Ludeon Forums

RimWorld => Mods => Releases => Topic started by: Fisty on April 10, 2016, 11:13:14 PM

Title: [B19] Area Rugs
Post by: Fisty on April 10, 2016, 11:13:14 PM
files for Alpha 12 to Beta 18 on Nexus and Beta 18 on Steam Workshop

Change log version 1.05, 25 November 2017
-Updated to B18.


Change log version 1.05, 16 July 2017
-Added 15 more colors for a total of 25 now.
-This will not break your saves, you will however need to go into your stockpile(s) and checkmark the new colors.


Change log version 1.04, 27 May 2017
-Fixed crafting tables being built instantaneously and made them movable.
-Updated to A17.


Change log version 1.04, 7 January 2017
-Fixed not being able to sell rugs.


Change log version 1.04, 4 January 2017
-Fixed dyed cloth weight for caravans.


Change log version 1.04, 27 December 2016
-Added versions 15 and 16.
-New versions include one more large rectangle rug and the ability to bleach cloth (for those using recycling mods or if you make too much.)
-Known issue - bleached cloth sprites stay colored until stacked with other cloth, doesn't adversely effect usage, just appearance.


Change log version 1.02, 2 May 2016
-Removed requirement of tailoring (crafting) skill to make rugs, now it only requires artistic. Dying cloth still requires crafting.
-Fixed the work amount values, each tile the rug covers now requires 10 work so the largest (7x7) rug now takes about 1.25 time the amount of work as a small sculpture.
-This minor update should not break your saves.


Change log version 1.03, 4 May 2016
-Fixed work amount values for dying the cloth, it is now 10 work instead of 2.
-Fixed incorrect material cost for 1x1 round and 3x4 rectangle rugs.
-This minor update should not break your saves.


Change log version 1.04, 21 July 2016
-Updated to Alpha 14.
-Added to Steam Workshop


This mod adds 29 different area rug models to the game from tiny 1x1 doormats to huge 7x7 room filling monstrosities.  They come in circle, square, rectangle, and also one wide runners for hallways.

There are two new crafting benches: the dye barrel that takes default cloth and changes its color, and the rug crafting table that takes that colored cloth (or regular cloth, devilstrand, hyperweave, or wools) and makes them into the rugs.

A cool side effect of this mod is that the new colors of cloth can be used to craft regular clothing so now you don't have to be content with everyone wearing light grey, if you want your colony to wear all purple you can do that!  Visitors and raiders will also show up in the newly colored clothing and you'll be able to buy it from traders.

Now the rugs..  they use artistic ability and have a quality rating, the higher the quality the more beauty it has.  The larger the rug the more beauty it has. (I didn't want to punish people for wanting to use one big rug instead of 6 little ones in a room)  They can be picked up and put back down and sold to traders if desired.  It is possible to get some >very< pretty rugs if you have a colonist with high artistic skill, and you can have a very beautiful base.. but keep in mind that the value of the rug will also be high and you will pay for all that beauty in more dangerous raids.

Compatibility: I can't see why it would conflict with anything at all.  Mods that add crafted things from default cloth >should< also include the the colored cloth, you might have to have this mod first in your load order - this has not been tested though.

Known issues: You can place the rugs under walls or even stack them on top of each other.  I'm just happy they sit nicely under furniture so not worrying about this. Bleached cloth sprites stay colored until stacked with other cloth, doesn't adversely effect usage, just appearance.

This is my first published mod since way back in the EQ1 days, and my first RimWorld mod, please be gentle.  =)

All graphics and some coding by Fisty (AElflaed), extra coding and testing by Darc Clan.

