This mod adds over 180 crafting recipes for most VS clothing items like:
๐ dresses & shirts
๐งฅ mantles & coats
๐ trousers & pants
๐ฉ hats, caps and hoods
๐ข boots & shoes
๐งค aprons, belts and gloves
๐ฆ exquisite furs
๐งฃ shawls and shoulder pelts
Also adds over 140 crafting recipes for VS Nadiyan clothing items.
-- Dressmakers does NOT add new clothing items --
Crafting information
Commoner, survivor, peasant and shepherd items can be crafted by anyone.
Class specific items can be crafted by either the tailor, or by the appropriate class like Soldier Boots by Blackguards or Alchemists Cape by Tinkerers. The tailor usually needs less material than the other classes.
All other clothing items are a tailor-exclusive craft.
If you are looking for simple recipes for VS clothing without the Tailor's Delight requirment, please check out Simple Tailoring
Configuration
This mod supports Config lib and ImGui - if both of these are installed, you can configure the types of recipes you want to be enabled in the Mod Settings GUI or in the ModConfig/dressmakers.yaml file.
===> Please use the newest Config lib release available to configure this mod - older releases won't work!
Incompatible Mods
When you install Animal Reproduction Time, some of the additional recipes from Dressmakers for Hide & Fabric will not work. E.g. you cannot make Noble fur. There is no fix yet known for this except not using APT.
All new clothing do not have recipies (emerald reindeer herder, wonder's fur, fur brimed hat, etc). not sure if that is intended or not. Some older items that used to have recipies pre 1.22 update also now suddenly lack them (IE some nadian clothing items that are ment for colder weather) not a damand that you DO add them but a clarifacation of if this is intended.
I've simply had no time to look at the recipes for new clothes. Also, some of the clothes might have shifted their code in VS so the recipes might be missing, also a lack of time on my side. I'll hope to eventuall add them all.
Hey uh. I don't know. What is causing the issue, but whenever I enable this mod it just uh...Removes my ability to pick up items...and I don't know why nor how
Tels hi! Thanks for the awesome mod! I really enjoy playing the game with it. Woudl you mind if I make an addon to it that will allow player to uncraft clothes to gain part of resources used? To my mind it's a cool possibility to recycle clothes and make other items out of those materials.
in shoulder-nadiyan.json there's a typo on line 61 for the blacksmith apron, it's stury leather instead of sturdy. just letting you know! I fixed it myself locally so it doesn't throw an error during world load.
Tels Thanks for getting that update out so quickly, just had a skim through the clothes and it's worked.
Though I have found one piece of clothing that neither setting removes, its the Nadiyan fisher pants. With the both Nadiyan checkboxes unckecked the recipe is still craftable. Its no big issue, thought I'd just let you know.
Emperor_Q I bet what is happening is that the Nadiyan clothes are disabled, but the wool variants (one checkbox below) are enabled and thus re-enabled the nadiyan clothing again. Need to think how I can fix this.
Tels I did my testing in a separate branch, I hadn't had configlib or ImGUI enabled when I first launched (I should have read the description before testing), though I also hadn't had Shear Lib + Wool & More.
Adding these four mods recreates the original problem I noticed in my main branch, though it does only seem to apply to the wool varients, as far as I can tell.
Not all recipies are enabled with the wool mods, though quite a few of the recipies that use Nadiyan leather. I tested with the Nadiyan Coat and it was still craftable with wool.
Tels , Oct 9th 2025 at 4:37 PM (modified Oct 9th 2025 at 4:40 PM)
Emperor_Q It seems that some variants with wool cloth are indeed not disabled, but generally, the recipes are properly disabled in my testing. I'l fix the others in the next release if I can (it might be a configlib issue).
Remember, you need both ImGUI and Configlib installed for the config lib patches to take effect. What recipe did you try to craft?
Emperor_Q, Oct 9th 2025 at 9:50 AM (modified Oct 9th 2025 at 9:53 AM)
Hey, I've noticed the config for disableing the Nadiyan recipies doesn't seem to do anything.
I've run a save with only this, TD and EM, set "enable_nadiyan_clothing_recipes:" to "false" cheated in the items to make an item on a fresh world and made them as a tailor.
I restarted VS in between setting the setting to false and crafting it.
