you convert them and then convert them back.
Although a few caveats:
- Because it is 4 different sizes => 1 bundle, we could only ever return you small hides or small pelts, but never medium or big ones.
Which also will make it a bit more complicated for Hunter's Lodge, imagine you convert 3 raw fox hides to 1 hide bundle, then cut it, you would need to have a generic raw hide item them. The game looses track of what were the source ingredients so all hide bundles are the same.
- as for "preserving" the hide, oops, you are right, raw hide bundles don't rot ever. I think I'm gonna make them rot after like 2 or maybe 3 times the time as raw hide, the reasoning is you cleaned it and now it keeps a bit longer fresh, but it is still raw, unpreserved hide.
The "never rotting wasn't" intended, in VS even salted hides rot. (raw hide trousers never rot, but I don't know why they made it that way - maybe I can add a rot timer to them? ๐
As for the "tag the leather bundle", this is unfortunately not implemented in VS at all. It is strictly "use this ingredient (with variants or not)" per recipe. If you want to have two different ingredient sets to return the same item, you need to have two recipies. Which is fine, but it often can result in hundres of recipe duplicates. Pls don't ask me how I know this.
I had a feeling that was case. I can read your manual entry pain in the text.
Your solution sounds great!
Except my rawhide pants rotting... Please don't take my trousers. ๐
You're right about rawhide and pelt being a bit more complicated, unfortunately, but I think it's a perfectly fine trade off. If I remember correctly a huge (or was it large?) hide transfers to three hide bundles. If you wanted them to convert back to medium/large/huge you could always add a recipe that takes x bundles plus awl in order to stitch together a medium or bigger hide/pelt. That would actually be a nice little quality of life change for folks who can't find large game. Stitch together a bunch of rabbit or fox hide and then you have a medium (or whatever size needed) for recipes which requires larger than a small hide/pelt.
Sorry to make things more complicated but I appreciate you looking.
Rotting trousers would be pretty funny... the animals could smell you from 200 m away, and predators try to hunt you ๐
FotSA critters kill me enough already, nooooo! ๐
Nah, it's fine. The thing is, the bundles are the solution to having different recipes with large/small/etc hides, so technically, you would never need a large or huge hide anymore. I bet I forgot some recipes, tho and some mods might add them, so a way to still get them is needed (esp. for hunters lodge!). I'll have a think about it and see what I can add to TD to at least help the conversion.
One point of my mods is that they often try to stop the crafting dead ends. E.g. craft cobble stone stairs and then never can recycle them back to stones or slabs etc.
Quick count on grid recipes:
- Wool: 81
- Tailor's Delight: 133
- Dressmakers: 249
- Bricklayers: 895 ๐ฎ
Holy cow bricklayers is huuuuge.
For sure on the crafting dead ends, and we definitely appreciate that. It seems like mod compatibility is the thing that becomes difficult after a while. Having something like x bundles to medium/large/huge pelts and hides would mean even if you or the other theoretical mod maker didn't build in compatibility then it would still allow a route forward.
Speaking of crafting dead ends, the wool being able to be used for making sails has been a huge boon to us on our server. So thank you. ๐
Yeah, BL is my nemesis. The abyss that I stared into too long.
Plus mod compatibility, it seems nowadays I spent between 50% and 90% on fixing bugs and compatibility. ๐ตโ๐ซ
Jesus bricklayers is massive. Your clothing mods are almost entirely grid recipes and they don't even compare lol
I've checked, hides in my testworld rot after 4 days in a vessel on surface, 5 in inventory and 19 in a vessel in a cellar. I think doubling this time for raw hide bundles will be fine and we can always adjust it later. 9 days is one month so this sounds already quite enough.
The whole "I'm hunting and save my hides for when I find lime + copper to make leather" is a bit of strange thing to me, anyway. Because you can throw them away and hunt fresh animals every time, it's not like you are loosing valuable things ๐ค
Me thinks this is just the psychological problem that people will never want to lose anything, no matter how small, and the will complain bitterly about it, while ignoring that huge gain elsewhere they just got. ๐
Yeah I'll just toss stuff I don't need, but devils advocate in that is how painful leather production is. We've been well into bronze age and been bottlenecked by leather production a few times when it comes to weapons/armor/backpacks/etc so I can understand the frustration.
Only reason I converted everything was because we did a no map cold start and had to pack up a 6 person camp on one sailboat and a raft for a loooong journey south to better climes. Seating and storage was at a premium. ๐
We're also playing with Biomes and FotSA which significantly reduces animal spawns since crittters only spawn in appropriate biomes. I'm at probably a quarter of my hunting production vs vanilla.
But yeah the idea for rotting times seems totally fair. I do miss ancient tools and it's brain tanning, but the changes you're discussing would make up for a lot of that. Plus the brain tanning method from that mod was a little too easy.
This is very interesting to me, because we usually suffer from the other problem - way too much leather and not enough usage for it. We played with H&F and no other animal mod (except birds) but the wolf spawns. oh dear, the wolves... And the bears. Did I mention the bears? ๐
I might need to check out FoTSA. Thanx for the info!
The biomes mod sounds interesting, but also not sure how it actually works. Do you have to travel 50,000 of blocks to the next biome, or are they more like small regional biomes maybe 10000 block across?
The mod itself has no real screenshots and I'm unsure how it works.
Have to ask @marble ore and the biomes creator (don't remember the name) about the exact details but it SEEMS to actually create large scale biomes. We traveled from a cold start zone almost 2 realtime hours south in a boat (at speed 4, thank you speedboat mod) and just barely started seeing different trees and rock types. Having said that, we're playing with no map so we easily could have missed transition zones or smaller biomes tucked within the larger. Hell, we've only found enough cattail to outfit us all with two reed bags. ๐
That sounds very interesting for a challenging playthrough (and would make a great YT series).
Once everything settles down with all these updates, we are considering starting a large scale server with the same setup and completely random world spawns for exactly that reason. Admin can place players who are friends together but otherwise you have no idea where other players are and the only way to find them being actual exploration. Problem is figuring out how to disable Ctrl+f3 showing coordinates. Could be a real neat hardcore server.
Replace the word biome with bioregions and it makes much more sense. You need to travel 1/6 the horizontal width of the world to travel from Europe to the Eastern side of North America for example, the southern hemisphere is made up of SA, Africa, Australia and Oceania and animals and plants spawn in their appropriate bioregions
We love it on our server. Much more rewarding exploration. Thanks for popping by to explain.
I personally use it to create region themed play throughs rather than globe trotting. If you get into the realms file you can switch it up to create a different combo. Like maybe North America and South America only, or Europe and Africa or something wacky like Australia being the entire northern hemisphere and all eleven others being split between the south
Super Australia is an interesting choice. At least you haven't added all the ridiculously murderous insects and snakes and such. Otherwise that might have to be a hard pass on Australia bioregion. ๐
I'll quite hijacking the thread though. Thanks for explaining.
@vapid bluff
Jumping back, let me know if you need any help with anything. Seems like this is going to be a solid path forward for compatibility with other mods without requiring you to go manually enter recipes for a billion mod compats. Thank you!
This is the 1.20 variant where I removed quite a few things (like colored shingles and and some clay bricks), the 1.19 version has 1045 grid recipes, and 1146 recipes overall.
Thought it would pale in comparisation to Expanded Foods, but this has only 323 grid recipes and 925 overall ๐
When I was digging through those files it did seem like a monster of a mod to manage
I've had an idea:
-
everybody can cut down leatherbundles with a knife and gets 1 leather out of it
-
tailors can use a ruler and shears in stead, yielding 2 leather back
-
everbody can cut down a raw hide or pelt or oiled hide bundle and gets 2 small pelts out of it (it takes 3 to make one)
-
tailors can use a ruler and shears and a needle, and then also can make medium, large and huge hides (depending on amount and maybe 2 needles for a huge one)
Would strengthen the tailor class again.
Tailor best class confirmed once again
One might think this mod is all about tailors ๐
Argl, bug, it takes only 1 leather to make a plain bundle ๐ Need to fix that, it takes two of every other color.
Fixed.
I've just realized that converting an almost-rotten raw hide into a bundle will reset the timer, and if you convert it back, it resets the timer again. Can't do anything, that is a VS mechanic (happens with all blocks/items). At least it takes durability and clicks to do...
More fires to put out. X_x
Can't do anything about those kinds of vanilla bugs.
That's perfect though! Fits with the vanilla, allows a workaround for other mods, and allows the tailor more value.
Maybe consider allowing non-tailors to sew up hides/pelts into bigger variants but at a higher cost as the non-dextrous non-tailor fingers mess up the stitching? ๐คฃ
hm, not at the moment, already way too many recipes. And the tailor needs to be useful. I'm keeping it in mind, tho.
Can feel the Heat of the Hate already rising ๐ฅ
Top left: Linen sails for everyone, Top Right: Linen sails for Tailors.
Bottom row: Same, but with wool cloth
Seems solid to me. ๐คทโโ๏ธ
Totally fair considering how many recipes there are. I'm gonna have to dual class into tailor methinks. ๐ค
I know I've pitched the idea before, but some way to cut hides into uniformly sized pieces (maybe scraped/prepared hide bundles?) for the leatherworking chain would be a godsend, if you're looking at leather content for the mod
uh... I just removed in 1.9.0 scraped/prepared hide bundles, which were basically this idea, because there were "too many different hide/leather bundles" ๐ฆ As a side-effect, you could use these bundles to make leather, too and they were, I think, the equivalent of one medium-hide.
ah.
Of course, with Hunter's Lodge, you would get many different medium sized hide types, so yes, for this mod it might be a god idea to revive this as it would simplify the leather making.
In H&F you could always convert say wolf hide to VS medium hide and bypass this, but I'd like to disable this mechanic. A generic "hide bundle" would also bypass this ๐ค
I need to think more about this and what the goal should actually be. Many ppl have oviously completely different opionions sometimes incompatible with each other ๐ค
atm I'd rather leave the leather for the future in Hunter's Lodge and focus on getting something close to a finished mod here ๐
Raw hide bundles are still in and I could make it so you can soak them and get a "soaked medium hide" from it?
might work
I'm not totally sure what to go for to get started on my tailor journey here, does anyone have tips of things I should do first?
Hello kiln! I'd go first for some tools like needles, awls and rulers. You also might want to have a workshop where you can store tools and products. Cloth and thus linen and flax is an important thing for tailors, as well as leather, bones and other animal products.
I made this compromise primarily to make a minimal impact on vanilla and modded content using the vanilla hides by making it mostly effortless to opt out while also allowing the use of the modded content, understandable if you wanted to have tighter control over that
We've just released Tailor's Delight 1.9.2. This updates the Spanish translation, adds needles to the "linen sack" recipe and has quite a few tweaks to buttons & clasps:
- metal buttons & clasps can be melted down directly in a crucible. (they are small bits after all)
- reduced the chance to pan buttons slightly
- added high-tier buttons (gemstones, gold & silver) to some loot randomizers
- Lapis buttons can be crushed
Also Nadiyan leather can now be cooked with diluted cassiterite, too. This should make it a bit easier to obtain.
Hope you enjoy this, please get your fix from here: https://mods.vintagestory.at/tailorsdelight ๐งต ๐ชก
could you add a way to undye cloth and twine/thread?
I could, but why? And how would that mesh with the "realism" part of VS? ๐ค
I mean you can already "bleach" wool from #1277235514457718804 with limewater, as far as realism
Dunno why though, it's not like you wind up with a lot of colored cloth without intending to
I knew it was a mistake to include this ๐ฆ
It was intended so you can get rid of all the fibers that you gain from drifters and from panning. It always goes like this:
- users: heh, tels, can you add more stuff to your mod?
- me: sure, here is more stuff to do
- users: but now we got so much junk, can't you add recipes so we can get rid of it?
- me: sure, here are more recipes
- users: heh, why can't we do it with everything, can you please add more recipes to all of your mods?
- me: sure here is more recipes
- users: we hate so many recipes, can you pls add config options to turn them off?
- me: sure, here is config support
- users: now it's so confusing, we turned stuff off, but it didn't work with other stuff, can you please add more config options and doc?
- me: sure, here is doc and more options
- users: your mods are too big and use to much memory, can you please slim them down?
- me: sure I removed a bunch of minor features and I will not add three other three features
- users: NOOOOOOO! You betrayed us!
oh no no I meant like
"well this example of your work is pretty much how it would mesh with realism"
"I dunno why someone would request it though"
the #1277235514457718804 bleaching is a godsend, I wind up with so much grey wool
turning it into plain wool (which has more uses) is a great solution
ah, ok, I misread the "realism" part. In my mind, "bleaching" is a very sketchy concept and I included it only in one case so you can use say "plain wool" to repair clothes (you can't repair them with grey cloth AFAIR).
I can of course add the same to both mods and add a config option to enable it.
(also bleaching quivit fibres to make the local clothier cry)
I'll get onto this in the next release, thanx for the suggestion ๐
idk why anyone would need to 'bleach' dyed cloth though
cloth by default comes plain
drifters drop plain cloth components
it's not like fleece, which comes in several shades naturally

There's also no colored cloth in any loot pools afaik, so like
?
I adore TD and wool though, I've been using it so long I can't even remember the original recipes
I've added this recently to Wool, but did not add similiar to TD. I don't think it means that you need to bleach colored twine, tho, because f.i. you can use colored twine to repair clothes. You just can't use them to craft windmills, which I think some people would rather do.
(In wool, you cannot use colored wool to repair clothes, which was a choice by me, but I could of course reverse this)
I'm talking specifically about cloth bundles, the stuff you gotta intentionally dye for clothing, and linen/wool squares only come in different stitches rather than colors
So I just, don't see a need for un-dyeing cloth, personally
Wool in Wool & More actually comes in different colors (but not with different stitches). just a minor correction.
I do agree, esp. since you can cut down cloth to twine with shears. And then maybe bleach the twines.
Plus, there's something oddly satisfying about being able to make some lluxurious and rare clothing piece out of nothing but drifter drops
I am 6 qiviut fibers away from a very fine brown sweater
This sweater was made by your grandma out of drifter drops. "Heh, watch how you talk about my grandpa, you jerk!"
