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That's a fair point, 'burlap' was the english word I found to try translating the idea of 'resistant plant fiber material', but it's not the best one. I might just rename it to something more matching the rimworld naming conventions, like 'tough plantweave' (and then call the 'beautiful but fragile' version 'artisanal plantweave')
Regarding the bloat risk, I do love some production chains, but rimworld gameplay and interface is not that great at supporting them without some extra mods to make it more manageable. Also I try to keep my mods mostly in line the base game designs/scale/balance.
As 'plant fiber' already is a 'bonus' resource you get without extra effort, I'm avoiding making it useful beyond 'very basic needs', to not offset default balance too much. So adding only 2 more derived materials feels ‘enough’, at least for the base mod scope.
(and nothing prevents expanding on its uses latter on with an add-on module for tribal/medieval focused runs...)
On the next mod update I'll probably be adding 'artisanal straw/weave' in some form, along some rebalancing of the current materials stats, reducing the overall beauty debuff for example, so the 'burlap' material can be passed as a rougher form of sennit straw in a way (mostly to avoid adding too many materials)
Thanks!
@Spookbuster
Nice! Also that kinda of gives me the idea of adding a 'artisan straw' material, as an mirror to the burlap one, being pretty, but fragile... hum...
@Teiya, the Blue Dragon
I don't use Combat Extended myself, but I'd guess it' due to some 'default' values the authors of CE set to cover unspecified modded materials, cause bullet prof straw hats are very likely unintended... XD
From what I know, the folks from CE usually patch-in proper values for other mods content on their side, if you bring it to their attention (not sure the proper channel for that though, if on their steam comments, or somewhere else, worth checking their mod page for that)