|
The spirit of Qwynn's Expanded Woodworking (https://ludeon.com/forums/index.php?topic=30459.0) risen and updated from the depths of the forums to the land of the active!
The days of the 'WoodLog' are gone. Awaken that inner lumberjack as you become surprised that each tree (and cactus too) produces a different type of wood and color!
Let that designer and carpenter in you sprout as you decide which wood type to use! | | (https://images2.imgbox.com/03/b5/ugELiE8D_o.png) | |
Expanded Woodworking is an updated fork of ItchyFlea's Extended Woodworking (https://ludeon.com/forums/index.php?topic=7893.0).
This is more of an upgrade given about 60% of it contains restructuring, editing, added and removed content, better compatibility, and balancing since Qwynn's release for A16.
Kind of ironically and as result of having been inspired by the original, this is also the first time I have worked with XML and C#.
I'd be happy to return this should Qwynn return and request it back. | |
FEATURES
- Trees, Saguaro, and bamboo have their own unique wood.
- Every wood type (except Saguaro) has a corresponding lumber!
- Process logs into lumber at the woodworking tables!
- Lumber is used in both construction and in crafting.
- Supports any starting scenario through using the crafting spot.
- Raw logs are used as fuel!
- Realistic wood colours!
- Support for other mods!
- ModSync RW and Fluffy's Mod Manager support!
- Compatibility with any mod using wood as a fuel item.
COMPATIBILITY Mods given extended functionality with included patches:
- Advanced Biomes (https://steamcommunity.com/sharedfiles/filedetails/?id=2052116426)
- Biome Expansion: Redwood Forest (https://steamcommunity.com/sharedfiles/filedetails/?id=1935518604) (1.2+)
- Combat Extended (https://ludeon.com/forums/index.php?topic=33461.0) (load before EW) (1.0 only)
- Lord of the Rims (https://ludeon.com/forums/index.php?topic=41713.0) (1.0 only)
- Nature's Pretty Sweet (https://steamcommunity.com/sharedfiles/filedetails/?id=1211694919)
- [RF] Realistic Planets (https://steamcommunity.com/sharedfiles/filedetails/?id=2009542732)
- ReGrowth: Biomes of The Rim (https://steamcommunity.com/workshop/filedetails/?id=2106639984) (1.2+)
- RT's Weapon Pack Reloaded (https://steamcommunity.com/sharedfiles/filedetails/?id=2008908318)
- Zen Garden (https://steamcommunity.com/sharedfiles/filedetails/?id=1554147049)
Expanded Woodworking (EW) overwrites the following vanilla definition: Patches edit the following vanilla definitions:
- Trees
- Brewery and barrels
- Butcher table
- Torch lamp
- Campfire
- Any other wood-fueled items (incl. from other mods)
- Passive cooler
- Spike trap
- Joy and art objects
- War mask
- Peg leg and wooden foot
- Weapons made of wood
- Marble blocks
Separate Vegetable Garden Project (https://ludeon.com/forums/index.php?topic=36926.0) (VGP) patch overwrites: And patches edit the following from VGP:
- Fruit trees from Vegetable Garden and More Veggies
- Trees from Xtra Trees and Flowers
- Compost starter
- Drinks table
- Ironwood floors
- Loom
| | | DOWNLOADS
Expanded Woodworking | | Expanded Woodworking for VGP* |
GitHub (https://github.com/Adventurer13/ExpandedWoodworking/releases) | Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1082915328) | | GitHub (https://github.com/Adventurer13/ExpandedWoodworkingVGP/releases) | Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=1083959631) |
(http://icons.iconarchive.com/icons/bokehlicia/captiva/72/web-github-icon.png) (https://github.com/Adventurer13/ExpandedWoodworking/releases) | (http://icons.iconarchive.com/icons/froyoshark/enkel/72/Steam-icon.png) (https://steamcommunity.com/sharedfiles/filedetails/?id=1082915328) | | (http://icons.iconarchive.com/icons/bokehlicia/captiva/72/web-github-icon.png) (https://github.com/Adventurer13/ExpandedWoodworkingVGP/releases) | (http://icons.iconarchive.com/icons/froyoshark/enkel/72/Steam-icon.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=1083959631) |
| (https://img.shields.io/github/release/Adventurer13/ExpandedWoodworking.svg?style=for-the-badge&label=VERSION&colorB=483D8B) | | (https://img.shields.io/github/release/Adventurer13/ExpandedWoodworkingVG.svg?style=for-the-badge&label=VERSION&colorB=483D8B) | |
| (https://img.shields.io/badge/LAST%20RELEASE-2020--11--28-483D8B.svg?style=for-the-badge) | | (https://img.shields.io/badge/LAST%20RELEASE-2020--11--23-483D8B.svg?style=for-the-badge) | |
| (https://img.shields.io/badge/A17%20--%201.2-CHANGE%20LOG-3d808b.svg?style=for-the-badge&logo=github) (https://github.com/Adventurer13/ExpandedWoodworking/blob/master/CHANGELOG.md) | | (https://img.shields.io/badge/A17%20--%201.2-CHANGE%20LOG-3d808b.svg?style=for-the-badge&logo=github) (https://github.com/Adventurer13/ExpandedWoodworkingVGP/blob/master/CHANGELOG.md) | |
| | | * requires Expanded Woodworking and Vegetable Garden (https://ludeon.com/forums/index.php?topic=36926.0) | |
I recommend Fluffy's Stuffed Floors (https://ludeon.com/forums/index.php?topic=16120.0) in addition for the awesome and fancy flooring you'll be able to make with Expanded Woodworking!
CREDITS
- ItchyFlea - The original mod.
- Qwynn - The original Expanded Woodworking and core code of the mod.
- Fluffy - Several random, helpful forum posts.
- dismar - Forum posts and Vegetable Garden.
- A talking dolphin - The lumber graphic.
- Thirite - Fruit tree coding and troubleshooting.
- lex1975 & DiamondGrace - Russian language localisation.
- Azarashi - Castellano Spanish language localisation.
- XeoNovaDan - Realistic Planets patch.
- KennethSamael - ReGrowth: Biomes of The Rim patches.
- Chowder - Woodworking table graphics.
- Dr_Zhivago - Dead Goat's and RT's Weapon Packs patches, miscellaneous patches, and woodworking table graphics.
- cuproPanda, Dingo, jecrell, minimurgle, skullywag - A variety of helpful forum posts, graphics, tools, and tutorials.
|
ISSUES
Reporting: If you find any bugs or vanilla wood items that are not properly stuffed (capable of being built with all lumber types), please let me know! When making a bug report, please make sure you have developer mode enabled in your Rimworld settings. You may then create your report either on this forum post or at the GitHub repositories. A link to your exported HugsLib log would be greatly appreciated as well.
| | | Scenarios: Attempting to use the scenario editor on any custom scenario which references items made from vanilla wood logs will not work and flood the debug log with errors. Attempting to select a scenario that references items made from EW wood types without EW installed will have the same effect. As a workaround to this problem, you may disable EW, create a blank scenario from the one you wish to edit (such as Lost Tribe), save it, and re-enable EW. You will then be able to edit the blank scenario template.