You see "but now we have so much junk" is so opposite of the way I see it. "More is more" to me. And if you have seen any of my mods in other games like PZ:Hydrocraft or Civ4:C2C they would complain about too much junk. Don't listen to them! Make more stuff!! Especially in this game where details matter. Keep up the great work! And keep adding more cool stuff!!
Also I love synergy between mods. There is an infinite amount of stuff to make so splitting up the work between modders also helps.
meanwhile I turn all of mine into plain fibers because I can't use them

when the bone awl breaks it turns into a bone needle which for some reason cannot be used as a needle.
also cannot stack either
Uh, wait, what? this is impossible, I'd say?
There is nothing mentioning needle in assets/tailorsdelight/itemtypes/tool/awl.json - I'm confused.
can you please enable "extended develop info" in the settings and make a screenshot of that item?
Can't replicate it, completely used up an awl and it went poof
if it helps i was making bone buttons and clasps
it must be some other mod interaction, because I don't know how a content mod like TD could "swap" an item for another when it breaks.
this is really spooky. I turned on devloper mode and now it won't make the needle. It jsut disapears like it normally should
Tailor's Delight: Hallucinations Update
I've looked into this, and in wool, you can "bleach" (undye) the fibers, but not the thread or clothes. In TD, there are no fibers (it is only plain flax fibers) so this wouldn't work here.
What I could do, tho, is add optional recipes that you can turn on with a config options. With these you could "bleach" say blue twine back to "plain flax twine". Would need to do the same for Wool, then, too, to be consistent.
And it's not really a cheap way to obtain flax, tho, it takes limewater (or borax) in a barrel + 4 days.
Alternatively, I could use something stronger than lime, say, sulphuric acid. But then it would probably just destroy the twine instead of de-coloring it ๐ค
Is this what you had in mind?
something like that. basically I get insanely "lucky" and get a lot of colored fibers (twine, yarn, thread, etc) from cracked pot and mob drops, but I don't really use any of them. just feels like a waste.
Yeah, I noticed that maybe the "colored" drops are bit too much. Esp. if you are swarmed by wolves and bears and/or drifters ๐ค
I'm working on it for next weekend.
nah, the drop amount makes sense since fur is literally part of raw hides. I think just adding recipes is better.
hrmmm... maybe having a sulphuric acid or borax solution + colored fiber/thread/twine/cloth/etc. result in a certain number of "wet fibrous clumps" which can then be spun using a spindle+stick with clumps surrounding it into new plain twine
would give the spindle more use then just getting more twine per fiber
That sounds like an idea, I'll think about it.
heh, maybe then we could get tie-dye clothes XD
What are tie-dye clothes? ๐ค Oh I see, you, dynamically coloring cloth and fabric and clothes would be wonderful. Not doable with the current mod technique, tho.
came to check if there was any mention of this, but it appears that the recipe for crafting seashell buttons instead of molding doesnt work :>
Works for me. It might be a bit hard to spot in the handbook, but the order and placement and color of the shells does matter.
@vapid bluff created merge request to fix error on ServerStartup. It's one of my first merge requests, I hope I did it correctly.
Error:
[Error] Grid Recipe with output Item code game:flaxtwine contains an ingredient that cannot be resolved: Item code wildcrafttree:driftwood
[Warning] Failed resolving crafting recipe ingredient with code wildcrafttree:driftwood in Grid recipe
[Error] Grid Recipe with output Item code game:cloth-plain contains an ingredient that cannot be resolved: Item code wildcrafttree:driftwood```
Fix: Driftwood is now vanilla.
Thank you! I'll look into it, not sure how I could have overlooked this so far ๐
The recipe needs to be moved from the compatibility folder to the main folder, I'll take care of it.
Actually, I can't checkout that branch, it is in a different repo. ๐ค
Could you please move these two recipes (with the game:driftwood) into this file assets/tailorsdelight/recipes/grid/twine.json and then delete the assets/tailorsdelight/compatibility/wildcrafttree/recipes/grid/flaxtwine.json?
Then I could merge it.
I can try. ๐
New experience.
Also, please mention either Closes #275 in the description of the MR or Fix #275 in the title of the MR, so this will related it to this issue and auto-close it:
https://gitlab.com/codesmiths/vs_tailors_delight/-/issues/275
Done.
Moved recipes.
Removed flaxtwine.json.
Changed description.
Let me know if it worked. ๐
Thank you, that looks better. I can't merge it tho, as the branch is in a different repo and our pipeline does not run for that ๐ค Need to think about how we can solve that.
@me if I can/haveto do something. ๐
oh does it go by the shells' color?
Yes it does. Three of them are fixed, one has to be one of two different variations. Maybe I should make this recipe shapeles ๐ค
We've just released Tailor's Delight v1.94 ๐งต ๐ชก
- Can now soak raw hide bundles in lime or borax to craft soaked hides for leather
- Driftwood can be turned into sticks, remove broken Wildcraft driftwood patches
- Fix gray and brown brush craft
- Add Polish translation ๐ต๐ฑ provided by Gengaroshi
Please update your patterns here: https://mods.vintagestory.at/tailorsdelight
i got this CTD when shearing a herd of goats or sheep by keeping pressed the right mouse button and shearing
This is a problem in ShearLib, not TD. And I'm not really sure I can fix this, didn't write the code and have to guess what might be wrong.
Have you tried to NOT keep the right button pressed, but instead click it once?
When exactly does it happen? When you try to shear an animal twice? When it was never sheared before?
It seems shearTree is NULL when the lib tries to fetch the last sheartime from it ๐ค
if i use a knife and just tao once i don't get the crash
this has probably been asked but is there a way to make the class locked recipes stop being class locked when i have that setting off in my world
i suppose i can edit a json file for what i need (basically just two recipes) but like i'd prefer to actually be able to use the mod if i have class exclusives turned off
I don't understand the question. When you turn "class exclusive recipes" off in the VS settings, all class exclusive recipes become available to all. My mod is not different from the game (in fact, I don't even know how or why it would be different).
So, does this not work? If you turn it off, you still cannot craft certain things when you are the "wrong" class?
wait the tools are on the wrong side
(it still doesnt work when i correct it)
might be a bug in which case now you know
hm, but that would be a bug in VS itself, I can't fix this as content-mods contain nothing that deals with class-exclusive recipe switch, all you do is add them to the recipe and let VS handle it.
Anywho, I'll check this recipe out, gimme a second.
alright!
would be nice since my only source of hides is boar which drop mediums and otherwise im never gonna be able to make sturdy leather
Hm, but you don't need the hide bundles, you could just turn the hides into leather? confused
nah sturdy requires large or huge and i only have medium
Also, are you perhaps trying to use "oiled hide bundles"? Only the raw ones can be turned into leather (like in VS)
Oh, interesting, I've never thought about this or noticed it ๐คฆโโ๏ธ This is from vanilla. Seems the devs want to lock it behind you trying to hunt large animals. ๐ค
My Nadiyan leather uses just "plain" leather pieces, which is then much easier. ๐ค
Anyway, my intention was not really to let you craft "huge hides" from "medium hides", that is a by-product which I didn't through. The recipe should work, tho, let me check it pls.
i mean why else add the bundles being able to be recut into different sizes?
although tbh i dont think its that big a problem because im like 80% its the same amount of leather per hide no matter if it converts
That was the intent behind the bundles - they standardize the amount if "hide/leather" per item. And the "cut to different" size was probably my completionist side ๐ I didn't think it would circumvent VS restrictions (which I'm very carefully trying to not do or only when I think they are silly)
ehh i mean the only "restriction" its circumventing in this case is forcing you to hunt for hide instead of doing animal husbandry (and if using medieval expandsion- the wrong kind of animal) so like
kinda who care
I've looked at the sturdy leather recipe, and it is kinda silly. You absolutely need a large or huge hide as input, but then you get... small leather pieces as output ๐คฆโโ๏ธ I think I'm ok with my bundles circumventing this, esp. since it is a normally a tailor only thing.
I can't replicate this. Did you restart your world after applying the world config? (or did you turn the recipe-exclusively off when creating the world?
What does /worldConfig classExclusiveRecipes print?
it was on when i made the world, turned it off via command, and then have restarted since
true means it is still on.
wait am i stupid
i might be stupid then lmfao
my bad for buggin you with this in that case
no worries, happens to the best of use ๐
ty for helping me figure it out tho lol
i got stumped for an hour by a missing bracket in a json till i had my friend look at it lol
phew so nothing to fix for me, that's good news. And thanx for bringing the whole "needs large or huge" hide to my attention.
yea
Hi! I've been having a wonderful time with the mod, but I have a question about the wet brush.
By the durability and dry/crusted/wet states I assume that brushes are supposed to transition between them, but when I use the wet brush, sometimes it just vanishes out of my inventory. Drawing also doesn't reduce durability or anything. Is this intended behavior?
The game has a hard-coded chance of 15% to "delete" the item you use to "draw" on signs or chests - this is a game code that I cannot change for my items, unfortunately.
Also, I don't think drawing on signs or chest reduces the durability, again, a problem in the game itself, and not intentional from my side.
No problem, thank you for clarifying!
๐งต We just released Tailor's Delight 1.9.6 ๐ชก ๐ชข
- Bridles now need an awl and leather strips instead of leather pieces to craft
- Adds a full French translation, thank you, Wailwolf! ๐ซ๐ท
Get your new patterns from https://mods.vintagestory.at/tailorsdelight
I have a question...
Since all clothing and armor is now essentially harder to craft, wouldn't it make sense that it's also worth more, in terms of armor quality and selling price? That'd be a good implementation i think.
IMO many prices should be adjusted, esp. some of the royal/prince/fancy gear can be sold either for way too much or way too little.
Sadly, adjusting selling prices is very tedious, as you need to patch the various trader lists and this requires you to know the index the item you want to patch beforehand. These patches easily break (when VS or a mod adds another item in front of the list).
As for the armor, I definitely feel the whole armor systems needs an overhaul. The metal armors require SOO much ingots for little improvements unless you go either iron or steel. Hence ppl use tailor gambeson as soon as the can and almost the entire game, anyway...
The leather armor is nice, but there is no upgrade (no sturdy leather armor) and if there was, it would require end-game equipment like pulverizers and cromite from deep caves - at this point you will have iron chain or something like that, anyway.
And just fiddling with the numbers requires extensive playtesting to not accidentily break the game ๐ฉ
So overhaulting the whole armors is a daunting thing and many mods that do this already exist, anyway, and I'd rather not go down this rabbit hole at this moment. Still haven't added cotton or jute to Wool & More and still have so many other ideas for Tailor's, too.
That being said, I do have some ideas about armors, esp leather armors. But ideas >>> time ๐
It'd be nice to have more 'endgame' leathers/cloth, because we've got hunters and tailors and such. It doesn't make sense for them to be loaded down in plate.
This is very true and I have... ideas ๐ถโ๐ซ๏ธ
Gamboised body armors are uncraftable FYI
Nobody reported this before and this doesn't happen for me:
$ ack "Grid.*sewn" *.log
te@te-gaming:~/games/vs_config/VintagestoryData_v1.20/Logs
This is the original recipe:
{
ingredientPattern: "L_L,MMM,LSL",
recipeGroup: 1,
requiresTrait: "clothier",
ingredients: {
"L": { type: "item", code: "cloth-*", quantity: 1, name: "color", allowedVariants: ["plain", "blue", "brown", "gray", "black", "green", "orange", "pink", "purple", "red", "white", "yellow"], },
"M": { type: "item", code: "cloth-*", quantity: 2, name: "color", allowedVariants: ["plain", "blue", "brown", "gray", "black", "green", "orange", "pink", "purple", "red", "white", "yellow"], },
"S": { type: "item", code: "sewingkit", quantity: 1 }
},
width: 3,
height: 3,
name: "gambeson body armor",
output: { type: "item", code: "armor-body-tailored-{color}-linen" }
},
Are you maybe using different mods that tweak armor recipes, too?
In any event I won't be able to do any workaround or compatibility patches for the next two weeks, sorry.
That was the case, thank you
I'm curious, which mod was it?
Cheaper Armor, of all things
theres that one item that allows drawing patterns on fabric
forgot its name and no clue how to use it ingame
how do i use it?
It has no usage in Tailor's Delight, nor in other (published mods). Maybe later ๐
damn...
sorry ๐ I had high plans but then RL interfered ๐
happens
btw
I have class restrictions disabled
but somehow cant craft the wooden Spindle
That must be a VS bug then, my mod does nothing special in this regard. You have to file a bug with the game developers, sorry.
I think re-downloading the mod might be an option, just incase its my pc
i have a bit of a power supply issue, cause the pc is hooked to an old power network on which a rather potent solar array is also hooked onto. So some data being lost is also a possibility
@vapid bluff the shear amount of work you do is astounding! ๐
I've done some pre-liminary testing on 1.21.0-pre.1 and everything looked ok, except recipes that use VS clay bowls. I've fixed these and pushed a pre-release onto the ModDB.
Please post here if you find any problems running it under 1.21. Thank you for your support! ๐ค
https://mods.vintagestory.at/americanfrontiersman
I need to check how to make a patch for this mod
outfits are really nice but its a bit annoying having to convert my rolls of pelt into pelts again
Have you ever wanted to be just like Daniel Boone, Davey Crockett, or any other early American roughing it out on the wild frontier?
Well now you can!
ย
This mod adds an assortment of 19th century themed clothing and accesories, a list of what is included can be found below.
All of the items have crafting recipes and most clothing have re...
It's probably easy, but a bit cumbersome. I'll check it out, thanx!
i found a recipe issue with the Plain Cloak and Dressed to Kill mod's Homespun Shirt. Please make these mods compatible with each other since more clothes the better!
Is this a Tailor's Delight recipe?
Also could you add some belts? Like a vine, rope, leather or sturdy leather belts?
i thought it was
says simple cloth. but i didn't think that mod worked anymore
oh i guess I still have it nevermind!
for some reason i thought it got absorbed into your mod
hm, yeah, it is a silly mistake on TD; I patch in a new recipe for their shirt and have my own conflicting recipe ๐คฆโโ๏ธ
I'd rather not add new clothing items atm. VS seems to break stuff faster than I can fix it, sry.
no worries. I was just surprised that were was a very limited selection of belts. Keep up the great work dude!
last I looked at this, there were a few mods that added rope belts etc. and if you have Dressmakers, you can craft lots of belts so I didn't see the need to make my own belts. (plus, time constraints)
@vapid bluff is Nadiyan Leather based on a specific leather making process? If so what is it?
