#Tailor's Delight
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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
"That ones will be simple. Just... checkered." - spoiler: they wasn't simple at all.. But leaving as inspiration for future work witch Checkered Cloth
You're killing these beds man
Rafael right now
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
And I'm putting it in a cooking pot on a fire feed with aged fire wood
I'll try it. somebody else also said another cooking recipe is broken - maybe it's a VS bug. it definitely worked in VS 1.21.
Please post a screenshot of your cooking pot and if you are on 1.21 or 1.22.
Yeah, I tried cooking a few things and it's broken ๐
I am on 1.22.2 I will send a screen shot in a sec
here the picture
tried it with just your mod and dependencies to ensure it was not a mod conflict
I've got and confirmed a similiar problem with soda - it no longer works ๐ตโ๐ซ My mod being a content mod, there is little I can do, it seems 1.22.2 (or maybe earlier?) broke something.
I have noticed that the cooking pot maxes out at 200 C could that be the issue or has it always done that?
I think it did always that. AFAIK it is not even possible for any cooking recipe to set a different temperature (I'd love to set higher ones for some special recipes).
ah was not sure
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?
Oh, interesting. I didn't even know about the tusks (haven't really played 1.22 yet). I'm not sure if teeth should be treated as horn, or bone, or just be ignored in crafting. Couldn't find much info online (except a lot of AI generated slop)
They don't have a handbook entry nor are they localized, so they seem a bit underbaked as a feature tbh
Guess I'd follow what VS does. Does it treat them as bones for bonemeal, or horns for antler-display. Even if they don't have a use, this won't be the end of the world.
They don't seem to have a bonemeal recipe, and I assume they can be displayed? But I haven't tested that
They'd make for a good stitching awl (?
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
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
Either way, I guess it's technically Butchery compat?
Yeah. And making awls from them would also be an idea @foggy ridge They might have better durability, although I then need to make another variant (not a big deal, tho).
Need a better shape and better texturing, but getting there.
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.
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.
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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).
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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).
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.
Also " vanilla's pelt>leather " - I thought it is impossible to convert pelts in VS to leather. Do you mean hides?
Sorry, hide>leather. I'm currently running 1.21.
As far as I'm aware different bear species have always yielded different amounts.
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".
Yeah, I probably overlooked this. Also, in 1.22 there are now tags on hides (huge, small etc.) and I've converted some of my recipes to this system but not all of them.
BTW, if I fix this, it probably will be a 1.22 only thing - it's kinda hart for me to do a 1.21 backport release. I'll see what I can come up with. Thank you for bringing this to my attention!
No worries. I'm just hanging out in 1.21 until most of my mods update.
Could you please explain to me how you come to this formula here:
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).
Because I don't quite see how this happens. AFAIK my recipe also produces 5 lether from a huge hide?
Welcome to the club ๐
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.
Well, I didn't want to change the vanilla ratios - if mine are off, I'd need to fix this.
I'll have a long and hard think about this. But not on a lazy sunday ๐
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)
Btw, a bit of min-maxing is intended with TD - after all, Tailor's are superior to all classes and deserve a bonus ๐
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.
Yep, this was my intention. Tho, a bit of "I get more due to conversion" is often not free in VS, you loose time (your biggest enemy when you prepare for winter) and tool durability. To be fair tho, the durability lost is often negligible.
And could you please give me an example on how the "1 huge hide => 9 leather" can happen in TD?
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.
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.
Wait... no....
I'm already regretting putting in the "convert bundles back to hides" feature. Really should make this default to off and then have a config for it.
It was only put in a a stop-gap for recipes from other mods that absolutely need small hide/pelts etc and for people who converted all their pelts to hide bundles. Seems it was a mistake.
It's in your recipes for finished products you treat bundles as mediums.
I didn't check, would you still have a bundle>leather recipe?
Because that would have the same issues.
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" }
},
- 2 leather => 1 leather bundle
- 1 leather bundle => 1 leather (normies) or 2 leather (clothier)
@drifting epoch Let's make a thread
Which apparently we can't make a thread? ๐
Lol, I was just trying to figure out how to do that and nothing was showing up.
Any luck?
no, sorry ๐
Womp womp, should we just continue here?
yes, let's do it.
