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RimWorld => Releases => Mods => Outdated => Topic started by: Qwynn on February 10, 2017, 08:12:57 PM

Title: [A16] Expanded Woodworking (Updated: 2017-02-20)
Post by: Qwynn on February 10, 2017, 08:12:57 PM
(https://i.imgbox.com/I5f5hktH.png)



Expanded Woodworking is an updated fork of ItchyFlea's Extended Woodworking (https://ludeon.com/forums/index.php?topic=7893.0). It's my first real XML and C# project, and I'm very excited to have it ready for release!

FEATURES

COMPATIBILITY
Expanded Woodworking overwrites the following vanilla definitions:

The Vegetable Garden patch also overrides these definitions:

Expanded Woodworking is currently incompatible with Minerals and Materials (http://steamcommunity.com/sharedfiles/filedetails/?id=728233992).

DOWNLOAD

CHANGLOG
Code: [Select]
[0.16.0.5] - 2017-02-20
- Saguaro cacti now drop saguaro ribs.
- Butcher tables no longer always require mixed lumber.
- The lumber recipe now properly looks for lumber instead of stone blocks when set to Do Until X.
- Removed all references to Vegetable Garden in the base version, again.
- The speed of crafting lumber has been reduced.
- Bamboo lumber has been added.
- Bamboo's stats have been balanced alongside other wood types.
- Olivewood's colouring is now more realistic.

[0.16.0.4] - 2017-02-17
- Substantial code cleanup.
- Creating chemfuel at a refinery now requires any type of raw log.
- Wood and lumber statistics have been rebalanced to make woodtypes unique.
- Spare lumber can now be bundled together to make mixed lumber.
- Objects built with ironwood are no longer described as being made of willow.
- Fruit trees now drop wood as well as fruit.
- Expanded Woodworking for Vegetable Garden is now dependent on Expanded Woodworking.

[0.16.0.3] - 2017-02-13
- Added log walls.
- Mixed lumber can be crafted by hand at a crafting spot.
- Woodworking tables are now stuffed for stone, wood, and metal.
- Torch lamps are now stuffed for raw logs.
- Horseshoe pines are now stuffed for raw logs.
- Passive coolers are now stuffed for raw logs.
- Campfires are now stuffed for raw logs.
- Deadfall traps are now stuffed for raw logs.
- The following neolithic weapons are now crafted with raw logs: Shivs, clubs, spears, pilas, short bows, and great bows.

[0.16.0.2] - 2017-02-11
- The description of lumber recipes are now clearer.
- The mixed lumber recipe now gives the proper amount of lumber.

[0.16.0.1] - 2017-02-10
- Initial release.

CREDITS

ISSUES
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.

Attempting to use the scenario editor on any scenario which references items made from vanilla wood logs will not work and flood the debug log with errors. Attempting to select a scenario which references items made from EW wood types without EW installed will have the same effect. As a work around 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.

If you want all the fancy new flooring, you'll need Fluffy's Stuffed Floors (https://ludeon.com/forums/index.php?topic=16120.0) because... it's a great mod and I'm lazy.

GALLERY (https://imgbox.com/g/ZwHui8qc1X)
(https://2-t.imgbox.com/JSccBacX.jpg) (https://i.imgbox.com/JSccBacX.png)(https://t.imgbox.com/Gw22t7Z7.jpg) (https://i.imgbox.com/Gw22t7Z7.png)(https://7-t.imgbox.com/9t2lDPAi.jpg) (https://i.imgbox.com/9t2lDPAi.png) (https://t.imgbox.com/aK7cdv0q.jpg) (https://i.imgbox.com/aK7cdv0q.png) (https://t.imgbox.com/pgNVCfnq.jpg) (https://i.imgbox.com/pgNVCfnq.png) (https://t.imgbox.com/ItmF4drq.jpg) (https://i.imgbox.com/ItmF4drq.png) (https://t.imgbox.com/zoAWpu5d.jpg) (https://i.imgbox.com/zoAWpu5d.png) (https://t.imgbox.com/x6qGN5Bi.jpg) (https://i.imgbox.com/x6qGN5Bi.png) (https://t.imgbox.com/R9GMJD8P.jpg) (https://i.imgbox.com/R9GMJD8P.png) (https://t.imgbox.com/NJd74JCc.jpg) (https://i.imgbox.com/NJd74JCc.png) (https://t.imgbox.com/HeuRPo8G.jpg) (https://i.imgbox.com/HeuRPo8G.png) (https://t.imgbox.com/9wQMicrJ.jpg) (https://i.imgbox.com/9wQMicrJ.png) (https://t.imgbox.com/AZco0Jp0.jpg) (https://i.imgbox.com/AZco0Jp0.png) (https://t.imgbox.com/YJn8vcDD.jpg) (https://i.imgbox.com/YJn8vcDD.png) (https://0-t.imgbox.com/doCw3T3F.jpg) (https://i.imgbox.com/doCw3T3F.png) (https://t.imgbox.com/w6uqJs48.jpg) (https://i.imgbox.com/w6uqJs48.png) (https://t.imgbox.com/Oyoyf4ql.jpg) (https://i.imgbox.com/Oyoyf4ql.png) (https://t.imgbox.com/lAohOj3D.jpg) (https://i.imgbox.com/lAohOj3D.png) (https://t.imgbox.com/zunBvCwe.jpg) (https://i.imgbox.com/zunBvCwe.png) (https://t.imgbox.com/3sgg34ww.jpg) (https://i.imgbox.com/3sgg34ww.png) (https://t.imgbox.com/gqo2CqEn.jpg) (https://i.imgbox.com/gqo2CqEn.png) (https://t.imgbox.com/HsvF9IgK.jpg) (https://i.imgbox.com/HsvF9IgK.png) (https://t.imgbox.com/VOKmwwaa.jpg) (https://i.imgbox.com/VOKmwwaa.png)