This mod MAY be included in mod packs, altered or unaltered, please give us (Fisty and Darc) credit somewhere if you do so.
(It's just begging to be worked in with Superior Crafting and mods that add more plants to actually make the dyes)

DOWNLOAD:
adfly if you want to be nice: http://adf.ly/1ZIrs2

or straight to the Nexus: http://www.nexusmods.com/rimworld/mods/112

Alpha 14 on the Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=728604134
Alpha 16 on the Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=827346960
Beta 18 on the Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=934235098

(https://www.paypalobjects.com/en_US/i/btn/btn_donate_LG.gif) (https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=E3APZW3NLHNMN)



[attachment deleted by admin: too old]
Title: Re: [A12] Area Rugs
Post by: Fluffy (l2032) on April 11, 2016, 03:40:30 AM
Nice! Now get em to A13 :P
Title: Re: [A12] Area Rugs
Post by: skyarkhangel on April 11, 2016, 04:54:57 AM
Agree. Awesome artist skills and good ideas :)
Title: Re: [A12] Area Rugs
Post by: BLITZER on April 11, 2016, 05:30:03 AM
Damn.Them rugs
Title: Re: [A12] Area Rugs
Post by: Fisty on April 11, 2016, 02:53:35 PM
Thanks guys, going to go poke at it in A13 now and see if it breaks.

I forgot to mention in the original post, it gets unlocked when you research carpet flooring.
And I'm sorry about having to add more crafting benches, I really didn't want to.. originally I put them in an architecture tab but with 10 colors of 29 rugs it would take up 3/4 of your screen when opened.  And this way you can make them out of the other textiles as well, not just the 10 new colors of cotton, and the new colors of cloth can be made into clothes.. so all in all it was a good solution I think, I made the tables small so they can be stuck in little places the normal big and huge ones can't.
Title: Re: [A12] Area Rugs
Post by: Alistaire on April 11, 2016, 03:17:10 PM
You can add all to the architecture tab and set their recipes to use:

    <costStuffCount>5</costStuffCount>
    <stuffCategories>
      <li>Fabric</li>
    </stuffCategories>


.. which adds a dropdown-like menu (as with furniture etc. created from the architect menu) containing everything in stuffCategory Fabric (which includes your dyed cloth). You do not have to use:

  <ThingDef ParentName="CarpetBase">
    <defName>RedCarpet1203x7254Rectangle</defName>
    <costList>
      <RedCloth>5</RedCloth>
    </costList>

  <ThingDef ParentName="CarpetBase">
    <defName>BlueCarpet1203x7254Rectangle</defName>
    <costList>
      <BlueCloth>5</BlueCloth>
    </costList>


.. to allow the functionality offered by the carpet crafting table.
Title: Re: [A12/13] Area Rugs
Post by: Fisty on April 11, 2016, 06:20:59 PM
Updated to A13!   ;D
(Darc is awesome) <3
Title: Re: [A12/13] Area Rugs
Post by: 1000101 on April 11, 2016, 06:45:25 PM
Ermagawd!  Why didn't I see this for A12???
Title: Re: [A12/13] Area Rugs
Post by: dismar on April 11, 2016, 06:56:27 PM
OMG!
Title: Re: [A12/13] Area Rugs
Post by: Kemsyth on April 14, 2016, 06:16:14 AM
no grey cloths anymore <3
Title: Re: [A12/13] Area Rugs
Post by: Fisty on April 14, 2016, 07:35:00 AM
Quote from: Kemsyth on April 14, 2016, 06:16:14 AM
no grey cloths anymore <3

The grey is still there if you want it.   :D
Title: Re: [A12] Area Rugs
Post by: Andy_Dandy on April 15, 2016, 12:36:50 PM
Quote from: Fisty on April 11, 2016, 02:53:35 PM
Thanks guys, going to go poke at it in A13 now and see if it breaks.

I forgot to mention in the original post, it gets unlocked when you research carpet flooring.
And I'm sorry about having to add more crafting benches, I really didn't want to.. originally I put them in an architecture tab but with 10 colors of 29 rugs it would take up 3/4 of your screen when opened.  And this way you can make them out of the other textiles as well, not just the 10 new colors of cotton, and the new colors of cloth can be made into clothes.. so all in all it was a good solution I think, I made the tables small so they can be stuck in little places the normal big and huge ones can't.

