#Tailor's Delight

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vapid bluff
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I love the designs! Much more creative than my bland uniform textures ๐Ÿฅฐ

quartz root
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Such "bland testures" are great as base. And tbf, this is Tailor's Delight standalone for me: "base" for other mods (like eg. Dressmakers). Btw I've used vanila textures as "background" for them and added semi-transparent patterns... Now I have to design 4 new patterns for Your dark ones and also adjust checkered ones. That ones will be simple. Just... checkered. I would kill myself If I had to design 20 brand new patterns for TD alone, I'm not graphic designer either xD

quartz root
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"That ones will be simple. Just... checkered." - spoiler: they wasn't simple at all.. But leaving as inspiration for future work witch Checkered Cloth

fickle star
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Rafael right now

viscid holly
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Hey I'm having a problem whenever I try to make nadiyan leather I follow the instructions but it sits there and does nothing I put the weak tannin diluted chromite gallena bit and leather but nothing happens

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And I'm putting it in a cooking pot on a fire feed with aged fire wood

vapid bluff
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Yeah, I tried cooking a few things and it's broken ๐Ÿ˜•

viscid holly
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I am on 1.22.2 I will send a screen shot in a sec

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here the picture

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tried it with just your mod and dependencies to ensure it was not a mod conflict

vapid bluff
# viscid holly here the picture

I've got and confirmed a similiar problem with soda - it no longer works ๐Ÿ˜ตโ€๐Ÿ’ซ My mod being a content mod, there is little I can do, it seems 1.22.2 (or maybe earlier?) broke something.

viscid holly
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I have noticed that the cooking pot maxes out at 200 C could that be the issue or has it always done that?

vapid bluff
viscid holly
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ah was not sure

proven scroll
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The new pig tusks seem to not be integrated into any of the horn recipes. Dunno if you would want to treat them the same or not since they're technically teeth, but I assume they have analogous uses?

vapid bluff
proven scroll
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They don't have a handbook entry nor are they localized, so they seem a bit underbaked as a feature tbh

vapid bluff
proven scroll
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They don't seem to have a bonemeal recipe, and I assume they can be displayed? But I haven't tested that

foggy ridge
proven scroll
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Update on this; apparently, even though the tusks technically do exist in the game code and are a part of the pigs' inventory, vanilla doesn't drop them. To my knowledge, they only actually drop when you have the Butchery mod installed

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Based on Oats' response, it's not an intended feature for them to drop, it's just a consequence of the way he auto-generates antler loot for animals

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Either way, I guess it's technically Butchery compat?

vapid bluff
vapid bluff
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Need a better shape and better texturing, but getting there.

drifting epoch
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Hi, Tels. I like what you've got going with this, but I noticed the balancing for pelt and hide products are WAY off. You have a Pelt Bundle cost 3 small, 1 medium, 1/2 large, or 1/3 huge. The best way to illustrate why this is a problem is to put your conversion rates in terms of small pelts, then compare to vanilla's pelt>leather conversion rates: your pelts are 1x(S), 3x(M), 6x(L), and 9x(H). The vanilla conversion for leather is 1x(S), 2x(M), 3x(L), and 5x(H). If your intent is to change the balance of pelt sizes I don't think that's necessarily a bad thing, but if the conversion rates aren't unified across the board then weird loopholes and cheesy min-maxing are an inevitability.

Additionally, you have every species of bear yield 3 bundles (ie. 1x Huge pelt), whereas the outputs normally range from 1 medium for a tiny sun bear, to 3 huge for the polar bear.

drifting epoch
# drifting epoch Hi, Tels. I like what you've got going with this, but I noticed the balancing f...

I suggest one of two potential solutions, and both of them involve first and foremost fixing the bear issue, because that's a mess no matter which way you look at it. Frankly, I think the best fix for that is to simply remove the bear>bundle recipes and require converting the bear to normal pelts the vanilla way first.

  1. You want to change conversion rates: go full hog. Replace the barrel recipes for leather conversion to match your ratios. Do the same anywhere else where pelts or hides are still in play in their raw form. Make a note on the ModDB that while not incompatible, TD isn't fully consistent with most mods that use different size pelts for recipe variants, or anything that splits or merges pelts and hides (such as Salty's Manual Scraping or Dana's Tweaks).