It's based on the specific leather making process called Fantasyโข ๐
In TD, there was once something called "thin" leather to be used in fancier dresses. It was crafted by just putting a hamer + leather into your grid IIRC.
When VS "invented" the Nadyians, I've simple renamed it and used on of the new cooking recipes to craft it. Just so that Nadyian clothing recipes can use something fancier, something for the endgame.
ah ok. well if you wanted to make it like "fine leather" i had an idea. What if vegetable oil was used to make the leather? I have seen it used in other games to make "soft" leather.
interesting idea, but there is no oil in VS, tho. (and even if added by a mod, its probaby not end-game but rather early game, right)
I know the Oils! Mod has it and I think Expanded Foods too. And yeah more mid game since you need a fruit press to get the oil. So at least copper age.
Still having an alternative recipe for it would be cool if you had either of those mods.
@vapid bluff Hey Sorry if this is an annoying request, but I was thinking it would be neat if the hunter class could craft some of the Nadyian fur and tooth accessories, since I would think a hunter would likely be able to make the stuff, especially the tooth jewelry.
That would be more a topic for Dressmakers, I think. I'll think about it.
Sorry, I didn't mean to ask on the wrong discord lol
no worries, it's not easy ๐
Hey! I've been having an issue with missing textures, showing a white box with a red questionmark, have anybody experienced that?
Sounds like the mod isn't even loading at all. Please check your server logs and make sure you use the right mod version for the right VS version.
Hey, yeah I tried both on Single player with locally installed mod and on friends server - it works fine for all the other 3 players but me.
And we all used the exact same game config etc.
Are there any errors in the logs?
You could also try to clear your VS cache (with the "unpacked") directory, sometimes this can cause problems with old mod versions being around.
Will try that - from what I checked there are no errors, I tried to reload textures and meshes but didnt really work
are just the textures not there, or also the items/blocks?
What is your texture atlas size?
I changed that to 8192 or whatever was the amount
Will test the unpacked wipe and see
Thank you - seems like the unpacked was the problem.
buy it from traders ๐
or find in ruins
theres no way to craft them?
No, this is by design, you have to find tem (in some high-level loot in story locations) or buy them, either from an artisan trader, or another player.
Got it thanks for the reply
Are they so super-rare that I should add them to maybe other traders or other loot vessels?
I dont mean to sound rude or unapreciative, i love this mod...but where are the hats/headgear? Am i just blind (likely) is the a search refinement or class for hats Ican do to find them in game?
Tailor's Delight does not really add new clothings to the game, it's more about the mechanics and recipes.
If you are looking for a mod that let's you craft the existing VS headgear, look for Dressmakers (the ModDB page for it also lists a few other mods that add recipes for VS clothing).
As for adding more clothing to the game, I'd love to do that, but currently have no spare time and resources for this. Sorry.
Tysm
I'm curious, with the addition of the bark leathers from ancient tools, would you be able to add them as alternatives to dyed leather in valid recipes? AT already adds that for a few basic things, like pine leather can be used in place of orange dyed leather for a few items
Or did you do that already and I'm just out of the loop
plus, brain tanning from ancient tools now yields buckskin rather than actual leather, which would be a great option for fine, soft leathers like Hydro was asking about
I'm struggling to update my mods for 1.21 so working on compatibility with Ancient Tools isn't possible right now. Maybe the author of AT has time for it?
That's fine - I could possibly volunteer once I've gotten a few other things squared away
Love me some cross-mod compat even if I have to do it myself
Time to refresh on recipe patching... aww yea
Does the pattern set have a purpose yet?
no, its not used at all. And I've removed it from the mod for the next version.
I've added that to the next version of TD for 1.21 - but Simple Cloth is rather broken. Tons of recipe errors and many of the clothes have invisible parts in the GUI. I will not fix Simple Cloth, it's not my mod and I have my hands already full.
Tailor's Delight 2.0.0 for VS 1.21 has been released to the ModDB.
Can you patch the Horn Needle to use the Gemsbok Horns from the Lichen Continued mod? Thanks!
An updated version of the wonderful mod Lichen!
Features:
Two new creatures:
Gemsbok, a large antelope native to warm regions. These can be domesticated, bred, and milked!
The White Hart, a rare albino buck found in colder climates.
A simple wattle fence building block.
Hide cushions and pelt tent building blocks in all vanilla colours.
Re...
Hello , i was wondering if you could make the Tailors Delight mod compatible with Vanilla Variants Mod?
I don't have any plans for that.
anyone else having issues using the sewing kit recipe with needles?
are the needles at 100% or are have they reduced durability?
needles dont have durability for me
but the recipe does still not work? I've tried it and it works for me. On what VS version and TD version are you?
i figured it out, was the way i was laying it out in grid
phew ๐
With the addition of bone knapping, placing bone piles is not possible, because they use the same keys.
Tailor's Delight does not have bone knapping, and placing bone piles just works? ๐ง
My bad, i confused it, apparently bone knapping comes from butchering
it may have been asked but how does Tailors delight work with class mods where no class has the tailor trait?
I guess it doesn't work? It's like asking "if I disable hammers in game, can I still crush ore with hammers?" ๐
ah, i was hoping there might be a work around.. okay thank you ^_^
Unless these mods provide a work-around themselves. VS also has tailor-specific recipes and these won't work then, either.
(I've also never heard of such a mod and it seems silly to disable an entire class, but heh...)
the racial equity ability mods replace all the classes with race specific ones and i couldnt find clothier in any of the screenshots that were posted which is what inspired the question
There is always the nuclear option of turning of "class specific recipes".
True, we ended up going with the working classes mod for the server instead of racial ability though so we dont need to flip that switch at least.
Maybe we could have a, though it's very dumb of me to even suggest this, patch that comments out the trait requirement from every tailor recipe.
This would be a massive patch and I don't want to maintain that just because somebody else made a mod that breaks the game tailor class. Tailor's Delight is there to make tailor's useful, I don't particular care about ppl that don't care about tailors ๐
any way to make the gambeson both normal and tailored take either brown thread or dark brown?
I've tried to make the gambeson recipes take thread that matches their colors, but this is a bit complicated as the recipe in VS is only one recipe for all of them.
Do you mean I should instead completely reverse that and make them take all the same thread color? Why?
Darkbrown thread is more difficult to make and tailored gambeson should be more difficult to make, hence the requirement for darkbrown thread.
Likewise, what use would the new colors be if they aren't actually used in recipes?
Sometimes I get the impression people would love to have new stuff, except they hate new stuff and would rather have a simplistic MC-style game where slapping a hammer on a cactus gives you green dye instantly... ๐
I see your point, nevermind then!
I want new stuff that is more involved to make. ๐ฅบ ๐๐ Thanks for all the mods you make! I appreciate them a lot!
It is a legitimate question, tho, so don't worry, and sorry that my mod doesn't fit your expectation. And sorry if the response was a bit snarky.
I wish clothing wasn't so closely tied to specific colors. Like I feel there should be a scarf object and if you use green cloth its green, if you use blue cloth its blue. Not the only way to get a scarf is to match this recipe with these colors specifically.
Yeah, currently this would be only possible if we add more "item variants", or use a library that let you retexture the output items.
This needs to be a general solution in VS, not something that can be fixed by mods without a gigantic amount of work.
Is it intended that pelt bundles can only be placed in ground storage in the quadrant style, or are they supposed to be placable like the cloth bundles in piles? Not sure if I have a mod overwrite somewhere and my knowledge of the game's database isn't good enough to be able to tell the differences between the mod's cloth.json and leatherbundle.json
Oh, and was it an intentional decision to not allow pelt bundles to be used for things like the hunter's backpack?
The "stacked" ground storage for leather and cloth bundles is a new 1.21 thing and I have simply not had time to change some of the "four quadrant" style ground storage over to them. Pelt bundles f.i. predated 1.21 by quite a long time ๐ฐ๏ธ
As for the hunter's backpack - I've simply missed this as usual, exprienced players simply skip the hunter backpacks by just speedrunning around and collect enough flax to go to linen sacks, anyway. ๐
I'll make a note to allow pelt bundles in these recipes. Thank you for your feedback! ๐ฅฐ
Good to know! Looking forward to a later update.
for my own curiousity, how DO you determine how they stack, what JSON key is it that determines that?
It's:
{ "name": "GroundStorable", "properties": { "layout": "Messy12", "collisionBox": { "x1": 0, "y1": 0, "z1": 0, "x2": 1, "y2": 0.125, "z2": 1 } } }
or
{ "name": "GroundStorable", "properties": { "layout": "Quadrants", "collisionBox": { "x1": 0, "y1": 0, "z1": 0, "x2": 1, "y2": 0.125, "z2": 1 } } },
or:
{ name: "GroundStorable", properties: { layout: 'Stacking',
etc.
ah, I thought I was looking at the right file, but maybe I wasn't?
they were both "quadrants" for me
Yeah, I now remember why leather is still using quadrants: my fear was if I change it, ppl upgrading their world might lose leather stacked on the ground. Also, you can no longer stack 4 different colors into one block.
So I only made the new raw leather stack into piles. I think I'll also do it for the pelt bundles, as there is only one variant.
Not sure if I change leather bundles and checkered cloth over ๐ค
This is the new one:
{ name: "GroundStorable", properties: { layout: 'Stacking',
get some sleep ๐
gotta go get like 200 full stone blocks to make my cellar out of
actually, maybe I'll do cobble instead
There are definitely some items that I can change from quadrants, like leatherstrips. I'll make a note for the next release.
Can you please add a recipe to allow bone needles and bone awls to be made from the new small bones in vanilla? Thanks!
Am I crazy, or are there no metal needles? It'd be nice to bulk cast them.
@vapid bluff recently in butchering I changed how my bone needles are crafted as people were unable to place down normal bone so I branched my knapping system to a new 'strong bone' and made my needles grid craftable from small bones. - this does have some historical accuracy as fish bones were sometimes used for needles.
Could you please either allow my needles to be crafted again or change them for your (better looking) model?
Many thanks,
Oats.
I don't quite understand, why would my mod prevent your needles from being crafted if your only use "small bone"?
Also, @pine stratus wouldn't that then exactly conflict with the request from CaptanOats?
Also, needles in Tailor's Delight are a grid crafting recipe on purpose - it will otherwise conflict with too many other mods and VS bone stacking.
In addition, I've purposeful ignored the small bones - technically, you would either use ONLY small bones (which would annoy people) or I'd need to change it so "1 small bone = 1 needle and 1 large bone = 2 needles".
There are way to many interactions to change these things.
Since needles are a one-time-usage item, it would be a waste to use metal. You can craft a stack of them in your grid when you take a stack of bones, so I don't see the need for bulk-casting, either.
I'm pretty certain your mod removes my needles so I need people to be able to craft them? Maybe it's not your mod then?
What's the other big tailoring mod called again?
Unless that's yours aswell :p
I only have Dressmakers, Tailor's Delight and Wool & More and I don't remember any of them "removing" any needles. Let me check pls ๐
AH.. ๐คฆโโ๏ธ It is Tailor's Delight.
{
"op": "addmerge",
"path": "/enabled",
"value": "false",
"file": "butchering:itemtypes/tool/needle.json",
"side": "Server"
},
Sorry for that. Too many mods, too many things to keep track of. I'll remove all these patches.
No worries at all I was worried I had gotten the wrong mod for a sec
I guess now though I need my own model for needles. Le sigh
You can easily just use mine.
I would really appreciate it or at least until I make my own
I'm not entire sure what it would entail to make your needles to be "replaced" with mine when both mods are installed. That would need some lengthy investigation and I had high hopes I could FINALLY make some new content instead of chasing bugs and incompatibilities every week ๐ฉ
The are under the GPL v3, but I'll give you permission to use the model under any license you wish. It's a simple model, anyway ๐
What! New content! Don't be silly. To the bug dungeons with you!
What are needles use for in butchering?
It's more just an aditional thing you can do with bone as I wanted to try to make sure all the stuff that comes from an animal is used
But you can make sewing kits with sinew or leather
So, I guess if I disabled your needles, and instead made a recipe to make my needles from small bones, and add recipes for sewing kits with sinew, that would be good? ๐ค
The "sewing kits from leather" would be a bit conflicting, as my mod adds leather strips and awls and these are used for all leather works.
oh and I see you have a "bone needle kit", too. Which is used only in sewing kit crafting it seems. Since my "sewing kit crafting" uses already a bone needle.. hm. ๐
Don't worry that will get tossed out because I forgot to do it before
Bascially the kits will just need needles now
Unless you think I should keep them?
I only had them to complicate the recipes ๐
But now it seems kinda dumb
no, I think they just needlessly complicate the recipe ๐
kk good feedback
I'll come up with something, but not now, I need a break atm.
Now worries I will send a message once I remove the needle kits
So you aren't making two changes for me
Wait, you can grid-craft needles? I must have missed that, I thought it was knapping only.
I don't know where people get the idea that needles can be knapped - Tailor's Delight has only grid crafting for bone and horn needles.
Maybe you confused it with "stitching awls" which can be knapped from flint?
No, I've got a four-needle knapping recipe - must be a different mod, possibly butchery
I'll check when I have a moment
Butchering has a 12-needle knapping recipe in the newest release 1.8.1 and also in 1.6.7.
If you ever find out, I'd like to hear about which mod this is so I can tell ppl to stop pestering me ๐

@vapid bluff Just updated my Butchering with the changes that we spoke about before; removal of 'needle kits' and just having needles with two recipes for making sewing kits with them that you can remove or do anything with (I would like to keep the sinew one if that's okay).
Didn't use your needle in the end and will stick with my bad png for now (maybe motivation for me to change it?).
Also needles are now still just 1 small bone with a knife to 1 needle
wonderful, I'll see that I put an update out soon. I'd keep the sinew recipe, it sounds really logical ๐
My bad, it turns out TD had a bone needle knapping recipe, but only if butchering was installed. I'll take that out for the next release.