I'd rather say thanks for making more crafting benches, I like making more specialized crafting rooms, and i hate a too cluttered UI. Bu that said, the work amounts needed are laughable. Please make it take a looooooong time making a carpet like these.
Title: Re: [A12/13] Area Rugs
Post by: panggul_mas on April 27, 2016, 06:12:43 PM
Really fantastic. The rugs are great, but the cloth dying is a game changer in itself. Any interest in making a stand-alone dye vat mod?
Title: Re: [A12/13] Area Rugs
Post by: Raccoon on April 27, 2016, 06:17:42 PM
I will make a RUG Factory! Love it.
Title: Re: [A12/13] Area Rugs
Post by: StorymasterQ on April 28, 2016, 02:46:39 AM
WILL THERE BE CURTAINS BECAUSE I LIKE TO HAVE CARPETS THAT MATCH THE DRAPES!

I'll stop.

How can we have curtains... There aren't even windows.
Title: Re: [A12/13] Area Rugs
Post by: Luroshard on April 28, 2016, 02:59:23 AM
Rebecca, get out of bed, there's a mecha raid! Omega, get out of bed there's a mecha raid! Brandt, get out of bed, there's a mecha raid!

They all pull out their guns, button up their stylish red parkas, run across the smooth cyan rug, into the cold world.

They may have all perished, but their swag remains in the rugs they laid.
Title: Re: [A12/13] Area Rugs
Post by: Fisty on April 30, 2016, 05:19:13 PM
<3 <3
Title: Re: [A12/13] Area Rugs
Post by: qurffe on May 02, 2016, 06:13:13 AM
I have noticed minor problem with this mod, dunno if it is intentional or not, is that colonist need to be able to do both art and craft to use the rug making table, so my colonist that has high art but is incapable of crafting cannot work it (but she can make statues), making it useless as she is only art person i have (other colonists make rugs that gives minus beauty). :(
Title: Re: [A12/13] Area Rugs
Post by: Fisty on May 02, 2016, 01:29:53 PM
No, definitely not intentional.. having Darc look at it.
Title: Re: [A12/13] Area Rugs
Post by: panggul_mas on May 02, 2016, 02:07:21 PM
Does this mod offer any practical/strategic gains over vanilla?

eg. can you mass construct and sell rugs for good return, or do dyed cloth clothing sell for a premium? Also, do area rugs give better beauty than
vanilla carpet?

I know its an arbitrary distinction for some people, but I like to group the mods I use into purely cosmetic and mechanic-altering.

thanks! fantastic looking mod btw~

Title: Re: [A12/13] Area Rugs
Post by: qurffe on May 02, 2016, 02:27:16 PM
Quote from: Fisty on May 02, 2016, 01:29:53 PM
No, definitely not intentional.. having Darc look at it.

I might have kind of figured it myself. What i came up with was that in file Defs/WorkGiverDefs/LD-WorkTables.xml you can change WorkType of Rug table to Art instead of Tailoring and that should be all? didnt really test it as i had no time just checked if the person who cant do crafting could use the table.
Title: Re: [A12/13] Area Rugs
Post by: Fisty on May 02, 2016, 03:36:10 PM
Issue with tailoring skill being required has been fixed, also fixed the work amounts so they are more realistic (I had figured out what I wanted the work amounts to be early on but didn't realize the number had to be multiplied by 60 in the code to be correct in game.)  New files on the Nexus http://www.nexusmods.com/rimworld/mods/112/

Quote from: panggul_mas on May 02, 2016, 02:07:21 PM
Does this mod offer any practical/strategic gains over vanilla?

The colored cloth actually sells for a bit less than default cloth, no idea why but no money to be made there.  The rugs themselves offer beauty and can be sold, so basically they're like sculptures that you can put under furniture.  If you consider that cheaty or balance breaking since cloth is not a finite resource like stone is up to you.  The higher your artist's skill is the better quality rugs they will generally create and the higher the value/beauty, just like sculptures.  The balance comes in the same way it works with vanilla sculptures.. more pretty rugs around your base or more silver from selling them will mean bigger/harder raids.  So your first freeby colonist join may have 10 artist skill and you can spam rug making but you will be slammed with raiders if you do it too soon.

