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Obsolete some of the now-useless tailoring fluff, fix up rag and felt patch crafting #859

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merged 2 commits into from Sep 9, 2021

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chaosvolt
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@chaosvolt chaosvolt commented Sep 6, 2021

Summary

SUMMARY: Balance "Start obsoleting and cleaning up unused parts of the tailoring overhaul"

Purpose of change

As a follow-up to the PR that removed the weird barely-started tailoring overhaul, this PR aims to replace spawns and remaining recipe usage of the now-useless tailoring items with sensible equivalents, and fixing up some of the bits that're being kept.

I initially sought out to make frame looms useful so they could stay, but the only real option was faster rag weaving, which is minor as the time involved is very low.

Describe the solution

  1. Obsoleted frame loom, shed stick, and their recipes.
  2. Obsoleted the recipes for waving a knife at tiny sheets of cotton and neoprene sheets to somehow magic them into rags and neoprene pieces.
  3. Removed spawns of unused tiny sheets of cloth, replacing them with proper equivalents where needed.
  4. Removed several unused tailoring crafting requirements. plastic_molding, tailoring_cotton_knitting, and tailoring_wool_knitting will be used for standardizing recipes later on so I kept those.
  5. Removed spawns of SUS_tailoring_fasteners as they only spawn pointless bits like buttons.
  6. Per suggestion, restored felt patches being craftable via knitting, which had at some point been removed. Also implemented the tailoring_cotton_knitting and tailoring_wool_knitting requirements for both that and for knitting rags.
  7. With tailoring_cotton_knitting changed to allow using plant fiber in addition to thread, rags go from allowing all four types of thread to allowing cotton or plant fiber. Retaining plant fiber is especially important to avoid innawoods runs being softlocked by inability to craft a rag, but sinew should rarely be common enough for rags made of meat to be essential.

Describe alternatives you've considered

  1. Adding migration of the actual items now instead of letting them vibe in limbo.
  2. Removing buttons and awls now since they also seem to lack any real usage. This was already getting to be a fair bit of stuff to tweak as it is.

Testing

  1. Checked affected files for lint and syntax errors.
  2. Compile and load-tested since it's a fair bit of misc. JSON to port over to a test build.

Additional context

Follows up from this PR: #810

Unrelated but relevant, on looking through this, there seem to be a FUCKTON of knitting-related recipes for wool items that were obsoleted. Implemented the suggestion of re-adding knitted felt patches as there doesn't seem to be any reason to disallow it, adding knitted recipes for various small wool items might be useful for the future.

@mkikt4743
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Awls I believe can repair kevlar but I think it's the steel awl. By the time you are repairing kevlar, you usually have gotten past the wooden needle.

@chaosvolt
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I'll have to check what awls are used for before any changes to them ensue, yeah.

@Coolthulhu
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Rag crafting probably shouldn't use "filament", but rather specifically cotton. Cutting cotton clothing will transmute the results into cotton rags, discarding actual materials.
I wouldn't say adding rag sewing function to looms is good enough to have them. How often does anyone sew rags?

If loom/sewing machine/whatever was expensive enough, it could be a requirement in high level sewing recipes. But as long as it is caveman tier technology like sticks and dry grass, it has no real reason to exist.

I was gonna add weaving felt patches with a loom too, but for some reason we can't make felt patches at all anymore, despite very few wool items allowing you to knit anymore. The hell?

You could add a recipe then. Felt patches are easy to get, but I don't see a reason not to have the transformation go the other way. Except maybe if filthy wool somehow un-filthies this way - filthiness will be going away, but it's not gone yet.

@chaosvolt
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Rag crafting probably shouldn't use "filament", but rather specifically cotton. Cutting cotton clothing will transmute the results into cotton rags, discarding actual materials.

I recall it used to be limited to every thread type but yarn, then I think might've been restricted to either only thread, or only thread and plant fiber.

If loom/sewing machine/whatever was expensive enough, it could be a requirement in high level sewing recipes. But as long as it is caveman tier technology like sticks and dry grass, it has no real reason to exist.

I can't think of any other real uses for looms, so I can go ahead and just obsolete them then. Crafting time for rags is pretty fast anyway.

You could add a recipe then. Felt patches are easy to get, but I don't see a reason not to have the transformation go the other way. Except maybe if filthy wool somehow un-filthies this way - filthiness will be going away, but it's not gone yet.

If it does then filthy thread would become a filthy rag, if I recall. So I'll go ahead and add that while I'm at it.

@chaosvolt chaosvolt changed the title Make frame looms useful, obsolete more useless tailoring fluff Obsolete some of the now-useless tailoring fluff, fix up rag and felt patch crafting Sep 7, 2021
@Coolthulhu Coolthulhu self-assigned this Sep 9, 2021
@Coolthulhu Coolthulhu merged commit a5c5bd8 into cataclysmbnteam:upload Sep 9, 2021
@chaosvolt chaosvolt deleted the looms-go-nyoom branch September 9, 2021 16:58
@olanti-p olanti-p mentioned this pull request Sep 26, 2023
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3 participants