LICENSE (https://creativecommons.org/licenses/by-nc-sa/4.0/)
Title: Re: [A16] Expanded Woodworking
Post by: Qwynn on February 10, 2017, 08:13:16 PM
Reserved?
Title: Re: [A16] Expanded Woodworking
Post by: noble116 on February 13, 2017, 12:00:46 PM
Thank you for the great mod, I always wanted a little variety of wood, also not sure if you are aware but when building with ironwood it makes willow walls and such
Title: Re: [A16] Expanded Woodworking
Post by: Trigon on February 13, 2017, 12:35:37 PM
For the vegetable garden version do I load this mod before or after?
Title: Re: [A16] Expanded Woodworking
Post by: Qwynn on February 13, 2017, 11:38:59 PM
For the vegetable garden version do I load this mod before or after?

Load Expanded Woodworking for Vegetable Garden after Vegetable Garden.

Thank you for the great mod, I always wanted a little variety of wood, also not sure if you are aware but when building with ironwood it makes willow walls and such

I'll take a look at that!

Additionally, I pushed an update today that fixes some balance issues and should make the raw wood to lumber progression feel a bit nicer.
Title: Re: [A16] Expanded Woodworking
Post by: Trigon on February 14, 2017, 12:56:28 AM
Yeah I realized after asking that's what I should logically do. I did have one question though. I can't fuel my modded items without making mixed lumber, unfortunately I didn't think ahead and all my lumber is now one type. Is there any way to change types of lumber that I'm overlooking?
Title: Re: [A16] Expanded Woodworking
Post by: Qwynn on February 14, 2017, 12:48:48 PM
Yeah I realized after asking that's what I should logically do. I did have one question though. I can't fuel my modded items without making mixed lumber, unfortunately I didn't think ahead and all my lumber is now one type. Is there any way to change types of lumber that I'm overlooking?

I've added a lumber to mixed lumber recipe to the github versions but haven't pushed a release yet. Feel free to download the updated master branch though!

Thank you for the great mod, I always wanted a little variety of wood, also not sure if you are aware but when building with ironwood it makes willow walls and such

This adjective issues has also been fixed in the master branch. I won't push releases though until I get a little bit more work done on some balance changes tonight or tomorrow.  :)
Title: Re: [A16] Expanded Woodworking
Post by: Trigon on February 14, 2017, 04:11:37 PM
Awesome, thank you. I assume if it's just an extra recipe my saves will be fine?
Title: Re: [A16] Expanded Woodworking
Post by: Qwynn on February 14, 2017, 04:16:16 PM
Awesome, thank you. I assume if it's just an extra recipe my saves will be fine?