Edit: to answer the carpet flooring question directly - yes, because you can make the floor of a room carpet for the beauty it offers and then also put an area rug on top of it.
Title: Re: [A12/13] Area Rugs
Post by: reiia on May 04, 2016, 02:39:14 AM
Dunno if anyone mentioned this, but if you break it down, it gives you more materials than what it takes to make.... Noticed this when i sat on 8000 red fabrics trying to get masterworked stuff.  Not to mention it takes like 1 second to craft.  Is this intended? :P
Title: Re: [A12/13] Area Rugs
Post by: Fisty on May 04, 2016, 03:58:16 AM
It should be a 1 to 1 conversion of default cloth into colored cloth..  and forgot to fix the work amount needed on the colored cloth when we fixed it for the rugs.

I'll poke at it tomorrow, sorry about that.
Title: Re: [A12/13] Area Rugs
Post by: reiia on May 04, 2016, 12:28:07 PM
Im def. getting more of the colored cloth from breaking down the rugs than it takes to make!  Sitting on 10000 pure white cloths now. lol
Say.. Make a 4x7 rug of any color.  When it is in your stockpile, break it down, and you will have more XYZ of that color cloth than what you started.  Set workbench to forever, and keep breaking it down until you get the quality you want.
Title: Re: [A12/13] Area Rugs
Post by: Fisty on May 04, 2016, 05:40:58 PM
Okay, finally figured out what you meant.  So I tested on a 5x5 rug.. should get 250 back when deconstructed but it gives 281 instead...  all qualities and all colors.
We have no idea why it's happening, give us a bit to track it down.. if anything it should give like 125 in that case, there should be a penalty for recycling to get the best quality like that.
Title: Re: [A12/13] Area Rugs
Post by: Fisty on May 04, 2016, 05:47:45 PM
er scratch that, I was reading the work amount by accident.

So 5x5 rug takes 375 cloth and gives 281 back.
Title: Re: [A12/13] Area Rugs
Post by: Fisty on May 04, 2016, 06:30:21 PM
Okay, went through and tested every rug in the mod, they all give back about 75% of their original material cost when deconstructed.
(I tested the A13 version, if you're using A12 let me know.. they should work the same but who knows.)

Edit- quick check on A12, works the same, 75% return.
Title: Re: [A12/13] Area Rugs
Post by: Fisty on May 04, 2016, 06:50:35 PM
Files updated on Nexus, minor fixes, change log in 1st post.
I'll stop spamming the thread now.
Title: Re: [A14] Area Rugs (also A12 & A13)
Post by: Fisty on July 21, 2016, 04:52:04 AM
Updated for Alpha 14, also added to Steam Workshop.
Title: Re: [A14] Area Rugs (also A12 & A13)
Post by: Fisty on July 21, 2016, 12:38:14 PM
Trying to get a thumbnail image to display on the workshop..  if anyone knows how to do this for an existing mod please let me know.  Google hath failed me.
Title: Re: [A14] Area Rugs (also A12 & A13)
Post by: dismar on July 25, 2016, 08:53:22 PM
Quote from: Fisty on July 21, 2016, 12:38:14 PM
Trying to get a thumbnail image to display on the workshop..  if anyone knows how to do this for an existing mod please let me know.  Google hath failed me.

just make a preview.png in the About folder. update your mod. should be there.

