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RimWorld => Releases => Mods => Outdated => Topic started by: ItchyFlea on December 10, 2014, 05:40:11 PM

Title: [Unoffical A15] Extended Woodworking v1.19c
Post by: ItchyFlea on December 10, 2014, 05:40:11 PM
Extended Woodworking v1.19c
(http://i.imgur.com/a7YmvdJ.jpg)



Description:

This mod extends trees so that they drop different types of wood based on the tree they are. This mod also allows you to paint wood into 6 different colours (Red, Green, Blue, Yellow, White, Black) which you can use to build various things.
A woodworking table has been added to allow you to convert the different wood types into normal wood so you can still build the various buildings that require normal wood to be built. You can also paint wood at that table.

Mod Team:
Download:
Donations:

Donations are completely optional and are not required to use or download this mod.



   
   
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Changelog:
v1.19c
v1.19b
v1.19
v1.18
v1.17b
v1.17
v1.16
v1.15
v1.14
v1.13
v1.12
v1.11
v1.10
v1.01
Title: Re: [MOD] (Alpha 8) Extended Woodworking v1.0
Post by: MisterLock on December 10, 2014, 06:16:23 PM
Well if it isn't the stone it's the one and only wood.Good one There Itchy!
Title: Re: [MOD] (Alpha 8) Extended Woodworking v1.0
Post by: StorymasterQ on December 10, 2014, 08:23:48 PM
For some reason, this makes me come up with a new phrase "polishing the wood of the morning." It is an...up and down motion.

My head is weird.
Title: Re: [MOD] (Alpha 8) Extended Woodworking v1.0
Post by: JuliaEllie on December 10, 2014, 08:42:48 PM
Its only weird if you allow it to be weird  8)
Title: Re: [MOD] (Alpha 8) Extended Woodworking v1.0
Post by: Fifty Foot Ant on December 10, 2014, 09:25:49 PM
Thanks for pulling through Itchy! :) Been waiting a long time for A8, one of the reasons being the promise of this mod! :D
Title: Re: [MOD] (Alpha 8) Extended Woodworking v1.0
Post by: Kirid on December 12, 2014, 10:43:37 PM
Doesn't really work as is. I can't construct any vanilla buildings needing wood once I used up my initial supply. Oak wood is laying all around my colony, yet everything needing wood says missing materials.
Title: Re: [MOD] (Alpha 8) Extended Woodworking v1.0
Post by: ItchyFlea on December 13, 2014, 04:22:56 AM
Quote from: Kirid on December 12, 2014, 10:43:37 PM
Doesn't really work as is. I can't construct any vanilla buildings needing wood once I used up my initial supply. Oak wood is laying all around my colony, yet everything needing wood says missing materials.
This is exactly why you can convert mod wood into normal wood instantly via the woodworking table.
Title: Re: [MOD] (Alpha 8) Extended Woodworking v1.0
Post by: JonoRig on December 13, 2014, 12:11:54 PM
I wonder if this will be taken up into Vanilla like the Various Stone type mods :P
Title: Re: [MOD] (Alpha 8) Extended Woodworking v1.0
Post by: Dave-In-Texas on December 17, 2014, 08:07:23 PM
Quote from: ItchyFlea on December 13, 2014, 04:22:56 AM
Quote from: Kirid on December 12, 2014, 10:43:37 PM
Doesn't really work as is. I can't construct any vanilla buildings needing wood once I used up my initial supply. Oak wood is laying all around my colony, yet everything needing wood says missing materials.
This is exactly why you can convert mod wood into normal wood instantly via the woodworking table.
oh kind and brilliant Sir :)

Over here:https://ludeon.com/forums/index.php?topic=7328.30 (https://ludeon.com/forums/index.php?topic=7328.30) on the 'Xtra Plants'  mod thread, Igabod has made some beautiful new trees (and flowers but of special interest to me are the trees, hehe).   He has mentioned he'd be glad to work with your awesome self to get those new trees dropping logs :)  if you're interested lol *grin*

clarification:  dropping special logs, not just wood. aka Cherry wood, bamboo, etc :)
Title: Re: [MOD] (Alpha 8) Extended Woodworking v1.0
Post by: InfiniteRemnant on December 17, 2014, 10:23:12 PM
is it possible to rename the vanilla wood 'plywood'? or would that require editing too many objects to be readily compatible with things? just for aesthetic reasons. I'm kinda finicky like that. my mind keeps going, "but what KIND of wood?!" when i see the plain stuff next to the sorted stuff >.<
Title: Re: [MOD] (Alpha 8) Extended Woodworking v1.01
Post by: ItchyFlea on December 18, 2014, 05:32:09 PM
Updated the mod slightly and also added a compatibility patch so that you can use Extended Woodworking and Xtra Plants together.
The compatibility patch requires the current versions of both mods to work correctly. Those being v1.01 for Extended Woodworking and v3.0 for Xtra Plants

Using the compatibility mod is simple. First you activate Xtra Plants in-game, then Extended Woodworking, and finally you activate the Patch. The patch must be activated last in order for it to do it's job.
Title: Re: [MOD] (Alpha 8) Extended Woodworking v1.01
Post by: evrett33 on December 26, 2014, 08:59:07 PM
The download link requires one log in to the forums in order to download.
Title: Re: [MOD] (Alpha 8) Extended Woodworking v1.1 (29th Dec)
Post by: ItchyFlea on December 28, 2014, 09:07:21 PM
Updated to v1.1.

Additions:
Added wood fence and fence gate from my outdated Alpha 6 mod, Wood Economy Tweaks.

Also updated the Extended Woodworking and Xtra Plants compatibility patch to work with the new version of Xtra Plants that was released today. If you haven't got Xtra Plants, you should grab it. You can find it here: Xtra Plants 4.0 (https://ludeon.com/forums/index.php?topic=7328.0)
Title: Re: [MOD] (Alpha 8) Extended Woodworking v1.1 (29th Dec)
Post by: evrett33 on December 30, 2014, 06:52:43 PM
This is a great mod that should be integrated into the game asap.

Cactus is the desert biome still drop generic wood. Was that a choice or an omission. Maybe cactus could produce green wood?

this newest version seems to come in conflict with T's modpack Extendedcloth and Extenedcrops...I get xouts :(
Title: Re: [MOD] (Alpha 8) Extended Woodworking v1.1 (29th Dec)
Post by: ItchyFlea on December 30, 2014, 07:48:42 PM
I left cactus as is by choice.

As for conflicting with T's Mods... I didn't encounter anything when using the two you mentioned along with this. Plus I had a quick peek in the files, from what I saw, neither mod touches the same things, so they should both be 100% compatible.
Title: Re: [MOD] (Alpha 8) Extended Woodworking v1.1 (29th Dec)
Post by: evrett33 on December 30, 2014, 11:15:43 PM
It must do something. I replaced 1.0 with 1.1 and got xouts on the gfx. When I reverted back to 1.0 everything worked again. Tomato vine, the two cloth types and the padded bed were xouts
Title: Re: [MOD] (Alpha 8) Extended Woodworking v1.1 (29th Dec)
Post by: ItchyFlea on December 31, 2014, 12:13:46 AM
I don't know what to say. Like I said it works on my end. Only thing I can suggest is restarting the game after activating the mods to see if that helps, as the game does have a bug where it sometimes fails to load graphics properly after new mods are activated.

