RimWorld

RimWorld

Expanded Woodworking 2
Počet komentářů: 97
Felios před 5 hodinami 
Seriously, I have 60 useless "fresh birch lumber" cluttering up my colony with literally NO WAY to dry it because the drying rack wants exactly 75 lumber before it will do anything. This mod never needed an extra lumber drying step either.

Plus I've got a modded stool which requires normal "base-game wood logs" and the only way I can get them is by chopping pine trees, to get tree stumps, to get 5 wood logs at a time? Why does a pine tree give 30 pine logs and 5 wood logs? lol. Or my colony in the snow needs to try and plant fibercorn and wait a season?

Uninstalled.
Felios před 10 hodinami 
Not a bug, but a problem: The bill on the table saw only counts "Wood planks" so it is impossible to say you want X of birch lumber and Y of pine lumber. It only says "1719/10" and if I wanted 100 birch lumber I would have to say "make 1819 wood with birch only" Which is obviously unmanagable. This mod doesn't work with the mod "'Do Until' Filter" so that doesn't help either.

Another problem is the wood drying step (why was this added anyway?) doesn't start until you fill the rack with exactly 75 wood. If I have 74 fresh lumber it will never dry. AND even though you can add multiple "processes" with different wood types to the rack it only ever works with the wood type at the top of the list.

It's a big pain.

No mod options either.
TeH_Dav 16. lis. v 8.17 
I noticed that in Patches_PlantsLER.xml, in the "<!-- if it is found, dead trees drop rotwood -->" section, it just has a plain <match>. I believe that needs its own class, so it would be <match Class="PatchOperationAdd">. IS that right @QOMRADEQUEER ?
thesoupiest 15. lis. v 17.31 
Except when using red wood from Alpha Animals
thesoupiest 15. lis. v 17.30 
Breweries made are all white
Apoplectic Alopex 12. lis. v 16.29 
I'm also getting an issue cutting or harvesting cocoa trees. Pawns seem to get stuck in a loop harvesting the same tree over and over again, getting chocolate but not wood, and the tree isn't ever actually cut down.
DarakuGato 9. lis. v 21.36 
For some reason with a stack increase mod the logs are still only allowed 5 per stack and that just doesn't work well at all.
The Former 9. lis. v 17.18 
One of my favorite mods of all time, glad to see it make a sudden resurgence!
Protoman44 7. lis. v 21.02 
Hello, I'm getting the following error when I try to cut down a cocoa tree. The only mods I have enabled are this one and Vanilla Expanded Framework. It says:

Failed to find Verse.ThingDef named WoodLog_Cocoa. There are 2823 defs of this type loaded.

Please let me know if you need any more information
aspendosia 6. lis. v 5.19 
Hi - any plans to change the number of logs per bundle of logs? The current 5 means that even a modest amount of deforestation means the map is cluttered up so much it makes it hard to work until some research for bulk storage has been unlocked. Otherwise, like it.
QOMRADEQUEER  [autor] 3. lis. v 5.03 
@Lemon caro Any weapon which calls for wood logs will still use wood logs, as EW2 no longer overwrites the default wood log value (unless MO is installed, because MO does overwrite it).

Base-game wood logs are easily available via cultivating fibercorn or harvesting any tree stump. A bundle log recipe will be available in the next update as well.

I'm not entirely sure what your compatibility issue is? Does CE not use base-game wood logs for its weapons? Which other weapon mods are you having issue with regarding incompatibility? Are these weapons unable to be crafted? Or is the issue that they simple use wood logs instead of planks? If it is the latter, that isn't incompatibility, it just means said weapon mods aren't patched to use planks, but they should still be fully functional. If they aren't that is a strange issue.