|
GALLERY (https://imgbox.com/g/R22ApJM3K7)
(https://thumbs2.imgbox.com/47/04/WJvFh1fx_t.png) (https://images2.imgbox.com/ee/bf/BYxtGMxR_o.png) (https://thumbs2.imgbox.com/7d/29/pTqrCL6U_t.png) (https://images2.imgbox.com/65/41/qCmNG2l8_o.png) (https://thumbs2.imgbox.com/f7/37/ryABAKib_t.png) (https://images2.imgbox.com/e7/26/zWIs5AtU_o.png) (https://thumbs2.imgbox.com/aa/91/8kzSyO1h_t.png) (https://images2.imgbox.com/f6/cd/gYPWfE1m_o.png) (https://thumbs2.imgbox.com/90/f6/UKvSPNbv_t.png) (https://images2.imgbox.com/5f/e3/ATgDjlAV_o.png) (https://thumbs2.imgbox.com/38/6c/qDHhMIjr_t.png) (https://images2.imgbox.com/bf/b4/X9j4UX0S_o.png) (https://thumbs2.imgbox.com/a0/e7/CEMZ4iCb_t.png) (https://images2.imgbox.com/5a/95/yD3kIWe1_o.png) (https://thumbs2.imgbox.com/31/64/EnnU9DfD_t.png) (https://images2.imgbox.com/de/6b/d4viOaxi_o.png) (https://thumbs2.imgbox.com/2f/5e/P91jpip9_t.png) (https://images2.imgbox.com/f8/e8/cm1OozjW_o.png) (https://thumbs2.imgbox.com/9a/52/nO2OSMRy_t.png) (https://images2.imgbox.com/75/53/M9GlFByy_o.png) (https://thumbs2.imgbox.com/0d/33/I85edVPX_t.png) (https://images2.imgbox.com/dd/d2/5Db34vHM_o.png) (https://thumbs2.imgbox.com/af/84/D0n3JsAS_t.png) (https://images2.imgbox.com/61/5f/Gxy2z89T_o.png) (https://thumbs2.imgbox.com/d1/42/783Or0Hd_t.png) (https://images2.imgbox.com/ae/bc/h3JMJafe_o.png) (https://thumbs2.imgbox.com/3b/bb/o9vm9NmB_t.png) (https://images2.imgbox.com/94/7a/XKkfepll_o.png) (https://thumbs2.imgbox.com/51/6d/ClgRn8kv_t.png) (https://images2.imgbox.com/b8/b3/VosVcTzT_o.png) (https://thumbs2.imgbox.com/2a/d8/6D2DKtxq_t.png) (https://images2.imgbox.com/06/76/PsHoA7nh_o.png) (https://thumbs2.imgbox.com/c6/37/hVvvFfcU_t.png) (https://images2.imgbox.com/76/5f/aYzROXXF_o.png) (https://thumbs2.imgbox.com/4c/91/zcfQkNTq_t.png) (https://images2.imgbox.com/3c/56/KHHUWQXa_o.png) (https://thumbs2.imgbox.com/61/d4/iy3xfREo_t.png) (https://images2.imgbox.com/5a/89/dARrqeKk_o.png) (https://thumbs2.imgbox.com/af/cb/M701rAhe_t.png) (https://images2.imgbox.com/1e/7e/g9mqiKaK_o.png) (https://thumbs2.imgbox.com/2b/6c/pzHCzdxs_t.png) (https://images2.imgbox.com/47/f9/rKoOkj0f_o.png) (https://thumbs2.imgbox.com/88/fa/JaW9JO9x_t.png) (https://images2.imgbox.com/a8/08/YeWBFbSo_o.png) (https://thumbs2.imgbox.com/b8/a9/wuuZZXaS_t.png) (https://images2.imgbox.com/ed/68/mdBaNkX6_o.png) (https://thumbs2.imgbox.com/86/10/5HiNYpgC_t.png) (https://images2.imgbox.com/21/e4/tyOF2aWV_o.png)
LICENSE (https://creativecommons.org/licenses/by-nc-sa/4.0/)
(https://i.creativecommons.org/l/by-nc-sa/4.0/80x15.png) (https://creativecommons.org/licenses/by-nc-sa/4.0/)
What a beautiful looking mod, I must use it! Great work, good job!
From GitHub's download page:
Recommend using Expanded Woodworking and Expanded Woodworking for Vegetable Garden Project as bookends to Vegetable Garden Project. Essentially, put all the mods from the Vegetable Garden Project in-between these two mods.
So my mod order should look like this?
Expanded Woodworking
Vegetable Garden
Gourmet Garden
Garden Drinks
Garden Medicine
Garden Fabrics
Garden Resources
Soylent Production
Garden Tools!
More Veggies!
Xtra Trees and Flowers!
Expanded Woodworking for Vegetable Garden
Quote from: Zalpha on December 15, 2017, 04:46:54 AM
From GitHub's download page:
Recommend using Expanded Woodworking and Expanded Woodworking for Vegetable Garden Project as bookends to Vegetable Garden Project. Essentially, put all the mods from the Vegetable Garden Project in-between these two mods.
So my mod order should look like this?
Expanded Woodworking
Vegetable Garden
Gourmet Garden
Garden Drinks
Garden Medicine
Garden Fabrics
Garden Resources
Soylent Production
Garden Tools!
More Veggies!
Xtra Trees and Flowers!
Expanded Woodworking for Vegetable Garden
Yes!
You'll get some errors with VGP, but I have outlined why those occur and not to worry about them under the 'Issues' section above.Edit: Strike through as the errors should no longer occur since 12-31 update.
I really like the idea of this mod, it would make going to other areas to harvest wood as something to do now. I would only consider doing so to mine ores but now, wood collection is an option too.
Edit: I have tested out the mod, it is great!
I want to recommend playing it with More Furniture and T's Mods: beds (MoreBedsVanilla), the amount different types of beds you can get in game I guess are well over a hundred, by combining blanket types with wood types the range of designs are many.
More Furniture - [B18-A16] More Furniture
https://ludeon.com/forums/index.php?topic=16977.0
and
T's Mods: beds -[B18] T's Mods (Floors, beds, crops, meals, cotton and cookery tweaks)
https://ludeon.com/forums/index.php?topic=4373.0
It is really awesome.
Nice mod, but hey, i can seem to cut fruit trees. They end up giving unlimited harvests and thus infinite food. I gotta go somewhere rn but when I get home i'll send you the debug message.
Edit: NEVERMIND, forgot to install a file
UPDATE NOTICE:Expanded Woodworking (& VGP)
- ModSync support
- New textures for woodworking tables
- Zen Garden and Nature's Pretty Sweet patches
Highly recommend downloading and using.New woodworking tables in cypress, mixed (vanilla Rimworld wood color), and plasteel as a sample:
(https://thumbs2.imgbox.com/50/d7/YoG2JxrK_t.jpg) (https://images2.imgbox.com/50/d7/YoG2JxrK_o.jpg)
As a curious feature for your left-handed colonists, saw dust and wood chippings pattern shows from left-to-right (instead of right-to-left) across saw blade when back of table is on the left-side.
Thanks Spaceman! Appreciate the love for lefties!!!!
UPDATE NOTICE:Expanded Woodworking
- Update to Zen Garden patch as a result of the update to Zen Garden and preventing xml errors from the update.
thanks for the update heads up. and also thanks for sharing https://neotires.com, it really looks amazing!
Hey you might want to look at something. There is an option to craft mixed lumber from... MIXED LUMBER, which if not unchecked can cause an infinite loop
>insert 15 mixed lumber
>get 15 mixed lumber
This may be a stupid question, but how do you construct the different wood flooring? I can't seem to find the different floors anywhere?
Quote from: LuizTNC on December 21, 2017, 02:54:59 PM
There is an option to craft mixed lumber from... MIXED LUMBER, which if not unchecked can cause an infinite loop
I assume you are talking about the bundling lumber recipe since it is the only one which uses lumber as ingredients. Once the holidays pass and I fix my computer, I'll change it to not be included as default within the recipe.
Quote from: Ranisimo on December 27, 2017, 11:11:43 AM
This may be a stupid question, but how do you construct the different wood flooring? I can't seem to find the different floors anywhere?
This mod works seamlessly with Fluffy's Stuffed Floors (https://ludeon.com/forums/index.php?topic=16120.0) mod. In order to have the floors currently, use it as well.
UPDATE NOTICE:Expanded Woodworking (& VGP)
- Bundling lumber no longer includes mixed lumber as a usable ingredient
- Fuel patch system rewritten to apply to any mod using the vanilla WoodLog in the fuel filter
- Bamboo is now a fuel source
- Compatibility with Stuffed Workbenches and DeCore
- Billiard and poker tables no longer require mixed lumber when using a different material
And what I am most excited to report, patch fail errors should no longer appear for users of mods from VGP with the most recent releases of each! Made possible with a combination of updates from both of our mods.Highly recommend downloading and using as it contains a good amount of fixes for better compatibility going into 2018.