WRETCH There was a bug in some of the recipes which unfortunately ate the shears because they were not marked as tools. This should be fixed in the latest release. if it still happens, please tell me the recipe so I can fix it.
hello! are the nadiyan recipes meant to eat an entire pair of shears per craft, or is it supposed to just be some of the durability? i've never seen a pair of iron shears go that fast
osayra Did you ever resolve this issue? I'm actually having this exact issue with another mod Alchemy and it seems to be a problem specifically with tools like the mortar & pestle and spindle that are used in crafting.
Tels I haven't been able to recreate it in our server sorry, I know for certain it happened but restarting the server must have changed something to fix it.. If it does ever happen again I'll let you know !
osayra It's probably another mod, maybe xskills or something tool or weapon durability related. If it happens again, pls send me the mod list on the official VS Discord, and put it into the Tailor's Delight mod channel. Thank you!
osayra, Sep 11th 2025 at 9:32 PM (modified Sep 12th 2025 at 12:03 AM)
Tels it was the homespun pants, I tried crafting it in a sp world and it got rid of the needle like its supposed to... the damaging thing could be a mp server issue maybe?
Tels , Sep 11th 2025 at 9:25 PM (modified Sep 11th 2025 at 9:28 PM)
It could also be related to some mod that changes weapon durability, as the needle also have a "tool: hammer" designation, which might confuse some mods?
Yasamashi I don't have toolsmith, but I do have smithing plus idk if that would affect that?
Tels the needle got damaged after I crafted something with it. I didn't know it was supposed to be a one-time use item, something must somehow be messing with it then?
osayra could it be that you've got Toolsmith into your loaded mods? I remember I had to sharpen the needle before I could use it.
Tels , Sep 11th 2025 at 11:09 AM (modified Sep 11th 2025 at 4:39 PM)
osayra Needles are a Tailor's Delight one-time use item (for quite some time), so if you got a damaged needle, you need to replace it in creative mode. There should be no recipes that use a needle as a tool (and therefor damaging it). How did you obtain such a needle?
Edit: I think they might get damaged if you attack with them. This is by design, that you can't use them in crafting is a VS odditiy, which I can't fix, tho... you might just throw them away, they are cheap :)
osayra, Sep 11th 2025 at 5:11 AM (modified Sep 11th 2025 at 9:32 PM)
I don't know if its this mod or tailors delight, but trying to craft anything with a damaged needle does not work.
Tels , Sep 9th 2025 at 11:09 AM (modified Sep 9th 2025 at 11:35 AM)
Huskk I've never tried the GlooMee clases so I cannot comment on this.
Comeaves Thank you for the feedback, this recipe is actually part of Tailor's Delight. I'll tweak it. I'll also add more Wool & More recipe variants, this way you can save your flax for your windmills :)
Interessing mod however the requirements are too expensive and, sometimes, non-sensical with for example blue trousers (reindeer herder) requiring dark green dye... and not only cloth but also twine. My flax farm is not nearly big enough for this mod
It was an issue with Tailors Delight file name ending in 2.0.0 pre 2 not 2.0.0, However the mod has been updated to the correct name now. at the Same time do you know if there any compatablity issues with GlooMee classes, class specific crafts such as Merchants having their own mask craft ect?
Huskk Please make sure you use the real 2.0.0 of TD and clear your VS mod cache - it might contain older versions. If it still happens, could you please send me a screenshot of your mod listing inside VS on discord?
BeeMonarch Thank you for your kind words, and yes, it's getting hot in here :) I'll plan on doing a new release for 1.21 and will take care of the bee keeper outfits then. Should hopefully not be long anymore.
BeeMonarch, Jun 21st 2025 at 10:30 PM (modified Sep 9th 2025 at 5:00 PM)
Hello Tels , hope you are doing well this summer, could you please add the rest of the recipes for the Nadiyan Beekeeper set when you have the time?
The rest being: the Beekeeper hood, tunic and shirt
Wailwolf Would you be able to provide a French translation for this mod? It only has a handful strings and I'd like to include it in the next release. Merci! 🧡
Love the mod, really a must have on our server. One thing I'm really looking forward to is when you add the recipies for the rest of the Nadiyan clothing. Can't craft the skirts yet, but waiting for that day!!!
The handbook shows nadiyan's costumes, but I can't produce most of them. (For ex, all kinds of hats cannot be made.) Has the recipe not been added yet? Or is it a recipe error due to a mod crash?