The addition made to v1.1 was these fences:
(https://ludeon.com/forums/index.php?action=dlattach;topic=7893.0;attach=5658)

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 8) Extended Woodworking v1.1 (29th Dec)
Post by: Igabod on December 31, 2014, 05:09:24 AM
ooooh those fences look nice. I'm assuming the color is dependent on which wood you use. I think I'm going to be using that on my next game. No town is complete without fenced in yards. Can the fences be shot over though?
Title: Re: [MOD] (Alpha 8) Extended Woodworking v1.1 (29th Dec)
Post by: ItchyFlea on December 31, 2014, 05:46:59 AM
Quote from: Igabod on December 31, 2014, 05:09:24 AM
ooooh those fences look nice. I'm assuming the color is dependent on which wood you use. I think I'm going to be using that on my next game. No town is complete without fenced in yards. Can the fences be shot over though?
Yes. Although there's a bug where they generate a roof. In the meantime just place a no roof zone over them. I'll fix that when I get a chance.

EDIT: And it's fixed.
Title: Re: [MOD] (Alpha 8) Extended Woodworking v1.11 (1st Jan 2015)
Post by: evrett33 on February 21, 2015, 06:24:08 PM
Got wood (for A9?)
Title: Re: [MOD] (Alpha 8) Extended Woodworking v1.11 (1st Jan 2015)
Post by: ItchyFlea on February 21, 2015, 08:11:08 PM
Quote from: evrett33 on February 21, 2015, 06:24:08 PM
Got wood (for A9?)
I'm not entirely sure that it's appropriate for me to answer this question. :P

I'm about to start working on an update.

EDIT: How did I manage to not realise this was an old version before I finished updating it...? :-[
Time to update again I guess. At least I know what to change, so there's that.
Title: Re: [MOD] (Alpha 9) Extended Woodworking v1.12
Post by: ItchyFlea on February 21, 2015, 09:32:54 PM
Updated to Alpha 9d.

I haven't tested this, so if you encounter any bugs, let me know.
Title: Re: [MOD] (Alpha 9) Extended Woodworking v1.12
Post by: evrett33 on February 21, 2015, 10:11:11 PM
Thanks!
Title: Re: [MOD] (Alpha 9) Extended Woodworking v1.12
Post by: evrett33 on February 26, 2015, 10:27:51 PM
There seems to be an error. I'm trying to build with Teak wood but the name of the wall comes out poplar wall.
Title: Re: [MOD] (Alpha 9) Extended Woodworking v1.12
Post by: ItchyFlea on February 27, 2015, 01:23:28 AM
Quote from: evrett33 on February 26, 2015, 10:27:51 PM
There seems to be an error. I'm trying to build with Teak wood but the name of the wall comes out poplar wall.
Oops. I totally didn't forget to rename a variable when I copied the poplar def. Honest.
Fix coming shortly.
Title: Re: [MOD] (Alpha 9) Extended Woodworking v1.13
Post by: ItchyFlea on February 27, 2015, 01:30:46 AM
Mod has been updated. I fixed an issue where I may or may not have forgotten to change a variable resulting in the Poplar name being used for things made from Teak.

I also updated the compatibility patch to fix a couple of colour issues for wood items in the resources list.
Title: Re: [MOD] (Alpha 9) Extended Woodworking v1.13
Post by: Vonholtz on February 27, 2015, 02:19:51 AM
I have been using your mod as well as the Xtra plats. How do I put in the patch that make the two mods work together? I know some patches need to be in front or be hind it in the list.
Title: Re: [MOD] (Alpha 9) Extended Woodworking v1.13
Post by: ItchyFlea on February 27, 2015, 06:20:54 AM
Quote from: Vonholtz on February 27, 2015, 02:19:51 AM
I have been using your mod as well as the Xtra plats. How do I put in the patch that make the two mods work together? I know some patches need to be in front or be hind it in the list.
Activate our two mods first, exit and re-enter the mod menu and activate the patch.
Title: Re: [MOD] (Alpha 9) Extended Woodworking v1.13
Post by: Der Failer on February 27, 2015, 09:51:06 AM
You may also forgot to change the stuff adjective of camellia and japanese maple, since both appear as willow. :)
Title: Re: [MOD] (Alpha 9) Extended Woodworking v1.13
Post by: ItchyFlea on February 27, 2015, 03:19:17 PM
Quote from: Der Failer on February 27, 2015, 09:51:06 AM
You may also forgot to change the stuff adjective of camellia and japanese maple, since both appear as willow. :)
I swear someone is breaking into my house and putting bugs into my mods.
I've updated the patch to fix those.
Title: Re: [MOD] (Alpha 9) Extended Woodworking v1.13
Post by: ItchyFlea on March 01, 2015, 06:24:20 AM
Where do these bugs keep coming from? Seriously?
And why are they only affecting the compatibility patch?

Lets just say trees didn't live as long as they were supposed to. Now they do. The updated/fixed patch is still available on the main page. You can also grab it here: http://www.mediafire.com/download/28lzsw0pjs808u3/A9_EW_-_XP_-_ComPatch_v1.24.7z
Title: Re: [MOD] (Alpha 9) Extended Woodworking v1.13
Post by: CodyRex123 on March 01, 2015, 07:04:47 PM
Not sure if its this mod or another, but seeing as this mod messes with the wood, I think it removes being able to make peg legs, :l Which is annoying.
Title: Re: [MOD] (Alpha 9) Extended Woodworking v1.13
Post by: Igabod on March 01, 2015, 07:18:26 PM
Quote from: ItchyFlea on March 01, 2015, 06:24:20 AM
Where do these bugs keep coming from? Seriously?
And why are they only affecting the compatibility patch?

Lets just say trees didn't live as long as they were supposed to. Now they do. The updated/fixed patch is still available on the main page. You can also grab it here: http://www.mediafire.com/download/28lzsw0pjs808u3/A9_EW_-_XP_-_ComPatch_v1.24.7z

Oops. This one was my bad.

Quote from: CodyRex123 on March 01, 2015, 07:04:47 PM
Not sure if its this mod or another, but seeing as this mod messes with the wood, I think it removes being able to make peg legs, :l Which is annoying.

Here's one that isn't because of the compatibility patch though.  :P
Title: Re: [MOD] (Alpha 9) Extended Woodworking v1.13
Post by: CodyRex123 on March 01, 2015, 08:21:29 PM
OHHHHH!!
Sorry, i lied, i thought it would still let me build it in operations, stick a log on someones leg stump.
Nope....
Title: Re: [MOD] (Alpha 10) Extended Woodworking v1.14
Post by: ItchyFlea on April 17, 2015, 01:07:17 AM
Mod updated for Alpha 10b.

I have not tested this mod beyond ensuring that no errors occurred upon activation of the mod.
Title: Re: [MOD] (Alpha 10) Extended Woodworking v1.14
Post by: mcduff on April 17, 2015, 07:03:34 AM
Is there any way of using the stuff system so that things that need "wood" can use any kind of wood, and avoiding having to make the "generic wood" thing? Or is that an inherent limitation of the way the game works at the moment?
Title: Re: [MOD] (Alpha 10) Extended Woodworking v1.14
Post by: ItchyFlea on April 17, 2015, 08:10:56 AM
Quote from: mcduff on April 17, 2015, 07:03:34 AM
Is there any way of using the stuff system so that things that need "wood" can use any kind of wood, and avoiding having to make the "generic wood" thing? Or is that an inherent limitation of the way the game works at the moment?
I would have to override the vanilla buildings to do that. Since that would limit mod compatibility, I went with the option of being able to instantly convert 25x mod wood to 25x normal wood at the woodworking table.
Title: Re: [MOD] (Alpha 10) Extended Woodworking v1.14
Post by: mcduff on April 17, 2015, 11:48:29 AM
Ah OKdoke. So it's doable, but it would be better to do it in the base game than as a mod.

