* Componentizes loomability (#74552)
## About The Pull Request
As shrimple as the title might imply, the ability for an item to be
processed in a loom is now a component.
Behavior on looming cotton, durathread, and wool, should all be the
exact same in terms of cost, time, results, etc.
## Why It's Good For The Game
If, for any reason, someone might want to extend the behavior of "this
thing can be loomed" to other items, it can be done.
## Changelog
🆑
code: The ability for objects to be loomed is now a component, with all
of the looming behavior moved off of the structure and into said
component. The actual behavior for looming cotton (clicking on a loom
with cotton) is completely unchanged.
/🆑
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Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>
* Componentizes loomability
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Co-authored-by: Paxilmaniac <82386923+Paxilmaniac@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>
* Adds some contextual screentips to botany related things (#64954)
* Adds some contextual screentips to botany related things
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Small do-after refactor (#55172)
This is an alternative to the PR Ryll made, it does some things similar e.g. the default limit of 1 interaction per target for a person, however, it refactors do_afters to support overrides for max interaction counts and unique sources.
For example, stripping uses the item being stripped as the source, allowing you to strip multiple items, but not the same item multiple times.
I've also fixed most other edge-cases this could cause where balance would be affected, but feel free to point out any I might've missed, this'll probably require some longer-term testmerging.
* Small do-after refactor
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
* Doubtful improvement
* Switches out all the magic numbers with defines
* Thanks travis for finally finding a real error
* properly resolves some left over conflict
cl MMMiracles
add: Botany can now grow cotton to produce cloth for various jumpsuits.
add: Cotton can be mutated into a much more durable strand, allowing for the production of crude armor.
add: Rainbow flowers, an alternative for clothing dyeing, is obtainable through cargo's exotic seed crate.
add: A loom can now be crafted with some planks so you can actually weave that cotton into a usable fabric.
add: Fannypacks, softcaps, beanies and scarves are now craftable with cloth and dyeable.
/cl
[why]: A way to produce clothing and naturally obtain cloth past ripping up other stuff seemed useful and with the economy aspect, might actually have some extra use.