This mod is just plain awesome. I can finally get that perfect color floor I was looking for (cecropia) for my lounge-fireplace-library area.
seems that acacia trees from Vegetable Garden Extra Trees when harvested gives mixed lumber.
can I suggest making lumber usable as fuel? maybe less efficient? I just don't see how I can't throw lumber on a fire to keep my pawns warm.
Quote from: mmance on April 08, 2018, 06:58:05 PM
seems that acacia trees from Vegetable Garden Extra Trees when harvested gives mixed lumber.
can I suggest making lumber usable as fuel? maybe less efficient? I just don't see how I can't throw lumber on a fire to keep my pawns warm.
The reason lumber isn't a fuel is because there is no way to determine which of the lumber types would be used. This would mean that the more expensive and stronger types could end up being tossed in as fuel when you don't want it to be. We cannot see or manually disable what is used as fuel currently within the game. I do understand the realism of it still being wood and so should be fuel, though.
If you really want lumber as fuel, replace the 'UniFuel.xml' file in the 'Patches' folder of the mod with the 'UniAllFuel.xml' file attached this comment. I won't be keeping the attached file updated alongside updates to Expanded Woodworking and this falls under the same license as Expanded Woodworking.
Sorry mmance (https://ludeon.com/forums/index.php?action=profile;u=7726) for the delay in response. Are Vegetable Garden Project's Xtra Trees still giving you mixed lumber?
[attachment deleted due to age]
UPDATE NOTICE:Expanded Woodworking (& VGP)
- Compatibility for Combat Extended added
- Fixed Tree definitions overwriting the changes to trees made by plant density mods, VGP fruit trees, and the vanilla tree definitions
- Readded the other cultivated fruit trees since they were added back by Vegetable Garden
- Switched to ModSync RW support
- Russian localisation by lex1975 (GitHub User) included
Looking for further language localisations of the mods. Want to help? Make a pull request on GitHub with the new language folder and translated files within.There is a pre-pre-release of the Rimworld 1.0 version on GitHub with instructions on how to use (https://github.com/Adventurer13/ExpandedWoodworking/pull/12). Everything "should" work fine but do let me know if you run into any problems. I will probably release a pre-release of it after the B18 version is in a comfortable final state. The Rimworld B19 release is done.
Oh! One more thing: I'll get the update out for VGP in the next day or so and edit this post. Done!
UPDATE NOTICE:Expanded Woodworking
- Bases and Orbital bulk goods trader may trade lumber/logs.
- Further balancing of production tables.
- Wooden foot, spike trap, and watermill generator can be made out of multiple types of wood.
- Adjustments made in-line with weapon changes in B19.
- Removed specific patches for other mods temporarily.
New save needed if updating from version B18 or earlier of Rimworld.I am aware of the cocoa tree not producing its own wood and it will be fixed in the next update.
Any news from VG support of the B19 version?
Thanks for the update!
Unfortunately, it seems torch lamps are broken, at least on my end...?
Exception filling window for Verse.ImmediateWindow: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.Widgets.ThingIcon (Rect rect, Verse.ThingDef thingDef) [0x00000] in <filename unknown>:0
at RimWorld.Designator_Build.DrawPanelReadout (System.Single& curY, Single width) [0x00000] in <filename unknown>:0
at RimWorld.ArchitectCategoryTab+<DoInfoBox>c__AnonStorey0.<>m__0 () [0x00000] in <filename unknown>:0
at Verse.ImmediateWindow.DoWindowContents (Rect inRect) [0x00000] in <filename unknown>:0
at Verse.Window+<WindowOnGUI>c__AnonStorey0.<>m__0 (Int32 x) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)
Root level exception in OnGUI(): System.NullReferenceException: Object reference not set to an instance of an object
at Verse.Widgets.ThingIcon (UnityEngine.Rect,Verse.ThingDef) <0x0000c>
at (wrapper dynamic-method) RimWorld.Designator_Build.DrawMouseAttachments_Patch0 (object) <0x0031e>
at Verse.DesignatorManager.DesignationManagerOnGUI () <0x0005d>
at RimWorld.MapInterface.MapInterfaceOnGUI_BeforeMainTabs () <0x0014b>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x0009c>
at Verse.Root.OnGUI () <0x00112>
Verse.Log:Error(String, Boolean)
Verse.Root:OnGUI()
This happened on a new game I started. UI bugs out if I mouse over the vanilla torch icon & throws up the error log...
Quote from: Tenshi~Akari on September 15, 2018, 05:10:40 PM
Thanks for the update!
Unfortunately, it seems torch lamps are broken, at least on my end...?
[Error codes]
This happened on a new game I started. UI bugs out if I mouse over the vanilla torch icon & throws up the error log...
I couldn't recreate this. Could you try again with the recent update and let me know?
Quote from: Sirsim on September 15, 2018, 02:31:37 PM
Any news from VG support of the B19 version?
Yes, below!
UPDATE NOTICE:Expanded Woodworking (& VGP)
- Fixed Saguaro cacti and Drago trees not producing their respective wood types.
- Updated assemblies.
- Cocoa trees now produce their own wood type.
- Officially re-added Nature's Pretty Sweet patch and actually removed Zen Garden and Combat Extended patch.
New save needed if updating from version B18 or earlier of Rimworld.
Is mixed lumber required to make most items? I can't make doors or passive coolers out of logs and items from other mods require mixed lumber instead of logs.
Quote from: Spaceman on September 17, 2018, 12:06:41 AM
Quote from: Tenshi~Akari on September 15, 2018, 05:10:40 PM
Thanks for the update!
Unfortunately, it seems torch lamps are broken, at least on my end...?
[Error codes]
This happened on a new game I started. UI bugs out if I mouse over the vanilla torch icon & throws up the error log...
I couldn't recreate this. Could you try again with the recent update and let me know?
It's fixed now as of the update you did. Not sure why that was happening with the torch lamps, but now at least it's recognizing the icon and resources required instead of throwing errors.
It just seems like the stack limit for all the wood resources got jammed down to 5 when I enabled it again in my current save, but that's probably due to another mod this go around, as I see it's supposed to be 75.
Going to check my mod settings & restart to see what happens on that, but otherwise I haven't come across any new issues yet. Thanks again for the updates! ;D
EDIT: Indeed, it was a stack mod I had in the interim. Disabled it and it calculated as normal. And just switched back up to Stack XXL since it's updated now, and that's accounting for the changes to stack sizes for that as expected. All is well. :)
Man these wood textures alone make me want this mod, thanks for keeping it updated! :)
Edit: I can't seem to find the new way to make floors, the option to choose a different type of wood besides just "wood floor" doesn't pop up, and I made sure I had Oak lumber :(
(https://i.imgur.com/8J2FOIU.png)
Also, as a side note, mixed lumbar traps should be a thing I think :)
I'm having the same issue, I don't have access to floors. And that right after I conducted an operation to prepare flooring the entire compound :D
Quote from: akho on September 20, 2018, 07:26:07 PM
I'm having the same issue, I don't have access to floors. And that right after I conducted an operation to prepare flooring the entire compound :D
want to post your modlist? maybe I can find a similarity and see if its a mod conflict causing the floors to not show up in the menus.
Quote from: Ranisimo on December 27, 2017, 11:11:43 AM
This may be a stupid question, but how do you construct the different wood flooring? I can't seem to find the different floors anywhere?
This mod works seamlessly with Fluffy's Stuffed Floors (https://ludeon.com/forums/index.php?topic=16120.0) mod. In order to have the floors currently, use it as well.
Ok.. this should 100% be in the original post that it requires another mod to work.
Apparently you can't build any of the new floors without Fluffy's Stuffed Floors mod? https://github.com/FluffierThanThou/StuffedFloors/releases/tag/v0.9.37 (https://github.com/FluffierThanThou/StuffedFloors/releases/tag/v0.9.37)
Quote from: onerous1 on September 19, 2018, 02:52:48 AM
Is mixed lumber required to make most items? I can't make doors or passive coolers out of logs and items from other mods require mixed lumber instead of logs.
