2019-06-11_12.png

Updated to game version 1.4.7.1010

Menu General.

Click on the workplace and select the hat in the slot 1. The produced hats are going to be sold in the same building.

Thanks to K1SK4 for the translation to Russian.

Details

RankDownloadsCreatorAddedUpdated
16 of 1219,057 (9 today)vjraymon

Releases

FilenameSizeVersionAddedOptions
hatmakerv2.zip55.78kb2.0.0

hatmaker.7.zip55.62kb1.1.1

hatmaker.6.zip55.12kb1.1.0

hatmaker.5.zip55.11kb1.0.5

hatmaker.4.zip55.12kb1.0.4

hatmaker.3.zip48.65kb1.03

hatmaker.2.zip48.63kb1.0.2

hatmaker.1.zip42.19kb1.0.1

hatmaker.zip42.13kb1.0.0

3 comments

mat49a2
mat49a2 @mat49a2

Can you pay attention to the performance of this hat by comparing it to a "normal" tailor? Because in my opinion, its performance is much lower. It's a great idea to sell in a production building. How could you do such a thing with a shoemaker?

vjraymon
vjraymon @vjraymon

Done

vjraymon
vjraymon @vjraymon

Thank you for your feedback.

1) I thought that the needs of hat should be less than the needs of shirt, so I chose to lower the performance. You can patch that in the file Polymorph Games\Foundation\mods\546\scripts\buildings.lua by increasing to 50 the field Quantity of

InputInventoryCapacity = {
{ Resource = "WOOLEN_CLOTH", Quantity = 1 }
},

2) Actually I tried to integrate this mod (and the Knife Grinder) into the vanilla market, but I currently don't succeed.

3) About the shoemaker you should ask to derSebi. You just have to fill the DataType and Type of the BuildingFunction like this:

DataType = "BUILDING_FUNCTION_MARKET",
Type = "GOODS",