Viceroy This mod is specially made for Tailor's Delight - if you wan a mod that does not require TD look for Simple Tailoring (which is even mentioned in the description here).
Hey, can we get a version of this mod that does not require tailor's delight and expanded matter? This is just recipes mod for vanilla clothing items so I was wondering if we can something more leightweight.
So it is already quite imbalanced. With Dressmakers, 1.20 has:
1137 grid recipes
246 tailor-exclusives (69 + 177) (21.6%)
49 (9 + 40) for other classes (hunter, blackguard etc.)
8% tailor-exclusives vs. 22% with Dressmakers really seems a bit excessive, even given the topic of, well dressmaking :)
(To be fair, some of the Dressmakers tailor-exclusive recipes are just duplicates of the class recipes, e.g. a tinkerer (clockmaker) has the same recipe as the tailor. This doesn't help you if you are a blackguard, of course)
Akari_Enderwolf There is no such option yet in the mod. In my limited testing I was not able to make recipes either "requiresTrait": "tailor" or "nothing" because there is no such trait as none. VS either requires a trait or the option must be absent and I couldn't figure out how to do this with config lib. Maybe someone else has an idea?
You can only disable class-exclusive recipes altogether.
Of course, you are right, the tailor-exclusivity (which was to boost the tailor class) is achieved, but its maybe a bit too much. I've already started converting recipes for "free for all", like shepherd clothing. I'll look into expanding this so it covers more recipes.
There is already a sewing kit, only craftable by tailors, but can be bought by anybody else. I could convert a few recipes to use the sewing kit but make them craftable by everyone. (traditionally, it seems VS always pairs tailor-specific recipes to the sewing kit) If this is an option for, I'll look into it.
Is there an option to make the mod a bit more singleplayer friendly and have the non-starting class clothing not be tailor exclusive?
The other classes in vanilla only have 1 or 2 exclusive crafts that I can see, but the Tailor would have over 100 of them, just seems a bit unbalanced for singleplayer. I think a better option might be a sewing kit or something that makes crafting the clothing use less materials, but only the tailor can make that item. Then the class is more balanced with the vanilla ones, and doesn't lock almost an entire category of crafting behind a single class.
ShanaLarisar I've just uploaded a pre-release that should fix the errors in 1.20 and work fine. There are a few recipes missing for the new Nadiyan clothes, but nothing major and these will be added in the final release. Thank you for using our mods! 💛
I'm still working on completing a few more recipes (like masks and class clothes). But this mod already adds recipes for almost all clothing that exists in the game and most of it can be crafted by a tailor, and some even by other classes or everyone.
Hydromancerx Thanx for all the ideas! I already have quite a few ideas on expanding the clothing sets from VS but was still busy with the basis for now. Hopefully soon :)
Tels Some ideas for you for shoes ... - Clogs - Dutch Wooden Shoes - Sandals - Shoes with no heat protection - Moccasins - Native American Leather Shoes - Shoeshoes - Helps you walk on snow. - Woven Shoe - Basket-like shoes made of Reeds or Bark. - Geta - Japanese Wooden Sandals. - Buskin - Ancient Roman shoes. Thanks in advance!
LadyJade90 Some of the recipes can be crafted by anyone, but many of the recipes (including VS original recipes like for sewing kits) can only be crafted by Tailors. If you are playing a solo game, you can simply turn of class-based recipes in the game and everything should be craftable by yourself.
I think recycling clothing into a percentage of their main cloth/leather ingredient would be more than enough, it could even be a tailor-exclusive skill.
Understandable if that's too much work though. I personally would enjoy it mostly for the peace-of-mind of not having to throw my old pieces of clothing into the river to get rid of them ^^;
tRead Hadn't thought about recycling. It can be difficult, because most recipes take quite a bunch of different ingredients and what would then the result be? I'll think about it. Thank you for the suggestion!
All new clothing do not have recipies (emerald reindeer herder, wonder's fur, fur brimed hat, etc). not sure if that is intended or not. Some older items that used to have recipies pre 1.22 update also now suddenly lack them (IE some nadian clothing items that are ment for colder weather) not a damand that you DO add them but a clarifacation of if this is intended.
I've simply had no time to look at the recipes for new clothes. Also, some of the clothes might have shifted their code in VS so the recipes might be missing, also a lack of time on my side.
I'll hope to eventuall add them all.
ah ok no rush then. thanks for the response man.
