First and foremost, it's now possible for player characters to craft all kinds of cloth garments themselves from a variety of cloth types available for trade among certain cultures.
This can be considered a game-changing and garderobe-changing addition on many levels. With the freedom to choose between linen, hemp, nettle or wool cloth, the player characters' outfits will see more variety than ever before. Acquiring a set of warm winter clothing suited to a character's needs becomes more feasible. And in general, self-sustainability increases for characters who start practising clothcrafting.
The most complex garments are demanding to make, though. And quality cloth can be really expensive, too. But as player characters' clothes are now properly priced, clothcrafting can also provide valuable goods for trading.
While the release is still hot, we are already aiming to finish the clothcrafting development cycle by adding the ability for player characters to weave cloth and shear sheep — features to be included in the next version. Meanwhile, here's the news list for now. Keep on clothcrafting in the free world, and stay tuned for more.
Changelog
Version: 3.89
** Saved characters from version 3.80-> are compatible with this version. **
- added: making cloth garments
It is now possible for player characters to make all sorts of cloth garments by themselves. Different types of cloth can be used for making each garment and the outcome will vary in quality and value based on the clothcrafting success and materials used. "Cloth garments" sub-menu has been added to Clothes section in Make menu, and the list of craftable cloth garments goes as follows:
* undershirt
* shirt
* leggings
* trousers
* cloak
* tunic
* overcoat
* dress
* undergarment
* apron
* cowl
* veil
* footrags
It is up to player character to use linen, hemp, nettle or wool cloth for making these clothes. The resulting garments will be named for example as "nettle trousers", "linen veil", "woollen footrags", and so on, depending on the cloth used. It is also possible to use a mix of different cloth, and in that case the produced garments will be named simply without cloth type for example as "trousers" or "veil".
Most complex garments can take several days to make, so it may not be every character's priority to sew their own outfit but those who get into it can experience wider variety of clothing choices than ever before. Clothcrafting characters can now also better equip themselves for wintertime by making the warm cloth garments of their choice and need.
In addition to cloth garments, other types of new clothing are also featured, such as nalbound items, which will be described later in these patch notes.
- added: CLOTHES game encyclopedia entry [F1] - and lots of new or rewritten entries for individual clothes
In the CLOTHES encyclopedia section you can find an updated list of most essential clothes. There are lots of new and re-written game encyclopedia entries considering the individual garments and their usage so that you can better immerse yourself in choosing or crafting your own outfit.
There are new encyclopedia entries for the following clothing: CAP, VEIL, TROUSERS, CLOAK, TUNIC, SHIRT, UNDERSHIRT, FUR HOOD, WOOLLEN NALBOUND SOCKS, WOOLLEN NALBOUND KNEE SOCKS, SHOES, BIRCH-BARK SHOES, BOOTS.
The following entries have been more or less rewritten: COWL, APRON, LEGGINGS, UNDERGARMENT, DRESS and MITTENS.
- added: cloth item - available as a village resource
Cloth is a base material for crafting various clothes and garments, and different types of cloth can now be found among certain cultures. All the eastern and western cultures, except for the islanders, can produce cloth, and depending on the exact culture, lengths of linen, hemp, nettle or wool cloth are sometimes available for trade in their villages. For wool cloth to be available, it is often essential for the village to have sheep.
Cloth is a length-based material and therefore is required in specific lengths when used to craft different garments. Cloth is produced in a standard width of two feet, and the lengths vary from a few feet to a maximum length of around 10 feet.
Cultivated plant-fibre cloth is the most valuable type of cloth. Linen being the most expensive, followed by hemp. Wool cloth is more affordable and was most commonly used in making especially outer garments than plant-fibre-based cloth. Wool cloth is roughly half the price of linen cloth. This is because of the much higher workload required to produce plant-fibre cloth. Nettle cloth is the least expensive, but nevertheless a practical and commonly used alternative to more luxurious linen.
- added: CLOTH game encyclopedia entry [F1]
- added: new inventory category "Textiles & Yarn"
There's a new item category in the character's inventory called "Textiles & Yarn". This category contains the newly added cloth items and all kinds of yarn.
MIGRATION NOTICE: For migrated characters, yarns that were previously under the "Tools" category are now assigned to the "Textiles & Yarn" category. Cords and ropes remain in the "Tools" category, as they always have.
- added: wool yarn - available as a village resource
In addition to already existing plant fiber yarn there can be also wool yarn available in villages now. Like wool cloth, wool yarn is easiest to find in villages with sheep. Wool yarn can be used to make nalbound clothes.
- improved: village domestic animal diversity
Previously, villages could only have one type of domestic animal available. Now, there can be multiple types of domestic animals within a single village.
- added: leather trousers, a new craftable leather garment
Leather trousers are practical for uses where durability and protection are required. Compared to cloth trousers, they are also often more affordable and less demanding to make. They are a common garment among northern tribes that do not produce cloth themselves.
- changed: "fur footwear" -> "fur boots" item name change
This is a mere item name change. "Fur footwear" is now known as "Fur boots".
MIGRATION NOTICE: The change doesn't apply to "Fur footwear" generated in the previous version, but their old name persists.
- added: making nalbound garments
Nalbinding is a technique for making clothes from wool yarn using a needle to form and connect stitches in a specific sequence, creating a continuous textile. In reality a specific nalbinding needle is used, but in the game a common sewing needle will do.