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 ๐
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.
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.
Definitely. Also me noticing that non-tailors get only 50% out of leather bundles is a bit harsh. Thank you ๐
Honestly didn't even realize that was a feature (I've been playing with class recipes off).
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.
I think I will just make the "convert bundles back to hides" an optional feature and disable it by default. It seems to bring more confusion and questions than solutions. (And then ppl will complain that their huge collection of hide bundles can't be used to craft "item X from mod Y because it requires small pelts not hide bundles" le sigh
I tend to agree... at the very least, back conversion should always be a net loss to prevent cheese.
Well, or at least an 1:1 ratio. Because you loose durability, too.
But with the prime-number-ratios VS choose, this is rather hard without writing dozens of custom recipes.
Exactly, drives me up the fracken wall they did that.
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?
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 ๐คฆโโ๏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 ๐คฆโโ๏ธ
it is what it is, tho, and I'll spend another couple hours fixing problems I didn't cause ๐ฉ
thank you for your input, it was productive ๐
I could see that from either angle tbh. I'm glad it was helpful ๐
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.
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.
no, feel free. I might even steal your fixes for my mod ๐
I've got a whole overflow continent already...
Lol. Alright, be well.
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.
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.
Could ask Maltiez to add such a feature into configlib (if it isn't in it already).
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).
Done it #1184613006055854121 message
Oh, shit. I didn't even consider that. Awesome.
Somebody over there answered that it is already possible in vanilla patches ๐ Something like:
"condition": { "when": "loreContent", "isValue": "false" },
or
"condition": { "when": "classExclusiveRecipes", "isValue": "false" },
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...
Since forum posts are technically threads, creating a thread within a forum post is not possible. Recursion or something
Only if you know recursion, you know recursion ๐
Was this shared here intentionally?
no, sry.
Tailor's Delight 2.2.1 is on the ModDB ๐
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!
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 ๐ค
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
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.
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 :(
Oh. that is indeed strange. Have you tried clearing the mod cache of VS?
I can experiment with it later and see if I can find out what is happening.
i cleared mod data, modconfig, cache & tried in a new world with only this mod installed, the problem stays
This recipe requires that you are a tailor - are you a tailor or have "class exclusives recipes" turned of for this world?
... 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 ๐ญ
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
Do you have an example?
and the recipe is in the same file as another recipe that works (recipe without twine)
the recipe for this one is in the same file and everything works for example
It's not just you, can replicate it here by sneaking in a recipe into TD for testing. I'll investigate ๐ฎ Need to think why this could even happen.
๐ 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 ๐
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.
Thanks for helping, I'll try it now!
aaand it works!
thank you
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.
||[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.
๐ค I have little modelling experience so I probably can't help much but I'm not quite seeing your vision. Could you maybe take a screenshot of the item in game and then do a redline/draw over how you'd like the shape to change? Are there any existing items that better match the shape you want as a point of comparison?
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 ๐ถโ๐ซ๏ธ
Sry, I can't you help with modeling ๐
Sure thing! give me a moment I'll get to it (I'm a bit sick)
would you prefer I take convo about the hood to dm with @wild scroll as to not crowd this forum? :x
Nah, it's fine. Unless you thing its cluttering it. We can't have threads in here unfortuately.
I'll dm them if their dm's are open for it. But btw I must say thank you for making Tailor's Delight. you are a paragon of saints in my book in this community for simply making it.
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.
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
Ya dms are fine but it's midnight now so it'll be a while before I reply 
Wow, that sounds great. I've no experience with coding and almost none with animation in VS, so I probably can't help much. But the authors of Immersive Fibercraft have a working loom, so maybe they have some plans, too!
I was thinking of contacting them on that actually!
That sounds so cool!
thank you :D it's just an idea though.
Of course, but still. There should really be a framework/lib for building out-of-grid crafting systems.
you reckon there is anyone working on that currently? I know I still gotta look through and do research into animation frameworks for enabling new things like an improved movement system etc.
No idea. Haven't heard anyone mention it if they are. I know KDLynch is working on a different non-grid crafting project right now. Also, In Dappled Groves did a lot with crafting animations.
So KDLynch is on this discord correct?
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.