1.22?
It works in 1.22 with some minor errors (lantern on the belt). Will do a full release shortly.
Or did you mean you wanted to pay me € 1.22 for a new release?
ah ok and no lol.
You got around to updating the lantern error before I even got to report it~
Thank you for the update! We appreciate all the hard work 💜
Kian_DND This is very strange, this is a content-only mod that does and should not mess with any core game mechanics. I can't explain this.
Hey uh. I don't know. What is causing the issue, but whenever I enable this mod it just uh...Removes my ability to pick up items...and I don't know why nor how
MrRogvold I don't mind, go ahead :)
Tels hi! Thanks for the awesome mod! I really enjoy playing the game with it.
Woudl you mind if I make an addon to it that will allow player to uncraft clothes to gain part of resources used?
To my mind it's a cool possibility to recycle clothes and make other items out of those materials.
Nico_Nico_Nyx Thanx, it will be fixed in the next release, out in a few minutes :)
in shoulder-nadiyan.json there's a typo on line 61 for the blacksmith apron, it's stury leather instead of sturdy. just letting you know! I fixed it myself locally so it doesn't throw an error during world load.
Tels Thanks for getting that update out so quickly, just had a skim through the clothes and it's worked.
Though I have found one piece of clothing that neither setting removes, its the Nadiyan fisher pants. With the both Nadiyan checkboxes unckecked the recipe is still craftable.
Its no big issue, thought I'd just let you know.
Emperor_Q I bet what is happening is that the Nadiyan clothes are disabled, but the wool variants (one checkbox below) are enabled and thus re-enabled the nadiyan clothing again. Need to think how I can fix this.
Emperor_Q Yeah, I see. Srange, the configlib patches look correct to me. Need to investigate what is happening there.
Tels I did my testing in a separate branch, I hadn't had configlib or ImGUI enabled when I first launched (I should have read the description before testing), though I also hadn't had Shear Lib + Wool & More.
Adding these four mods recreates the original problem I noticed in my main branch, though it does only seem to apply to the wool varients, as far as I can tell.
Not all recipies are enabled with the wool mods, though quite a few of the recipies that use Nadiyan leather. I tested with the Nadiyan Coat and it was still craftable with wool.
Emperor_Q It seems that some variants with wool cloth are indeed not disabled, but generally, the recipes are properly disabled in my testing. I'l fix the others in the next release if I can (it might be a configlib issue).
Remember, you need both ImGUI and Configlib installed for the config lib patches to take effect. What recipe did you try to craft?
Hey, I've noticed the config for disableing the Nadiyan recipies doesn't seem to do anything.
I've run a save with only this, TD and EM, set "enable_nadiyan_clothing_recipes:" to "false" cheated in the items to make an item on a fresh world and made them as a tailor.
I restarted VS in between setting the setting to false and crafting it.
I tested this on VS 1.21.4, Dressmakers 1.7.1
gg
BearKiller No I couldn't figure it out, and for some reason it was working fine in singleplayer and only had that issue in multiplayer. no idea
WRETCH There was a bug in some of the recipes which unfortunately ate the shears because they were not marked as tools. This should be fixed in the latest release. if it still happens, please tell me the recipe so I can fix it.
hello! are the nadiyan recipes meant to eat an entire pair of shears per craft, or is it supposed to just be some of the durability? i've never seen a pair of iron shears go that fast
osayra Did you ever resolve this issue? I'm actually having this exact issue with another mod Alchemy and it seems to be a problem specifically with tools like the mortar & pestle and spindle that are used in crafting.
Tels I haven't been able to recreate it in our server sorry, I know for certain it happened but restarting the server must have changed something to fix it.. If it does ever happen again I'll let you know !
osayra It's probably another mod, maybe xskills or something tool or weapon durability related. If it happens again, pls send me the mod list on the official VS Discord, and put it into the Tailor's Delight mod channel. Thank you!
Tels it was the homespun pants, I tried crafting it in a sp world and it got rid of the needle like its supposed to... the damaging thing could be a mp server issue maybe?
osayra Do you remember what you crafted?
It could also be related to some mod that changes weapon durability, as the needle also have a "tool: hammer" designation, which might confuse some mods?
Yasamashi I don't have toolsmith, but I do have smithing plus idk if that would affect that?