Correct!
Title: Re: [A16] Expanded Woodworking
Post by: Naxdar on February 14, 2017, 04:36:26 PM
I tried the mod and while the idea is interesting, there are some things that feel wrong. Maybe it's stuff you planned to do later but I will list them in any case :
- The stats on all lumber types feel like they were copied from stone. Anything built from lumber is a lot of work due to the 500% work to build modifier, it is only a little bit under the stone value. The hit points of wooden structures are superior to some types of stone. The 90% rest effectiveness multiplier makes wood unfit for building beds and makes growing bamboo mandatory.
- Refueling picks indiscriminately logs and lumber when logs are worth twice as much wood.
- Making all these new wood types would have been a good opportunity to make them slightly different. They all have the same stats.
Title: Re: [A16] Expanded Woodworking
Post by: Qwynn on February 14, 2017, 07:16:33 PM
I tried the mod and while the idea is interesting, there are some things that feel wrong. Maybe it's stuff you planned to do later but I will list them in any case :
- The stats on all lumber types feel like they were copied from stone. Anything built from lumber is a lot of work due to the 500% work to build modifier, it is only a little bit under the stone value. The hit points of wooden structures are superior to some types of stone. The 90% rest effectiveness multiplier makes wood unfit for building beds and makes growing bamboo mandatory.
- Refueling picks indiscriminately logs and lumber when logs are worth twice as much wood.
- Making all these new wood types would have been a good opportunity to make them slightly different. They all have the same stats.

Balancing wood types and giving them unique stats in on my todo list for the next release. I've already started working on it. By the time I had finished the original research on proper colours for the lumber itself I was researched out. My balance plans revolve around more research regarding hardwood, softwood, and their durability. It's a big priority.

Vanilla or Vegetable Garden should only ever take raw wood for fuel. Fueled buildings from other mods will unfortunately look for mixed lumber. I sadly had to decide here what would be the worst offender: other mods using mixed lumber for fuel or other mods asking for raw logs for construction. I figured it would make more sense to burn lumber than build with raw wood for the purpose of trying to keep the theme of the mod intact.

If you're seeing vanilla or VG fueled buildings take lumber, that's a conflict and I've love to know! You'll probably need to move EW lower in your load order to let it overwrite the buildings.

Thank you for the feedback though! I appreciate it!
Title: Re: [A16] Expanded Woodworking
Post by: Naxdar on February 14, 2017, 07:34:51 PM
I noticed that refueling VG/vanilla buildings takes only logs and buildings from other mods take only lumber, so that may be working as intended.
Title: Re: [A16] Expanded Woodworking
Post by: Qwynn on February 14, 2017, 07:47:26 PM
I noticed that refueling VG/vanilla buildings takes only logs and buildings from other mods take only lumber, so that may be working as intended.

It is! There's no real way for me to innately force mods to switch to log fuel without a patch, though I am open to patching for some more popular mods.
Title: Re: [A16] Expanded Woodworking
Post by: Trigon on February 14, 2017, 09:23:43 PM
Shouldn't vanilla and VG buildings be able to take lumber? I don't see why you can't burn lumber in a furnace, campfire, etc.
Title: Re: [A16] Expanded Woodworking
Post by: Qwynn on February 17, 2017, 06:42:32 PM
Shouldn't vanilla and VG buildings be able to take lumber? I don't see why you can't burn lumber in a furnace, campfire, etc.

Technically sure. It's a bit of a design choice though. I wanted there to be ample reasons to keep raw logs: using them as fuel to being needed in some construction and recipes. It makes a lot more sense you would use unprocessed wood as fuel rather than burn that lumber you just spent time making.

Additionally, a large update was pushed today with a couple of bug fixes and ease of use recipes. Most importantly, all wood and lumber has been rebalanced to actually be unique and Vegetable Garden fruit trees now drop wood! Finally, Expanded Woodworking for Vegetable Garden is now dependent on Expanded Woodworking, so please make sure you download the new dependency!
Title: Re: [A16] Expanded Woodworking
Post by: Trigon on February 17, 2017, 07:59:25 PM
Is the dependency under the VG link? Also I'm a huge fan of this development for fruit trees yielding wood now. Before I felt like there wasn't a good reason to grow fruit trees as opposed to berries and such. The yield-per day and long grow times were just underwhelming, but now that they drop wood they're definitely a strong contender, especially on ice sheets or other such cold biomes. Hell even in deserts now I would say.

Edit: Also. I don't know if I'm right about this but it seams to be the case that bamboo counts as lumber without ever being made into lumber, so it doesn't seem that it can be used for fueling stoves with expanded woodworking. Is it possible to make bamboo work as fuel at least or no? Because after playing and setting my people not to make all the logs into lumber I've come more in line with your reasoning, but since bamboo kinda acts as logs and lumber in VG I was wondering what your take on that was.
Title: Re: [A16] Expanded Woodworking
Post by: Qwynn on February 17, 2017, 08:45:21 PM
Is the dependency under the VG link? Also I'm a huge fan of this development for fruit trees yielding wood now. Before I felt like there wasn't a good reason to grow fruit trees as opposed to berries and such. The yield-per day and long grow times were just underwhelming, but now that they drop wood they're definitely a strong contender, especially on ice sheets or other such cold biomes. Hell even in deserts now I would say.