I don't know what your modding experience is but make sure to start off small. I mean tiny. Aim for the minimum viable product first and only then worry about how to expand upon it.
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.
i've found that dependsOn is great for the inverse condition- loading a patch or recipe if a mod isn't present, more so than if it is
Yes.
Sorry for the suspense, my internet was out for a couple days.
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
Turn Bundle back into 3 sturdy leather with scisors and ruler
Then repeat
uff. at least it costs you sticks and durability ๐ฑ Will fix soon. Thank you for the report!
o7
I meant I've used dependsOn with patches, but never with recipes so far. Didn't know it works for that, that could simplify things (instead of having a recipe and a few patches, you could just have 2 recieps)
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! ๐งต ๐ชก ๐
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?
Seems another mod is interfering with the recipe. Impossible to say which one until we know your full mod list and mod versions and try them to see which one it is. Have you tried removing mods to find out what causes it?
@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 ๐
@vapid bluff Hello I found a bug related to this mod. When ever I have this installed it makes some apparel items icon disappear.
Can you send the main debug log this way?
Thanx for the report, I've already fixed it locally, but had not yet a chance to release this. It's just a visual bug tho.
this is a transform issue probably
Yep, TD patched a few values in, that are now obselete with 1.22
๐ค
You found the one trader who is not very smart, but very broke ๐
My other hypothess is, he sells fake buttons, and buys real ones but can't tell the difference by himself.
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!)
No, sorry, there is no wiki.
Essentially the handbook is an in-game wiki, isnโt it?
Well, yeah. VS has a handbook that shows you (almost ) all items and blocks and how to craft them, what you can craft with them and usually some more info what they are for and sometimes some lore bits (light blue text).
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?
@worldly thunder You can answer this better than me ๐
Yes, I intentionally left it in as a bonus for players who are the tailor class to use as a time saver if they wanted.
ah i see, i have class recipeies disabled. thanks for the info!
Tels I have an idea:
Fรผr clothing that uses raw fleece
eeek ๐ฑ Do you know how that stinks? ๐
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.
You're right, very much right.
I think it would be more fitting for dressmakers and W&M.
Maybe something like a sheephide poncho that keeps you well covered and warm during winter
I've also had the idea to use feathers ("down" as it is now in TD) for filled clothings. Raw fleece could also be an option for more crude and primitive clothings, then. Like a "Shepherds winter coat" which is filled with fleece, and a "Fine wintercoat" which is filled with down instead, and they both have different warmth values.
Sounds really good
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?
Well, there is already lye/ash in EMยฒ - it is just disabled until you install Valley of Ashes
I think it would perfectly into it, no idea why I didn't think of it ๐ง = ๐ฅฆ ๐
Yeah! I will take every lye/ash/potash mod that exists and combine it to both: soak hides and mordant cloth
The item is called em:item-causticsodaportion - I can add this easy to V&A - thank you for the idea ๐
Glad to help with any ideas!
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 ๐
But since soda lye is mainly enabled by V&A, I will add the "mordanted cloth" recipes there. Should be easy famous last words
Fair enough, haha
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
@signal holly Are you still working on the air ship mod?
yes why
We wanted to try it on our server ๐ And I'm almost there to add "sturdy cloth" to Tailor's Delight ๐
almost there?
what do you mean
Didn't we have an extensive conversation about this some time ago?
Yes, we had, but I've done some texturing work and decided how it should look/work.
I'll tell you more after my play session today.
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?
I just wanted to know if the Airship mod is still live and A) I can add compatibility and B) we use it on our server ๐
You don't have to do anything.
โโ
Do you have any plans for the mod? Other ships? Smaller ones? Bigger ones? More colors? ๐
yes
The tier 2 one looks fantastic and the animations are great! ๐ฅฐ
(We only tried it from creative to see how much space it needs and yeah, it needs lots more than our tower top has ๐
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.
Might just make compact myself lol
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
@vapid bluff Is thread recipe broken?
Are you trying wool cloth instead of normal cloth? It does not work with wool, otherwise you could convert wool to flax.
Yeah wool cloth- just trying to make thread from wool, can't figure out how
"thread" can only be made from linen cloth - you can make wool twine (it's called twine, not thread).
oh