Tels the needle got damaged after I crafted something with it. I didn't know it was supposed to be a one-time use item, something must somehow be messing with it then?
osayra could it be that you've got Toolsmith into your loaded mods? I remember I had to sharpen the needle before I could use it.
osayra Needles are a Tailor's Delight one-time use item (for quite some time), so if you got a damaged needle, you need to replace it in creative mode. There should be no recipes that use a needle as a tool (and therefor damaging it). How did you obtain such a needle?
Edit: I think they might get damaged if you attack with them. This is by design, that you can't use them in crafting is a VS odditiy, which I can't fix, tho... you might just throw them away, they are cheap :)
I don't know if its this mod or tailors delight, but trying to craft anything with a damaged needle does not work.

Huskk I've never tried the GlooMee clases so I cannot comment on this.
Comeaves Thank you for the feedback, this recipe is actually part of Tailor's Delight. I'll tweak it. I'll also add more Wool & More recipe variants, this way you can save your flax for your windmills :)
Interessing mod however the requirements are too expensive and, sometimes, non-sensical with for example blue trousers (reindeer herder) requiring dark green dye... and not only cloth but also twine. My flax farm is not nearly big enough for this mod
It was an issue with Tailors Delight file name ending in 2.0.0 pre 2 not 2.0.0, However the mod has been updated to the correct name now. at the Same time do you know if there any compatablity issues with GlooMee classes, class specific crafts such as Merchants having their own mask craft ect?
Huskk Please make sure you use the real 2.0.0 of TD and clear your VS mod cache - it might contain older versions. If it still happens, could you please send me a screenshot of your mod listing inside VS on discord?
I have both expanded matter and tailors delight updated to their latest versions, however Dressmakers still says I am missing Tailors as a dependency
As far as I tell it works fine on 1.21. I've crafted several pieces of clothing without major incident.
propaneko It's done when it's done. Be patient.
Hiii, any ETA for new game version ^^
BeeMonarch Thank you for your kind words, and yes, it's getting hot in here :) I'll plan on doing a new release for 1.21 and will take care of the bee keeper outfits then. Should hopefully not be long anymore.
Hello Tels , hope you are doing well this summer, could you please add the rest of the recipes for the Nadiyan Beekeeper set when you have the time?
The rest being: the Beekeeper hood, tunic and shirt
Just in case, I am playing on version 1.20.12
Tels Thank you kindly. Amazing work as always!
A_Whisper Skirt recipes are now in the newest release, with over 60 other recipes. Enjoy :)
Wailwolf Sorry for the delay, your translation is now in a release. Merci beaucoup! 🧡
Wailwolf Thank you, I'm adding them now. Might take time for some mods to be released with the holiday coming up. But it will not be forgotten 🧡
Hey Tels, sure, here is the french translation. I'm also sending the ShearLib one and currently working on Bricklayers (but it's pretty long !).
Wailwolf Would you be able to provide a French translation for this mod? It only has a handful strings and I'd like to include it in the next release. Merci! 🧡
Love the mod, really a must have on our server. One thing I'm really looking forward to is when you add the recipies for the rest of the Nadiyan clothing. Can't craft the skirts yet, but waiting for that day!!!
❤️
Tels Author of Fix Hair Clipping fixed it.
SirPottage Since Dressmakers does not add any new clothing items, I don't know how it can conflict with Fix Hair Clipping. 😕
EDIT: Works now.
Conflicts with Fix Hair Clipping on 1.20.4
Tels awesome, looking forward to the Nadiyan clothing being craftable since they all match so nicely. Thank you for all you're hard work!
Qta I haven't had the time to add all the recipes yet. They will come soon, hopefully :)
The handbook shows nadiyan's costumes, but I can't produce most of them. (For ex, all kinds of hats cannot be made.) Has the recipe not been added yet? Or is it a recipe error due to a mod crash?
Viceroy This mod is specially made for Tailor's Delight - if you wan a mod that does not require TD look for Simple Tailoring (which is even mentioned in the description here).
Hey, can we get a version of this mod that does not require tailor's delight and expanded matter? This is just recipes mod for vanilla clothing items so I was wondering if we can something more leightweight.