In the very very beginning, yes (unless you have spawned in with a different wood type), but otherwise the corresponding logs/lumber need to be in a stockpile for them to be recognized by the game and able to make stuff with the other types of wood. Also, the crafting spot allows you to make mixed lumber until you make a woodworking table. Both woodworking tables can make any type of wood.
Quote from: Amnesiac on September 20, 2018, 10:24:18 PM
Ok.. this should 100% be in the original post that it requires another mod to work.
Apparently you can't build any of the new floors without Fluffy's Stuffed Floors mod? https://github.com/FluffierThanThou/StuffedFloors/releases/tag/v0.9.37 (https://github.com/FluffierThanThou/StuffedFloors/releases/tag/v0.9.37)
It is and has been mentioned right below the download buttons:
QuoteI recommend Fluffy's Stuffed Floors (https://ludeon.com/forums/index.php?topic=16120.0) in addition for the awesome and fancy flooring you'll be able to make with Expanded Woodworking!
but I guess I need to make it more eye-catching as well. ;)
Anyways...
UPDATE NOTICE:Expanded Woodworking
- Fixed my own oversight of patches not working as a result of using the version of Rimworld (in this case B18) in the name of mods.
It's a small update, but it fixes using Vegetable Garden Project logs as fuel as well as few other minor patches.
UPDATE NOTICE:Expanded Woodworking (& VGP)
- Rimworld 1.0 release version update to mod and assembly versions.
- Updated readme to contain helpful information on bare starting scenarios.
- Added separate license file.
- Added support for Fluffy's Mod Manager.
- Removed Rimworld alpha/beta version in the mod name.
- Removed specific patch for Nature's Pretty Sweet temporarily.
Works in B19 of Rimworld, so you can update mods without worry. The previous version of mod works in 1.0 as well. New save game is not required.
Quote from: Spaceman on October 18, 2018, 03:48:30 AM
UPDATE NOTICE:
Expanded Woodworking (& VGP)
- Rimworld 1.0 release version update to mod and assembly versions.
- Updated readme to contain helpful information on bare starting scenarios.
- Added separate license file.
- Added support for Fluffy's Mod Manager.
- Removed Rimworld alpha/beta version in the mod name.
- Removed specific patch for Nature's Pretty Sweet temporarily.
Works in B19 of Rimworld, so you can update mods without worry. The previous version of mod works in 1.0 as well. New save game is not required.
Nature's Pretty Sweet has been updated to 1.0 now.
Any chance we could see the return of the compatibility patch with this mod soonish? They're both great mods and I hate to have to choose which one I want to use.
Quote from: EchoOff on October 25, 2018, 06:58:46 PM
Nature's Pretty Sweet has been updated to 1.0 now.
Any chance we could see the return of the compatibility patch with this mod soonish? They're both great mods and I hate to have to choose which one I want to use.
Yes, probably during the weekend I will test it and add it back. Thanks for letting me know!
UPDATE NOTICE:Expanded Woodworking
- Re-added Nature's Pretty Sweet patch.
- Basic support for UN-colony.
In regards to UN-colony, I decided to not remove the author's drop-down menus for doors/walls, so they have no extra support.
Quote from: Spaceman on October 28, 2018, 05:37:45 AM
- Re-added Nature's Pretty Sweet patch.
Was planning to release a semi-patch for UN-colony with this one, but ran into some walls. Rather than delay this update further for NPS users, I will add it later.
Wonderful. Thanks!
Made a couple patches for your mod alongside some others. Personal preference, but I think it mostly makes sense.
These are the mods I've covered so far:
Dead Goat's Weapon Pack (https://steamcommunity.com/sharedfiles/filedetails/?id=728503320&)
RT's Weapon Pack Reloaded (https://steamcommunity.com/sharedfiles/filedetails/?id=1541374757&)
Smoked meat (https://steamcommunity.com/sharedfiles/filedetails/?id=1542364782&)
Here's my github link where you can find the patches. (https://github.com/DrZhivago1/DocWorld/tree/master/Patches)
(I think the names will be obvious enough in the "Patches" folder)
Edit: Let me know if you want to use them.
Quote from: Dr_Zhivago on November 16, 2018, 05:12:34 AM
Made a couple patches for your mod alongside some others. Personal preference, but I think it mostly makes sense.
These are the mods I've covered so far:
Dead Goat's Weapon Pack (https://steamcommunity.com/sharedfiles/filedetails/?id=728503320&)
RT's Weapon Pack Reloaded (https://steamcommunity.com/sharedfiles/filedetails/?id=1541374757&)
Smoked meat (https://steamcommunity.com/sharedfiles/filedetails/?id=1542364782&)
Here's my github link where you can find the patches. (https://github.com/DrZhivago1/DocWorld/tree/master/Patches)
(I think the names will be obvious enough in the "Patches" folder)
Edit: Let me know if you want to use them.
any chance you could make a compatibility mod for Zen Gardens and Expanded woodworking? to make a compatibility mod do you just edit the XML files? Zen gardens adds two trees that don't get patched by expanded woodworking. Can I just go into one of the patch files for woodworkingVGP and add two new lines for that wood and it'll work? the Zen garden mod adds: Items Added:
Cherry Wood: Pink colored wood
Ebony Wood: Black colored wood
Zen Cherries: Secondary resource of the Zen Cherry Tree
Persimmon: Secondary resource of the Persimmon Tree
Crabapple: Secondary resource of the Crabapple Tree
the wood should be logs that you have to mill into lumber like every other wood but they just drop usable wood.. OR if it's easier to just remove those two trees. there's already like 32+ trees
Quote from: koviack on November 16, 2018, 07:51:17 PM
any chance you could make a compatibility mod for Zen Gardens and Expanded woodworking?
It's a little bit more than that. I don't use the mod myself, but I'll give 'er a look over and see what's all needed. Basically to make a patch you need to know the names of the items from the mod's xml. Then you put it into the xpath patching format for the desired effect. I picked up the ability by staring at the xml and asking questions on the discord. Took a bit, but got it down somewhat. I dunno how much experience you have with patching/modding.
Is it just those two trees that you've noticed? I see there's also fruit it adds?
here's the link for the mod: https://ludeon.com/forums/index.php?topic=46799.0
it mostly adds walkways and fountains and paths, but it also adds the zen cherry tree, crabapple tree, persimmon tree, tall hedge, and dense grass and some fruit from the trees. the only issue I've come across so far is the tree from the wood isn't patched for expanded woodworking. I'll look around the XML files and see if i can copy how EW was patched for VGP
Quote from: Dr_Zhivago on November 16, 2018, 05:12:34 AM
Made a couple patches for your mod alongside some others. Personal preference, but I think it mostly makes sense.
These are the mods I've covered so far:
Dead Goat's Weapon Pack (https://steamcommunity.com/sharedfiles/filedetails/?id=728503320&)
RT's Weapon Pack Reloaded (https://steamcommunity.com/sharedfiles/filedetails/?id=1541374757&)
Smoked meat (https://steamcommunity.com/sharedfiles/filedetails/?id=1542364782&)
Here's my github link where you can find the patches. (https://github.com/DrZhivago1/DocWorld/tree/master/Patches)
(I think the names will be obvious enough in the "Patches" folder)
Edit: Let me know if you want to use them.
Cool! I'll take a look at them, probably add/modify them, and give you credit if that's cool with you? Don't worry about the the Zen Garden patch, I still have my previous patch for it that I removed after B18 (since it was no longer being updated) and is added back in the next update.
Quote from: Spaceman on November 17, 2018, 11:42:51 PM
Cool! I'll take a look at them, probably add/modify them, and give you credit if that's cool with you? Don't worry about the the Zen Garden patch, I still have my previous patch for it that I removed after B18 (since it was no longer being updated) and is added back in the next update.
Yea sure include 'em if you want. I'm also working on removing the VGP bamboo campfire, because it's redundant with this mod. Good to know you have a Zen Garden patch as well!
Edit: First release of my DocWorld mod, with the patches touched up.
the expanded woodworking patch for NPS is missing the baobab, acacia, gum trees that NPS adds
Quote from: koviack on November 18, 2018, 06:47:10 PM
the expanded woodworking patch for NPS is missing the baobab, acacia, gum trees that NPS adds
Okay! Thanks for letting me know. I didn't realize more trees were added when I updated it. Do you know what biomes they spawn in?