Oh I like the idea of small = 1 and normal = 2. Perhaps the butcher mods sturdy bone can = 4 or something. Idk
There is a small issue with the handbook text, under Bucthering Info it says "can knapp arrow heads and needles".
Nothing big, tho ๐
Working on the compatibility atm.
@small sigil
I like Hydromancers suggestion that the sturdy bones could become 4 needles (I think I'd make it 3 but heh, thats just me ๐
However, you have this in them:
"grindingProps": {
"groundStack": { "type": "item", "code": "game:bonemeal" }
},
If they are bigger, shouldn't they result in like 3 or 4 bonemeal, then?
@small sigil Oh, and you can remove all these from your mods, they are no longer used in VS (since 1.18 or so) ๐
"fpHandTransform": {
Yeah I really need to update my handbook, it's gotten very old by now.
I kinda had hoped to only have small bones used as needles from a thematic point of view (like how would you get a needle from a normal bone unless you mega carved it?) But maybe I'm being too harsh.
I tend to leave loads of shiz in my mods that is either not needed or wip so I need to go and see what needs removal.
Yeah, now that we have small bones, I think carving needles from large bones is a bit silly. But then, in TD, one can make horn needles and flint needles so restricting needles to small bones sounds equally silly ๐
Have two more items open for the next TD release, it will be ready tomorrow I hope.
I a large enough bone can provide usuable splinters that can then be carved and sharpened
Tailor's Delight v2.1.0 has been released to the ModDB!
**===> BEFORE YOU UPDATE: Pick up all ground stored cloth, leather or pelt bundles, twine, leather strips etc. or you might be left with empty ground storage piles and your items will be gone! <===
**
There are sadly none of the new features, but plenty of tweaks and bugfixes:
- Compatibility with the newest Butchering mod - also allows now placing of bones on the ground again
- Use the new 1.21 ground "stacking" feature for cloth, leather, pelt, leather strips and twine
- Craft bone needles from small bones
- New bear pelts with or without head can be turned into pelt bundles
- Rulers are sold/bought by more traders (handbook does not show this properly, this is a VS bug)
- Leather jerkin body/leg armor needs dark blue leather
- Various tweaks and little recipe fixes
Please enjoy! ๐งต
Just an info. The mod Repair Me cause a crash when looking at Tailor delight brush in the Handbook.
This is of course not Tailor Delight fault, but i wanted to mention it in case someone else has the same problem so they can easily find the answer.
Using rc3 with 2.1.0 mod version, the "remove" bit in the survival-recipes-grid-clothes-black.json patch throws an error for me because it can't find "requiresTrait" as a path.
I had a look at the jsons myself but I honestly don't know what's wrong here because all i can normally do is fix typos lol
it's probably because either VS shuffled around recipes (so my patch targets the wrong recipe), the files or removed it themselves. I'll have a look once the stable version is out. maybe tomorrow.
I'll check tomorrow whether it still pops up in my errors. Maybe it's cache-cleaning time lol
Hide Bundles lack Salted equivalent
Hi, I'm just here to ask how the wooden spindle works.
Can only used by tailors and you use it in the crafting grid. Use stick + fibers to make twine. Please look at the handbook, it shows the recipes.
I have a really dumb question. I can't seem to get the nadiyan leather to work. I get a pot, do the exact measurements of diluted cassiterite, weak tanin, powered lead, leather in a pot but nothing, It says no recipe and when I cook it nothing.
Could you please post a screenshot? On what VS and TD version are you?
I cannot replicate this with VS 1.21.4 and TD 2.1.0
Yeah I'm completely confused. I hopped back onto my server (VS 1.21.0 TD 2.0.0) to take a screenshot and I put it in how I was before and its working now... Thanks for looking into it, sorry that my server was being an idiot.
I've made it so that the Nadiyan miner belt + lantern provides dim light. You can either buy it, or craft it if you have Dressmakers.
Now we need a similiar belt for blackguards - they need a belt light the most, fighting with shields in dark tunnels and whatnot...
It seems recipes for dark (X) cloth panels and others are missing. Don't know how long, but it must be pretty long. Which makes me question if it is actually worth having these items in the mod when not only nobody could craft them, but also nobody ever noticed until now ๐ค
Please make a space suit so i can explore Mars! ๐
We already are remaking galacticraft?
I don't know what that is but I know this ...
https://steamcommunity.com/sharedfiles/filedetails/?l=french&id=732754899
@vapid bluff look!
https://mods.vintagestory.at/show/mod/34327
Wow..ย my first mod, pretty cool gamers! :^)
ย
I need feedback on the output! Should it be more fiber for 1 twine should it be faster? Slower? Please leave your input below ?
Access the spinning wheel GUI while mounted by pressing F (configurable in keybinds)
ย
Currently you'll be able to crafting a Spinning Wheel which will output flax-fiber...
Nice. Maybe I can then stop thinking about adding my hand-loom. And hopefully now ppl don't ask me to add compatibiity for the wheel...
Working on making it more compatible and configurable right now!
I figured I'd ask here since people who look at this chat in discord are more likely to be involved. I'm going to make it so wool twine from Wool & More can be converted to thread on the wheel, so like an upgrade from consumable needles.
I'm also going to increase the spinning time it takes though and keep it at a 2:2 ratio like the needle.
Currently i'm going to set it to 8 seconds (increased from 6 seconds) but if anyone plays with my spinning wheel let me know if this feels too short or long or if it could be balanced better for this mod!
This'll be like plying the twine into thread
Patch is not out yet though will update this comment when it is
Patch is out
Just to recap:
One can:
- make 4 fibers into 1 (colored or plain) wool twine
- or use the wooden spindle and make 3 fibers into 1 (colored or plain) wool twine
- or use the spinning wheel to make 2 fibers into 1 wool twine
- Convert 2 wool twine into 2 colored thread from TD with 1 consumable needle.
About the last point: Tailor's Delight also has colored threads, which are just colored flax twine. When Wool & More is active, I didn't think it was good design to replicate all recipes that use colored threads, so I've added a converting recipe that uses "1 needle and 2 wool twine" to create "2 colored thread" so you have a way to use your wool even if the recipe says "need thread".
And the 2:2 ratio is only so you don't have to use so many needles while converting. (Needles can't have durability for other reasons)
So you are saying the last step (converting) can also be made at the spinning wheel? ๐ค
I do think the time should probably be shorter, tho, as needles are very cheap - you can craft an entire stack at once in your crafting grid from bones.
OTOH, it saves you to collect bones or horn, so it might be worthwhile even with 8 seconds crafting time?
8 seconds * 64 is 8.5 RL minutes for a stack, that sounds bad for mass-producing. ๐ค
Yeah I feel like I'm leaning too heavy in to time constraints and instead of it being fun or cool it's just long and tedious.
But yes I made it so you can convert wool into thread. I'll probably half it, I just think anything less than 4 seconds is rather instant but I'm open to suggestions!
Perhaps a mechanical spinning wheel too? Like the same one but the ability to hook it up to mechanical power like a quern.
Could have the same output but just do it in less the time
So like ...
Craft Grid = instant but wastes materials.
Unpowered spinning wheel = more efficient but takes time
Powered spinning wheel = fast and efficient
possibly, we'll see, I think a mechanically powered water frame could work like in this video but I think I'm just gonna work on getting the drop spindle implemented next and disable the crafting grid outright.
Proudly filmed on a potato. ๐
I was told about the situation and i hope the water frame i discussed in my thread that i was going to make since the 28th will fill the void of thread making automation o7
Looks fantastic!
Are you going to do a more primitive one too?
I recently saw a video with one included
Drama-documentary film, primarily for children aged 7-12, but the film can be watched by anyone interested in how daily life was shaped in an Iron Age village in Scandinavia 2000 years ago.
Experience the daily life of Iron Age people with hard work and a variety of activities. Get knowledge of cooking, weaving, pottery, house building and more....
They had hanging stones and such for weaving
weaving is different than spinning, I am planning on adding a loom which is what you have pictured here just primitive versions.
I'm just trying to think of a good way to technically make it gameplay wise, like the barn loom I can just add in the same as the spinning wheel where you are just sitting and crafting or I would like to make it more interactable if possible.
Maybe I should look into that rope making mod for inspiration for primitive looms
Oh I thought that was a mechanical loom not a mechanical spinning wheel! Sorry for the confusion!
all good haha, that's mechanized version of the spinning wheel is what he's showing off
I've a hand loom on my TODO list for TD:
https://en.wikipedia.org/wiki/Loom#/media/File:Tropenmuseum_Royal_Tropical_Institute_Objectnumber_403-150_Toestel_voor_het_vervaardigen_van_kral.jpg
have you thought about having it be implemented as more than just a crafting recipe item?
I don't do code for mods ๐
well that answers that haha
If any of you are using the Wool & More mod, please head over to #1277235514457718804 message and vote in the poll about organic fertilizer from fleece. Thank you ๐
ow, i got stabbed in back by this mod lol
normally its pretty easy to get tailored gambesson even in artic
but with tailors it requires brown thread
which i cant get untill those oak seeds i planted will grow
๐
You can convert brown wool twine into TD's brown thread with a needle, tho. And you should be able to get some brown fleece or fibers from drops, or bye them from a trader.
The "non-tailored" gambeson can also be bought, I believe.
oh, i didnt knew you can tailor wool to threads, ty
I've added that specifically so that I don't have to add thousand recipe variants. It's in the handbook, but maybe easily overlooked.
Tailored Gambeson is good in general, all the metal armors are just so wasteful on material for almost no benefit. I never used CO (Combat overhaul, I think) so I can't comment on that.
Anyway, I've looked into the panning drops. Wool & More does indeed add a bunch of fibers to the bony soil but TD does not, it only adds metals. Maybe I should add a very low chance to get brown or dark brown thread.
(Which will then ppl have complain they get "too much junk" ๐
i think its fine as it is right now
no need to change anything
i play under niche world settings
true ๐
oh, this means i can get black threads as well, since i have looted a lot of black wool from ruins
ah nvm, it needs DARK brown thread, i only can get brown thread by tailoring wool
but can't you dye brown wool into dark brown wool, then convert it? Let me check pls.
Ah, it needs tanin to dye it. Thought one could also use black dye ๐ค
Man I should remember my own recipes ๐ง
As for the gambeson, I had though that making a "black-brown flat belt" (or something) and then let you use this in the crafting process. This not only would add another belt, it would also allow maybe this belt by sold by the clothing trader or part of ruin lot. The "just use three darkbrown spindles of thread" looked always a bit sus to me.
its only allows tanin for making dark brown thread
its okay, in a month or two oak should grow, and i need tanin for leather anyway
that would very cool solution, yeah
Do you think this is a sensible restriction, or should black dye be allowed to "darken" the brown thread, too?
Looking at it in the handbook, I see now that black is exclusively used for green and gray, and brown, red and blue use other colors do darken them. I guess I did put some thought into this. ๐ง
i think it makes sense, yes
but you dont have adjust the mod solely based on minor inconvinience im having
thats why i play in artic really ๐
no worries, I'll won't adjust it needlessly just for you. Unless you pay me big stacks of monies ๐ฐ ๐ถ ๐
In earnest, I've had arctic explorers and harsh winters and balancing in my mind, but it is hard to judge unless I play it myself or find someone like you reporting the experience. This is invaluable feedback and I will of course carefully consider changing the mods. And the less changes, the less work for me and the lesser the chance I break something ๐
well, so far only item from a mod im using are woolen leggins
i found them, but i just as well could have crafted them
unfortunately i had to let go of woolen sweater - it competes for a slot with a fur coat which is very easy to make and its a bit better
fur coat also goes nicely with the rest of fur clothes while also covering my head (i wear ugly straw hat)
the main benifit i have so far is ability to craft sail using far less linen thanks to wool
minstrel coat i bought from a trader
hm, that is a shame.
that was my thought too when i saw that awl do damage xd
nice reference
the "arctic explorer" coat will also have a cape like the fur coat. I don't think I want to boost the sweater, nor nerf the fur coat (ppl will hate me). First I need to put out 2 tweaking releases for Dressmakers and Tailor's, then I can focus on new clothes. Seems it will be a loong modding sunday ๐ต
Glad somebody got it - most ppl never read the descriptions until the end ๐ฅฐ ๐น
oh, excited to see it!
tailor should to more damage with stiching awl /j
Sorry, can't do this with content-only mods. I wish this was possible.
Funny thing is, when I designed TD, I also had some armor in mind and other combat stuff. Only the awls and the rulers made it into the mod, and then it evolved into a sort-of library mod. Hopefully I can one day find the time to actually add the tailor armor "rings" and tailor weapon "very long measuring stick". It will be awesome. ๐
The wrist rings would give you quite some armor and a speed boost plus maybe even a slight healing advantage.
Their downsides would be the really really increased hunger AND the noise. The god-dawmn-awful jingling noise... ๐
The measuring stick would have a very long reach and a very fast attack but do less damage than a spear.
For the head I thought of a kung-fu inspired head band. Again, gives you a speed boost, protects 100% from rain and projectiles (anything moving like rain drops or stones simply moves away when you come along ๐ and does not hinder healing. The downside would be less armor, maybe.
I think the whole set would also be great for "messenger duties". You could run really really fast with it, but you need a break to get a snack every so often.
Tailors don't sneak up onto their enemies. From a mile away you can hear the jingling noise of their wrist guards, the clickety-clack from the awls and sharp implements hanging from their belts, echoing through the night, dense forests and caves. And suddenlty they are here, right next to you, sprint-jumping into the most dense combat zone, striking terror and fear into the hearts of the weak, dirty, and creased alike.
I'm having way too much fun the backstories... back to modding for me ๐
"Fear not the mighty warrior with a menacing sword, but the humble tailor with a stiching awl and a knowledge how to use it right."
If any of you don't know the movie "Kung-Fu Hustle", go watch it, it is hilarious! ๐ช ๐ฅท
Tailor's not only know how to stitch wounds together, but also how to open them up in the first place. ๐
Shears should probably be usable as a weapon, too.
