[Mod] Clothing 2 [2.3.6] [clothing]

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apercy
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Re: [Mod] Clothing 2 [2.2.0] [clothing]

by apercy » Post

wow! I have to experiment this!!!!!

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Re: [Mod] Clothing 2 [2.2.1] [clothing]

by SFENCE » Post

Clothing mod has been updated to version 2.2.1.
  • Add clothing character (unclothed).
  • Override default skinsdb character by clothing character texture (can be disabled in settings, key clothing_character)
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Re: [Mod] Clothing 2 [2.2.2] [clothing]

by SFENCE » Post

Clothing mod has been updated to version 2.2.2.
  • Add female clothing character (unclothed).
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Re: [Mod] Clothing 2 [2.3.0] [clothing]

by SFENCE » Post

Clothing mod has been updated to version 2.3.0.
  • Support for updated appliances mod.
  • Added sounds.
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ulla
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Re: [Mod] Clothing 2 [2.3.0] [clothing]

by ulla » Post

Hi, I would like to know if it is possible to add the hemp fiberImage of my Hemp mod cannabis mod ,for the spinning_machine? I already have a craftitem called clothImage

Code: Select all

--fiber "cannabis:canapa_fiber"
       --fabric/cloth    "cannabis:canapa_cloth"
            
to create new clothes just like the old mod clothing add clothing = 1 group element an register craftitem and include an invertory_image, and a uv_image, or do I have to do something else? thanks in advance for the reply
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Re: [Mod] Clothing 2 [2.3.0] [clothing]

by SFENCE » Post

ulla wrote:
Sat Dec 25, 2021 21:45
Hi, I would like to know if it is possible to add the hemp fiberImage of my Hemp mod cannabis mod ,for the spinning_machine? I already have a craftitem called clothImage

Code: Select all

--fiber "cannabis:canapa_fiber"
       --fabric/cloth    "cannabis:canapa_cloth"
            
to create new clothes just like the old mod clothing add clothing = 1 group element an register craftitem and include an invertory_image, and a uv_image, or do I have to do something else? thanks in advance for the reply
Hi.
For registration to spinning machine recipe, you some code like this:

Code: Select all

  clothing.spinning_machine:recipe_register_input(
      "cannabis:canapa_fiber",
      {
        inputs = 1,
        outputs = {"cannabis:canapa_spool"},
        production_time = 30,
        consumption_step_size = 1,
      });
  clothing.loom:recipe_register_input(
      "",
      {
        inputs = {"cannabis:canapa_spool", "cannabis:canapa_spool",
                  "cannabis:canapa_spool", "cannabis:canapa_spool",
                 },
        outputs = {{"cannabis:canapa_cloth","clothing:yarn_spool_empty 4"},},
        production_time = 30,
        consumption_step_size = 1,
      });
if you want nothing special.

But, I have to fix craft registration into craftguides like unified_inventory, to make added recipes visible.
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Re: [Mod] Clothing 2 [2.3.1] [clothing]

by SFENCE » Post

Clothing mod has been updated to version 2.3.1.
  • Recipe registration is called after all mods registration. So, recipes added by other mods should be visible in supported craft guides.
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Re: [Mod] Clothing 2 [2.3.2] [clothing]

by SFENCE » Post

Clothing mod has been updated to version 2.3.2.
  • Fix lighting of clothing appliances for some graphic settings of minetest.
  • Update recipe registration to support new appliances mod version. (Fixing problem with invisible recipes)
  • Add alias for dual-color fabric and clothes (fix unknown items bug)
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Re: [Mod] Clothing 2 [2.3.3] [clothing]

by SFENCE » Post

Clothing mod has been updated to version 2.3.3.
  • Fix protection bug in dye machine.
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Re: [Mod] Clothing 2 [2.3.4] [clothing]

by SFENCE » Post

Clothing mod has been updated to version 2.3.4.
  • Fix bad short shirt texture on one hand from the back.
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Re: [Mod] Clothing 2 [2.3.6] [clothing]

by SFENCE » Post

Clothing mod has been updated to version 2.3.5.
  • Make dependency on default mod hard/required.
Clothing mod has been updated to version 2.3.6.
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