Edit: Also. I don't know if I'm right about this but it seams to be the case that bamboo counts as lumber without ever being made into lumber, so it doesn't seem that it can be used for fueling stoves with expanded woodworking. Is it possible to make bamboo work as fuel at least or no? Because after playing and setting my people not to make all the logs into lumber I've come more in line with your reasoning, but since bamboo kinda acts as logs and lumber in VG I was wondering what your take on that was.

You'll need to download the primary version (the Github or Steam link) as well as the Vegetable Garden patch (the VG titled links beneath their respective categories).

Bamboo completely slipped my mind. I'll move bamboo to the raw log category and add in bamboo lumber (which does exist!) shortly! Thank you for reminding me!
Title: Re: [A16] Expanded Woodworking
Post by: Trigon on February 17, 2017, 09:03:51 PM
Awesome! And yeah I'm not an expert on bamboo but I kinda figured it was something worth bringing up since it does cause some silliness with certain things. Also log walls are listed as strong but they're weaker than lumber of the same type. Is this intentional? And saguaro currently drops mixed lumber. I realize I meant to mention that.
Title: Re: [A16] Expanded Woodworking
Post by: Qwynn on February 17, 2017, 09:26:15 PM
Awesome! And yeah I'm not an expert on bamboo but I kinda figured it was something worth bringing up since it does cause some silliness with certain things. Also log walls are listed as strong but they're weaker than lumber of the same type. Is this intentional? And saguaro currently drops mixed lumber. I realize I meant to mention that.

Well that's silly. I forgot those cacti existed. I'll add them to the todo list as well! Thank you!
Title: Re: [A16] Expanded Woodworking
Post by: Qwynn on February 18, 2017, 01:07:57 AM
Bamboo lumber has been added and its stats were adjusted inline with other woodtypes. Saguaro cacti now drop saguaro ribs.

Huzzah!

The steam version has been updated as well as the GitHub master files.
Title: Re: [A16] Expanded Woodworking
Post by: Trigon on February 18, 2017, 01:30:04 AM
Huzzah indeed. I'll check it out when I can actually play next.
Title: Re: [A16] Expanded Woodworking
Post by: ambivalence on February 18, 2017, 10:49:32 AM
Could you make a patch for SeedsPlease? I guess, it's the great game changer – as great as VG.
Title: Re: [A16] Expanded Woodworking
Post by: dnks on February 18, 2017, 01:46:14 PM
Could you make a patch for SeedsPlease? I guess, it's the great game changer – as great as VG.
Oh you meant the bench isn't working because it asks for wood, I thought you asking for a patch for SeedsPlease was about trees and seeds. Here, I should've thought about that. (https://drive.google.com/open?id=0B9F0MoDWyq7-bjdvZHBWSXMtYms) Add it after all the SeedsPlease files.
Title: Re: [A16] Expanded Woodworking
Post by: Qwynn on February 18, 2017, 05:59:07 PM
Could you make a patch for SeedsPlease? I guess, it's the great game changer – as great as VG.

I also play with SeedsPlease! and it is compatible out of the box. Load SeedsPlease after Expanded Woodworking. The load order should look like this:

Oh you meant the bench isn't working because it asks for wood, I thought you asking for a patch for SeedsPlease was about trees and seeds. Here, I should've thought about that. (https://drive.google.com/open?id=0B9F0MoDWyq7-bjdvZHBWSXMtYms) Add it after all the SeedsPlease files.

I was confused for a minute myself! Unless you're pulling seeds out of wood there shouldn't be an issue! But I realize now they were asking for the plant working bench to be stuffed for all the wood types rather than be stuck with just the default woodlogs (which become mixed lumber in EW). Thanks for the quick patch, dnks!
Title: Re: [A16] Expanded Woodworking
Post by: dnks on February 18, 2017, 06:27:39 PM
Could you make a patch for SeedsPlease? I guess, it's the great game changer – as great as VG.