It will be a bit before I implement these since I am away this week, but I will work on it once I am able.
Quote from: Spaceman on November 19, 2018, 12:18:35 AM
Do you know what biomes they spawn in?
So far in NPS I've seen the Acacia, Baobob, Gum, and Ocotillo, that need fixing.
Location of Ocotillo:
294100\1211694919\Defs\Things\Plants_Arid_Biome.xml
Location of Baobob and Gum, and Acacia:
294100\1211694919\Defs\Things\Plants_Grassland_Biomes.xml
Edit: changed some info
Quote from: Dr_Zhivago on November 24, 2018, 05:08:34 PM
Quote from: Spaceman on November 19, 2018, 12:18:35 AM
Do you know what biomes they spawn in?
Location of Ocotillo:
294100\1211694919\Defs\Things\Plants_Arid_Biome.xml
Location of Baobob and Gum, and Acacia:
294100\1211694919\Defs\Things\Plants_Grassland_Biomes.xml
Thank you especially for the file paths!
Hi, I installed and activated the mod and after that I saw this red message in the debug log:
[Expanded Woodworking] Patch operation Verse.PatchOperationSequence(count=3, lastFailedOperation=ExpandedWoodworking.PatchOperationModCompat) failed
file: D:\GAMES\RimWorld2059Win64\Mods\ExpandedWoodworking\Patches\UniMisc.xml
Verse.Log:Error(String, Boolean)
Verse.PatchOperation:Complete(String)
Verse.PatchOperationSequence:Complete(String)
Verse.LoadedModManager:ClearCachedPatches()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
I did not check the work of the mod, since I am still at a low technical level at base. My list of mods, if needed:
<li>ModCheck</li>
<li>Core</li>
<li>HugsLib</li>
<li>JecsTools-1.1.0.13</li>
<li>ModManager</li>
<li>Miscellaneous_Core</li>
<li>Miscellaneous_Robots</li>
<li>Robots_PlusPlus_Misc_Robots_Xtension</li>
<li>RimFridge</li>
<li>TechAdvancing</li>
<li>Wall Light</li>
<li>AdjustablePredatorCount</li>
<li>AnimalTab</li>
<li>Blueprints</li>
<li>Children</li>
<li>MarvsClearTheStockpiles</li>
<li>MarvsCombatReadinessCheck</li>
<li>Death Rattle</li>
<li>DefensivePositions</li>
<li>DoorsExpanded</li>
<li>Dubs Bad Hygiene</li>
<li>ED-Embrasures</li>
<li>ExpandedProsthetics&OrganEngineering</li>
<li>GeneticallyEngineeredPlants</li>
<li>MedicalTab</li>
<li>SYR_MetallicBatteries</li>
<li>Miscellaneous_Incidents</li>
<li>Miscellaneous_MAI</li>
<li>Miscellaneous_TrainingFacility</li>
<li>Miscellaneous_TurretBase</li>
<li>Moody</li>
<li>MoreTraitSlots</li>
<li>Pharmacist</li>
<li>Plant Growth Sync</li>
<li>MarvsPleaseHaulPerishables</li>
<li>PrisonLabor</li>
<li>QualityBuilder</li>
<li>RunandHide</li>
<li>SYR_SetUpCamp</li>
<li>SimpleSidearms</li>
<li>SmartMedicine - Release</li>
<li>MarvsSnowClearanceSanity</li>
<li>MarvsSometimesRaidsGoWrong</li>
<li>BirdsAndBees</li>
<li>MarvsUghYouGotMe</li>
<li>WorkTab</li>
<li>GiddyUpCore-1.1.1</li>
<li>battlemounts-1.1.2</li>
<li>GiddyUpCaravan-1.1.1</li>
<li>WhatTheHack-1.1.2</li>
<li>GiddyUpMechanoids-1.1.1</li>
<li>GiddyUpRideAndRoll-1.1.0</li>
<li>RF - Pawns are Capable!</li>
<li>AllowTool</li>
<li>RF - Rational Romance</li>
<li>RF - Rim Disorders</li>
<li>RF - Rumor Has It</li>
<li>Replace Stuff - Release</li>
<li>Room Food - Release</li>
<li>Share The Load - Release</li>
<li>DeepRim</li>
<li>TD Enhancement Pack - Release</li>
<li>RimHUD</li>
<li>MoreMechanoids-release-Steam</li>
<li>TurretExtensions</li>
<li>TETurretExpansion</li>
<li>Definitely More Cannons</li>
<li>Definitely More Cannons - Turret Extension Patch</li>
<li>CentralizedClimateControl</li>
<li>Chemicals_Neutroamine</li>
<li>RW_ColonistBarKF-A18</li>
<li>Complex Jobs</li>
<li>Crash_Landing</li>
<li>DeCore</li>
<li>LT-DoorMat</li>
<li>Dubs_Rimkit</li>
<li>Expanded_Incidents</li>
<li>Faction_Control</li>
<li>Farmable_Neutroamine</li>
<li>FuckFriendlyFire</li>
<li>Genetic_Rim</li>
<li>GlitterTech</li>
<li>Craftable Glitterworld Medicine</li>
<li>Incident_Person_Stat</li>
<li>Mechalit Core 1.0</li>
<li>Mechalit Equipment + Faction 1.0</li>
<li>Mechanite_Augmentation</li>
<li>MechanoidsExtraordinaire_v.1.3_RW1.0</li>
<li>More_Faction_Interaction</li>
<li>Narco-Drug</li>
<li>No_Water_No_Life</li>
<li>Quarry</li>
<li>RedistHeat</li>
<li>Rimatomics</li>
<li>Rimefeller</li>
<li>RimQuest</li>
<li>Achtung</li>
<li>advanced_powergeneration</li>
<li>AlphaAnimals-1.08</li>
<li>AnimalCollabProj</li>
<li>Avoid_Friendly_Fire</li>
<li>Barbe_Wire</li>
<li>Better_Workbench_Management</li>
<li>BetterMiniMap-1.0.1</li>
<li>Camping_Stuff</li>
<li>Careful_Raids</li>
<li>Colony_Leadership</li>
<li>Concrete_Walls</li>
<li>Craftable Drugs +Glit Med</li>
<li>Damage_Indicators</li>
<li>DE_Surgeries</li>
<li>Deadly_Vanilla_Weapon_Tweaks</li>
<li>DeadMansClothing</li>
<li>Dire_Raids</li>
<li>MarvsDisasters</li>
<li>Fast regen 1.0</li>
<li>Fences_And_Floors</li>
<li>HeatMap</li>
<li>Horses</li>
<li>Industrial_Rollers</li>
<li>Industrialisation</li>
<li>Just Ignore Me Passing</li>
<li>Locks</li>
<li>Mass_Cooking</li>
<li>MedicalAlertsForAnimals</li>
<li>MendAndRecycle-master</li>
<li>More_Linkables</li>
<li>More_Trade_Ships</li>
<li>More_Vanilla_Turrets</li>
<li>No_Death_Cooties_On_Armour</li>
<li>Packed_Lunches</li>
<li>Predator_Hunt_Alert</li>
<li>Prisoner_Outfit</li>
<li>ProperShotguns</li>
<li>Rain_Washes_Away_Filth</li>
<li>RelationsTab</li>
<li>Reverse_commands</li>
<li>RunAndGun-1.1.0</li>
<li>SameSpot</li>
<li>SeasonalWeather</li>
<li>Selectable_Turret_Target</li>
<li>Shear_Those_Corpses_ACP</li>
<li>Shear_Those_Corpses</li>
<li>Shoo</li>
<li>Simple Stockpile Presets</li>
<li>Smokeleaf_Industry</li>
<li>Snowy_Trees</li>
<li>Batteries</li>
<li>Lightning_Rod</li>
<li>SS No Rogue Robots</li>
<li>Researchable_Stat_Upgrades</li>
<li>Supply_and_Demand</li>
<li>SurvivalTools</li>
<li>tables_plus</li>
<li>Tech_Raiding</li>
<li>Thanks For All The Fish</li>
<li>Trading_Spot</li>
<li>Turn It On and Off v1.3 [1.0]</li>
<li>UseThatSniperScope</li>
<li>Vanilla Bionics Expansion</li>
<li>Various_Space_Ship_Chunk</li>
<li>Wandering_Caravans</li>
<li>Wild_Animal_Sex</li>
<li>Animals_Logic</li>
<li>Equipment-Deterioration-master</li>
<li>Gas_Traps</li>
<li>Hardworking animals 1.0</li>
<li>LessArbitrarySurgery</li>
<li>More_Pack_Animals</li>
<li>Weapon Stats</li>
<li>AreaUnlocker</li>
<li>Dubs Mint Menus</li>
<li>Frontline_Bunkers</li>
<li>Frontline_Trenches</li>
<li>Furnace</li>
<li>Grenade_Fix</li>
<li>MoreHarvestDesignators-1.0</li>
<li>Meals On Wheels - Release</li>
<li>MapReroll</li>
<li>RimCuisine</li>
<li>RT_Fuse-1.0-1.2.1</li>
<li>Realistic Rooms</li>
<li>Realistic Darkness</li>
<li>Mining Priority - Release</li>
<li>RimWorld_WhileYoureUp-master</li>
<li>Hospitality</li>
<li>PickUpAndHaul</li>
<li>ColonyManager</li>
<li>Psychology</li>
<li>ResearchPal</li>
<li>EdB Prepare Carefully</li>
<li>TraderDismissal</li>
<li>Rimfire 2.5</li>
<li>[1.0] RPG Style Inventory [V2.2]</li>
<li>WM_Hydroponics_with_lamps</li>
<li>RF - Wild Cultivation</li>
<li>RimWorld-SeedsPlease-master</li>
<li>DeepOreIdentifier</li>
<li>Spotted.2.0</li>
<li>HelpTab</li>
<li>Jelly_Farm</li>
<li>MemorableAuroras</li>
<li>WatermillTweaks</li>
<li>Fertile_Fields</li>
<li>Infused</li>
<li>ExpandedWoodworking</li>
Version of mod: v1.0.1.2.