This is an example on what I have in mind for "warmer shirts", except not being so noble and using cheaper ingredients and also probably knitted with wool instead of just using cloth and fur. This example here can only be crafted if you have Dressmakers, just wanted to show you the example.
i have that mod i think
Nadiyan leather is an end-game thing, tho. As I wrote, I'll add "warm shirts" so you can combine them with the sweaters, as well as "extra warm parkas".
That would be very awesome
I'm not quite happy with how the fur coat recipe looks. The coat is definitely gray, not "brownish" and it has a brown stripe.
It probably should require a polar bear belt, and brown twine. But ppl are gonna kill me ๐ They love their cheap-and-easily-crafted coats to simple ignore winter temperatures... ๐
Or maybe I need to add a "white brush" to it, like to the price fur. ๐ค
That is true. ๐ก
it costs like 7-8 gears
not so sure about "ignore" part
when true winter hits, it will be -40
not even october yet, daily temperature is barely above freezing, soon it will get worse
I meant ppl who play the normal worlds. Yes, it goes to -20 there, but if you craft a fur coat, fur mittens and boots (or buy them) you are good for 90% of the time. And the "freezing" in the game is not too annoying so some ppl just ignore it.
Need to think more about the fur changes. Maybe the generic pelt bundles need to be sep. into "light", "brown" and "dark" pelt bundles and then the fur clothes can be using the appropriate color. But that is for another day.
I'm currently tweaking many recipes in Dressmakers and TD to use better color-matching ingredients for the clothing colors, that is why I saw the "fur coat" issue again.
Alternatively some lime powder to "bleach it"? (so the fur coats look white and are "preserved" a bit better?)
Yeah, that sounds like a good ingredient compromise until we have multi-color peltbundles. Unfortunately, lime now requires copper anvil + smithing (due to the chisel requirement for the quern ๐
Hopefully, when one requires a fur coat, they either already have copper-before-winter, or playing in the arctic challenges, found a trader selling them either lime or the coat.
White dye also requires barrels, so it also requires copper anvil + smithing. But it would also require either borax or even more exotic ingredients. Lime is quite simple in comparisation.
Brown thread also needs a barrel, it can be bought from the commodities trader and in the next version, also be panned or found in some loot vessels.
So brown thread + lime sounds reasonable achievable by me.
hm, is dark blue threads for sale in your mod?
i can buy 12 red threads, but i still need to find blue and yellow ones
8 threads for 1 gear?
if you find woad, that can be used to turn blue cloth into dark blue cloth
there is no woad in artic
i first bought red threads and then bought some dark red cloth
i can make either one of reindeer coats
depending on what i buy next
im not sure it matters what clothes i wear
with artic temperatures difference between going outside naked and in clothes is minimal
vintage clothing and temperature system is screwed
i stand outside in full clothes and it took me 3 hours and 20 minutes to get to 31
naked it took me 2 hours and 50 minutes
nothing matters i guess
ah, good question. I'm always carefully not to spam the trader inventories with all the colors - it kinda sucks that you cannot give them groups of items so they choose on-of-the-group or have some sort of priorities. So if you add all 16 thread colors, the clothing trader might sell nothing but different kinds of twine...
I'll check if dark-blue is available other than from dying (you can now sometimes find it in loot vessels but this is a new thing)
late reply but
where most players are settled on my server is the basic "temperate" type area (perhaps a bit on the cooler side) and in the dead of winter, especially at night, even the full fur set won't keep them safe for long
it's more a "survive" winter than "ignore" winter IMO
ignoring winter is minmaxing a mix of nadiyan fur/reindeer herder/etc clothes for absolute maximum warmth, and even that's not enough to totally ignore arctic/high elevation temps
as far as cost balancing ideas, maybe a roll of linen for the coat? could think of it as holding all the pelts together or something
(by roll I mean bolt whoops)
๐ค Would that make the fur coat cheaper or more expensive? Pelt's can be gathered by hunting, for cloth you need linen (or wool if you have Wool & More).
more expensive, I meant the linen in combination with the pelts
doesn't Tailor's Delight already add some twine to the fur set's costs?
Also, the hunter coat has 2.5ยฐ instead of 3ยฐ - so I'm not sure that the fur coat really makes much of a difference ๐ค
Yeah, I know. I meant "4 pelts" instead of "2 pelts + 2 linen" or "3 pelts + 1 linen" - would the linen make it really "cheaper"? I guess it depends on what the player has available...
in artic i get colder days in october then temperate winters
it seems like you're trying to make it less "put some pelts together and get one of the warmest outer torso slot clothing items in vanilla", so I was tossing an idea out there
(personally I don't see much of an issue with it, because unless you're somewhere with mild winters, it's really only enough to keep you from freezing to death for a while but
)
from my experience you can either ingnore winter or its way too cold and clothes dont really do much
pretty much lol
Yeah, this is also my experience.
the clothes generally only help you delay the "becoming a corpse popsicle"
or you have mild winters and they totally cancel it out
It doesn't help that wandering into a cave or digging into the side of the hill will also counter it quickly.
The only thing winter seems to do is increase your hunger buthere is pretty much the same. Either you starve all the time, or you have soo much food it doesn't really matter. I'm not quite sure if warm clothing reduces the hunger rate or if it only helps if you don't get cold...
if you're not in at least a fur set, you'll probably freeze to death if it's a climate with at least mildly cold winters
if you didn't stock up food, you'll starve to death
once you have both of these solved, the only challenge left is boredom if you don't have non-plant related things to do
the hunger increase is ever-present during winter for some reason, or at least feels like it is
vintage devs need to lock in and work on refining core gameplay systems rather then adding story content
I mean the core gameplay systems are solid, to be fair
Additional polish wouldn't hurt anything though
vanilla combat sucks, for example
It'd be nice to have the potential for major snow build-up
like "oh, my door opens to a wall of white and oops now there's snow and a confused drifter in my living room" levels of build up
but yeah, vanilla winter, vanilla systems, there's really only so much balancing that can be done to address them via a mod about tailoring
outside of trying to get super warm in winter, there's really no other concern for players about clothing beyond "keep it repaired" (which loops back to warmth) and "I'm going to loot the planet to get clothing pieces and built my fit"
this isn't inherently a bad thing, mind
It's nearly 7AM where I am, and I've been up since 10AM so apologies if I'm rambling/disjointed/etc
In summary, essentially: The fur set is an outlier and should probably be ignored as far as trying to balance it, simply Tailor's Delight-ify the recipe in a way roughly equal to where it is in vanilla as far as tech level and resources, and try not to think about it too hard
I agree that this item is an outlier. It gets all the attention, tho, because it provides so much warmth in VS and the recipe is cheap. Just a knife and a few pelts. This is what is now in the latest release in TD.
is that... lime?
dare I ask why?
white color. preservation. because I can. pick one ๐
are you sure gating the item most players rely on to not die during the first winter behind either a quern (which needs them to be out of the neolithic in order to get the stone) or being lucky enough to have a commodities trader nearby is a good idea?
#1172547853508415539 message
There are options:
- you can use any other coat - at most you lose 1ยฐ temperature (coats are 2ยฐ, fur coat is 3).
- you can buy lime
- you can buy the coat
- use Wool & More and use a sweater
Not convinced it's a good idea, but ultimately it's your mod so 
And didn't we all agree that you won't "die in winter" just because you are missing a few temp degrees on your clothing? ๐
Don't worry, in the next version I will make a config setting to have people turn off all the patches. I'm just frankly sick of always beeing question on my motives, my mods, my vision and my work. And explaining myself.
These endless discussions about minor details kill all my motivation and result in what little time I have left to not result in any new, fun features.
mostly because of how the vanilla freezing mechanics are a bit wonky but yes
I dunno, just seems like an odd change but, again, it's your mod and your vision for it - I'm just a guy who uses it
I was trying to articulate last night that it felt like you were banging your head against vanilla issues/balancing and constantly tangling with "this is too hard/this is too OP" instead of exploring "what can I do that vanilla doesn't"
And it wasn't my idea to gate lime behing the copper anvil - you can thank Tyron for this.
yeah that is an odd gate for "smash these seashells"
"what do you mean with a rock? no, you need a quern. hammer? nuh uh, quern."
(don't get me started on 'fancy'/bulk pottery being locked behind IRON-)
It's kinda difficult for me to have a mod that "extends the VS experience" when the basic experience is always gated/ruined by either changes in VS, or expectations of ppl, who want "all the new things" but absolutely resist any change at all.
(This isn't directed at you ๐
yep. I've had ideas to put my porcelain and glazed items in "no pit kiln" but then decided this change would make things only more annoying and not really help anyone. I bet a lot of new or old players never make it to iron.
The last sentense is true. lots of head banging, not much progress here. ๐ค
We fire all of our porcelain in the UsefulStuff mudbrick kiln lmao
There really ought to be something like it in vanilla, a mass-firing method but it can't do 'fancy' colors
My experience has been that this will always be the case, even if you make it highly configurable and try to cater to everyone, because then they'll complain that they have to change settings and their way of playing isn't the default. I've learned to document what changes my mods do, (in the mod description and in a Google Sheet for exact details), and then ignore people that install a mod that explicitly changes the way something works and then complain that "their" (actually from a guide from five years ago) cookie cutter exact method of playing is broken by the mod despite that being the third line of the description.
</rant>
hmm
what about revisiting the 'stuffing' idea?
but rather than just feathers, maybe feathers or flax fibers or W&M fleece or something along those lines?
keeps it pre-copper, but dodges the "why do I need to enter the copper age to crush seashells" issue
(also yes I know I'm the one who complained about the feather stuffing in the past, hence the "or"s)
Yeah, sure, the stuffing is for warmth, but my main complaint about the VS fur coat is that is is white not brown like the pelts. Hence the lime.
Most of the fur items in TD have now some coloring:
- lime (coat, boots)
- none (the fur gloves, as they are gray)
- gray brush (some noble pelt I think)
- white brush (the nobel fur pelt, I think)
Wool & More will add stuffed mittens (and probably use feathers).
And also, I'd like to thank you very, very much for TD and Wool & More. I rely on them heavily for my games since I've removed all animal harvesting drops from my worlds. (My mod adds wooden needles since bones are unobtainable.)
Yeah, I need to document things better. Also, ppl don't need to use TD except when they want Dressmakers, which requires it. So these people have a valid complaint, all they want is to craft uncraftable clothes, but now they got all the complexity. There is another mod for crafting VS clothes but I guess it is not well-known.
Thank you for the kind words ๐ Interesting play style choice! Guess horn needles are also out and flint needles would be too cumbersome?
I'm not sure you could make flint needles due to the conchoidial fracturing it does making it always have very sharp edges that could cut whatever you pull it through. Wooden needles were and are a real thing, especially when working with fiber materials where they don't need the strength to penetrate hide.
Yeah, that's an odd bit of visual disconnect
I assume it's because pelts are a generic item instead of per-animal types (RIP to Hide and Fabric), so they're all a uniform brown-ish
well, yeah, if you are beeing ultra-realistic ๐
https://www.science.org/content/article/world-s-oldest-stone-needles-unearthed-tibetan-plateau
Oh, those are cool. Looks like they used softer rocks that could be polished smooth to avoid tearing based on them using serpentine and talc.
That could well be, the fur coat predates any bears for sure. But with bears and their colored pelts, maybe VS will see more colored pelts and fur clothing (and I'm afraid this will further complicate things).
As for Hide and Fabric, yes, RIP, I'm trying to slow replace it with my mods but as you seen all talk, no work ๐
Do the paint brushes have a use?
Speaking of bears, I just remembered that Bear Armor has its own warmth values despite being armor
Which further scrongles vanilla's winter clothing balancing

(why exactly it has warmth but gambeson (basically wearing compressed quilts) doesn't is beyond me)
Yery limited. You can mark chests and signs with them, and a few select clothing items need one.
They were intended to be used by other mods - and this never appears.
They were also used to make a pattern set - which was supposed to be used by other mods but it never appeared and getting questions all the time about it I took it out. I'm already thinking just removing the brushes. They don't bring anything useful except work.
Aw
that's many ask and somebody made a mod to change it - I've even thought to change it in TD but then I did not want replicate another mod as that would be rude. (I think before 1.21 armor could not have warmth value without code support but I could be wrong)
I think if you were able to (somehow) not make brushes vanish like other pigment sources when marking chests/signs/etc, they would become a lot more viable - a couple players on my server made them for just this, but were disappointed when the writing RNG made them disappear
Do they work for wall marking, out of curiosity? I've seen people do some crazy stuff with just the vanilla wall-mark pigments, having access to all the paintbrush colors might lead to something even crazier
The RNG 15% is hard-coded in the VS code. Hard-coding is the bane of my modding career.
As for wall-marking - I'm not sure. Never really used it much,as the interface is so cumbersome and I have bad drawing skills ๐
The RNG 15% is hard-coded in the VS code

why on god's green flat earth-
man.
heh, it seems it might be changed now:
consumeChance = properties["consumeChance"].AsFloat(0.15f);
I must have missed that they added that. Forget my complains. Thanx for asking me ๐
$ ack consumeChance
assets/survival/itemtypes/resource/charcoal.json
28: consumeChance: 0.066
assets/survival/itemtypes/meta/decalcan.json
29: consumeChance: 0,
Glad to have (possibly) helped with something!
Meh, this seems to be only used for ArtPigments, e.g. when you draw on a wall.
behaviors: [{
name: "ArtPigment",
properties: {
decorBlockCodes: ["caveart-charcoal-1-*"],
paintableOnBlockMaterials: ["Stone", "Wood", "Brick", "Ceramic", "Metal", "Meta" ],
consumeChance: 0.066
}
}],
I have to test this, but not today.
if we are lucky, it fixes the "brushes are consumed" issue and lets you draw with them all cave walls.
in vintage story clothing is mostly cosmetic
it doesnt matter as much
regarding earlier convo about fur coat nerf
i would find a way to get one if i wanted to
for the warmth it provide - its way too cheap to make
i started a new run as a malefactor, because i was dissapointed in tailor and clothing mechanic, and on the first day i saw light gray wool sweater for sale, for just 6 gears
and i could have bought it if i wanted to, i had the gears
when you are not a tailor, tailors delight doesnt really do anything
might be even detrimental to you, cause it migh replace some vanilla item spawns
im playing malefactor and im caving straight from the beginning, found a locust nest and destroyed it
it dropped dark green and dark blue wool threads
and i cant do absolutely anything with them
That is interesting and valuable feedback. Thank you! ๐ฅฐ
- The locust nest drops are brand-new - but you can't use them as you are not a tailor?