Quick stats: VS 1.20 has
So it is already quite imbalanced. With Dressmakers, 1.20 has:
8% tailor-exclusives vs. 22% with Dressmakers really seems a bit excessive, even given the topic of, well dressmaking :)
(To be fair, some of the Dressmakers tailor-exclusive recipes are just duplicates of the class recipes, e.g. a tinkerer (clockmaker) has the same recipe as the tailor. This doesn't help you if you are a blackguard, of course)
Akari_Enderwolf There is no such option yet in the mod. In my limited testing I was not able to make recipes either "requiresTrait": "tailor" or "nothing" because there is no such trait as none. VS either requires a trait or the option must be absent and I couldn't figure out how to do this with config lib. Maybe someone else has an idea?
You can only disable class-exclusive recipes altogether.
Of course, you are right, the tailor-exclusivity (which was to boost the tailor class) is achieved, but its maybe a bit too much. I've already started converting recipes for "free for all", like shepherd clothing. I'll look into expanding this so it covers more recipes.
There is already a sewing kit, only craftable by tailors, but can be bought by anybody else. I could convert a few recipes to use the sewing kit but make them craftable by everyone. (traditionally, it seems VS always pairs tailor-specific recipes to the sewing kit) If this is an option for, I'll look into it.
Thanx for the feedback! 💛
Is there an option to make the mod a bit more singleplayer friendly and have the non-starting class clothing not be tailor exclusive?
The other classes in vanilla only have 1 or 2 exclusive crafts that I can see, but the Tailor would have over 100 of them, just seems a bit unbalanced for singleplayer.
I think a better option might be a sewing kit or something that makes crafting the clothing use less materials, but only the tailor can make that item. Then the class is more balanced with the vanilla ones, and doesn't lock almost an entire category of crafting behind a single class.
LarekFlynn It's a new mod and will have a pre-release soon. Sorry for the delay, holidays and all :)
What is "Hunter's Lodge?"
ShanaLarisar I've just uploaded a pre-release that should fix the errors in 1.20 and work fine. There are a few recipes missing for the new Nadiyan clothes, but nothing major and these will be added in the final release. Thank you for using our mods! 💛
Has anyone run this with 1.20 rc-X, and if so did it work fine?
Thank you for the kind words, OBEDIA 🧡 More content for Tailor's Delight is comming soon, too!
Trying this mod out today with 80+ mods on a server, looks awesome. We wanted to build a tailor in our city, and this fits perfectly.
Marvelous! I look forward to trying it on multiplayer, hopefully tonight.
Wandour & CKitt
I'm still working on completing a few more recipes (like masks and class clothes). But this mod already adds recipes for almost all clothing that exists in the game and most of it can be crafted by a tailor, and some even by other classes or everyone.
So we can craft almost all vanilla clothing? Yes, please! That is exactly what I was wishing for a few days ago.
all clothing items should be craftable by tailors
thank you for doing gods work
Hydromancerx Thanx for all the ideas! I already have quite a few ideas on expanding the clothing sets from VS but was still busy with the basis for now. Hopefully soon :)
Tels
Some ideas for you for shoes ...
- Clogs - Dutch Wooden Shoes
- Sandals - Shoes with no heat protection
- Moccasins - Native American Leather Shoes
- Shoeshoes - Helps you walk on snow.
- Woven Shoe - Basket-like shoes made of Reeds or Bark.
- Geta - Japanese Wooden Sandals.
- Buskin - Ancient Roman shoes.
Thanks in advance!
LadyJade90 Some of the recipes can be crafted by anyone, but many of the recipes (including VS original recipes like for sewing kits) can only be crafted by Tailors. If you are playing a solo game, you can simply turn of class-based recipes in the game and everything should be craftable by yourself.
https://wiki.vintagestory.at/index.php/World_Configuration
/worldConfig classExclusiveRecipes [true|false]If true, class exclusive recipes are enabled (default: true)
is this solo friendly? i dont use the tailor class
How did you know I was looking for a mod that does exactly this just last weekend? You are the best!
I think recycling clothing into a percentage of their main cloth/leather ingredient would be more than enough, it could even be a tailor-exclusive skill.
Understandable if that's too much work though. I personally would enjoy it mostly for the peace-of-mind of not having to throw my old pieces of clothing into the river to get rid of them ^^;
tRead Hadn't thought about recycling. It can be difficult, because most recipes take quite a bunch of different ingredients and what would then the result be? I'll think about it. Thank you for the suggestion!
Looking forward to this! :)
will any clothing be recycle-able? I'm interested in compatibility with https://mods.vintagestory.at/show/mod/5033