The mod tried to patch another mod that you don't use.
So i think you can ignore that error and just use it.
Quote from: Spaceman on November 27, 2018, 11:35:53 PM
Thank you especially for the file paths!
No problem. All my patches are updated and 100% better now. So if you want to integrate them, look them over again. Experiment files are still experiments though haha.
Patches (https://github.com/DrZhivago1/DocWorld/tree/master/Patches)
Again I just ask you let me know that you integrate them so I can update my patch mod.
Quote from: Hjkma on November 28, 2018, 11:50:05 AM
Hi, I installed and activated the mod and after that I saw this red message in the debug log:
[Expanded Woodworking] Patch operation Verse.PatchOperationSequence(count=3, lastFailedOperation=ExpandedWoodworking.PatchOperationModCompat) failed
file: D:\GAMES\RimWorld2059Win64\Mods\ExpandedWoodworking\Patches\UniMisc.xml
Verse.Log:Error(String, Boolean)
Verse.PatchOperation:Complete(String)
Verse.PatchOperationSequence:Complete(String)
Verse.LoadedModManager:ClearCachedPatches()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
I did not check the work of the mod, since I am still at a low technical level at base. My list of mods, if needed:
[-snip-]
Version of mod: v1.0.1.2.
Re-download the 1.0.1.1 release (https://github.com/Adventurer13/ExpandedWoodworking/releases/tag/v1.0.1.1). Version 1.0.1.2 has yet to be released. Although, I am not sure how you could have gotten that error unless you are using a download of the 1.0.1.1 release from between October 29 and October 30. I re-uploaded the compressed file with the fix for such at night (for me) on the 30th. You can otherwise ignore it as Canute had said.
Please re-add combat extended support.
UPDATE NOTICE:Expanded Woodworking
- Re-added Zen Garden patch.
- Merged DrZhivago's DocWorld Various Expanded Woodworking patches for Smoked Meat, RT's Weapon Pack Reloaded, Dead Goat's Weapon Pack, and Rim of Madness - Bones.
- Added Realistic Planets patch by XeoNovaDan.
- Added new baobab and gum wood types to NPS and Fuel patches.
Does the VGP version get similar updates?
If you're using the VGP version of this mod, then you should be using the main version as well, so you should be getting the updates.
Quote from: bigheadzach on December 18, 2018, 09:14:01 AM
Does the VGP version get similar updates?
Yes, when necessary, but it is primarily for users of VGP mods. As Dr_Zhivago said, the main mod is a dependency for it to work. Updates to it are dependent upon updates to VGP's
Vegetable Garden and
Xtra Trees and Flowers mods. As far as I know, there haven't been any significant changes (additional trees and etc.) that would require an update to it. It is a separate patch mod because steam users originally requested it as such in A16 and it also requires some C# code to allow fruit trees to produce logs similar to the Cocoa trees in vanilla.
Hiya. I'd like to request a patch for the Lord of the Rims mods by Jecrell, at least one of which (Lord of the Rims - Elves) adds new trees.
I've ended up in an unfortunate situation because the 'mallorn forest' biome (I'm not sure whether LOTR-E or the main LOTR-U/LOTR-TTA adds it) ONLY contains the new golden birch and mallorn trees. The golden birch drops 'mixed lumber' and the mallorn drops 'mallorn-wood', which functions as lumber. This means I have no way to get logs, so no camp fire, no torches, and no fuel. In a tribal-medieval start (as most of the LOTR scenarios are), this means screwed completely.
Please help.
If there is anything I can do to facilitate this, please let me know.
Quote from: BlueTressym on January 16, 2019, 02:41:49 PM
If there is anything I can do to facilitate this, please let me know.
Idk how much experience you have modding, but I'll give you a brief detail of what you'll need to do:
1)Create a "ThingDef" for the wood log of the trees in question.
2)Create a "ThingDef" for the wood lumber of the trees in question.
3)Add "harvestedThingDef" to the existing defs of the trees in question.
4)Add the wood logs you created in the first step to the fuel filter patch, or create a new fuel filter patch.
UPDATE NOTICE:Expanded Woodworking (& VGP)
- Re-added Combat Extended (https://ludeon.com/forums/index.php?topic=33461.0) patch.
- Added compatibility patch for the mods from Lord of the Rims (https://ludeon.com/forums/index.php?topic=41713.0).
- Removed Saguaro in the general make lumber recipe since it doesn't have a lumber counterpart.
- Realistic Planets Acacia wood log can be used as fuel.
- Balanced Ironwood in line with VG changes.
- Ironwood floor uses lumber.
Just letting you know, I'm pretty sure this makes bones from the Rims of Madness - Bones mod unusable in standard walls.
Quote from: Cairbear on February 02, 2019, 03:33:00 PM
Just letting you know, I'm pretty sure this makes bones from the Rims of Madness - Bones mod unusable in standard walls.
Yes, edited the standard bones to act similarly to logs and give more incentive to using the the refined materials. Anything that mod adds can still use the bones including the bone wall. I'm open for feedback on the change and response from users, but I have received very little and so have kept the edit.
Personally the bones were a big, big resource used for building in my bases, and i dont really like the look of the bone walls so i used the standard ones. I'd really prefer either Bone Lumber or the bones being usable in the standard walls again, 'cause now they're just sitting in my stockpile with not much else to do with them
Can you make a patch for advanced biomes
Quote from: Karllawrenz on February 09, 2019, 10:15:48 PM
Can you make a patch for advanced biomes
Maybe. It'll probably be awhile before I get to such. Is it only the added trees that need patching?
Quote from: Cairbear on February 03, 2019, 01:22:57 PM
Personally the bones were a big, big resource used for building in my bases, and i dont really like the look of the bone walls so i used the standard ones. I'd really prefer either Bone Lumber or the bones being usable in the standard walls again, 'cause now they're just sitting in my stockpile with not much else to do with them
You can refine them and use them in building again. So if you make bonecrete or bone ash or the calcium polymer
Thanks for this mod! Wondering how does one first make "mixed lumber"?
