Board Thread:Suggestions forum/@comment-26553378-20170303010151

Intro
Hi, this is because of a suggestion by a fandom user saying, and I quote, "Ya'll should add taylors and cotton crops with clothes for looks, decor, and protection from sun and cold (desert and forodwaith)." This suggestion is a supplement, or rather my own interpretation of that suggestion.

Overview
Add various clothing items that can be fashionable ways of surviving forodwaith or harad, tailors to line armor with fur, and sell previously mentioned clothes, and tailors (buildings) that spawn in "civilized" villages (those of men, rhudel, gondor, rohan, possibly dunland, etc., as well as elves, and dwarves, and hobbits.)

Wild
Found in plains biomes it displays 1-5 stalks with a small cotton fluff on the end, it will drop cotton stalks based on the amount displayed.

Stalks
Right click to manually thresh the cotton over 4 ticks for 1 cotton and 0-2 cotton seeds

Thresher (unit)
Takes stalks of cotton from farming deposit chests and threshes them for you! Available to any nations who farm cotton through the farmer NPC.

Thresher (Machine)
(wooden in appearance, crank powered) Accepts up to 8 stalks of cotton and has an output for fluff and one for seeds, if it fails to expel a product into an output slot it will jam. compatible with hoppers. Takes 12 ticks to run. Can be run by a thesher unit, or by a sneaking player. Sold by farmers that sell thresher units.

Farming
Seeds can be planted for a crop with the appearance of 4 stalks (drops 1-4); if planted in fertile (hydrated) soil they will randomly dry it out, and if in dry soil they will turn it to dirt when harvested (this will be automatically fixed by a farmhand, but they will wait a while to simulate retilling the earth) with a small chance of turning it to barren earth.

Cloth
4 cotton fluffs.

Clothes
Before anyone complains about these, think about it, could you wear cotton clothes over bulky plate? no? didn't think so, and seeing as you couldn't see it, or have it be of use beneath the armor I am not recommending vanity slots.

a full suit of cloth clothes (or robes, interchangable) will protect from harad

Hat
Its a hat, its in the mod, yay.

Shirt
Cloth in the chestplate recipe. Dyeable in the same fashion as other items

Jacket/Vest
Craft lone to get open/closed jacket/vest. craft cloth in chestplate recipe with a stone button in the open spot. after initial crafting is dyeable, and can accept different forms of stone buttons, or a metal nugget to change button texture.

Pants
Cloth in the classic pants pattern, dyeable, if crafted with leather and an iron ingot will gain a belt which can then have the buckle texture changed with metal nuggets.

Slippers
Cloth in the boots pattern, dyeable, can have string crafted with it to gain laces, string now dyeable for colored laces.

Boots
Leather in boots pattern with fur in the middle protection from thorns, nettles, and forodwaith if in full set. can get laces, plus no overlay

leather clothes
fur in the center slot of recipe (open one for shirt) and leather replace cloth, basically a texture variant of leather armor, but more customizable, and fancy, and unbreakable, and not work as armor, also already exists as helm, yay! protects from forodwaith, as does fur lined armor. no ugly leather overlay!

Tailor (NPC)
Has the normal trader options, but has "mend/line" in place of hire. sells clothing.

The mending menu
2 sides to the menu, one single slot with a "mend" button below decorated with a cost, this varies based on armor damage if its enchanted, and armor type, basically the tailor will repair your cloth/hide based armors.

second side features 2 slots and a button, one for a hide-based armor, the other for fur equal to the cost of the armor, underneath is a "line" button, clicking it will line the armor to protect from cold, and have you pay an amount of money based on armor type.

Tailor (Building)
Featured in villages, houses the tailor, and clothing based loot chests (fabric, hide, etc.)

Sorry if you think anything is lacking comments are welcome, as is suggesting changes, especially suggesting a building for the tailor, i have no idea where to start. 