- The sweaters might be too cheap. I've already raised their price by 1 gear, could raise it more, but then, most VS clothing is dirt-cheap so it might look odd if they were 16 gears ๐
find the knitting needles in the handbook to find more accessible recipes that are good for winter
most recipes using wool fibers + knitting needles don't need tailor trait, unlike the ones with flax cloth
hide/leather/linen flat placables and whole blocks for building, for one
knitting and wool are Wool & More though @alpine sphinx
ah myb but they seem to be using both? otherwise they wouldnt find wool threads?
with those two types of woolen threads i cant do anything at all except for decorative blocks
it is kinda a rare drop it seems
and the most reasonable thing to do with them is throw them away, which feels wrong
Yeah, finding more usage of the rarer colors is hard. I'm working on it! They are used in Dressmaker's, mostly.
As for "throwing it away", yeah I get that complaint often. It seems to me people hate it when they get free stuff that they can't really use - but when I make the stuff only craftable, they complain they can't craft it and it's too hard. So I' between a rock and a hard place ๐
god i hate fomo
๐ญ
imo non tailors should have access to more recipes
tailor get tailored gambesson (best light armor in the game and best underlayer armor in CO), cheap sail recipesand and cheap wool/linen threads crafts
a lot of clothing that they buy are not really worth crafting to sell
the only thing I throw away from looting and panning is flint arrowheads from panning and maybe rope from locusts nests if I'm too full
(god, so many flint arrowheads)

(also spearheads)
anything from any other looting/panning is generally useful in some way or another
once you get to the point where you're robbing locust nests like a madman in a pinata factory, you should absolutely have the storage space to squirrel away supplies anyways ngl
Well, yeah, Tailor's Delight's motto is "Make Tailor's Craft Again!" ๐
I'm always thinking about adding more stuff for other classes, but this isn't really the focus of tailor related mods...
arguably the hunter/malefactor classes making some quick & crude pelt clothing would still be tailor-related, just not in the sense of the tailor class
... also blackguards being able to make edible leather, as a joke

They may have had to eat their boots down there; who knowsโฆ
i gave in and started as a tailor again ๐ญ
Is there an item called the Tailor's Delight in this mod
noticed you can buy leather with tailors delight
and tailor gets double as good converstion from leather bundles
is it really necessary for so many clothing recipes to be class locked?
tailor already substantial crafting cost reductions
Short answer:
Clothing recipes beeing class-locked to the Tailor is a VS (or dressmakers) problem, not a Tailor's Delight problem. And this mod is not the right place to change it (look at the name, this isn't "everybodies clothing delight", this is Tailor's Delight).
The long answer is more involved and I will be quiet about it for now as it would not be very nice ๐
Im not sure if here or Dressmakers is the correct thread to ask this in; but when the config for Nadiyan clothing recipies is disabled, is it intended for the Nadiyan leather to still be craftable?
I'd say, yes.Nadiyan leather is a Tailor's Delight item and could be used by other mods, too. Dressmakers uses it for Nadiyan clothing items but has no business disabling it, because this might interfere with other mods.
So far I had no good ideas for other use of nadyian leather. Maybe a nadiyan leather block for chiseling?
Can non-nadiyan leather blocks be used for chiseling?
This isn't mod specific, it depends on your world setting. When you have "most cubic blocks", you can chisel almost anything including modded blocks like leather blocks, cloth blocks etc.
I see. Thank you for clarifying
I've chiseled some couches ๐๏ธ ๐
๐๏ธ
Just wanted you to know the dreamcatcher mod is currently in conflict with yours. I requested to them to change the recipe. So hopefully this gets resolved.
https://mods.vintagestory.at/dreamcatchers
I've looked ath "consumeChance" - and it seems this is ONLY used for decal drawing (where you draw on a wall) but for marking of chests or signs, the brush stil vanishes with a 15% chance ๐
This here does not work:
- "brush-wet-black": { "pigment": { "name": "Deep black", "color": { "red": 15, "green": 14, "blue": 12 } } },
+ "brush-wet-black": { "pigment": { "name": "Deep black", "color": { "red": 15, "green": 14, "blue": 12 }, "consumeChance": 0 } },
:(
heh, look, he's wearing a Wool & More sweater ๐
https://www.youtube.com/watch?v=_x-_PLprz3g
Edit: it mentions Racoon wool ๐คฏ Probably should not have neglected these little rascals from the fleece drops ๐
Really really need to find time to fnally get more sweaters into thegame ๐
@vapid bluff got some errors i sent you in a dm, just wanted to pick your brain on them
Received the most beautyful endorsement of my work today ๐
Is this a sarcastic statement or genuine?
Yes. ๐ ๐
Oh, are you getting your first hate comments? 
I think itโs a really cool detail how the malefactor clothing can be made by a tailor, except for the mask. Itโs a nice touch that kind of enriches the mod in a way
Love it when people actually get my decisions ๐ฅฐ
dang, a moderator removed it ๐ Whenever you actuall need a comment to stay forever it's removed, but when you don't want it, it stays ๐
I should put that comment as an "endorsement" onto the mod title card ๐
Oh man, I didn't get to see it 
I shall sell t-shirts with it on ๐
let me guess, "I installed this mod that explicitly does X, Y, and Z, and now my game has X, Y, and Z in it wtf why is this happening shit mod shit mod malware bloat reeeeeeeeeeeeeeeeee"?
Hey @vapid bluff
I'm thinking of how best to implement my loom for compatibility. It seems like having it so the output for wool twine/thread would be the cloth bundles that look like this for example would be best
I was also thinking about how to implement the ability to do the checkered cloths through the loom and I noticed that all checkered cloths seem to be locked behind the clothier trait. I'm guessing this is because you've limited certain recipes of clothing behind this trait?
Do you think it would be clashing mod philosophy if I didn't check for this trait? I could probably add some sort of config toggle.
Are the recipes that use these checkered cloths also checking for the clothier trait?
The "locking" of checkered cloth was more so "to make tailor's useful and great" and not with a specific goal in mind. I'm not even sure that all recipes that use checkered cloth are tailor-exclusive, too. Some of them might not be (there are simply too many to check) and some might not even be craftable w/o a tailor crafting you the checkered cloth first because not all cloth are sold by the clothing trader (there trader lists cannot (unfortunately, after all these years!) contain too many items and it is still not possible to have wildcards.
So if you add 16 different colored checkered cloth to a trader, there are chances he sells nothing except these.
So, yeah, I think it would be ok if non-tailors can craft these cloth in your mod - it's your mod after all.
Just checked and only a handful of recipes use checkered cloth. The one thing that would then stil be locked behind the trait are the table cloth and cloth panels, some of them might be only craftable by tailors.
Thanks for your insight!
i gotta fix the GUI a little more but I basically made it so when tailor's delight and wool & more are installed this pattern tab shows up which people can use to create the checkered cloth
What if you add one of "pull from this array [the 16 cloth variants]"?
I'm talking here like I didn't just irreversibly break all my own mods
This is unfortuately still not possible with VS. You can only add single items to a (very long) list and one of these is choosen for each trader slot at random. So if a trader has 40 products and you add 16, then it has 56 products, each equally likely to show up.
Which means before it was 1/40 of a chance that a certain product from the initial list shows up, and now it's 1/56. And there is a 16/56 chance that one specific slot is occupied by the newly added products, which is about 28%. So ca 30% of all slots will be occupied by the new products and only 70% of slots with the original products.
I wish it would be possible to say "sell this product, but in these X colors but only choose one of them at random".
(Could be solved with code but it's not my job to fix deficits in the VS code ๐
God I wish ๐
They're also meant to represent travelling merchants, so some interface where you can request something specific at a significant cost increase would be nice as well.
He's still cookin!
New "shelving" code means I probably need to remove a lot of "make VS things groundstackable" patches, but also fix a lot of my own items. This will be "fun".
Once it's working, it will be grand tho!
I'm just glad you made this mod otherwise I'd have to make all these twines and threads for the loom haha.
Thanks for being great!
That's exactly what TD is for - as a library for other great mods ๐ฅฐ Thank you for the loom!
[Backwards long jumps out of frame]
about to be released just making a quick mod icon for the mods folder
Not exactly a mod question, just a general question about cloth in vintage story. Is there a reason why itโs folded into a rectangle instead of a cylindrical or more even shape?
You'd have to ask the developers this. My guess is, cylinders are hard in an engine that can only render cubes. Rounded edges can only be approximated with more and more cubes, which takes longer to model and then to render.
Hey Tels is there a reason you didn't create linen sheet blocks for thread like you did for Wool & More?
just something I noticed is all ๐คทโโ๏ธ
what exactly do you mean by "sheet blocks"?
I didn't know exactly what to call them but these,
ah, the decorations. the are called "cloth panels" for linen. IDK why I made it different for wool and for linen. Maybe because in VS "wool" already was a "decorative panel" and not called "panel".
in VS for linen, they are called "linen" + a bunch of patterns. Wool had/has no patterns.
right. I was just curious! Right now I changed the wool twine in the loom to output these "cloth panels" and then thread just ouputs the cloth. I'm technically duping sticks for people but i'm not worried about it lol
Another idiot suggestion:
Now that there's small bones, doing the needle recipe on them should yield maybe 1 needle instead of 2. This would make small bones not as useless as they are in vanilla.
i swear I'm not putting out all these to ragebait you
Tailor's Delight has surpassed 200K downloads on the ModDB! ๐
Thank you all for your support! ๐ฅฐ
To celebrate this milestone, I've uploaded a small release of Expanded Matterยฒ with some minor tweaks and features, 3.4.2:
- Copper sulfate can be used to mordant linen cloth, too
- Use metal sulfates to mordant Wool cloth and twine
- Darkening leather or mordanting cloth needs half as much sulfate
This will also make Tailor's Delight even better - Please enjoy! โบ๏ธ
Trying out Tailor's Delight on my solo game and it said that there was a dependency issue. What does that mean?
Nvm, figured out I needed Expanded Materials
I'm just glad you made your mod so @vapid bluff didn't have to make all those machines.
Do you know any mods that can crush minerals without a pulverizer? I have been trying to make mordant cloth without building one due to it being too high tech for my current era.
no, sorry. Maybe Salty's manual uh crushing? I know there is manual scraping, but I'm a bit out of the mod loop nowadays. With 5000+ mods it's hard to keep track of it all...
No worries!
I advanced in eras anyways. Though in the future I would rather not beeline just to get a pulverizer.
Hey I was wondering.
They are a couple of Loom mods out there.
I wonder if these won't bring any incompability issues with Tailor's delight, or if any sort of compability is planned.
not sure about RIVVION's Clothier's Heirlooms but Immersive Fibercraft is fully compatible and built with Tailor's Delights + Wool & More in mind.
Ooh
I've not worked on this, but as @worldly thunder said, some of them are already compatible and if you find anything amiss, please ask the authors of these mods to add compatibility - it shouldn't be too hard (famous last words ๐
Oooh
Ok
Yeah Im asking this because Im a really big fan of interactive crafting instead of using the 3x3 grid.
spoilers if they design it right, it's not
I want to give it a shot on something.
Are they plans on making dressmaking a bit more intractable rather than just putting the ingredients on the crafting grid?
This sounds complicated, Im aware and Im expecting a no for an answer.
This is outside of my area, it would require coding and a lot of time and I lack both of it. Sry!
Btw, I was under the impression that coloring leather required 2 L of dye just like cloth, so my "darkening leather" recipes use 1 L to be "less than dying it". Turns out it is 5 L to color it, so I'm gonna adjust my recipes to require 2 L for darkening instead. It's still less than 5 L ๐
If you want to produce darker colored leather, do so before 1.22 and the new TD hits as it's easier now ๐
๐
Suggestion for compat with Ancient tools; could you modify their wood-colored leather backpack recipes to match your regular backpack recipe?
There seem to be many crafting recipes for clothes and things in AT I think it's better if @mint lagoon handles this - it's very hard for me to track all these other mods, there items and recipes etc.
Fair enough
Last version f.i. says Buckskin Headband, Buckskin Gloves, Coonskin Cap, and fur-lined variants of moccassins and gloves have been implemented. and I guess some of these might also need different recipes when TD is installed.
Taska, if you need a hand, pls ping me ๐
I can take a stab at it ๐
Interesting video about tanning leather IRL. The video is in German but has English subtitles:
https://www.youtube.com/watch?v=jKz4m3Ylv20
This quite industrial process. And very long:
- It takes 4 days for the liming (which interestingly also uses sulphur in addition to just lime)
- it takes 5 weeks for the weak tanning stage (which uses either oak, chestnut or acacia or a mix of these, for different colors. Each week the are set into stronger tannin. The mixture is created with water and wood powder. Weaker tannings left over from previous steps are used for the next batch. After 5 weeks 1/3 is tanned on each side, eg. 1/3 in the middle is still white
- Then comes 1 week intermidiate tanning in a large wooden barrel
The whole tanning process takes more than two years!
VS is rather easy compared to this ๐
I once heard about ancient hunters using the acids from the animal's brain to clean (?) skin into pelt. It used to be a rule of thumb that most mammals's skin-to-head size ratio was perfect for this.
They did use the brains for this purpose, yes
(Feedback, slightly ranty)
I'll be honest, this mod is hell
"Oh, I have enough leather for backpack!" - nope, have to make extra leather stripes FOR EACH BACKPACK, also buttons
"Oh, I think I have enough for armor" - nope, have to gather woad or cornflower and go ingame days as dye is cooking
Why can't the mod provide tailor-exclusive alternative recipe that at least is noticeably cheaper? Rather than outright replacing stuff with way more expensive process?
It nerfes everyone instead of just buffing tailor. I genuinely do not understand why.
I'm really sorry if it sounds too harsh but it literally made me cry because it's like 3rd or 4th time I thought I actually did it, I achieved something on the server I'm in despite not thinking I can do it, only to be met with Tailor's surprise
- If you had compared the recipes carefully, you would have seen that "way more expensive" is simply not true.