I am playing "Naked brutality" with CE and need to craft some arrows asap. The only two types of trees I have on the map only give a certain type of lumber I can't use. The only woodworking bench I see needs mixed lumber to create???
What am I missing? Would like to give this mod a try. Also, could you please tell me the mod order I need. I am using the garden mod you speak of.
Thank you.
Quote from: dosboy69 on February 13, 2019, 03:40:10 PM
Thanks for this mod! Wondering how does one first make "mixed lumber"?
I am playing "Naked brutality" with CE and need to craft some arrows asap. The only two types of trees I have on the map only give a certain type of lumber I can't use. The only woodworking bench I see needs mixed lumber to create???
What am I missing? Would like to give this mod a try. Also, could you please tell me the mod order I need. I am using the garden mod you speak of.
Thank you.
Use a crafting spot to turn logs into lumber at first.
Quote from: Dr_Zhivago on February 13, 2019, 12:27:58 AM
Quote from: Cairbear on February 03, 2019, 01:22:57 PM
Personally the bones were a big, big resource used for building in my bases, and i dont really like the look of the bone walls so i used the standard ones. I'd really prefer either Bone Lumber or the bones being usable in the standard walls again, 'cause now they're just sitting in my stockpile with not much else to do with them
You can refine them and use them in building again. So if you make bonecrete or bone ash or the calcium polymer
Yes, you can, but that is locked behind a lot of expensive research that is unavailable to tribal colonists, who are largely who are going to be using the bones for building. I am also hugely against this change.
This does not look like bonecrete to me
(https://cdn.discordapp.com/attachments/539568493608173581/548733733826723840/MammothBoneHut.png)
Bones are made essentially useless for tribals if they are locked behind ten game years worth of research. And who else is going to be wanting to build with bones logistically?
Exactly, the utility of bones being usable straight away was one of the most attracting things about that mod, and for that purpose to be invalidated by another mod is very frustrating. I'm currently not using the mod, and probably wont be unless this ends up being fixed. If there was an option in the mod settings or something it would be very much appreciated. Thanks.
Please auto-disable fruit tree logs if it is harvested by wild man.
Quote from: Shigemi on February 23, 2019, 12:10:57 AM
Bones are made essentially useless for tribals if they are locked behind ten game years worth of research. And who else is going to be wanting to build with bones logistically?
Quote from: Cairbear on February 26, 2019, 05:55:51 PM
Exactly, the utility of bones being usable straight away was one of the most attracting things about that mod, and for that purpose to be invalidated by another mod is very frustrating. I'm currently not using the mod, and probably wont be unless this ends up being fixed. If there was an option in the mod settings or something it would be very much appreciated. Thanks.
One of the main reasons the patch was made to begin with, was due to bones being incapable of use in tribal weapon recipes. So now you can use bones in weapon recipes, and build out of bones (bone walls can be built directly, more intricate items will need refining). This is due to the change in how wood is used with Expanded Woodworking. Basically anything that requires wood logs to make, cannot use bones, without being patched. Without the patch you will be able to build your walls and other items out of bone again, but you will not be able to use them in recipes for tribal weapons (as they will require the category of "rawwoody").
If you hate the patch so much you can edit it out yourself.
ExpandedWoodworking/Patches/UniMisc.xml
Scroll to the bottom and delete:
<!-- Rim of Madness - Bones -->
<!--Items-->
<Operation Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="ExpandedWoodworking.PatchOperationModCompat">
<modName>Rim of Madness - Bones</modName>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName="BoneItem"]/stuffProps/categories</xpath>
<value>
<categories>
<li>RawWoody</li>
</categories>
</value>
</li>
</operations>
</Operation>
Spaceman,
do you know Colony Manager (https://ludeon.com/forums/index.php?topic=16120.0) from Fluffy ?
The problem is the manager count the lumber and not the logs when he is managing the forestry.
Could you maybe made a Modcheck for Colony Manager and patch it so the count logs ?
Hi Canute,
The last time I played I'm pretty sure I managed to "tell" Colony Manager to count logs through the interface. But I'm not sure if it was from Colony Manager or from another mod I had (but I doubt that).
Currently not.
I tried to move Colony manager before/after Woodworking, but there is allways counted the mixed lumber only (the wood log replacement) at the manger overview.
The patching need maybe complexer so all kind of log's need to recognized.
Quote from: kaptain_kavern on April 06, 2019, 05:49:49 PM
The last time I played I'm pretty sure I managed to "tell" Colony Manager to count logs through the interface.
Quote from: Canute on April 07, 2019, 02:43:59 AM
Currently not.
kaptain_kavern is correct. You can change the settings if you click the "cog" icon next to the storage limits.
https://imgur.com/0Eu6H7q
Yep! It was that.
Thanks, doc ;-)
Ok, looks like i missed these feature. :-)
kaptain_kavern update the Tropical forest mod
https://ludeon.com/forums/index.php?topic=33296.0
some new tree's need to be patched.
Edit:
What do you think about some firewood as fuel source only ?
You can made them out of logs or lumber (just to counter the mixed lumber from mod's with new tree's.)
Looks very cool. Im assuming this is meant for a more survival realism run, and for aesthetic preferences? Given the increased labor costs I assume its meant for immersion...unless the different types of lumber each provide different stats, and benefits over one another?
Yep some lumber provide some different stats.
bridges not funcionality on this mod :( i dont speak english very well bridges requires normal wood
Quote from: lucasfoda1415 on April 25, 2019, 04:57:35 PM
bridges not funcionality on this mod :( i dont speak english very well bridges requires normal wood
Vanilla bridges are buildable and function just fine. They require lumber.
Advanced Bridges mod work's fine too.
https://ludeon.com/forums/index.php?topic=46165.msg439103#msg439103
I can build all kind of bridges with different lumber.
UPDATE NOTICE:Expanded Woodworking (& VGP)
- Added mass statFactor for logs and lumbers for better Combat Extended compatibility. (Thanks to Jinlan for the EW part!)
- Fixed make any lumber stockpile selection error. (Includes updates to source files and assembly.)
- Separated out Rim of Madness - Bones alterations into its own patch, so it can be easily removed if unwanted.
Using the TropiCKAPP biome mod, the trees are dropping mixed lumber instead of logs. I'm not sure if this is a bug or intentional. Anyone know what could be causing this?
Because TropiCKAPP add new tree's and this mod only patch vanilla tree's.
Hi. The cases in "/stuffProps/stuffAdjective" for Russian localization were incorrect, I fixed them.
https://drive.google.com/drive/folders/1thsIjmo3_Kha3qvtGk6ygUfURssMBVvx (https://drive.google.com/drive/folders/1thsIjmo3_Kha3qvtGk6ygUfURssMBVvx)
And what about introducing a synthetic tree made of fabric into the game? Useful for desert binome...
Quote from: Ozymandias on October 05, 2019, 01:53:32 PM
Using the TropiCKAPP biome mod, the trees are dropping mixed lumber instead of logs. I'm not sure if this is a bug or intentional. Anyone know what could be causing this?
As mentioned, I haven't added a compatibility patch specifically for it. Primarily because there were some problems I ran into before. Taking another look at it, I may reconsider my previous decision.
Quote from: Canute on October 05, 2019, 02:11:52 PM
Because TropiCKAPP add new tree's and this mod only patch vanilla tree's.
Plus trees from: Lord of the Rims project, Nature's Pretty Sweet, Realistic Planets, Zen Garden, and Vegetable Garden Project (with the additional separate patch).
Quote from: DiamondGrace on October 06, 2019, 01:27:30 PM
Hi. The cases in "/stuffProps/stuffAdjective" for Russian localization were incorrect, I fixed them.
https://drive.google.com/drive/folders/1thsIjmo3_Kha3qvtGk6ygUfURssMBVvx (https://drive.google.com/drive/folders/1thsIjmo3_Kha3qvtGk6ygUfURssMBVvx)
And what about introducing a synthetic tree made of fabric into the game? Useful for desert biome...
Thanks for the fix! I feel like adding trees goes beyond the scope of this mod, so probably not.