*makes puppy eyes at Tynan*
Title: Re: [MOD] (Alpha 10c) Extended Woodworking v1.15 (upd: 19th April)
Post by: ItchyFlea on April 18, 2015, 09:05:15 AM
Found a rather annoying bug during a brief test of the mod. Fixed it. I think.
Shouldn't affect existing saves. (except for the fix for the bug of course.)
Title: Re: [MOD] (Alpha 10c) Extended Woodworking v1.15 (upd: 19th April)
Post by: ROD on April 22, 2015, 11:49:26 AM
You should have named this mod as IKEA  :P
Title: Re: [MOD] (Alpha 10c) Extended Woodworking v1.15 (upd: 19th April)
Post by: PilotBhav04 on April 28, 2015, 10:44:08 AM
Really like this mod. But its painful to see that generic wood is needed to build things other then the mod has already implemented to choose what kind of wood to use for it
Title: Re: [MOD] (Alpha 10c) Extended Woodworking v1.15 (upd: 19th April)
Post by: Eisenwulf on May 04, 2015, 02:25:21 PM
Is this mod compatible with Superior Crafting?
Title: Re: [MOD] (Alpha 10c) Extended Woodworking v1.15 (upd: 19th April)
Post by: slayer69690 on May 04, 2015, 04:22:00 PM
i dont get any kinds of wood i only get the generic wood when i cut down trees and if i start the map with lets say pine wood it drops as generic wood do i have to load the mod in a certain order? and i also have a ton of other mods installed too. when i first used this mod it worked but now it doesn't. like i started a new world and colony and it worked then i started a different colony cuz i didnt like the first one and i did not make any changes just made a new colony and it stopped working. i only get generic wood. problem on my end ?? or a bug?? plz help. i love what this mod does adds more variety to the base :)
Title: Re: [MOD] (Alpha 10c) Extended Woodworking v1.15 (upd: 19th April)
Post by: ItchyFlea on May 04, 2015, 09:04:32 PM
Quote from: slayer69690 on May 04, 2015, 04:22:00 PM
-snip-
Probably a conflict with one of the other mods you're using. I suggest deactivating the mod, leaving the mod menu, then going back in and activating it again. (You may need to restart the game after doing this.)
Title: Re: [MOD] (Alpha 10c) Extended Woodworking v1.15 (upd: 19th April)
Post by: slayer69690 on May 06, 2015, 10:28:48 PM
well THANK YOU SO MUCH!!!! that fixed it did what u said and it worked in a test world im guessing your mod should be loaded after the other or something idk but it worked thank you.
Title: Re: [MOD] (Alpha 10c) Extended Woodworking v1.15 (upd: 19th April)
Post by: Nate20938 on May 09, 2015, 11:21:38 PM
Great mod, can anyone tell me how to use the painted wood for flooring ?
Title: Re: [MOD] (Alpha 10) Extended Woodworking v1.16 (upd: 10th May)
Post by: ItchyFlea on May 10, 2015, 04:14:12 AM
Quote from: Nate20938 on May 09, 2015, 11:21:38 PM
Great mod, can anyone tell me how to use the painted wood for flooring ?
That's an oversight on my part. Thankfully adding floors is extremely quick to do, so I've updated the mod and posted a new version with painted wood flooring added.

Since I have virtually no free time I haven't actually tested it in-game besides making sure there weren't any errors upon load, but it should work. :)
Title: Re: [MOD] (Alpha 10) Extended Woodworking v1.16 (upd: 10th May)
Post by: hector212121 on May 10, 2015, 09:56:57 AM
Add some kind of treating for wood for a tougher/fireproof building material, maybe a plant that grows resin like i've suggested in Suggestions, then you can craft 20 wood and 20 resin into 20 Treated Wood?
Title: Re: [MOD] (Alpha 10) Extended Woodworking v1.16 (upd: 10th May)
Post by: Topper on June 18, 2015, 12:56:29 AM
A11 update in the works? I miss the variety..tyran was saying he wanted people to submit biodiversity stuff..hopefully you've sent him this?
Title: Re: [MOD] (Alpha 10) Extended Woodworking v1.16 (upd: 10th May)
Post by: ItchyFlea on June 18, 2015, 03:26:01 PM
Quote from: Topper on June 18, 2015, 12:56:29 AM
A11 update in the works? I miss the variety..tyran was saying he wanted people to submit biodiversity stuff..hopefully you've sent him this?
The update will come. Most likely this weekend.

I didn't see that, could you link the post to me where Tynan said that?
Title: Re: [MOD] (Alpha 10) Extended Woodworking v1.16 (upd: 10th May)
Post by: Topper on June 18, 2015, 06:26:41 PM
https://ludeon.com/forums/index.php?topic=13182.0 (https://ludeon.com/forums/index.php?topic=13182.0) I guess hes really only talking about animals but I read this as requesting fan submissions for all types of new biodiversity to be integrated into vanilla.
Title: Re: [MOD] (Alpha 11) Extended Woodworking v1.17
Post by: ItchyFlea on June 18, 2015, 11:14:18 PM
Screw waiting for the weekend. I've gone ahead and updated this to Alpha 11 today. :)
Title: Re: [MOD] (Alpha 11) Extended Woodworking v1.17
Post by: Topper on June 18, 2015, 11:46:16 PM
yay thanks!
Title: Re: [MOD] (Alpha 11) Extended Woodworking v1.17
Post by: nmid on June 19, 2015, 07:42:41 AM
this seems a fun mod... I do wonder how the MM and storage of the logs will be with all the different variants.
Going to try it out though.
Title: Re: [A11] Extended Woodworking v1.17
Post by: sidfu on July 06, 2015, 10:28:52 AM
would be good if u could absorb xtra plants mod into this since he not updateing it now
Title: Re: [A11] Extended Woodworking v1.17
Post by: kaptain_kavern on July 06, 2015, 04:41:51 PM
Look at veg garden (https://ludeon.com/forums/index.php?topic=12934.0) for that. I use GourmetGarden (just under), a mod that work wih it to add more recipes
Title: Re: [A11] Extended Woodworking v1.17
Post by: Topper on July 07, 2015, 12:22:51 AM
does this work for 11b ? any luck in getting this integrated into the full game?
Title: Re: [A11] Extended Woodworking v1.17
Post by: ItchyFlea on July 07, 2015, 07:39:45 AM
Quote from: Topper on July 07, 2015, 12:22:51 AM
does this work for 11b ? any luck in getting this integrated into the full game?
This is purely an .xml mod, this should work perfectly fine in A11b.

It's up to Tynan regarding integrating this into the vanilla game. If he wanted to, he has my permission to do so.
Title: Re: [A11] Extended Woodworking v1.17
Post by: Topper on July 07, 2015, 01:08:07 PM
Quote from: ItchyFlea on July 07, 2015, 07:39:45 AM
Quote from: Topper on July 07, 2015, 12:22:51 AM
does this work for 11b ? any luck in getting this integrated into the full game?
This is purely an .xml mod, this should work perfectly fine in A11b.

It's up to Tynan regarding integrating this into the vanilla game. If he wanted to, he has my permission to do so.
You should bring it to his attention. Mountain sometime need to go to Mohammed..might not have time to scout the mods. I figured these changes would be first added to the game several alphas ago. Such a basic upgrade to wood.
Title: Re: [A11] Extended Woodworking v1.17
Post by: Topper on July 13, 2015, 06:24:24 PM
I'm getting 4 error messages regarding keybind conflicts with door, wall and fence all being bound to P or B. When I get these messages right clicking stops working. Ive tested it only running your mod and Eds interface so the conflicts may be with that mod
Title: Re: [A11b] Extended Woodworking v1.17b
Post by: ItchyFlea on July 13, 2015, 07:45:57 PM
Updated mod to fix a keybinding issue. Please download the new version and replace the old version with it, as the update will not adversely affect current colonies.
Title: Re: [A11b] Extended Woodworking v1.17b
Post by: Topper on July 14, 2015, 09:49:54 PM
Quote from: ItchyFlea on July 13, 2015, 07:45:57 PM
Updated mod to fix a keybinding issue. Please download the new version and replace the old version with it, as the update will not adversely affect current colonies.