Title: Re: [A14] Area Rugs (also A12 & A13)
Post by: Fisty on July 25, 2016, 09:21:22 PM
I had Preview.jpg not preview.png.   Now to figure out how to updated it..   ^.-

Edit - Yay, that worked.  Thanks a bunch!!
Title: Re: [A14] Area Rugs (also A12 & A13)
Post by: dismar on July 25, 2016, 09:35:09 PM
Quote from: Fisty on July 25, 2016, 09:21:22 PM
Thanks!  I had Preview.jpg not preview.png.   Now to figure out how to updated it..   ^.-

same way you upload the mod. dev mode then upload to workshop!
Title: Re: [A14] Area Rugs (also A12 & A13)
Post by: MMAciek on August 05, 2016, 07:58:22 AM
Polish translation is here :)

https://ludeon.com/forums/index.php?topic=22816.0
Title: Re: [A14] Area Rugs (also A12 & A13)
Post by: Thundercraft on December 01, 2016, 02:44:13 AM
Nice mod. I just thought that I'd mention a couple of things:

(1) The latest version seems to the one released on Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=728604134) on August 12 as it has the following changes:
QuoteUpdate 12 August 2016 (will not break saves)
- Added a recipe to the dye table to bleach the colored cloth back to default so it can be used in carpet and other building. (and stacks nicer in the stockpile).
- Put the dyed cloth into its own subcatagory under cloth (not a big change but makes the inventory display and ingredient lists cleaner.)
- If you are using Fluffy's work manager you will get an error about workgiver database error, resetting priorities or some such for every colonist, it's safe to ignore it just has to get itself back up to speed after the change

However, the version on Nexus as linked in the OP has a release date of 21 July 2016. And it does not have the above features and changes listed. Confusingly, though, both versions are called "version 1.04"...  ???

(2) A comment on Steam claims:
Quotethis mod work fine on A15, you can change target version in About.xml to 0.15.1284 so it would not show version error at start

Please, when you have the time, update the target version. And please consider updating the release on Nexus with the ability to bleach the colored cloth back to default and other changes, to match the release on Steam.
Title: Re: [A16] Area Rugs (also A12 to A15)
Post by: Fisty on December 27, 2016, 11:00:10 AM
Updated!  A12-16 on Nexus and 14 and 16 on the Workshop.
Title: Re: [A16] Area Rugs (also A12 to A15)
Post by: asquirrel on December 30, 2016, 10:55:47 AM
Tanks man!! Another one of my must have mods updated!:)
Title: Re: [A16] Area Rugs (also A12 to A15)
Post by: Fisty on December 30, 2016, 11:32:14 AM
Woman. The man was snugly sleeping when I did that.  ;D
Though he did double check on a bug I found yesterday.. if you don't set artistic skill required on a bill higher than 0 any pawn can and will do the rug crafting even if they aren't assigned to art.  However, it's also like that with the vanilla sculpting table.  So it's either something that was changed by one of the other mod's I'm using (unlikely) or a bug in the core game for A16 (likely), cause I didn't have that problem in any of the other versions.

So anyway, make sure to set those minimum skill requirements at the sculpting and rug making tables or you'll get a whole lot of awful and shoddy home decor items.
Title: Re: [A16] Area Rugs (also A12 to A15)
Post by: Fisty on January 04, 2017, 01:21:21 AM
So apparently the dyed cloth weighed 1kg a piece when taken on caravan.. fixed.  New version on Nexus and Workshop.
Title: Re: [A16] Area Rugs (also A12 to A15)
Post by: Fisty on January 07, 2017, 08:51:13 PM
Another update, this time to fix rugs not being able to be sold to traders.
Title: Re: [A16] Area Rugs (also A12 to A15)
Post by: Ruisuki on March 05, 2017, 07:14:10 AM
Curious as to how this interacts with T's "more cloth" mod since that changes cloth to be farmed into fibers and then made into actual cloth via workbench. Would it then be possible to dye it with this mods bench? Also are there any problems running this mid save, or uninstalling it temporarily should a problem arise?

Im planning on running FashionRIMsta. What determines whether colonists wear dyed clothing from this mod, or clothes native to other clothing mods like apparello? Can other apparel mod clothing be dyed? Safe to assume both can coexist like hair mods can?