I also play with SeedsPlease! and it is compatible out of the box. Load SeedsPlease after Expanded Woodworking. The load order should look like this:
  • Vegetable Garden
  • Expanded Woodworking
  • Expanded Woodworking for Vegetable Garden
  • SeedsPlease!
  • SeedsPlease! for Vegetable Garden

Oh you meant the bench isn't working because it asks for wood, I thought you asking for a patch for SeedsPlease was about trees and seeds. Here, I should've thought about that. (https://drive.google.com/open?id=0B9F0MoDWyq7-bjdvZHBWSXMtYms) Add it after all the SeedsPlease files.

I was confused for a minute myself! Unless you're pulling seeds out of wood there shouldn't be an issue! But I realize now they were asking for the plant working bench to be stuffed for all the wood types rather than be stuck with just the default woodlogs (which become mixed lumber in EW). Thanks for the quick patch, dnks!

No biggie. By the way, I'm playing with Minerals and Materials or something like that, and it's super difficult to get it to work with Expanded Woodworking, I loaded M&M first so that your EW would patch all the furniture (specially the one that needs being fueled) but it didn't quite work. Some of the furniture ended up being only available in Acacia Logs (the log walls and the light torch) and the fueling process became hell because they all wanted wood or they wanted many things and stated that I didn't have all the ingredients, I tried patching around it but couldn't make it work, it's probably too many things with the same names and all since the principal of both mods is almost the same and the fact that M&M is a buggy mess make it all worse. Maybe you have some insight on it, if not, might wanna say it wont work in the first post.
Title: Re: [A16] Expanded Woodworking
Post by: Qwynn on February 18, 2017, 06:57:01 PM
I'll add it to the currently incompatible list, sort of.

I have a kinda-sorta patch on github (https://github.com/Qwynn/EWVGMM), but I need to update for the latest version of EW and send it off to my helpful tester again. If you'd like to play with it as well, please feel free (after I update it that is).
Title: Re: [A16] Expanded Woodworking
Post by: dnks on February 18, 2017, 07:04:54 PM
I'll add it to the currently incompatible list, sort of.

I have a kinda-sorta patch on github (https://github.com/Qwynn/EWVGMM), but I need to update for the latest version of EW and send it off to my helpful tester again. If you'd like to play with it as well, please feel free (after I update it that is).

Wow that would be great, will wait for you to work on it (no rush), also if you need more testers, feel free to PM me.
Title: Re: [A16] Expanded Woodworking (Updated: 2017-02-20)
Post by: beeeboop on April 16, 2017, 08:27:40 AM
hey, qwynn, the mod looks beautiful. I recommend adding the link to the master mod though. Right now only the patch for the vegetable garden mod is on the OP. Also, should your set of mods go after or before stuffed floors?
Title: Re: [A16] Expanded Woodworking (Updated: 2017-02-20)
Post by: EnlightND on June 08, 2017, 05:50:02 AM
any chance this gets updated to a17? the game is literally unplayable without it
Title: Re: [A16] Expanded Woodworking (Updated: 2017-02-20)
Post by: Spaceman on July 20, 2017, 10:13:47 PM
I have updated this mod and its functionality for Vegetable Garden to A17. I released it on the Steam workshop under the same license. I am willing to take over maintaining it or returning it to Qwynn if desired. Unsure if I can post a new thread on here with the updated version. Can a mod or someone confirm in regard to such?

Github links:
Expanded Woodworking (https://github.com/Adventurer13/ExpandedWoodworking/releases)
Expanded Woodworking for VG (https://github.com/Adventurer13/ExpandedWoodworkingVG/releases)

Steam releases:
Expanded Woodworking (https://steamcommunity.com/sharedfiles/filedetails/?id=1082915328)
Expanded Woodworking for VG (http://steamcommunity.com/sharedfiles/filedetails/?id=1083959631)
Title: Re: [A16] Expanded Woodworking (Updated: 2017-02-20)
Post by: Canute on July 21, 2017, 03:11:42 AM
Please don't post steam only realeases !
Add the mod archive to your posting as attachment at last.
Title: Re: [A16] Expanded Woodworking (Updated: 2017-02-20)
Post by: Spaceman on July 21, 2017, 06:25:44 AM
Please don't post steam only realeases !
Add the mod archive to your posting as attachment at last.