Tanks! Many and Green!
Title: Re: [A12] Extended Woodworking v1.18
Post by: ItchyFlea on August 21, 2015, 09:24:58 PM
Updated for Alpha 12.
Title: Re: [A12] Extended Woodworking v1.18
Post by: Baleur on September 14, 2015, 03:37:03 PM
How about adding a Cactus variant? Something in a light green kinda color?

Edit: googles saguaro cactus for image example of what i was imagining, realizes that in real life the insides actually look close to normal wood color. Okay nevermind then xD
Title: Re: [A12] Extended Woodworking v1.18
Post by: bazalisk on September 14, 2015, 03:50:07 PM
so i was wondering if there would be any way to change what two tree types spawn on a game map (depending on biome of cause,) to spice things up abit.

the default oak / poplar trees in the plains get abit dull after a while.

would be nice if the game could randomly roll from a list of trees before map gen.

anyone think this is possible?
Title: Re: [A12] Extended Woodworking v1.18
Post by: cucumpear on December 05, 2015, 06:00:07 AM
I made some colour variations for a friend who really wanted teal painted wood. They need to be tested a bit more, of course, but would it be ok if I share them here?

Secondly, for some reason Latta's Infusion mod starts behaving oddly when I enable Woodworking. I don't understand why, but suddenly items of all qualities become infused. I'll report it there, too, of course.
Title: Re: [A12] Extended Woodworking v1.18
Post by: LetheNyx on January 10, 2016, 08:39:39 PM
So I really enjoy this mod, the woods are VERY pretty... however, I'm trying to figure out if there's a way to edit the Chop Wood designator to be able to select trees of a specific type that are harvestable. I.E. I'm making a base out of teak so I click the Chop Wood and select Teak or whatever (I imagine it'd be something similar to the placing walls button, where you select the type from a pop up menu) and when I drag it over the trees, it only selects the Teak trees that are available to be harvested.
Title: Re: [A12] Extended Woodworking v1.18
Post by: ItchyFlea on January 14, 2016, 01:48:00 AM
Quote from: LetheNyx on January 10, 2016, 08:39:39 PM
-snip-
That would be a nice feature. Unfortunately it would require .dll modding, and that is something I am not able to do.
If anybody wishes to do that they can, and they can either release the mod themselves with that feature, or send it to me and I'll update the mod to use that feature, and give credit to whoever made the .dll.
Title: Re: [A12] Extended Woodworking v1.18
Post by: LetheNyx on January 15, 2016, 08:20:42 PM
I've been poking around and trying to figure out how to do it, if I can I'll send it to you.
Title: Re: [A12] Extended Woodworking v1.18
Post by: CovertJaguar on February 18, 2016, 05:36:26 AM
There seems to be some kind of issue with things like the Colony Manager forestry management. I haven't figured out what it causing it yet, but none of the Tree types appear in the harvest list.

EDIT: Ok, the problem seem to be on the Colony Manager side. It recognizes trees by they fact that they drop wood items.

EDIT2: Well...I was able to fix it, but it's kind of a cludge. I made the trees drop normal wood again and added a bunch of recipes for staining wood to the wookworkers table. The only other solution would likely require a rewrite of the Colony Manager dll and how it manages wood types. Sadly core doesn't define wood in its own category or something. Though this might be something along the lines of what CCL does.

Github Issue: https://github.com/Karel-Kroeze/RW_Manager/issues/12
Title: Re: [A12] Extended Woodworking v1.18
Post by: Topper on April 10, 2016, 12:53:51 AM
Any hope for diverse wood types in alpha 13 ? why hasnt this mod been added to the main game? only 1 type/color of wood is boring.
Title: Re: [A12] Extended Woodworking v1.18
Post by: ItchyFlea on April 10, 2016, 07:10:47 AM
Quote from: Topper on April 10, 2016, 12:53:51 AM
Any hope for diverse wood types in alpha 13 ? why hasnt this mod been added to the main game? only 1 type/color of wood is boring.
Eventually. I keep getting distracted by Factorio which was recently released on Steam. I bought it a few years ago and forgot about it. Since it's Steam release I've been playing it a bit too much. (It's one heck of a good game.)
Title: Re: [A13] Extended Woodworking v1.19
Post by: ItchyFlea on April 23, 2016, 10:10:59 PM
So this got updated as well today.
I have not tested this mod other than ensuring no errors are shown upon activation. If something doesn't work let me know and I'll try to fix it quickly.

I have removed from the OP the mod compatibility message, since the mod this one was compatible with was never updated past Alpha 9, which was about a year ago.
I have however added my donation button. Please note that donations are completely optional, and are NOT required to download or use this mod at all. However any and all donations are greatly appreciated.
Title: Re: [A13] Extended Woodworking v1.19b
Post by: ItchyFlea on April 23, 2016, 10:25:31 PM
Forgot that A13 added a new type of generator. The fuelled generator which uses wood for fuel.
So I went ahead of modified it so it accepts any kind of wood added by this mod as fuel, even the painted pieces of wood.
Title: Re: [A13] Extended Woodworking v1.19b
Post by: Teratles on May 02, 2016, 05:17:09 AM
Quote from: ItchyFlea on April 23, 2016, 10:25:31 PM
Forgot that A13 added a new type of generator. The fuelled generator which uses wood for fuel.
So I went ahead of modified it so it accepts any kind of wood added by this mod as fuel, even the painted pieces of wood.

I still need to convert the wood to fuel my stuff. And you forgot to support the remove option for the new floores.

Thx for the nice mod.
Title: Re: [A13] Extended Woodworking v1.19b
Post by: ItchyFlea on May 02, 2016, 06:51:35 AM
Quote from: Teratles on May 02, 2016, 05:17:09 AM
I still need to convert the wood to fuel my stuff.
There are two things that could be the cause:
1) You're using v1.19 of the mod, not v1.19b.
2) You've got another mod loaded that also modifies the fuelled generator, overriding the modifications I made to it.

Quote from: Teratles on May 02, 2016, 05:17:09 AM
And you forgot to support the remove option for the new floores.
Oops.

Thanks for letting me know about those issues. I'm fairly confident I didn't make a mistake modifying the generator but I'll take another look anyway. As for the floors, I'll have to see what's going on and fix that.
Title: Re: [A13] Extended Woodworking v1.19b
Post by: Teratles on May 02, 2016, 06:55:31 AM
Thx for the fast reply
Title: Re: [A13] Extended Woodworking v1.19b
Post by: Raccoon on May 02, 2016, 09:06:12 PM
Short Questions or Suggestion

Does this mod add new materials to build or the Option to Build Colored Walls?
If it add new materials does this affect weapons and if it do this can i modify it so a harder wood have other stats than a soft wood?
Im working much with wood thats why.

#sorry4mybadenglish
Title: Re: [A13] Extended Woodworking v1.19b
Post by: ItchyFlea on May 03, 2016, 02:17:10 AM
This mod makes each type of tree drop a wood of that tree's type. The different types of wood do have different stats, but I do not know if these stats are imparted on goods made from that type of wood.
The different woods do make walls built from them take on their colour, the same is true for various other in-game items, such as beds, this is why the painted woods exist, to let you make walls of different colours.
Title: Re: [A13] Extended Woodworking v1.19b
Post by: Grynnreaper on May 03, 2016, 02:56:08 PM
all the trees drop generic wood, did i do something wrong? should it be before or after mods that alter map?
Title: Re: [A13] Extended Woodworking v1.19b
Post by: ItchyFlea on May 03, 2016, 06:40:25 PM
What other mods are you running? I don't know of any other mod that needs to modify trees.
Title: Re: [A13] Extended Woodworking v1.19c
Post by: ItchyFlea on May 03, 2016, 06:52:01 PM
Updated the mod to v1.19c. This update fixes floors added by this mod so that they can be removed just like vanilla floors.