A VS backpack requires 8 leather, a TD backpack requires 8.25 leather, 1 flax twine and 0.25 zinc ingot. You get buttons for free with panning, in fact ppl complained they got too much, so I had to nerv the output multiple times.
- Making alternative recipes for tailors AND non-tailors is not just a lot of work, but it also makes the game load slower, require more memory, clutters the handbook. I've made such recipes with Dressmakers, but simply didn't have time for TD to do all this. Just keeping up with the changes from the basegame is more than enough work.
But yeah, I get the complaint, I'm already thinking of allowing to disable all these changes.
regarding panning, some people don't pan, they prefer looking for stuff or making it ๐
and if you suck at combat like me, then the extra leather cost hurts
(also the mod description implies that other classes could still use regular recipes, and tailor recipes are cheaper)
(yk the rude line about blackguards)
Right. I just don't get the hate for panning ๐
Anyway, buttons also drop in loot vessels or crates and can be bought from a trader.
But I guess you just don't like the extra complexity. Which is fair. It will take a while for me to sep. the changes from VS into a new mod or make a config for it. In the meanwhile, maybe don't use my mods.
That might be a left-over description before I moved stuff to dressmakers, which has this feature. Usually I forget to update the description.
ah, ok, then a config would also not help, because then the server owner would probably not disable the changes and as a user you can't change it.
"Some recipes that are craftable by other classes (like Blackguard) can use raw materials, but then use a bit more. Because Tailor's are just awesome and more skilled :)"
yeah, imho best thing would be something like, involved tailor recipe at 25% discount, regular recipe at vanilla price
25% would be noticeable enough, and would counteract tailors animal harvest debuff
This was something I planned but did not have the time for it. It works if you use Dressmakers.
honestly the thing that hit me the most was "I have to dye leather that will not see light of day from under chains" lol
you kinda locked entire armor tech line behind barrel dying
or you know what, I'm not gonna change any VS recipes anymore, because ppl complain all day long and try to barter with me "oh it should not be % more it should be equal", "no it should cost more, VS is way too cheap, how is the backpack holding together, with spit?)" "oh no it should definitely cost % less for tailors".
I'm just tired of all the complaining.
._.
actually i have to ask cuz i dont get it - why is there recipe for 2 leather -> leather bundle and then 2 recipes (at loss and tailor-exclusive without loss) when its used for total of 1 item, leather panel
You can buy colored leather from a trader. Also, formerly one could also use the barrels from some traders to dye leather, but I guess since 1.22 will take that away, I really have to reconsider things. It migh also be that already in 1.21 only traders from Better traders have barrels. I know I've used a trader barrel to aquire green cloth before copper age.
Anyway, one thing I've learned from modding is that touching anything in VS is simply toxic. But if the base game changes the torch recipe from "1 stick" to "1 stick + 2 dried grass" it's heraled as the "most immersive best change every" ๐
The idea was to unify recipes, esp. with the hides where otherwise you have 5 different recipes depending on hide size.
Also make it so that "one leather bundle" which can be crafted only by tailors is cheaper than "3 leather" in a different recipe..
Leather bundles are used A LOT in dressmakers.
ah, so in the end you just didnt use it in TD
Tailor's Delight is like a library mod - it adds things that then other mods use. My mistake was to make TD a functional mod at the same time, or at least trying to. I've tried to move things to other mods, but this isn't complete (you can still craft panels, table cloth etc. with TD alone)
You'll get feedback from 1% of people who like what you've created, and 99% of people who don't like it. Sometimes you'll get feedback you can act on, something that made sense at the time but no longer does, or something you missed while working on it, but most of the time it'll just be "creative differences."
For me personally, Tailor's Delight/Dressmakers/Wool and More fix a ton of issues I have with the game, and I haven't found anything I considered overwhelmingly difficult to do. Granted, I have mods for stone-age crushing (mortar and pestle, hammer crushing), and I don't use leather at all.
One more thing, about the leather jerkins:
You can complain to Tyron for this one, they decided to color the texture for leather jerkins half blue for no reason. I'm just making it so that the recipe input matches the output. Because I like to play the game this way.
But I also get that not everyone shares my view.
You are not wrong ๐ And thank you for the kind words.
In general, tho, I come from a time were most players thought VS was not challenging enough or had not enough to do in the end-game. E.g. were sailboats, pitkilns, beehive kilns and stuff like that didn't even exist.
Lately tho a lot of new players come to VS finding VS already way too challenging and want an easier game. One can see the thousands of little "QoL" mods who simply patch aways game design choices from VS. (Like no sticks from firewood, you have to use shears to get them).
It seems ppl no longer look for a way to beat a challenge, but instead just want the easiest way forward. Like "oh I could buy colored leather, or ask another player for it, or I could pan for buttons or or or" but instead they complain "why mod so hard!?"
So old-school mods like mine that add extra challenges and complexities no longer fit into that modern mindset.
I'm not newest player, I just hoped to use regular recipes since fighting animals is hard enough imho
I hope you are happy now.
The downside is that now leather bundles and buttons have no usage at all, unless you install other mods. I'm not looking forward to the complains about this...
will this be optional in the config/will the original TD recipes be included in Dressmakers? personally I like the depth and immersion they add to tailoring
just curious, I appreciate the mod and all the work thatโs been done so I support whatever works best
I think itโd be a neat workaround for dyeing requirements and a big upgrade to all around tailoring if plain and other colored cloth/thread could be used for any wearable recipe output but that would be a huge job and probably require something like ARL to reduce bloat
My plan is to add the "patches to VS recipes" to Vintage Recipes (https://mods.vintagestory.at/vsrecipes it already patches a lot of VS recipes to make it more immersive and "harder", so I think it will fit right into it.
I'm not sure how I make things configurable - maybe something like "clothing / wearable" and "others". Or maybe it becomes a new mod. Not sure yet.
A few things will also go into Dressmakers - it already makes use of TD items. But I don't want to make Dressmakers to patch VS recipes and then receive the same complaints that TD now has, so I probably will only add new "recipes" in Dressmakers, and not patch any VS stuff. Otherwise we would be back to square one ๐
Yeah, this is not something achievable with content-only mods so I'm afraid out of my league.
There were suprisingly few things that TD actually patched, simply for the reason that VS itself has very little actually craftable clothes and items with cloth, fur and leather, but ppl really really hated a few of them (sails, backpack, leather armor) with a passion. Which is kinda sad, because, how many backpacks or leather jerkins are you actually crafting for each game? ๐
$ ls ../backup/vs_tailors_delight/
backpacks.json
survival-recipes-grid-books.json
survival-recipes-grid-clothes-leather.json
survival-recipes-grid-mechpowerblocks.json
survival-recipes-grid-armor-brigandine.json
survival-recipes-grid-chair.json
survival-recipes-grid-clothes-orange.json
survival-recipes-grid-medallions.json
survival-recipes-grid-armor-gambeson.json
survival-recipes-grid-clothes-black.json
survival-recipes-grid-clothes-pink.json
survival-recipes-grid-miningbag.json
survival-recipes-grid-armor-jerkin.json
survival-recipes-grid-clothes-blue.json
survival-recipes-grid-clothes-plain.json
survival-recipes-grid-sewingkit.json
survival-recipes-grid-armor-leather.json
survival-recipes-grid-clothes-brown.json
survival-recipes-grid-clothes-purple.json
survival-recipes-grid-tack.json
survival-recipes-grid-armor-tailoredgambeson.json
survival-recipes-grid-clothes-green.json
survival-recipes-grid-clothes-red.json
survival-recipes-grid-tool-bow.json
survival-recipes-grid-backpack.json
survival-recipes-grid-clothes-hide.json
survival-recipes-grid-linensack.json
Any plan to add compatibility with Inmersive Fibercraft?
Both your and that mod have recipes for their respective spindles with these having a 4:1 twine radio for inmersive fibercraft and yours having a 6:3 radio for twine respectively.
The difference is that fibercraft's spindle does not use the grid to make twine, but using your offhand and a couple clicks to make it, well, more inmersive.
I left the tailor's spindle in as a benefit for Tailor's to bypass the crafting time
Oh.
It's basically a class bonus. Everyone can use the tools I made for Immersive Fibercraft but I didn't necesarilly want to take away an advantage for Tailor's from Tailor's Delight
I guess I could add some sort of config to toggle the recipe for the spindle from Tailor's Delight but I don't really feel that it's necessary
Hmh, I would appreciate such change, but I also find fair that you don't want to do it so.
You could always make a simple mod to patch out the tailor's delight spindle and subsequent recipes
put it on the modDB for everyone
I wish, but unfortunately I don't have any coding experience for the time we are speaking.
Oh well, at least allow me to thank you for letting me know all this.
Thanks.
Thanx for all the work! ๐ฅฐ And I actually do like that, because the drop spindle with the animation looks really nice (way nicer than my spindle model ๐ but it does take quite some time and clicking, while the TD spindle is for mass crafting. So having both is a good option.
shouldn't 8.25 leather be 8.5 leather? Not asking to complain or anything, just confirming if there's a recipe somewhere that I missed that turns 1 leather into 4 strips, instead of 1 leather into 2 strips
I was wondering why that was a thing, but that makes total sense now that I think about it
My leatherworker was a little annoyed by it, so I was gonna ask at some point, but that makes sense
Thanks for all your work
I appreciate your mod a lot. And I think what you are saying is true to a certain degree. There is an idea that things need to come with an instant gratification. I disagree with this notion and the good thing is that VS (vanilla) in general seems to take the more rewarding approach of many steps for slower but long lasting gratification. A challenge is great, and your mod add to that challenge.
Please don't cater to the complainers, they could always choose to not play with your mod ๐
I can't wait to see what kind of wild compat you can pull off once the recipe tagging stuff is working/exists. Not sure if it does yet or not, but...
No more recipe patching with dependsOn, just tags that make items and tools work right out of the box...
Want to use a blue cloth for a recipe? have like, a bluecloth tag, and now blue linen and blue wool just work in that recipe, no need to add a separate one for if Wool & More is installed. ๐
Mostly looking forward to stuff like <color>leather or softleather tags so the ancient tools bark leather and buckskin can be incorporated easily
ohwell, tags are a thing now? more work for me ๐
More work now, much less later to be fair
And it should let you cut back on recipes and patches by half or more
you are right, I miswrote that ๐
I'v thought a bit of where to put the patches and it seems a bit unfair to require admins / users to install another mod just to get back the basic functionality of TD (patching VS recipes). Plus, Vintage Recipes would need a lot more configuration options then.
So I've added it for now as a config option for TD, which defaults to false, and then can be toggled on.
What do you all think, should it default to true (as it was before) or false? Please vote below with ๐น or ๐ซ for the default.
I think it makes sense that the default TD setting is to have it as you intended it to be, and the option exists for people to change if they don't like that part of TD.
Well, I like it to be on, but it seems a lot of people disagree, and a lot agree, so I'm trying to figure out what the best default should be. For me personally, I wouldn't even provide a config option ๐
I've noticed that between pre.2 and rc.1 the devs have re-arranged all the clothing recipes from "one JSON file per color" to "one file per seraph position (like "face") ๐
Great, now I have to redo all my clothes patches....again.
Oh god
Coming back to leather jerkins needing dark blue leather. I've changed this now to require dark-blue twine, so it should be a bit easier. (Although in praxis, I'm not sure if dark-blue twine is easier to make then dark-blue leather?)
It still can be reverted before the next release.
I'm also planning to add more colors (like green, yellow, red) but I'm not sure how useful that would be. The jerkin isn't visible in the final armor, and usually not worn alone, either. Plus from a resource POV it makes almost no difference if you need dark-red or dark-blue twine. ๐ค
I've also added more variants to a few VS recipes, so f.i. you can use either brown or black twine for some leather items instead of being restricted to black-only. This should make it a tiny bit less painful to craft vanilla items.
Does dark blue twine still require double woad?
yep. That's the thing.
It takes by chance the same amount of dye and time, just different for each stage ๐
Is it possible to add the other options for blue dye? Or is it because realistically only woad would give the darker colour?
It's quite realistic - the blue dye in VS is both more light blue and woad has been traditionally used for darker blue (indigo) dying:
https://de.wikipedia.org/wiki/Blaudruck (There is unfortunately no English page for this)
The article specifically mentions https://de.wikipedia.org/wiki/Fรคrberwaid which is the German name for basically https://en.wikipedia.org/wiki/woad.
It's a bit unfortunate that VS makes no distinction between blue (light blue) and indigo (dark blue) dye except in the form of woad dye, and since there is no dark-blue cloth, both dyes are almost the same except for woad needing no mordant step. I guess having only one color variation was simpler for the game.
Fun fact: This is a giant "vertical" quern used to grind woad for dying:
https://upload.wikimedia.org/wikipedia/commons/4/48/Waidstein_Sรถmmerda.JPG
Imaging moving this thing.
Thinking about it, to be more realistic, woad dye should directly result in dark blue cloth, and normal blue dye in normal blue. But back then I didn't want to touch the crafting chain too much, I'm pretty sure people like the woad giving blue cloth.
The only other alternatives for blue dye are cornflowers (rarer, cannot be propagated) and crushed lapis, which is really really rare.
So making woad go directly to dark-blue would make quite some people unhappy, which I totally understand ๐
Well, and woad can be used for lighter blue dying. It's a matter of how long the fabric is in the dye bath and the temperature of the dye bath.
As well as the type of fabric, which mordant is used, the material of the pot containing the dye bath, etc.
yeah, and I didn't want the player to have to study 4 years with a local dye master just to get blue cloth ๐
I thought that was the whole point of this game! (Mostly kidding.)
With every version, the joke becomes less a joke and more real ๐
I do think it would be cool to have more detailed games like this that can be used as a basis for learning skills without heavy monetary and material investment.
Digital methods for keeping traditional methods and the lessons learned from them alive as things progress ever more towards complete automation.
The German Sรผdwestrundfunk (South-West Radio/TV) SWR has an excellent series on "old craftsmanships" - it's kinda sad tho to see that these are very old people or family business and they are usually one of the last ones in Europe or even the world.
