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Topics - Qwynn

#1




Expanded Woodworking is an updated fork of ItchyFlea's Extended Woodworking. It's my first real XML and C# project, and I'm very excited to have it ready for release!

FEATURES

  • Trees have their own unique wood.
  • Every wood type has a corresponding lumber!
  • Process logs into lumber at the woodworking table!
  • Lumber is used in both construction and in crafting.
  • Raw logs are used as fuel!
  • Realistic wood colours!

COMPATIBILITY
Expanded Woodworking overwrites the following vanilla definitions:

  • Trees
  • Wood
  • Fueled stove
  • Fueled smithy
  • Butcher table
  • Torch lamp
  • Campfire
  • Passive cooler
  • Deadfall trap
  • Horseshoe pin
  • Shiv
  • Club
  • Spear
  • Pila
  • Short bow
  • Great bow

The Vegetable Garden patch also overrides these definitions:

  • Oven
  • Fueled food prep table
  • Fueled sweets table

Expanded Woodworking is currently incompatible with Minerals and Materials.

DOWNLOAD

CHANGLOG

[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

  • ItchyFlea - The original mod.
  • Fluffy - A random, helpful forum post.
  • Thirite - Fruit tree coding and troubleshooting.

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 because... it's a great mod and I'm lazy.

GALLERY


LICENSE
#2
Help / Plants which produce two seperate items possible?
February 10, 2017, 01:43:19 PM
Hello there!

I'm having some difficulty on a project I'm working on. The short of it is that I'm trying to get a plant to drop two separate items on harvest: both the fruit and the fibre. But -- I don't actually know if that's possible to do as I can't seem to quite figure it out. Adding in a second harvestedThing def doesn't do anything, and I can't seem to find any examples of what I'm looking for in the core files to base my work off.

I was hoping someone knew if such a thing were actually possible, and if so how I could go about doing it?

Thanks!  ;)