Quote from: Teratles on May 02, 2016, 05:17:09 AM
I still need to convert the wood to fuel my stuff.
I've checked the generator, and it accepts mod wood just fine. You are probably using another mod that also modifies the fuelled generator, which overrides my changes to it.
Title: Re: [A13] Extended Woodworking v1.19b
Post by: Grynnreaper on May 03, 2016, 09:24:15 PM
Would the 24h grow mod mess it up? i am a mod wh*re, shameless, unrepentant mod wh*re. Running quite a few mods. should this one be high up or at the bottom of the mod order? ED-ReinforcedStuff, Vegetable garden are the only other 2 i could see that might interfere.
Anyhow, here is the list, but not in order of load. everything works, i take hours tweaking the mod order till everything happens. still figuring out where "no fighting" belongs. And drier boreal forests. but everything else works fine. except sometimes a heavily augmented colonist can't wear a toolbelt (missing body part) its fine!

Additional Joy Objects v3.02
AdditionalLighting-AdditionalLighting1.5
Ancient Amulets v1.13
BackstoriesCore-13.0.0
BatteriesStuffed-BatteriesStuffed-1.3
BetterCoolers-BetterCoolers1.1
BetterVents-BetterVents1.1
BrainMod v1.00
CaveworldFlora
CheaperComponents
Community Core Library
Community Core Library - Vanilla Tweaks
ConduitsStuffed-ConduitsStuffed1.2
Core
Craftable Medicines
CTS
DefenceShield-DefenceShield1.4
DermalRegenerator-DermalRegenerator1.5
DESurgeries
DrierBorealForest
ED-AutoLoader
ED-LaserDrill
ED-MoreVanillaTurrets
ED-Plant24H
ED-ReinforcedStuff
ED-Shields
ED-SubspaceTransponder
EdBModOrder
EdBPrepareCarefully
Embrasures-Embrasures1.3
Expanded Power v1.00
ExpandedProsthetics&OrganEngineering
ExtendedStorage-ExtendedStorage1.4
ExtendedSurgery-ExtendedSurgery1.1
ExtendedWoodworking
Extra Floors v1.14
Fences
GlitterTech
HaulPriorityLite
Heavy defences mod
Hospitality
Industrialisation
LDAreaRugs
LED Lights 1.4
LessIncidentTrolling
LT_ADogSaid
Mad Skills
Medical Training
Miscellaneous_Core
Miscellaneous_Incidents
Miscellaneous_MAI
Miscellaneous_MapGenerator
Miscellaneous_Objects
Miscellaneous_Robots
Miscellaneous_TrainingFacility
Misc_Patch_-_EdBPrepareCarefully
More Furniture
MoreSunLamps
MuffaloOverhaul
no fighting! (v1)
Powerless! v1.61
Quarry v1.10
Quorn
Recycle
RepairBench
Rimsenal_hair
roboticlegmod
RoofBomb-RoofBomb1.3
RT Fusebox
RTFTJ
RW_PawnBar-0.13.0.1
Small NPDs 1.4
T-MoreBedsVanilla
T-MoreFloors
ThermalsStuffed-ThermalsStuffed-1.3
Trade-12
Turrets Pack
Vegetable Garden v3.6
VeinMiner
ZenGarden v1.21
             

Quote from: ItchyFlea on May 03, 2016, 06:40:25 PM
What other mods are you running? I don't know of any other mod that needs to modify trees.
Title: Re: [A13] Extended Woodworking v1.19c
Post by: Grynnreaper on May 03, 2016, 09:27:54 PM
I can also confirm that the fueled gennies  and everything else works fine with the generic wood. just have that one small problem. But hey, i can paint all my stuff so even if you can't help me its still worth it! All black furniture baby
Title: Re: [A13] Extended Woodworking v1.19c
Post by: ItchyFlea on May 03, 2016, 11:51:50 PM
Looks like ED-Plant24h is the culprit. For whatever reason the mod developer has included unmodified base game files (there is no reason for any mod to do this, ever.), which is completely unnecessary and is the cause of the problem. You'll want to change the load order so that my mod loads after that mod, so that my changes take precedence.

I'll post a message to the mod dev to let them know that those files shouldn't be included in their mod as they break other mods, like mine.
Title: Re: [A13] Extended Woodworking v1.19c
Post by: Grynnreaper on May 04, 2016, 12:29:10 AM
It works! thank you very much. Always a good day when something gets fixed and you learn things to help you fix other problems in the future! Oh man, gonna make me a sweet teak dining table, oak beds basically everythiing teak and oak lol THANKS!
Title: Re: [A13] Extended Woodworking v1.19c
Post by: Grynnreaper on May 04, 2016, 12:50:14 AM
Downloaded 5 more of your mods lol, i have a fair few if not most of them now. I very much look forward to your next brainchild. Being a modder, would you know if its possible to make a "mindwipe" mod to use on prisoners and crappy colonists? it could use the medical skill and have a chance at making the "subject" insane, not feel pain and go on a rampage. Or possibly you end up with a potato wearing a synthread shirt lol. Maybe it just re-rolls the traits and such. Now that i think on it, it could not add skills, but could add "passions" (little flame, double big flame next to skills) but you could lose skills and passions. Could also limit the amount of times it could be done to a colonist, before you fry his coconut. insane rampage chance increase exponentially with each treatment. Interesting idea?
Title: Re: [A13] Extended Woodworking v1.19c
Post by: ItchyFlea on May 04, 2016, 12:55:55 AM
Quote from: Grynnreaper on May 04, 2016, 12:50:14 AM
-snip-
I'm fairly confident that such a mod is possible, but that would require a .dll to work properly, and I can't code, so it's not something I could make unfortunately. And yes, that is a very interesting idea.
Title: Re: [A13] Extended Woodworking v1.19c
Post by: Topper on July 15, 2016, 05:44:09 PM
I cant find this one on steam? Is there an update for 14?
Title: Re: [A13] Extended Woodworking v1.19c
Post by: ItchyFlea on July 16, 2016, 08:00:04 AM
Quote from: Topper on July 15, 2016, 05:44:09 PM
I cant find this one on steam? Is there an update for 14?
Not yet I'm afraid. I didn't have time to update it before Steam launch.
My plan is to get the A14 versions of my mods uploaded here for the non-steam users before working on updating Extended Woodworking.

Hopefully this will all get done tomorrow.
Title: Re: [A13] Extended Woodworking v1.19c
Post by: ItchyFlea on July 16, 2016, 08:01:54 AM
Quote from: Topper on July 15, 2016, 05:44:09 PM
I cant find this one on steam? Is there an update for 14?
Not yet I'm afraid. I didn't have time to update it before Steam launch.
My plan is to get the A14 versions of my mods uploaded here for the non-steam users before working on updating Extended Woodworking.