Last question do rugs have any impact on cleanliness? I wouldn't want something as OP as the carpet dirt absorber but just wondering if it has a slight impact? Sorry lots of questions I know
Title: Re: [A16] Area Rugs (also A12 to A15)
Post by: Tammabanana on March 05, 2017, 08:13:54 AM
Quote from: Fisty on December 30, 2016, 11:32:14 AM
Woman. The man was snugly sleeping when I did that.  ;D
Though he did double check on a bug I found yesterday.. if you don't set artistic skill required on a bill higher than 0 any pawn can and will do the rug crafting even if they aren't assigned to art.  However, it's also like that with the vanilla sculpting table.  So it's either something that was changed by one of the other mod's I'm using (unlikely) or a bug in the core game for A16 (likely), cause I didn't have that problem in any of the other versions.

So anyway, make sure to set those minimum skill requirements at the sculpting and rug making tables or you'll get a whole lot of awful and shoddy home decor items.

For the bug: I've seen that happen when I tried to add a butchery workgiver, requiring Cooking, to the Crafting Spot, which of course primarily uses Crafting recipes. My #1 cook insisted upon doing all the crafting spot bills instead of whatever I'd set her to as her next job after cooking, even when I hadn't assigned her to crafting.

So, maybe check to see if there's a non-Art Workgiver somewhere doing something to those tables? I would bet that the pawns who are buggily making rugs are assigned to that non-Art job.

(Also, I love these rugs, and the XML-only cloth dying; thank you.)
Title: Re: [A16] Area Rugs (also A12 to A15)
Post by: Fisty on March 05, 2017, 09:46:52 PM
Quote from: Ruisuki on March 05, 2017, 07:14:10 AM
Curious as to how this interacts with T's "more cloth" mod since that changes cloth to be farmed into fibers and then made into actual cloth via workbench. Would it then be possible to dye it with this mods bench?

As long as the result from T's mod is the same cloth (which it should be or you wouldn't be able to use it in the vanilla recipes that use cloth) it'll work fine.  I use it with Vegetable Garden which does the same thing.

Quote from: Ruisuki on March 05, 2017, 07:14:10 AMAlso are there any problems running this mid save, or uninstalling it temporarily should a problem arise?

It's an entirely xml based mod so it shouldn't break your game, however I don't know what it would do if you have colored cloth or clothes using it in you base or on your people, so best to bleach any cloth you have laying around and sell off any clothes or rugs, make sure you don't have a trader caravan or ship at your base carrying stuff using it at the time, etc.

Quote from: Ruisuki on March 05, 2017, 07:14:10 AMIm planning on running FashionRIMsta. What determines whether colonists wear dyed clothing from this mod, or clothes native to other clothing mods like apparello? Can other apparel mod clothing be dyed? Safe to assume both can coexist like hair mods can?

The died cloth is defined the same as regular cloth, wool(s), hyperweave, etc.. so any recipe that uses the cloth type will automatically have the ability to use the colored cloth.  In other words, unless Apparello is coded very strangely it should work fine.  If you want to check for sure, try to craft something from Apparello that uses cloth, like overalls (? trying to remember from when I used it a few alphas ago) if it has muffalo wool, cloth, and devilstrand cloth (and all the other cloth types) listed as possible ingredients then it'll automatically use the dyed cloth.

Quote from: Ruisuki on March 05, 2017, 07:14:10 AMLast question do rugs have any impact on cleanliness? I wouldn't want something as OP as the carpet dirt absorber but just wondering if it has a slight impact? Sorry lots of questions I know