They cover charcoal making, leather tanning, crafting knifes etc. The also cover more modern crafts, too:
https://www.youtube.com/@Handwerkskunst/videos
That's pretty cool, going to subscribe to that. There was (is?) a similar project in Appalachia called the Foxfire project (https://en.wikipedia.org/wiki/Foxfire_(magazine)).
I guess @turbid tartan Ari wants know about this ๐
Ok that's pretty cool, I like the way you do things
I do think woad to dark blue would be a nice step for getting the flower, and for leather armour crafting would be a nice way to make it a little easier while still requiring a longer crafting recipe
Do you mean "x + woad dye directly to dark blue X" or "X + woad or blue dye => blue X, then woad dye + blue X => dark blue X"? Because the latter is already how it works.
Yeah the former
I'd not mind it, but since normal blue dye can only be made from rare things like cornflowers and lapis (plus mordant, too!), this seems not really feasible. If the player has EM, then a bunch of other recipes could be made (although all of them are late-game, too). But since TD will no longer strictly need EM in 1.22, then players would be stuck just to get blue cloth.
Oh yeah, I forgot EM gives a load aswell
Since 1.22 broke all my recipe patches, I'm considering just nuking them. Repairing them will cost me many hours, just to be back at were we were a few weeks back...
Any news about 1.22? Also, did anybody tested this mod with Specialised Classes or any class mod that is touching Tailor class?
Btw. If you need Slave to fix patches or smth I can help. I have few years expirience in proffesional game development but recently I've changed job and I'm bored xD
I might come back to you ๐ a 1.22 version is almost done, except the "fix about 100 patches for clothing recipes", I just hadn't had time to polish it. Modding for VS is not my main job...
Honestly: if they have pattern, then I quite enjoy writing scripts to automatize it and did it for some mods already (not VS tho but JSON is JSON)
If not, slavery is also option xD
my current "stratgey" would be roughly like this:
- load 1.21 and the old TD, look at the recipe for clothing item X
- in 1.22, disable the VS vanilla recipe for the item with a patch, then add my own recipe with the ingredients from 1.21
In 1.21, my mod did patch the recipes, which required multiple patches for each item. E.g. "add an awl, add a needle, switch one white cloth to white twine, change the grid recipe height from 2 to 3, switch the grid recipe ingredient pattern from 'CCC,C_C' to 'ACN,CTC' etc"
Hopefully this way it would be way less patches and easier to maintain.
It's just a log of manual labor.
Oh, You mean VS Patches... My bad, I Hate this name tbh as for me "path" is "path to file" and I was sure something changed and You have to change filepaths (eg of Textures and shapes) in 42069 places.
Yeah, so sounds like a lot of manual clicking...
@signal holly I've had an open issue for TD to add "sail cloth" (basically "sealed/waxed heavy duty cloth"). Would that be something that would be usable to the air ship mod?
I'm not sure
I had an AI take all VS materials to calculate a low effort consistency of four ingredients for a cooking recipe, it chose resin, salt quicklime and animal fat with various ratios out of all the available materials
I'll see if i can get the old post about it from the airship thread, one moment
here it is #1342605206243770419 message
It's also the primary means of gate keeping Airship flight behind a substantial resource sink of various natural sources. making people play the game in order to unlock being able to easily skip a majority of it in late-game
My idea would be to add "sealing wax" that can be cooked (whatever the recipe will be) and then "cloth + sealing wax" in a barrel to create "sail cloth" https://gitlab.com/codesmiths/vs_tailors_delight/-/work_items/283 a kind of water-proof, very durable cloth.
The airship mod then could just require "sail cloth" instead of whatever it is using now when both airships and TD are installed. I don't think making the air ship mod require TD is nec, tho. Ppl would probably hate it.
I'm not sure what the motivation for this is
I'd like to keep the high amount of resource investment for unlocking airship flight the same
My motivation is to add more types of cloth to make TD a kind of "basic cloth library". But I guess ppl don't really share this vision and invent their own thing over and over again. Just like EM, I guess.
I didn't say that TD would make it so you require less resources.
I'd just like to not have 10 different mods that add the same kind of item.
I understand
I think that treated Balloon cloth exists for a multitude of fair enough reasons to warrant it's own type of cloth exclusively used in it's own mod
I don't mind having to not add features. Seems the answer lately is always "heh, you added X, this other mod also adds X, can you pls make it compatible" or "heh, you added X, but we ignore it and add it in our mod, anyway, slightly different. Later users will then ask you to make it compatible". So, not doing something becomes the easiest path for me.
I just feel like changing / replacing the crafting pipeline for the sake of reducing the total amount of mod specific cloths is a difficult thing for me to agree to when it's specifically applied to the airshipmod
I respect your pov, but it's difficult for me to agree to changing how treated balloon cloth is made through a seperate mod
at least the example you've brought up so far
I'm fine discussing this further to explore it more though
Cloth treated for airships is just such an edge case that i can't really see it be reduced to the same cost as sail cloth for ships
such a generalization would either make airships too cheap or sailing ships too expensive
For the end user that sort of design is certainly appreciated to help keep item bloat down and make the handbook easier to use
It also helps make everything feel more cohesive, probably why TD is the base mod of my entire cloth/tailoring package, because it's so well integrated with the wool/shearing and other clothing mods as well
that said I'm mostly just replying to say thank you for all your hard work and I'm really looking forward to the 1.22 update 
That's a fair point. I'd have thought that having only one type of "heavy duty cloth" instead of having like 20 different cloth types like IRL would be enough for game play reasons, but it seems the Airship mod would at least require a different cloth type so I'll keep myself out of this.
Thank you, and sorry for the delay ๐
I'm not bothered at all!! I'm enjoying my 1.21.6 world just fine in the mean time haha
I appreciate you tels o7 thank you for opening a dialogue with me about this
I've had the idea of adding more types of cloth like duffel, flannel and fine cloth, but they all suffer from the problem that they would see only little usage. And just like wool, ppl will just assume that you can freely interchange stuff (don't ask my how often ppl require me to make wool twine convertibale into flax twine ๐
- create diluted saltpeter solution (as opposed to "lant", which is stale urin, see https://en.wikipedia.org/wiki/Lant)
- combine diluted saltpeter in a bowl, hammer, fire clay and hammer it to "scour and mill", e.g. "full" the cloth to create "damp duffel cloth".
- Damp duffel cloth can then be dried, and/or then "napped/gigged/raised" to create Flannell
- Flannel can be sheared to create Fine cloth
But explain to the average user that crafting a "fine coat" needs duffel cloth or fine cloth and not just "ordinary cloth" ๐ถโ๐ซ๏ธ
If that Fine Coat gave some kind of mechanical benefit, such as better temperature resists, I could see that being a good add.
Yeah, that was usually my motivation. F.i. a "woolen shirt" gives you more warmth, and requires wool instead of generic cloth (when Wool & More is installed, of course). Queue then the long line of people complaining that this is "too hard" and "why can't I just use linen cloth for it" etc.
My guess would be that "fine cloth", "duffel cloth" and "flannel cloth" would share the same fate.
Either they are special items with only niche uses, or they become interchangable with normal cloth and thus superflous.
Another "tricky" thing is that cloth usually comes in a lot of colors, but with only a few recipes using them, some colors like "pink" have no usage at all. So you have the item, texture, translations, handbook entry all for nothing. I've tried to combat that a bit with patching VS recipes to use more colored twine (which ppl then complain about it being "too hard"), or adding recipes in Dressmakers (which not everyone uses). Still, some colors only have a handful recipes where they are used.
So if I were to add duffel cloth, fine cloth or sail cloth, they all would share the same fate: special items that bloat the mod (I can hear the pitchfork&torches crown gathering already) for little use. That is why I'm just hesitating to add these things and try to focus on other things that give more benefit first.
Oh, and hence my question on @ rivvion if "Sail cloth" could be used in Air ships. That would make it more worthwhile doing all the work on adding it. Maybe I should just name it "Heavy duty cloth" with "air tight, water tight, abbrasion resistent heavy cloth made for special uses" as description ๐ค Still, if there is no use for it...
On other hand, intense pink was actually quite rare and expensive pigment irl
Btw. I started learning VS mods in practice (eg. to understand Patches beter etc) and I'm gonna to learn how to integrate mods using Your mods. So I hope, pink beds and woolen mattresses are comming.
And useless but fun fact: pink military uniforms: Prussian Alt Kreytzen from 1757 and Berg Lancers from 1807
Do you need new items in TD for that? ๐ค
Yeah, pink is a weak form of purple, and purple was the most expensive, royal color. But that doesn't help if there are rarely any pink items in the game ๐
Nope. Not "need" but I want to make even more patterns if TL/Wool is installed
Yes and no. Purple was really expensive indeed. But in VS there is recipe for violet dye actually but is named Purple. Purple was made for some kind of sea snails. Violets were actually popular even in Ancient. Made of berries (like in VS), specific use of Woad (that is also source of blue dye, both irl and VS) or by mixing blue and red, used mostly in Eastern Europe, as Red dye was dirt cheap in teritory od modern day Poland and Ukraine due to crapton of natural sources
VS did insane job with geology and such stuff, but dyes are VERY simplified
Ok, enough, turning off my autism for now...
yeah, they got much simpler in one of the versions. I've added tons of powders in BL for making dyes, but it got all obsolete once dye where simply "put stuff in water, be done"
Sail cloth would be a nice addition, maybe as a necessity for bigger boats in a Shipwright addon
Balloon cloth could also allow someone to make a hot air balloon mod with TD integration
How would you define the difference between these two? Also, should they all come just in colors, or have some pattern like "sail cloth has sqaures, baloon cloth has big stripes"? Otherwise, all the cloth bundles will look the same (it's already hard with the woolen and linen cloth).
unsure
from cursory reading / skimming, historically balloon cloth seems to be treated with some combo of lead, chlorine, and sulfur.
lightweight, less-permeable fabric to contain the hot air
hot air balloons might have two layers of fabric, one normal fabric layer for decoration and to protect the second layer, which would be the balloon cloth
of course i might just be wildly wrong about it
man, it's tough to find actual info on early ballooning cloth
sail cloth could probably have a different model and maybe patterns.
4 linen (2 of each color? arranged in checkers, stripes, or solid color) + a sewing needle, to make 1-2 sail cloth
would also open the option for colored windmills
Well, as for sail cloth, I'd had planned that you cook some sort of "sealing wax" (probably just beeswax, resin and maybe some sort of "chemical" thinning agent or maybe just linseed oil and then you can "soak" cloth in the sealing wax in a barrel.
Or maybe cook the cloth together with the other ingredients in a pot (that would save the extra item of "sealing wax", which might be used by other mods (but I think the chances are 99.995% that other mod authors will just invent their own sealing wax for whatever reasons).
So basically sail cloth would be quite stiff, water resistant and also quite heavy. Could also be used for tents, or water bags.
The balloon cloth would be more lightweigt.
afaik sail cloth doesn't seem to be sealed? it's a thicker, more durable fabric
balloon cloth could easily be sealed, needs to keep air in
It's gotta be water proof, otherwise sailing won't be lasting long ๐
aaanyway, before daydreaming about more features, I need to repair the mod for 1.22 first ๐ฌ
indeed, good luck with that
Honestly, imo, ignore the people who complain about that sorta stuff. Like, I can understand if you want the mod to be accessible, but also, ultimately there will never be anything, ever that makes everyone happy. There will ALWAYS be someone that complains or dislikes something. (for example; if you cave to the people complaining about it being too hard, then you'll displease the people who want it to be hard) The important thing, imo, is that you focus on making something cohesive, good quality at what it does, and stick to your vision. If others don't like it, it's not for them, and that's fine.
I've experimented a bit with having a config option to disable "patching VS recipes" to use TD items like awls and needles.
It kinda works, but it creates an absolute mess if you add other mods like Wool & More or Dressmakers:
- W&M doesn't know about not-patching-the recipes, so you get both a VS sail recipe and a "wool + TD recipe" next to each other (ignore that the new sail recipes also use support beams, I didn't get the memo until now), one using needles and one not.
- Some VS recipes for say shirts just slap cloth together with spit, while Dressmaker's new recipes use needles and twine for a similiar, but differently colored shirt.
๐ฌ
Saw the mod, it looks really cute ๐
I've had the idea to add "better sleeping bags" aka "hay bed roll + cloth" that let you sleep slightly longer and can still be fit onto the elk. It could be a small feature in TD or maybe it's own mod.
Is this something you plan for your mod? I don't want to replicate the work of others.
Thanks! And no, I'll only add compatibility with Your mods and various tree mods and done I think.
Then I'll have a go at this whenever I find time. I'm looking for an actual small feature instead of just repairing stuff I didn't break ๐
Btw. I've seen that TD is updated but still says is 1.21, did You forget to change it or didn't moved to 1.22 yet?
it did not move to 1.22 yet - I'm currently working on it. I've only changed it "1.21.6 AND 1.21.7 are supported".
The "recently updated" view in ModDB is broken - whenever you change something (but not all, like the description) it pings it as updated. But my complains about this being a useless system were ignored.
Oh, I was sure that it bumps only if you add new release... Yeah, useless indeed
Not to mention annoying. I want to know all the recently updated mods, not the ones that were recently edited to say they're compatible with new versions. ๐ซ
Yep. The "solution" that was mentioned was to "follow mods" and then look at your "Home" page in the ModDB. Which means, you also need to log in. And allow the google scripts. And solve a captcha most of the times. ๐ For me this seemed a change that nobody requested, but it stayed because it took a lot of work ๐
And home page doesn't include new mods, or if it does only the 10 most recent ones, so if you've been away for a bit you have to trawl through the dozens of unupdated updated mods to find them. Following 100+ mods is unreasonable and will only become more unreasonable as VS becomes more and more popular
Exactly my reasoning...
Using VSLauncher to keep track of actual updates to mods has mostly worked alright though.
Minor bug: There is missing Lang file
Whops. This is in Expanded Matter, which is no longer a requirement ๐
I didn't downloaded Expanded Matter yet, so that might be issue
And this time I'll ask in advance: can I use TD's (and W&M) logo in screenshoots when I'll finish compatibility patches? Something as I did with Biodiversity
Sure, go ahead. They are open source.