Hopefully this will all get done tomorrow.
Title: Re: [A13] Extended Woodworking v1.19c
Post by: Topper on July 16, 2016, 05:15:43 PM
why hasnt woodworking made it into core gameplay? Having different color woods is just like having different color stone..you'd think it would be a no brainer?
Title: Re: [A13] Extended Woodworking v1.19c
Post by: Topper on July 23, 2016, 06:27:39 PM
bump for A14 update
Title: Re: [A13] Extended Woodworking v1.19c
Post by: Topper on July 28, 2016, 03:34:18 AM
Would it be possible to get an update on this one? I like the diversity multiple wood colors brings to forts in jungle and boreal bioms.
Title: Re: [A13] Extended Woodworking v1.19c
Post by: BaconBits on July 28, 2016, 03:57:46 AM
I agree. I did an update for my use, however, I hope ItchyFlea's update makes it possible to use the new trees from Vegitable Garden.
Title: Re: [A13] Extended Woodworking v1.19c
Post by: Topper on August 01, 2016, 05:20:46 AM
update pls? and/or convince the dev to give trees color like chunks have..no reason this one should still be a mod these days.
Title: Re: [A13] Extended Woodworking v1.19c
Post by: BaconBits on August 04, 2016, 04:18:40 PM
Hello ItchyFlea, I was wondering if you were going to update this to A14? If not, I could give you the one I did (for my use) to post.
Title: Re: [A13] Extended Woodworking v1.19c
Post by: Topper on August 10, 2016, 02:40:01 PM
Could someone else update this as icky doesnt seem to be responding
Title: Re: [A13] Extended Woodworking v1.19c
Post by: BaconBits on August 10, 2016, 03:54:28 PM
Here it is. I hope I don't get in trouble.  ;)
Extended Woodworking A14 (https://drive.google.com/open?id=0Bxq0rYMvuq1EWnNwU21ROUdsZFk)

Edit: I also made the floors removable.

Edit2: I forgot to say that this update needs to be after Veg. Garden in the mod order. Otherwise V.G. will throw some config notices.
Title: Re: [A13] Extended Woodworking v1.19c
Post by: ItchyFlea on August 10, 2016, 07:30:42 PM
I've been a bit too busy to be able to take the time to update this mod. Knowing my luck it'll probably be quick to update, but I haven't had the time to check.

I don't mind somebody else updating this and posting it. In fact I'll link BaconBits update in the OP so others can grab the update until I have the time to do an official one myself. However I would mind, and would do something about it, if anybody were to post the update on Steam.
Posting updates for any of my mods on here is fine. Anywhere else is not.

Also, thank-you for posting the update BaconBits.
Title: Re: [Unoffical A14] Extended Woodworking v1.19c
Post by: BaconBits on August 10, 2016, 08:22:19 PM
Quote from: ItchyFlea on August 10, 2016, 07:30:42 PM
I've been a bit too busy to be able to take the time to update this mod. Knowing my luck it'll probably be quick to update, but I haven't had the time to check.

I don't mind somebody else updating this and posting it. In fact I'll link BaconBits update in the OP so others can grab the update until I have the time to do an official one myself. However I would mind, and would do something about it, if anybody were to post the update on Steam.
Posting updates for any of my mods on here is fine. Anywhere else is not.

Also, thank-you for posting the update BaconBits.

I know you're a busy person and I held off on posting an update out of courtesy for you, and cause I'm still not sure of the forum etiquette on such matters. So as far as Steam is concerned, you don't have to worry about me uploading it. Hell, I don't even know how yet.

You are welcome for the update. Just trying help out.

Edit: BTW, I don't if you had a chance to look at the update yet, but, I did include a 'ReadMe.txt' that states,"This mod belongs to ItchyFlea I just updated it and made the floors removable."
Title: Re: [Unoffical A14] Extended Woodworking v1.19c
Post by: ItchyFlea on August 12, 2016, 06:22:28 AM
I haven't downloaded it. There doesn't really seem to be a defined etiquette regarding updating mods that haven't been updated by the author. I personally don't mind if someone else updates one of my mods if I don't have the time. I'm quite happy to see that someone enjoys my mod enough that they are willing to put in the time to make it work with new versions of the game. ;D

So again thankyou for doing that. It is much appreciated by not only myself, but I suspect everyone else who has downloaded it since you updated it.
Title: Re: [Unoffical A14] Extended Woodworking v1.19c
Post by: Topper on August 15, 2016, 10:02:31 PM
Now bacon! There is an ever greater mission if you are willing regarding this mod. For like 10 alphas I"ve been asking Ichy to approach the dev with an integration offer. This mod is so similar to the way chunks work it should really be in the core game. Would you be willing to champion the cause and petition Big T for inclusion?
Title: Re: [Unoffical A14] Extended Woodworking v1.19c
Post by: BaconBits on September 01, 2016, 03:48:12 AM
Quote from: Topper on August 15, 2016, 10:02:31 PM
Would you be willing to champion the cause and petition Big T for inclusion?
Not sure if I can convince him but if I have time I'll try.
Title: Re: [Unoffical A14] Extended Woodworking v1.19c
Post by: BaconBits on September 01, 2016, 06:10:01 PM
Here's an Unofficial A15 Update.
Needs to be after Veg. Garden in the mod order.

[attachment deleted by admin - too old]
Title: Re: [Unoffical A15] Extended Woodworking v1.19c
Post by: RazorHed on September 06, 2016, 07:38:48 AM
I don't know if this has happened for anyone else, but last night my builder was building oak walls without using the wood for it.
Title: Re: [Unoffical A15] Extended Woodworking v1.19c
Post by: BaconBits on September 06, 2016, 02:47:13 PM
Make sure that Extended Woodworking is one of the last ones in the mod order and after Veg. Garden(if you have it).
Title: Re: [Unoffical A15] Extended Woodworking v1.19c
Post by: animagus_kitty on September 06, 2016, 08:40:00 PM
Am I the only one who's not seeing the A15 download link?
Title: Re: [Unoffical A15] Extended Woodworking v1.19c
Post by: BaconBits on September 06, 2016, 08:43:42 PM
@animagus_kitty: Page 7, last comment. Also, on main post, click on "Unoffical Extended Woodworking for Alpha 15" under Downloads.
Title: Re: [Unoffical A15] Extended Woodworking v1.19c
Post by: animagus_kitty on September 06, 2016, 08:46:45 PM
I was having issues with the link not appearing, not an inability to locate the post ^_^

However, I see it now. Maybe I had to be logged in, because I had to make an account to post. Weird, because I didn't have to register to see links to github and other hosts, but maybe you have to be registered to get a file directly from a post?
Title: Re: [Unoffical A15] Extended Woodworking v1.19c
Post by: BaconBits on September 06, 2016, 08:56:49 PM
Yep, If the file is uploaded to the forum via "Attachment" then you need to be logged in. Glad you found it. :)
Title: Re: [Unoffical A15] Extended Woodworking v1.19c
Post by: animagus_kitty on September 08, 2016, 02:20:22 AM
I'm back!

Downloaded it, started a game...got some problems and I'm not sure why. One, I can't prioritize building roofs. Two, my butcher block (as well as some other things) require both Generic Wood and, well, non-Generic Wood. It wanted 25 Generic and 75 Cecropia wood. Is this intentional, and if so, where on earth do I obtain Generic Wood when I've used it up? Not sure the roof thing was this mod, it might have been a conflict with one of the Misc mods.
Title: Re: [Unoffical A15] Extended Woodworking v1.19c
Post by: BaconBits on September 08, 2016, 02:28:02 AM
If you are using Vegetable Garden you need to place it above Extended Woodworking in the mod order. For some reason those two conflict.

Edit: Generic wood is created with the woodworking table by converting other wood types.
Title: Re: [Unoffical A15] Extended Woodworking v1.19c
Post by: animagus_kitty on September 08, 2016, 03:23:31 PM
Requiring Generic wood seems like an odd design choice, but as long as it's obtainable after the first 10 minutes, I'm cool with it. Thanks for answering. ;D

Really is a cool-looking mod. Kudos to Itchy, and thanks for updating it.
Title: Re: [Unoffical A15] Extended Woodworking v1.19c
Post by: ItchyFlea on September 09, 2016, 02:20:58 AM
Quote from: animagus_kitty on September 08, 2016, 03:23:31 PM
Requiring Generic wood seems like an odd design choice, but as long as it's obtainable after the first 10 minutes, I'm cool with it. Thanks for answering. ;D

Really is a cool-looking mod. Kudos to Itchy, and thanks for updating it.
Changing everything in the base game that requires wood to use mod wood would take a decent amount of time to do and would potentially break compatibility with other mods. With that in mind I made it so you could convert mod wood into generic wood pretty much instantly at the woodworking bench.