No, there is a door mat mod that does that, I didn't want to make hers(his?) obsolete.  I use both mods together.  Plus I think it would be OP, I don't know about you but the carpeted areas of our apartment get just as nasty as the tiled areas.  LOL
Edit: just read your question again more closely.. the rugs do have beauty like furniture or sculpture so they can be somewhat OP in that regard since they can be placed under other things, sculptures at least you have to make room for.  If you want to have minimal impact on your game just have someone with kinda crappy artistic skill craft them and place the ones with minimal beauty impact.  (though the ones that are really good quality and really beautiful are worth a lot so they add to the raid difficulty you get, so that part balances out a bit)
Title: Re: [A16] Area Rugs (also A12 to A15)
Post by: Ruisuki on March 05, 2017, 11:14:04 PM
Ah I dont know what happened to my reply but its not here. *sigh* Well I just wanted to say thank you for the thorough reply fisty. Ill be running this mod with apparello and fashionrim seeing as they both use vanilla cloth. I think its worth it for the dye station alone.
Title: Re: [A16] Area Rugs (also A12 to A15)
Post by: Ruisuki on April 12, 2017, 07:21:22 PM
Hm so I set the barrel to create dyed cloth and do it 10x. Then tried setting only Tailor to priority 1 and then did the same with crafting but the colonist wont keep doing the dye job instead focuses on doing something else immediately afterward. Even if i set the barrels set to 'Do Forever' colonists always go to either work on tailoring workbench, or crafting drugs etc immediately after finishing dying one set of cloth. Seems the priorities for it are out of whack no?
Title: Re: [A16] Area Rugs (also A12 to A15)
Post by: beeeboop on April 14, 2017, 12:48:38 AM
I'm having trouble downloading this mod. I can't download from either Steam or Nexus without paying them . . . : ( Is there no way for you to upload the mod somewhere else? Most modders use dropbox or google files. I'd really like to combine this file with a nomadic playthrough.
Title: Re: [A16] Area Rugs (also A12 to A15)
Post by: Fisty on May 27, 2017, 05:46:16 PM
Updated to A17, new files on Nexus and Workshop.

@beeeboop:  I've downloaded hundreds of mods from the Steam Workshop and literally thousands from Nexus without ever paying a cent to either of them for the privilege.  You can buy an upgraded account on Nexus but it's not required, just ignore the popup.
Title: Re: [A17] Area Rugs (also A12 to A16)
Post by: MMAciek on June 17, 2017, 01:12:08 PM
I updated polish version to A17. https://ludeon.com/forums/index.php?topic=22816.0
Title: Re: [A17] Area Rugs (also A12 to A16)
Post by: Fisty on July 16, 2017, 08:13:03 PM
Updated again, added 15 more colors making it 25 total now.  Steam version will automatically update, Nexus has both versions available still if you just want the original 10.  Pretty picture is in the first post.

This won't break your saves but you will need to go into your stockpile options and checkmark the new colors.

( sorry, making more work for you, @MMAciek )
Title: Re: [A17] Area Rugs (also A12 to A16)
Post by: Luckspeare on September 07, 2017, 04:11:47 PM
Just a bit of feedback.  I'm sure it's been mentioned before, and if so I'll just echo it again -- I would personally prefer if the mod is limited to the rugs themselves, because I dislike seeing "cloth, black cloth, red cloth" etc. cluttering up the textiles list.  I understand that's a pretty big part of this mod, going through the process to dye the cloth, and I like that at the procedural level -- it's really cool.  That list clutter just rubs me the wrong way.

If it's convenient and you're ever of the mind, I would much appreciate a version that just has the rugs, or that finds a way of accomplishing the goal without creating additional clutter in the textiles lists.  If not, cool and I understand, and thank you for making it.
Title: Re: [B18] Area Rugs (also A12 to A17)
Post by: Fisty on November 25, 2017, 02:17:07 PM
Updated to Beta 1.8
Title: Re: [B18] Area Rugs (also A12 to A17)
Post by: Fisty on November 28, 2017, 11:32:55 PM
Rugs have been force-fed appetite suppressants and will no longer eat furniture.
Title: Re: [B18] Area Rugs (also A12 to A17)
Post by: Kagea on December 21, 2017, 08:30:11 AM
Thank you sharing this mod with us.
My mountainbase with smoothed floors all over finally gets some beautiful color "spots" with this :)
Title: Re: [B18] Area Rugs (also A12 to A17)
Post by: temple_wing on May 06, 2018, 07:53:26 PM
Please change your way to modify the def. You are redefining "Buildingbase" def, moving <thingClass> to children-def. That cause many compatibility problem, especially with "Natural's pretty sweet" which depends on "Buildingbase" def. May be add a default value of system default class "Building".