Player characters can now make nalbound garments by themselves. The list of craftable nalbound garments can be found under "Miscellaneous clothes" sub-menu at Clothes section in Make menu, and it goes as follows:
* woollen nalbound cap
* woollen nalbound cowl
* woollen nalbound mittens
* woollen nalbound socks
* woollen nalbound knee socks
- added: NALBINDING game encyclopedia entry [F1]
- changed: woollen mittens, woollen socks and woollen cowl are now nalbound garments with their names changed accordingly
Technically it's possible to make these garments from wool cloth as well, but traditionally they've practically always been made using the nalbinding technique and we'll emphasize that with the name changes as follows:
Woollen mittens -> woollen nalbound mittens
Woollen socks -> woollen nalbound socks
Woollen cowl -> woollen nalbound cowl
In addition, prices of all these items have also been slightly increased to reflect the true workload of nalbinding.
MIGRATION NOTICE: These changes don't apply to the woollen items generated in the previous version, but their old names and values persist.
- added: two new woollen garments; woollen nalbound cap and woollen nalbound knee socks
A woollen nalbound cap provides warmth and covers the head. Woollen nalbound knee socks extend up to the knee and are excellent for keeping the legs warm in cold weather.
- added: different starting clothing for male and female characters
Upon creating a character, male and female characters will now start with a set of garments typically worn by their respective gender and culture.
- added: more cultural variety in NPCs clothing
The differences between cultures can be seen, for example, in the materials their garments are made of. Wealthier cultures will more often use finer cloth, while more isolated peoples rely on simpler materials. The northern tribes, for example, rely mostly on leather and fur and only rarely use cloth garments.
MIGRATION NOTICE: NPCs generated in the previous version will continue with their old outfits. The change applies only to new created NPCs in this version.
- changed: bodypart coverage of tunic and leather shirt
Tunics are from now on long-sleeved and extend down to cover also the thighs. This new coverage also applies to [ARMOUR_COVERAGE:tunic] modding definition.
Leather shirt is from now on long-sleeved, like the fur shirt. The cloth shirts remain short sleeved as they always were.
MIGRATION NOTICE: Clothes generated in the previous versions will continue to have their old coverages in use. The changes apply only to new clothes being crafted or generated.
- added: improved pausable craft recognition for modded items
There are now wildcard based item name checks to help overcome issue where some modded crafts fail to be resumed after being paused. The issue could happen when the craftable item name is somehow modified to differ from its crafting header name. For example:
.Antler comb.
{Antler} #1# [NAME:%s antler comb] [naming:first word]
In this example the craftable item is "Antler comb", but if eg. elk antler is used as a raw material the finishing item name becomes "Elk antler comb". If the crafting was paused and then resumed by crafting "Antler comb" again, it would fail to recognize "Elk antler comb" as these names differ. Now the in-game resuming checks also use wildcard comparison defined as "* crafting header name" which would be "* antler comb" in our example. This check then recognizes paused "elk antler comb", "reindeer antler comb", or "any antler comb" that might be there.
These checks are automatic and require no changes to your modding snippets. Just test the crafts that were troubled by this issue, and hopefully find them working as pausable and resumable now.
- modding change: {Cloth} material requirement
The {Cloth} requirement now refers exclusively to cloth, the base material used to make clothing. Previously, this requirement referred to clothing, including fur and leather, but that is now a thing of the past.
- added: {Bandage material} material requirement
This requirement tag refers to strips of material which can be used to make bandages. As before, bandages can be cut from clothing, including leather and fur, but now also from a length of cloth. This requirement is now in use when making bandages.
- changed: bandage weight and material need
It's been changed from 0.5lbs to 0.3lbs, merely to balance expensive material loss if bandages need to be made from cloth.
- modding add: baseitemlist.txt file as a modding aid
The baseitemlist.txt file is generated in the game installation folder when loading a character. It is a text file listing all the base items and item prototype names that exist in the game world by default. These are the items that can be used as base items in modding.
- changed: cancellation time window for pausable tasks
When starting a crafting task, it becomes pausable after 5% of the total crafting time has elapsed. This initial time window allows the task to be fully cancelled in case of a misclick or second thoughts. The cancellation window is now capped at 30 minutes, after which the task continues as a pausable task.
- fixed: broken spear hafts having a random wood type associated with them, eg. "broken alder spear haft"
Now they appear as “broken spear haft” with no wood type, like the other broken hafts.
- fixed: fur clothes [M]ake submenu also showed the miscellanous clothes category
- fixed: encyclopedia entries not shown for fur and leather clothes in their [M]ake submenu
- fixed: inconsistent biy_*.txt kota headers
Only the north-west kota wall had values set for build time and skill bonus.
- fixed: post spruce lacked wood type when felled
- fixed: double units being shown after selecting weight based materials
There might have been entries like "0.5 kg lbs of water" or "1 lbs lbs of tanning material" in material requirements dialog box.
- fixed: lonely settler starting scenario having only a broad axe head at the building site instead of a proper broad axe
- fixed: character equipped with inappropriate spear items in "I want to be a fisherman" starting scenario
Sometimes you might get only a spear head, and even if a proper spear was generated they weren't necessarily culturally appropriate. Now characters receive a proper and culture dependent spear in this starting scenario.
- fixed: certain game course task rewarding character with only a handaxe head instead of a proper handaxe
Cheers! ːurw_sageː