And yes, thank you to BaconBits for updating the mod. :D
Title: Re: [Unoffical A15] Extended Woodworking v1.19c
Post by: Topper on September 09, 2016, 02:24:26 AM
any progress on getting colored wood added to the core game..seems like a no brainer given the way chunks differ.
Title: Re: [Unoffical A15] Extended Woodworking v1.19c
Post by: animagus_kitty on October 12, 2016, 07:06:42 PM
So last time I posted, BaconBits said that this mod conflicts with VegGarden. At the time, I wasn't using it, but now I am...and whether I load this before or after, I don't get different kinds of wood. Every tree drops Generic Wood.
Is this the aforementioned conflict, and is there any way to fix this, at least for the trees that come with vanilla Rimworld?

Also, in future updates, can you consider making Blue and Green Wood a little less bright for walls? Blue floors are fine, but Blue walls and Green walls and floors are just a little...gaudy. The other colors don't feel too bright to me, but those colors are a little much.
Title: Re: [Unoffical A15] Extended Woodworking v1.19c
Post by: mabor0shi on October 12, 2016, 10:33:37 PM
Quote from: animagus_kitty on October 12, 2016, 07:06:42 PM
Also, in future updates, can you consider making Blue and Green Wood a little less bright for walls? Blue floors are fine, but Blue walls and Green walls and floors are just a little...gaudy. The other colors don't feel too bright to me, but those colors are a little much.
agreed. also, being able to change the colours of walls and other things is enticing, but u have not mentioned what having different wood types adds to the game. I read every post in this thread but only found out the different types have "different stats". I'll have to dl the mod & look at the xml to figure out what that means. But first i wanted to whine about it :(
Title: Re: [Unoffical A15] Extended Woodworking v1.19c
Post by: EldVarg on October 12, 2016, 11:11:50 PM
Same here, plz make em a bit less bright - to fit in better.
Title: Re: [Unoffical A15] Extended Woodworking v1.19c
Post by: animagus_kitty on October 13, 2016, 02:45:06 PM
Quote from: mabor0shi on October 12, 2016, 10:33:37 PM
agreed. also, being able to change the colours of walls and other things is enticing, but u have not mentioned what having different wood types adds to the game. I read every post in this thread but only found out the different types have "different stats". I'll have to dl the mod & look at the xml to figure out what that means. But first i wanted to whine about it :(

The different woods are different colors. Teak is almost normal-colored, pine is yellowish, cecropia is dark, and birch is white. Oak and poplar are similar to normal, with poplar being a little darker and making really nice floors. Idk about any other woods.
Title: Re: [Unoffical A15] Extended Woodworking v1.19c
Post by: mabor0shi on October 20, 2016, 04:35:14 PM
Quote from: animagus_kitty on October 13, 2016, 02:45:06 PM
Quote from: mabor0shi on October 12, 2016, 10:33:37 PM
agreed. also, being able to change the colours of walls and other things is enticing, but u have not mentioned what having different wood types adds to the game. I read every post in this thread but only found out the different types have "different stats". I'll have to dl the mod & look at the xml to figure out what that means. But first i wanted to whine about it :(
The different woods are different colors. Teak is almost normal-colored, pine is yellowish, cecropia is dark, and birch is white. Oak and poplar are similar to normal, with poplar being a little darker and making really nice floors. Idk about any other woods.
I was just trying to suggest that more specific details be put on this thread. Anyway, I looked at the xml and it inspired me to make my first mod! So things worked out for the best. in the OP of my thread I gave EW credit and put a link to EW and I didn't touch wood, cuz I fear retaliation if I step on Itchy's turf.
BTW, fences can be fired thru but are impassable, meaning animals on the other side can be shot down with no risk to colonists. A fence wall will make Thrumbos and elephants into sitting ducks.  They won't attack the fence, but they will other buildings like doors and turrets. I'll try to fix that, but I'm a noob.
Title: Re: [Unoffical A15] Extended Woodworking v1.19c
Post by: ItchyFlea on October 20, 2016, 10:55:03 PM
Quote from: mabor0shi on October 12, 2016, 10:33:37 PM
Anyway, I looked at the xml and it inspired me to make my first mod! So things worked out for the best. in the OP of my thread I gave EW credit and put a link to EW and I didn't touch wood, cuz I fear retaliation if I step on Itchy's turf.
I'm glad to see my mod inspired you to make one. ;D

I think you should add coloured wood to your mod. You've got more colours than I do and your mod is just a colour mod if I read the thread right. Mine changes much more than just the colour of wood and players may want coloured wood without the extras I add.
Just make sure you don't use the same defnames I use for coloured wood, otherwise our two mods would conflict with each other. :)
Title: Re: [Unoffical A15] Extended Woodworking v1.19c
Post by: Topper on December 18, 2016, 05:09:29 AM
Did this one make it into the core game for a16?
Title: Re: [Unoffical A15] Extended Woodworking v1.19c
Post by: drakemasta on December 18, 2016, 07:54:29 AM
any chance of seeing this on steam?
Title: Re: [Unoffical A15] Extended Woodworking v1.19c
Post by: ItchyFlea on December 19, 2016, 01:12:50 PM
Quote from: drakemasta on December 18, 2016, 07:54:29 AM
any chance of seeing this on steam?
If/When I either abandon the mod or update it myself to A15, yes.
However there is no difference between this mod being on here or on Steam. I don't really have the time to update my mods with new features, etc, anymore. So the automatic updating feature given by Steam Workshop really isn't going to help much.
Plus, with it being on here rather than Steam you don't have to worry about an update to the mod breaking things in your saves. :)
Title: Re: [Unoffical A15] Extended Woodworking v1.19c
Post by: mabor0shi on December 19, 2016, 05:29:53 PM
Quote from: ItchyFlea on December 19, 2016, 01:12:50 PM
Quote from: drakemasta on December 18, 2016, 07:54:29 AM
any chance of seeing this on steam?
If/When I either abandon the mod or update it myself to A15, yes.
However there is no difference between this mod being on here or on Steam. I don't really have the time to update my mods with new features, etc, anymore. So the automatic updating feature given by Steam Workshop really isn't going to help much.
Plus, with it being on here rather than Steam you don't have to worry about an update to the mod breaking things in your saves. :)
Don't u mean update the mod to A16? There are a few changes to ThingDefs that may make updating necessary. Steam makes it really difficult to put up your mod, lots of hoops to jump thru. You have to spend $5 U.S. after registering for them to let you upload a mod, for god's sake. Steam = Corporate America
Title: Re: [Unoffical A15] Extended Woodworking v1.19c
Post by: cucumpear on December 20, 2016, 08:52:15 AM
Quote from: mabor0shi on December 19, 2016, 05:29:53 PM
Steam makes it really difficult to put up your mod, lots of hoops to jump thru. You have to spend $5 U.S. after registering for them to let you upload a mod, for god's sake. Steam = Corporate America
Um, no, it's really easy. You literally just place your mod in the normal mod folder, upload it from your mod menu and set the visibility to public. I have never heard of people having to pay to share content, where did you hear that? If you own the game you definitely don't pay to upload mods, otherwise I wouldn't have put mine up.
Title: Re: [Unoffical A15] Extended Woodworking v1.19c
Post by: Topper on December 21, 2016, 05:29:43 AM
was there a conversation yet regarding why the colored world hasnt made it into Vanilla? New players can manage colored stone so it cant be a complication issue.
Title: Re: [Unoffical A15] Extended Woodworking v1.19c
Post by: mabor0shi on December 21, 2016, 09:06:13 PM
Quote from: cucumpear on December 20, 2016, 08:52:15 AM
Quote from: mabor0shi on December 19, 2016, 05:29:53 PM
Steam makes it really difficult to put up your mod, lots of hoops to jump thru. You have to spend $5 U.S. after registering for them to let you upload a mod, for god's sake. Steam = Corporate America
Um, no, it's really easy. You literally just place your mod in the normal mod folder, upload it from your mod menu and set the visibility to public. I have never heard of people having to pay to share content, where did you hear that? If you own the game you definitely don't pay to upload mods, otherwise I wouldn't have put mine up.
You are wrong and here's why ":-X" This thread is for talk about Extended Woodworking. If you have a problem with me or my stupid opinions, PM me or post it in the Count to 9000 (https://ludeon.com/forums/index.php?topic=11832.4770) thread. I check it often.
Quote from: Topper on December 21, 2016, 05:29:43 AM
was there a conversation yet regarding why the colored world hasnt made it into Vanilla? New players can manage colored stone so it cant be a complication issue.
I think that was discussed in Suggestions (https://ludeon.com/forums/index.php?board=6.0) or Nominate a mod to be included in RimWorld (https://ludeon.com/forums/index.php?topic=13182.0). What do you mean, "new players can manage colored stone"?
Title: Re: [Unoffical A15] Extended Woodworking v1.19c
Post by: Topper on January 03, 2017, 04:52:17 AM
Hoping for a A16 update..I've used this mod forever..hate to not have it.
Title: Re: [Unoffical A15] Extended Woodworking v1.19c
Post by: ambivalence on January 03, 2017, 08:38:04 PM
a16, please :3 don't wanna start the game without «full house».
Title: Re: [Unoffical A15] Extended Woodworking v1.19c
Post by: TeflonJim on January 06, 2017, 02:25:44 PM
I have a version of Extended Woodworking written for A16. I'd love to share, if you're around ItchyFlea, will that be a problem? :)