I suggest you use patch system introduced in A17. It's much more compatible.
Title: Re: [B18] Area Rugs (also A12 to A17)
Post by: aimxoo0o on October 11, 2018, 04:44:50 AM
It this mod safe to use?

In the workshop it got updated on 29. September.

Or any other mods with carpets for decoration?
Title: Re: [B18] Area Rugs (also A12 to A17)
Post by: Ruisuki on October 11, 2018, 04:54:08 AM
Quote from: aimxoo0o on October 11, 2018, 04:44:50 AM
It this mod safe to use?

In the workshop it got updated on 29. September.

Or any other mods with carpets for decoration?
rimkea. this mod is very cool tho it allows the most customization
Title: Re: [B18] Area Rugs (also A12 to A17)
Post by: aimxoo0o on October 11, 2018, 05:12:43 AM
Quote from: Ruisuki on October 11, 2018, 04:54:08 AM
Quote from: aimxoo0o on October 11, 2018, 04:44:50 AM
It this mod safe to use?

In the workshop it got updated on 29. September.

Or any other mods with carpets for decoration?
rimkea. this mod is very cool tho it allows the most customization
Thank you! :) I was looking for a decoration mod but i didn't find anything.
Title: Re: [B18] Area Rugs (also A12 to A17)
Post by: Fisty on October 14, 2018, 06:31:04 PM
Yes, updated to A19 a few days ago, and updated again today to squash some bugs.
Title: Re: [B19] Area Rugs
Post by: Ruisuki on October 14, 2018, 11:49:52 PM
thankfully 1.0 will be largely compatible with b19 cutting down on the work for modders
Title: Re: [B19] Area Rugs
Post by: vandal on October 22, 2018, 10:51:03 AM
The nexus link only shows up to b18. Any chance we can get b19 on there?
Title: Re: [B19] Area Rugs
Post by: ThiiSoul on December 21, 2018, 01:38:28 AM
1.0? please?  :'(
Title: Re: [B19] Area Rugs
Post by: Kagea on January 04, 2019, 04:05:10 PM
I would also be very grateful for a 1.0 version really missing the beautiful color spots in my mountain base  ;)
Title: Re: [B19] Area Rugs
Post by: dismar on January 05, 2019, 05:14:37 PM
Hi!

I remember when this mod was release it was so cool!

Well any way :
Coding and some values updated for 1.0
Download 1.0 (https://www.dropbox.com/s/c9zz8tp42ycg87l/Area_Rugs.zip?dl=1)

And it looks like Fisty did update to 19 which works with 1.0 on steam:
Steam Link (https://steamcommunity.com/sharedfiles/filedetails/?id=934235098)

My link was reworked by me for 1.0 from B18 :)
Title: Re: [B19] Area Rugs
Post by: Kagea on January 05, 2019, 05:30:27 PM
Quote from: dismar on January 05, 2019, 05:14:37 PM
Hi!

I remember when this mod was release it was so cool!

Well any way :
Coding and some values updated for 1.0
Download 1.0 (https://www.dropbox.com/s/c9zz8tp42ycg87l/Area_Rugs.zip?dl=1)

And it looks like Fisty did update to 19 which works with 1.0 on steam:
Steam Link (https://steamcommunity.com/sharedfiles/filedetails/?id=934235098)

My link was reworked by me for 1.0 from B18 :)

Thank you very much for sharing your work with us. You are awesome! ;D
Tried it out at once and works perfect.
Title: Re: [B19] Area Rugs
Post by: Ruisuki on April 25, 2019, 03:41:38 AM
thanks dismar
Title: Re: [B19] Area Rugs
Post by: ThiiSoul on February 27, 2021, 10:43:55 PM
1.2 please??