UPDATE NOTICE:Expanded Woodworking (& VGP)
- Advanced Biomes patch
- Nature's Pretty Sweet revamp for the name of defs for logs, lumber, and recipes
- Patch (UniMedical) for prosthetics from EPOE and MSE
- Extended correct mass statFactor when using CE to logs and lumber added by my patches for other mods
- Fixed Acacia mass statFactor not applying when using VGP and CE
- Fixed CE patch operations not applying because CE patch was loaded before other mod patches were loaded
- Cleaned-up a few patch operations
- Updated Russian localisation (by DiamondGrace}
For current Nature's Pretty Sweet users, your currently used recipes for Baobab, Ghost Gum, Hazelnut, and Redwood lumber in the woodworking table will switch to converting each of the deprecated lumber into the new lumber. Use the new recipes if you want to make more lumber. I've also added recipes that convert the deprecated logs into the new logs that you can also use. Note that these conversion recipes are temporary and will be removed in a later release, so please delete them from the woodworking table either before or after conversion of your logs and lumber is complete. I have mentioned this within the descriptions of the recipes as well. I will post a warning on the forums and steam comments before I remove them. If someone knows an easier way to convert things from one def into another without breaking saves, please let me know.
As far as I know Spaceman, new defNames are always destructive. It shouldn't destroy the save, but a lot of items will destructively disappear depending on what you change.
Quote from: Dr_Zhivago on November 26, 2019, 12:40:57 AM
As far as I know Spaceman, new defNames are always destructive. It shouldn't destroy the save, but a lot of items will destructively disappear depending on what you change.
That's what I have known and experienced as well. Primarily asked to see if I had missed anything when looking. Usually, I save such changes for major game version updates, but I don't expect more to occur. Thanks for confirming my thoughts on it, though.
Is it possible to update this to 1.1 ?
Quote from: Topper on February 29, 2020, 09:05:13 PM
Is it possible to update this to 1.1 ?
The update is in progress. Pre-release available on GitHub for ExpWood (https://github.com/Adventurer13/ExpandedWoodworking/releases) and ExpWoodVGP (https://github.com/Adventurer13/ExpandedWoodworkingVGP/releases).Edit: For those who stumble across this, the update to 1.1 will not guarantee compatibility for 1.0 save games using EW in 1.1, but as usual should be fine for existing 1.0 or 1.1 save games.
UPDATE NOTICE:Expanded Woodworking (& VGP)
- Assembly file update
- Folder structure separating versions 1.0 and 1.1 of Rimworld
- Add package Id: Adventurer.ExpandWoodwork for base mod and Adventurer.ExpandWoodworkVGP for VGP add-on and updated About.xml to work with the Auto-sort button
- Modifications to log and lumber bases, workbenches, and wall to bring in-line with 1.1
- Changed def WoodLog_Saguaro to WoodLog_Succulent in 1.1
- Label for wood types is now 'wood logs' instead of 'wood types'
- Support for the compost barrel from Rainbeau's Fertile Fields
- Updated Bamboo and Ironwood stats in 1.1
- Changed def LumberIronwood to VG_LumberIronwood in 1.1
- VGP Garden Fabric patch to allow Tier 1 loom table to be made out of logs as well in 1.1
- Optional Dyes barrel patch for VGP Garden Dyes in 1.1 (requires user to uncomment patch to use)
- Fixed wood log base and pila patching for CE to be more similar to newer CE version in 1.0 (Thanks to Jinlan for base edits)
- Fixed errors relating to outdoor penalty change with workbenches and of UnskilledLaborSpeed to GeneralLaborSpeed with recipes in 1.1
- Fixed and updated Vanilla patches and mod patches in 1.1. Included only those in which the respective mod is updated to 1.1
- Fixed VGP Garden Drinks patch to modify the drinks table to no longer require mixed lumber for a general increase in cost in 1.1
- Fixed VGP Garden Tools patch to include bulk compost as well in 1.1
This update is both an update to the 1.0 version and the first release of the 1.1 version. I have bolded those changes above which will likely cause some errors if bringing a save over from 1.0 to 1.1, so you do so at your own risk of the consequences. I recommend referring to this list for knowing what mod patches were updated to 1.1 (https://github.com/Adventurer13/ExpandedWoodworking/pull/30) with this release.
In addition, for Nature's Pretty Sweet users, the added recipes and deprecated log/lumber defs mentioned in the previous post (https://ludeon.com/forums/index.php?topic=37650.msg467568#msg467568) do not exist in 1.1 (but do still exist if using 1.0). Only the new defs remain in 1.1, so I caution using the same save in 1.1 that you were using in 1.0 if you haven't converted your logs and lumber yet. Zen Garden users will also have some problems due to changes in name of defs.
Regardless, I recommend using an existing or new 1.1/1.0 save rather than bringing a save from 1.0 to 1.1 with this update.
UPDATE NOTICE:Expanded Woodworking (& VGP)
- New woodworking table graphics (Thanks to Chowder and Dr_Zhivago)
- ReGrowth: Biomes of The Rim (https://steamcommunity.com/workshop/filedetails/?id=2106639984) compatibility (Thanks to KennethSamael)
- Generic wood log for compatibility and reporting of unpatched trees in mods (Thanks to KennethSamael)
- War Mask requires logs instead of lumber
- Barricade can be made out of logs as well
- Unfinished Lumber when crafting lumber
- Woodworking tables use updated recipe sounds when crafting lumber
- Advanced Biomes Patch readded in 1.1/1.2 with support for the mod: Advanced Biomes (continued) (https://steamcommunity.com/sharedfiles/filedetails/?id=2052116426)
- Dead Goat's Weapon Pack(continued) (https://steamcommunity.com/sharedfiles/filedetails/?id=2094430077) support in 1.1/1.2
- Beauty values for each wood and lumber and consequently a balance patch for marble blocks
- Royalty expansion patch of musical instruments
- Biome Expansion: Redwood Forest (https://steamcommunity.com/sharedfiles/filedetails/?id=1935518604) compatibility
- Switched support to UN-Colony (Continued) (https://steamcommunity.com/workshop/filedetails/?id=2019774245) in 1.1/1.2
- Updated patches for Expanded Prosthetics and Organ Engineering (https://ludeon.com/forums/index.php?topic=10571.0) in 1.1/1.2
- Switched support to Medical System Expansion - Revived (https://steamcommunity.com/sharedfiles/filedetails/?id=2006968859) in 1.1/1.2
- Medieval Prosthetics (https://steamcommunity.com/sharedfiles/filedetails/?id=2101545242) support in 1.1/1.2
- Gloomy Furniture (https://steamcommunity.com/sharedfiles/filedetails/?id=1558635181) and Deco (https://steamcommunity.com/workshop/filedetails/?id=1865654125) support
- Assorted Tree support within VGPXtraTrees in 1.1/1.2
- Support for VGP Garden Drinks UF (https://steamcommunity.com/sharedfiles/filedetails/?id=2167582651) in 1.1/1.2
- Mango Tree support within VGP More Veggies
- Bamboo and Ironwood have stats closer to those in Vegetable Garden
- Fermenting barrel texture updated
- Optional RT's Weapon Pack [1.0-1.2] (https://steamcommunity.com/sharedfiles/filedetails/?id=1538968330) support in 1.1/1.2
- Optional older outlined graphics for the log wall
- Fixed errors when attempting to edit the Lost Tribe scenario
- Cleaned-up patch operations, which hopefully helps with better compatibility going forward
- Castellano Spanish localisation (by Azarashi)
This update is both an update to the 1.1 version and the first release of the 1.2 version. The 1.0 version is no longer receiving any new updates. For a more organized list of changes refer to the respective change logs for Expanded Woodworking (https://github.com/Adventurer13/ExpandedWoodworking/blob/master/CHANGELOG.md#1221---2020-11-23) and Expanded Woodworking VGP (https://github.com/Adventurer13/ExpandedWoodworkingVGP/blob/master/CHANGELOG.md#1220---2020-11-23).HOTFIX:Expanded Woodworking
- Fixes errors with the "make any lumber" recipe by removing the unfinished item functionality for it
- Decreases the sound volume of the recipes on the woodworking tables by a value of two