  2. Change your pelt>bundle conversions to match the vanilla rates. This is the most compatibility friendly option. You'll most likely want to treat a bundle as equivalent to a small pelt, so any instance of pelt/hide bundles in recipe patches will need to be multiplied by two (so reindeeer herder shoes will have one stack of two bundles instead of the single bundle currently).

vapid bluff
# drifting epoch Hi, Tels. I like what you've got going with this, but I noticed the balancing f...

I've actually paid VERY careful attention to make the conversion rates for bundles so that the various pelt sizes are a 1:1 ratio with the bundles.
If these are off, then 1.22 mucked again with the conversion rates and I'll have to see if I can find a work around.

I bet the bear changes are 1.22 changes and simply escaped me.

Edit: I'm a bit confused, the soaked/tanned hide => leather ratio did not change in 1.22.

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Also " vanilla's pelt>leather " - I thought it is impossible to convert pelts in VS to leather. Do you mean hides?

drifting epoch
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Sorry, hide>leather. I'm currently running 1.21.

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As far as I'm aware different bear species have always yielded different amounts.

vapid bluff
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The ratios intended by TD are:

  • 1 raw hide bundle = 1 medium hide = 3 small hides = 0.5 large hide = 0.33 huge hides
  • 1 pelt bundle = 1 medium pelt = 3 small pelts = 0.5 large pelts = 0.33 huge pelts
  • 1 leather bundle = 2 leather = 1 medium hide (clothiers can get 2 leather out of them - others only 1 leather - maybe this is what you mean by it being off?)

I see two problems with that:

  • bears have only 1 recipe but different sizes for their hides - oops.
  • malus for non-tailors for leather is rather high. It probably should be "2 leather bundles => 3 leather" instead of "2 bundles = 2 leather".
vapid bluff
drifting epoch
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No worries. I'm just hanging out in 1.21 until most of my mods update.

vapid bluff
vapid bluff
drifting epoch
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As far as your ratios... like I said, I don't think there's anything wrong with changing the relative value of the hide sizes (honestly, I quite dislike the numbers vanilla went with). But, since the vanilla hide>leather recipes are left as is (and are generally what's referenced as the standard ratio for other mods), it puts your custom values in an awkward position. Like I hinted at, this is where loopholes and cheesy min-maxing thrive.

vapid bluff
drifting epoch
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Haha, that's fair xD though lazy Sundays are when I do some of my best work... like pestering actually productive modders (unlike myself, lmao)

vapid bluff
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Btw, a bit of min-maxing is intended with TD - after all, Tailor's are superior to all classes and deserve a bonus ๐Ÿ˜„

drifting epoch
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That makes sense, although what I'm talking about is more along the lines of "well if I convert my X to Y before I do the next thing, then convert it back to X, I get free bonus" type of cheese. Having more efficient recipes is different from creating loopholes. I imagine this was part of why you wanted to unify the recipes under a single resource in the first place... to get rid of the inconsistency of value that the vanilla finished product recipes have.

vapid bluff
vapid bluff
drifting epoch
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For instance, just at first glance I already know if I have a Huge hide, if I convert to bundles then to smalls, it nearly doubles the output, which is crazy.

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Oh, actually that was based on a mistake early on in looking at this, when I thought you were basing bundles on larges for some reason.

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Wait... no....

vapid bluff
drifting epoch
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It's in your recipes for finished products you treat bundles as mediums.

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I didn't check, would you still have a bundle>leather recipe?

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Because that would have the same issues.

vapid bluff
# drifting epoch It's in your recipes for finished products you treat bundles as mediums.

1 bundle = 1 medium is the intention:

        {
        "ingredientPattern": "_N_,RLS",
        "requiresTrait": "clothier",
        "ingredients": {
                "L": { "type": "item", "code": "tailorsdelight:leatherbundle-*", "name": "type",  "allowedVariants": [ "raw", "pelt" ] },
                "S": { "type": "item", "code": "game:shears-*", "isTool": true },
                "N": { "type": "item", "code": "tailorsdelight:needle-*" },
                "R": { "type": "item", "code": "tailorsdelight:ruler-*", "isTool": true }
        },
        "width": 3,
        "height": 2,
        "recipeGroup": 2,
        "output": { "type": "item", "code": "game:hide-{type}-medium" }
        },
vapid bluff
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@drifting epoch Let's make a thread

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Which apparently we can't make a thread? ๐Ÿ‘€

drifting epoch
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Lol, I was just trying to figure out how to do that and nothing was showing up.