Thanks!
Title: Re: [Unoffical A15] Extended Woodworking v1.19c
Post by: TeflonJim on January 07, 2017, 08:47:29 AM
(Unofficial) Extended Woodworking for A16:

https://github.com/indented-automation/ExtendedWoodworking/releases/latest

This includes an update of the A13 version and an extension which includes support for Vegetable Garden (although the wood types definitions need a bit of work).

I'll try and publish it on the Steam Workshop.
Title: Re: [Unoffical A15] Extended Woodworking v1.19c
Post by: Topper on January 07, 2017, 04:59:51 PM
Thanks TJim!
Title: Re: [Unoffical A15] Extended Woodworking v1.19c
Post by: MechanoidHater on January 10, 2017, 05:54:57 AM
Quote from: TeflonJim on January 07, 2017, 08:47:29 AM
(Unofficial) Extended Woodworking for A16:

https://github.com/indented-automation/ExtendedWoodworking/releases/latest

This includes an update of the A13 version and an extension which includes support for Vegetable Garden (although the wood types definitions need a bit of work).

I'll try and publish it on the Steam Workshop.

Thank you man. I just wish wood floors had beauty stat.
Title: Re: [Unoffical A15] Extended Woodworking v1.19c
Post by: TeflonJim on January 10, 2017, 06:01:39 AM
Those added by this mod? I can add it I think, I'll have a look tonight if I have time.

Please feel free to provide feedback on any of the stats I've used (for the Vegetable Garden trees). I ran out of time to build a decent set so there's a lot of duplication right now.
Title: Re: [Unoffical A15] Extended Woodworking v1.19c
Post by: TeflonJim on January 10, 2017, 05:00:51 PM
All floors on the github release (v3.4.0) now have beauty.

https://github.com/indented-automation/ExtendedWoodworking/releases

I'll update Steam shortly.
Title: Re: [Unoffical A15] Extended Woodworking v1.19c
Post by: MechanoidHater on January 13, 2017, 06:25:30 AM
Quote from: TeflonJim on January 10, 2017, 05:00:51 PM
All floors on the github release (v3.4.0) now have beauty.

https://github.com/indented-automation/ExtendedWoodworking/releases

I'll update Steam shortly.

Thank you.
Title: Re: [Unoffical A15] Extended Woodworking v1.19c
Post by: nuschler22 on January 16, 2017, 05:56:57 PM
What am I doing wrong or is there some mod conflict?

Many of my items require "generic wood."  I have some of the generic wood that I started out with but I can't seem to find any more.  Some things, my butcher table for example, require both generic wood and a type of wood chosen by me. 

Is it a mod conflict, or am I doing something incorrectly?
Title: Re: [Unoffical A15] Extended Woodworking v1.19c
Post by: MechanoidHater on January 19, 2017, 06:19:26 AM
Quote from: nuschler22 on January 16, 2017, 05:56:57 PM
What am I doing wrong or is there some mod conflict?

Many of my items require "generic wood."  I have some of the generic wood that I started out with but I can't seem to find any more.  Some things, my butcher table for example, require both generic wood and a type of wood chosen by me. 

Is it a mod conflict, or am I doing something incorrectly?

There is a woodworking table for that.
Title: Re: [Unoffical A15] Extended Woodworking v1.19c
Post by: Mordling on January 30, 2017, 03:05:04 AM
I cannot make wood from logs. When I chop down trees it gives me logs which I can make into things except for things that require wood. The woodworkers bench makes normal wood out of different types of wood but not different types of logs. Is there anything that converts different types of log to wood?

1k thanks!
Title: Re: [Unoffical A15] Extended Woodworking v1.19c
Post by: TeflonJim on May 11, 2017, 03:29:18 PM
A17 version. No real changes beyond a version number:

https://github.com/indented-automation/ExtendedWoodworking/releases/tag/v3.5.3
Title: Re: [Unoffical A15] Extended Woodworking v1.19c
Post by: animagus_kitty on June 18, 2017, 09:27:44 PM
God bless you and your family, TeflonJim. From the bottom of my save-scumming heart.

Btw, what happened to Itchy? Is you ok, Itchy? Did life get you busy?
Title: Re: [Unoffical A15] Extended Woodworking v1.19c
Post by: TeflonJim on December 03, 2017, 07:17:34 AM
B18 version:

https://github.com/indented-automation/ExtendedWoodworking/releases/tag/v5.0.3

The core of the mod has XML defs updated to current version. Added support for vanilla defs which consume wood with a series of XML patches.

Added explicit support for defs created by:

Should be fast to load and should be error free now.
Title: Re: [Unoffical A15] Extended Woodworking v1.19c
Post by: ambivalence on December 18, 2018, 06:07:52 AM
If I get it right, there're two working updates for this mod, so it's not outdated actually.

The first one is here (github, by TeflonJim (https://github.com/indented-automation/ExtendedWoodworking)).
The second is here (steam, maintained by Adventurer (https://steamcommunity.com/workshop/filedetails/?id=1082915328)).

Both support 1.0, don't know about the differences (but it would be great to know).
Title: Re: [Unoffical A15] Extended Woodworking v1.19c
Post by: TeflonJim on December 18, 2018, 03:53:15 PM
Mine is a continuation of the old module with very few changes.

It's entirely XML-based with a bunch of patches that aim to add compatibility with a few other mods that I either use or have considered using.

Essentially it's almost no work for me to maintain; I have no intention of actively developing it beyond fixing or a patch here and there.