I will understand that for the future. Thank you! I have edited my previous post to include Github links where you can get the source code in addition to the mod to put in your mod folder.
Title: Re: [A16] Expanded Woodworking (Updated: 2017-02-20)
Post by: XeoNovaDan on July 21, 2017, 06:58:14 AM
@Spaceman Thanks for updating this great mod, and for including a GitHub link. Us Direct Downloaders shall praise you!
Title: Re: [A16] Expanded Woodworking (Updated: 2017-02-20)
Post by: Spaceman on November 20, 2017, 10:36:15 PM
I am working on updating this to the Beta 18 release and will create a new thread (unless directed otherwise) when ready. Any suggestions or comments about such or the mod are appreciated.
Title: Re: [A16] Expanded Woodworking (Updated: 2017-02-20)
Post by: Topper on November 21, 2017, 02:50:13 AM
this is a great mod..thanks for keeping it updated! Maybe a green color for cactus wood?
Title: Re: [A16] Expanded Woodworking (Updated: 2017-02-20)
Post by: Topper on November 28, 2017, 10:35:14 PM
How's it coming spaceman ? For me at least it wouldnt be the end of the world if all the new swamp trees were just regular brown. I dont enjoy the swamp so I just need the colors for Boreal really.
Title: Re: [A16] Expanded Woodworking (Updated: 2017-02-20)
Post by: Spaceman on November 30, 2017, 12:41:03 AM
How's it coming spaceman ? For me at least it wouldnt be the end of the world if all the new swamp trees were just regular brown. I dont enjoy the swamp so I just need the colors for Boreal really.

I've updated the base mod, Expanded Woodworking, and am currently working on finishing up the separate Vegetable Garden (VG) patch. If the base mod is all you want, I have uploaded it here (https://github.com/Adventurer13/ExpandedWoodworking/releases). Although, there may be another update for it with finishing up for Vegetable Garden. If you can hold out a few (guessing 1-4) more days, I should have both updated and working together. I consider the initial release of the base more of a "looking for feedback and not sure if another new save will be needed once VG patch is completed" release while I continue steaming ahead with VG. I recommend reading through the change log if you decide to use it.
Title: Re: [A16] Expanded Woodworking (Updated: 2017-02-20)
Post by: Topper on November 30, 2017, 02:51:25 AM
great thanks! I'll give it a whirl and let you know what I think
Title: Re: [A16] Expanded Woodworking (Updated: 2017-02-20)
Post by: Topper on December 07, 2017, 09:27:25 PM
hmm so i'm not fond of the new color palette..The old woodworking colors were shades of brown. It seems you've moved the colors to more of a fleshy spectrum. My building look like they are made of apple cores and hymen :) I'm guessing you were going for a processed wood look?
Title: Re: [A16] Expanded Woodworking (Updated: 2017-02-20)
Post by: Spaceman on December 12, 2017, 12:08:30 AM
All the colors should be the same as they were. I didn't change any except birch, which I made a very little lighter (although I can't tell if it even is different from before within the game). I did make a tiny error with the initial release for mixed lumber; accidentally when messing with the colors for maple, copied the RGB values onto mixed lumber as well. This was fixed in the latest release (https://github.com/Adventurer13/ExpandedWoodworking/releases) (as a result of the VGP patch release (https://github.com/Adventurer13/ExpandedWoodworkingVGP) for B18 too) by changing it back to the original values, if this is what you talking about. I was going to post about the update with the new release thread, but decided to give more time for feedback for beginning a new thread.

Now, if you are talking about the palm, maple, and cypress, I can explain those choices. The palm came directly from VG since black palm was removed within it. It uses the same sealed reference  (http://www.wood-database.com/black-palm/) and color, just a cut and paste for me. Figured some might be unhappy if their only black wood disappeared given its uniqueness. Maple came from the same red maple reference (http://www.wood-database.com/red-maple/) used in VG, except using the sanded version instead of the sealed which is used in VG. They're both red maples (because of the leaf color) in the game. Cypress came from this reference (http://www.wood-database.com/cypress/). I used the sanded version here as well, because the sealed was very similar to some of the other woods used already. I still wasn't happy about the color for cypress, though, since there is a small discrepancy with how the values look outside the game and inside the game. Messed around with variations of the color for around 1-2 hours and just settled on one which was semi-close.

I'll post a new release thread soon. Finishing up patches for other mods users asked about. Also, have a new woodworking table graphic that is virtually identical, but more accurately changes color with the wood type used to build it and differentiates between the foot powered and electricity powered tables.

But yeah, let me know more specifically what you mean since I haven't changed any besides birch and the somewhat new woods introduced with the new non-modded trees in B18.

Edit: Oh, drago was the other one introduced. I tried to be a little creative by mixing the blood-like resin and the natural wood color of the dragon tree (which drago trees in game seem to very much resemble). I found no reference like the others for this type of wood, so let me know if my try at creativity fell flat my face.