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Any luck?

vapid bluff
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no, sorry ๐Ÿ™

drifting epoch
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Womp womp, should we just continue here?

vapid bluff
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yes, let's do it.

vapid bluff
# drifting epoch For instance, just at first glance I already know if I have a Huge hide, if I co...

I don't see this.

  • If you convert a huge hide into bundles and back to small, you get 6 small hides. 6 small hides => 6 leather.
  • If you soak a huge hide and turn into leather, you get 5 leather

So converting is a bonus, but it uses up sticks, and knife+awl durability, plus you need to craft an awl first. I'm ok with a 20% bonus for that.

(It's the wierd ratios VS has - in Factorio there is the joke "at least it's not prime numbers" but VS ... they didn't get the memo ๐Ÿ™

drifting epoch
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Yes, I had just noticed the different conversion rate back to small right before we tried to start a thread, I was basing some of that logic on the 3x1 ratio of creating the bundle.

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Let me redo some math real quick... in either case, the bear thing clearly needs to be redone, so at the very least this was worth it for that.

vapid bluff
drifting epoch
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Honestly didn't even realize that was a feature (I've been playing with class recipes off).

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Ok, so one thing that showed up when I looked into it with better info (lol, thanks)... if you convert your bundles to small or medium, you get a 20% increase in leather yield, but if someone unwittingly converts to larges, they actually lose 10%. This is based on starting from Huge hides... I'm suspicious that the numbers will become more skewed if you're starting from large. I still think if you intend on changing the ratios that the leather ratios should be reworked to match...
or hell, just remove them entirely and replace leatherwork input with your bundles. From an outside perspective it's a bit jarring to have to learn a completely different conversion scheme while still keeping the vanilla one in mind.

Regardless, this sounds mostly intentional so I'll leave it at that unless something dramatic comes up.

vapid bluff
drifting epoch
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I tend to agree... at the very least, back conversion should always be a net loss to prevent cheese.

vapid bluff
drifting epoch
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They were starting from a completely blank slate, coulda chosen any numbers they wanted to... and they didn't see the complications of non-divisible numbers coming?

vapid bluff
# drifting epoch They were starting from a completely blank slate, coulda chosen any numbers they...

I've had this discussion with Tyron also a few years ago, where he absolutely wanted "tin ore crushing" to produce fractions like 0.33 and actually implemented that as a feature on the pulverizer ๐Ÿคฆโ€โ™‚๏ธ
I mean, how do you explain users that pulverizing ore yields 0.33, but crushing with a hammer, then melting, then crushing yields 1.0 ? And if you put 1 ore into the pulverizer, you might get nothing out of it, because you get only 1 out if you put 3 items in. And then every other ore is a 1:1 ratio, of course ๐Ÿคฆโ€โ™‚๏ธ

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it is what it is, tho, and I'll spend another couple hours fixing problems I didn't cause ๐Ÿ˜ฉ

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thank you for your input, it was productive ๐Ÿ™‚

drifting epoch
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Btw, I hope you won't take offense if I release a patch mod to convert your numbers to use the vanilla rates at some point.

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Probably won't be for a little while tbh... I try to keep my todo list FIFO, and lets just say that stack is pushing into buffer overflow territory.

vapid bluff
vapid bluff
drifting epoch
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Lol. Alright, be well.

vapid bluff
# drifting epoch Btw, I hope you won't take offense if I release a patch mod to convert your numb...

Btw, if you do that, pls pay attention to class recipes. Or at least mark you mod "use this if you turn class recipes off".

Because in TD, the bonus only is given for tailor's. I wish it was possible to disable recipes when "no class recipe restriction" is set in world settings.
That way If you disable this, then the "normal" recipes with the loss would be left, and the tailor recipes with the bonus could be disabled.

drifting epoch
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Oh yeah.. I've run into that issue before. Wish there was a clean way to handle that. Maybe I'll actually learn to write a proper config to disable them for that use case.

vapid bluff
drifting epoch
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That would be nice (and it's probably good timing since he doesn't have to deal with as many eejits complaining about updates for CO now that some forks have been pushed out).

vapid bluff
drifting epoch
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Oh, shit. I didn't even consider that. Awesome.

vapid bluff
vapid bluff
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Grmpf. This ingredient here:

"H": { "type": "item", "code": "game:hide-pelt-*", "name": "species", "quantity": 1, "tags": ["size-huge"] },

will also match this one:

"H": { "type": "item", "code": "game:hide-pelt-bear-*-complete", "name": "type", "tags": ["size-huge"], "returnedStack": { "type": "item", "code": "game:hide-pelt-bear-{type}-head" } },

Making the "return the head, too" recipe not working, as the other recipe is prefered...

alpine sphinx
vapid bluff
alpine sphinx
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Was this shared here intentionally?

vapid bluff
vapid bluff
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Tailor's Delight 2.2.1 is on the ModDB ๐ŸŽ‰

This minor releases fixes many bugs related to hide and pelt crafting, and tweaks a few things.
It also adds the ability to turn fish bones into bone needles, and adds down (plucked feathers) for other mods to use (like Wool & More soon).

The biggest change is that patching VS recipes is now enabled by default again, you can use ConfigLib to disable this.
(The actual patching of VS crafting recipes is still quite broken, tho, this will need some days to fix and will come hopefully in June)

Please enjoy https://mods.vintagestory.at/tailorsdelight#tab-files

Edit: Some bracelets are still "broken" (invisible) and the "patch clothing recipes" does not patch most of them. Also a lot of new "raw hide" recipces are not using pelt bundles as they should. Working on it!

rugged anchor
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Hello, i'm trying to do a compat file with my clothe mod ; for some reason all the recipe calling for twine don't work, even if the recipe is showing in the handbook :
i have other recipes not using twine (even in the same recipe file) but other TD items and they work. (joined one of my recipe file so you can take a look but i verified, compared with dressmaker recipes using twine and i don't see any errors ..)

If i remove the mod, I have this message :
18.5.2026 16:22:41 [Warning] Failed resolving crafting recipe ingredient with code tailorsdelight:twine-blue in Grid recipe 18.5.2026 16:22:41 [Error] Grid Recipe with output 'charlottesclothes:clothes-waist-waistscarf-blue' contains an ingredient that cannot be resolved: Item code tailorsdelight:twine-blue
but only for twine and not any other TD items in the recipes ? Also all base mod recipes works.
(no error showing in the logs if I put the mod back)

Wait I just tried a TD only recipe (4 twine + a stick to make cloth) and it didn't work either, removing my mod did nothing ๐Ÿค”

I'm at loss and maybe you have an idea about it ?
mods are : TD 2.2.1 and https://mods.vintagestory.at/charlottesclothes last version

vapid bluff
# rugged anchor Hello, i'm trying to do a compat file with my clothe mod ; for some reason all t...

Hm, I don't think I've ever used "dependsOn" with a recipe.
Usually, I'll just put the recipes under the following path, where they are then loaded only by VS when the other mod is present:

assets/yourmodidhere/compatibility/tailorsdelight/recipes/grid/mynewclothingrecipes.json

Here is an example: https://gitlab.com/codesmiths/vs_dressmakers/-/blob/main/assets/dressmakers/compatibility/wool/recipes/grid/clothing/dm_wool/class/face.json This makes this recipe only active if the mod with the ID wool is loaded.

rugged anchor
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Interesting, thank you
But I can't use twine even if the mod isn't there, I tried a TD only recipe and it was not working either ; I feel like it's a twine issue :(

vapid bluff
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I can experiment with it later and see if I can find out what is happening.

rugged anchor
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i cleared mod data, modconfig, cache & tried in a new world with only this mod installed, the problem stays

vapid bluff
rugged anchor
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... I never ever turned this option on but for some reason it was this time
Tried it again, and this recipe works, i'm so sorry ๐Ÿ˜ญ

But I tried to do one with my mod but it still doesn't works even if the recipe is showing in the handbook, and i really don't have any idea why now. Seems a me error but.. why it's only with recipe that include twine

rugged anchor
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and the recipe is in the same file as another recipe that works (recipe without twine)

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the recipe for this one is in the same file and everything works for example

vapid bluff
rugged anchor
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๐Ÿ™ I searched all day, it's so weird

vapid bluff
# rugged anchor ๐Ÿ™ I searched all day, it's so weird

I've found it: Needles are not a tool but a consumable item. Change:

"E": { "type": "item", "code": "tailorsdelight:needle-*", "isTool": true, "toolDurabilityCost": 1 }

to:

"E": { "type": "item", "code": "tailorsdelight:needle-*" }

and it works ๐Ÿ™‚

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Also, remember, whenever you have a -* in an ingredient, it should have a name:

"B": { type: "item", code: "tailorsdelight:buttons-*", "allowedVariants": [ "mixed", "horn", "shells" ] },

should be:

"B": { type: "item", code: "tailorsdelight:buttons-*", "name": "button", "allowedVariants": [ "mixed", "horn", "shells" ] },

(the name seems not to be important). it might work sometimes without, but often when things do not work, this is the issue for me.

rugged anchor
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Thanks for helping, I'll try it now!

rugged anchor
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aaand it works! coeur thank you

cursive timber
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anyone here reckon there could be any modellers who would be willing to redesign how the Liripipe looks? it genuinely disturbes me how wrong they got it.

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||[Ignore the elf ears, it's a possible second version one could make]||

Like it should look a lot more Hoodlike, the curled in front is only one of many ways to wear it but normally it's just a hood and yes they can stuff the tail part but for people who aren't familiar with medieval clothing, why give them the most outlandish representation of a Liripipe hood? Like even as I drew it here, it could still be a much flatter tail. I've worn liripipes, they're great and amazing hoodwear. And the VS model of the Liripipe hood does not do it justice.

wild scroll
vapid bluff
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Armor is getting reworked, and potentially all the armor recipes, too. This is one more reason why I don't want even to start working on "fixing patchig VS recipes to use TD items" anymore ๐Ÿ˜ถโ€๐ŸŒซ๏ธ

vapid bluff
cursive timber
cursive timber
vapid bluff
cursive timber
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I'm trying to form a little mod team for making mods for Vintage Story and at some point I want to get to having something that makes Tailor's Delight even more fun to use that makes it so:
There could be a table for when you're crafting out things using the ruler, sewing kit, needle etc

  • When by the table you'd ofcourse still get to craft out in bulk but your character would be doing an animation of performing the task atleast
  • Measuring out cloth
  • Cutting the Cloth
  • Folding them into a bundle
  • Sewing in some seams of fabric while you're crafting clothing.
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I hope to get to it at some point with help but it'd be mainly inspired from you on what you've done :D

wild scroll
vapid bluff
cursive timber
cursive timber
drifting epoch
cursive timber
drifting epoch
cursive timber
cursive timber
# vapid bluff Wow, that sounds great. I've no experience with coding and almost none with anim...

I did some brainstorming and drawing and am thinking on how I can continue drawing out the concept but I think I got an idea that could be the mod of all time for clothing to essentially unite all the clothing modders into one!

What if making clothes was literally designing them yourself!

  • You are met with base 3d models that are given the basic cloth or leather texture

  • You can pick between a bunch of different models

  • You can add on textures & patterns of different colours onto the clothing to make something unique

  • It can be a cooperative library to allow for more textures to be added.

  • A friend of mine said he'd be down to create a minigame around tailoring with using shears, sewing and using the ruler.

  • Got 2 friends already who wish to do excel sheets into temperature, durability and protection balancing

Tell me what you think of this idea and if I should work out the details and design more and try to reach out to other talented people to get a team together for this in addition to Tailor's delight. It could even be an update or add-on to Tailor's Delight.

wild scroll
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Ideas are cheap~ if you don't have the experience to lead the brunt of the coding yourself then few people will be interested in working on your idea for you. Better to have something to show and then talk to people about making a working group.

glad isle
drifting epoch
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Sorry for the suspense, my internet was out for a couple days.

fluid saffron
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Hi again @vapid bluff , different mod to post on this time!

I think you have an error in your Sturdy Leather recipe? You can dupe Sturdy Leather by having the Clothier Trait + turning Sturdy Leather into a Sturdy Leather Bundle, then back.

#

Use 2 Leather to make Bundle with stick, ruler and knife

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Turn Bundle back into 3 sturdy leather with scisors and ruler

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Then repeat

vapid bluff
fluid saffron
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o7

vapid bluff
vapid bluff
# fluid saffron o7

I've released TD 2.2.2 - this fixes the Sturdy Leather recipe bug, and two more problems (one recipe clash, and the bracelets no longer needing to be patched).

Please enjoy! ๐Ÿงต ๐Ÿชก ๐Ÿ‘•

tropic kraken
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hello guys!
how can I make a nadyian leather? there is either some compatability issue or I am missing something?
when testing only tailor delight + ee I am able to craft. but when adding ton of other mod something stop working. any suggestions?

vapid bluff
tropic kraken
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it is 94 of them

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๐Ÿฅฒ

tropic kraken
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@vapid bluff ok, I found it. The Expanded Foods causes the troubles.
Though it appears I was running dev8 version. in dev 9 all works find ๐Ÿ™‚

tawdry mural
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@vapid bluff Hello I found a bug related to this mod. When ever I have this installed it makes some apparel items icon disappear.

foggy ridge
vapid bluff
glad isle
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this is a transform issue probably

vapid bluff
wide pond
vapid bluff
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My other hypothess is, he sells fake buttons, and buys real ones but can't tell the difference by himself.

high mason
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Is there a wiki or something I can read instead of doing everything through the handbook? (Reply to me. I don't want to miss the reply!)

lunar ingot
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Essentially the handbook is an in-game wiki, isnโ€™t it?

vapid bluff
wanton sable
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hello, quick question, im using immersive fibercraft and the spindle that tailors delight provides is still craftable and useable. is it supposed to be craftable? Do I need to turn the recipe off?

vapid bluff
worldly thunder
wanton sable
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ah i see, i have class recipeies disabled. thanks for the info!

next portal
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Tels I have an idea:
Fรผr clothing that uses raw fleece

vapid bluff
next portal
vapid bluff
# next portal Can't be worse than rawhide clothing

True point. What clothing did you have in mind?

Sidenote: TD doesn't actually add clothing (and only a few things like tablecloth for historic reasons, mainly), it aims to be a library mod used by other mods and not changing the base game too much. Whatever I add or remove or change, there will be ppl complaining that it makes the game "too hard", "too easy", or they might misinterpret other mods and then blame my mod for things like "I can no longer craft fiber and now I can't craft an updated bow" (which is...not even in TD at all...).

So, whatever ideas we hash out here, I'll have to think into which mod to pack them. Maybe Wool & More, since the fleece is not from TD, anyway.

next portal
vapid bluff
next portal
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Sounds really good

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I was thinking of producing a cute little patch to mordant cloth with lye/wood ash solution from existing mods, since it seems to be and old practice to adhere dyes to linen, maybe I could make it compatible with W&M?

vapid bluff
next portal
vapid bluff
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The item is called em:item-causticsodaportion - I can add this easy to V&A - thank you for the idea ๐Ÿ™‚

next portal
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Glad to help with any ideas!

vapid bluff
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Soaking hides with lye is already in EMยฒ (I know its a bit wierd that some things are already in EM, which should just be a library mod, but then, ppl complain that they have so many unusable items and need to install other mods for it ๐Ÿ˜…
But since soda lye is mainly enabled by V&A, I will add the "mordanted cloth" recipes there. Should be easy famous last words

next portal
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Fair enough, haha

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I'll still grab plain potash process, soap and lye, ancient tools and what not to mordant linen since the alkaline water is able to dissolve natural waxes on the linen fibers

vapid bluff
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@signal holly Are you still working on the air ship mod?

signal holly
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yes why

vapid bluff
# signal holly yes why

We wanted to try it on our server ๐Ÿ™‚ And I'm almost there to add "sturdy cloth" to Tailor's Delight ๐Ÿ™‚

signal holly
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almost there?

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what do you mean

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Didn't we have an extensive conversation about this some time ago?

vapid bluff
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I'll tell you more after my play session today.

signal holly
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i'm confused, i don't know what part do i have to play in this? do you need me to make something? or simply give you my reaction to something?

vapid bluff
signal holly
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PepeBlush โ”โ”

vapid bluff
signal holly
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yes

vapid bluff
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The tier 2 one looks fantastic and the animations are great! ๐Ÿฅฐ
(We only tried it from creative to see how much space it needs and yeah, it needs lots more than our tower top has ๐Ÿ˜„

iron talon
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will it get aldis classes compact?

vapid bluff
# iron talon will it get aldis classes compact?

I don't know what this means? Is this a mod and do you want compatibility for it?
If so, I'm unfortunately out of time and resources to do so, please ask the author of the other mod to do compatibility with Tailor's Delight.

iron talon
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Might just make compact myself lol

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It adds a few classes. One being a clothier class idk if it's in vanilla lol I sent that as I woke up lol

proud drum
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@vapid bluff Is thread recipe broken?

vapid bluff
proud drum
#

Yeah wool cloth- just trying to make thread from wool, can't figure out how

vapid bluff
proud drum
#

oh