Any more elaboration you can offer would be great, thanks!
Lemon caro 3. lis. v 0.30 
their is no mod option to set the default wood to wood planks (without medieval overhaul) meaning 70% of weaponry in the workshop CE or otherwise is incompatible with this mod, despite having nothing to do with actually changing combat mechanics
truly an achievement worthy of praise
QOMRADEQUEER  [autor] 2. lis. v 8.59 
@Mr. X WeregλrurumonX This sounds like some sort of file corruption with your mod list. I recommend validating your files and redownloading your mods.

There's no reason for EW2 to do what you are describing, and I cannot reproduce the issue.

The other option may be some sort of mod incompatibility I am unaware of.
Mr. X WeregλrurumonX 31. říj. v 14.55 
Narrrowed down to this mod causing my Game's music to stop working, SOS2 to stop working, Storyteller portraits and details to stop working. Overall bricking the game. No idea why, errors spit out that the game cannot find textures for nearly EVERYTHING for the game.
QOMRADEQUEER  [autor] 29. říj. v 14.20 
@tanyfilina That is on the to-do list, yes.

@Teh_Dav Will be fixed in the next update.

@AcetheSuperVillain Yes, SC:L and MO both modify the basegame WoodLog into WoodPlanks, meaning anything calling for wood logs will instead call for wood planks. Expanded Woodworking also used to do this, but I chose to change that in EW2. On the one hand that means I am no longer overwriting the WoodLog def, but it also means more nitpicky patches.
tanyfilina 29. říj. v 11.19 
Can you please make VPE trees to drop wood as Cocoawood do?
TeH_Dav 29. říj. v 7.47 
@QOMRADEQUEER, I'm getting a large volume of patching errors from this mod. I looked through and they all seem to be related to VV New Harvest, so I investigated. In your LoadFolders.xml you have the following:

[Code]
<li IfModActive="vvenchov.vvnewharvest, vvenchov.vvnewharvestindustrialcrops, octodecoy.vvnewharvest.compatpatches">1.6/Mods/VV - New Harvest</li>
[/code]

IfModActive looks to see if any of the listed mods are active, then loads that folder. The problem is that if someone doesn't have all three of those mods, the patches for those individual mods will always fail when loaded. Would it be possible to move the patches for each of the individual VV mods into their own folders and give them their own lines in the load folders? This way those individual patches will only activate when those specific individual mods are active.
AcetheSuperVillain 28. říj. v 16.24 
Simple Chains: Lumber used to do it where things that require wood specifically would require wood planks instead of wood logs.
QOMRADEQUEER  [autor] 27. říj. v 14.16 
@Bugwulf and @Leaguenet - I will see what I can do regarding the fresh lumber and plank count issue.

This may involve me tackling the C# side of the mod, so I can't promise anything in the near future (as I'll need to give myself a crash course in C# (again)).
QOMRADEQUEER  [autor] 27. říj. v 14.12 
@[IPL]Grimuald - I'm usually against conversions recipes as they tend to feel to "gamey" for me (hence why EW2 removes the bamboo conversion from Edo Theme Expansion). However, the nice thing about Expanded Woodworking is that I feel like I can get away with adding another "bundle" recipe for logs, similar to lumber, without encountering that "gamey" feeling.

So, yes. The next update will feature a bundle logs recipe.

Remember, you can already always acquire basegame wood logs from any tree stump and from cultivating fibrecorn.
[IPL]Grimuald 26. říj. v 1.58 
Lovely mod! Always great to see woodworking expanded :) But can we get a recipe to convert the new wooden logs into a standard Wood logs? Just a workaround for some recipies from other mods that use default wood logs (CE arrows for example)
QOMRADEQUEER  [autor] 25. říj. v 13.45 
Thank you everyone for the bug reports and feedback!

Unfortunately, I won't be able to get the next update out before I become busy with Halloween shenanigans. Afterwards I will have more time to get back to hacking away at EW2.

Thanks again and have a Happy Halloween!
BugWolf 25. říj. v 13.02 
I second @Leaguenet 's report. I would love to keep a stock of every type of wood logs and planks. For the logs I use Colony Manager, but for planks... Well, this seems more a limitation of Processor framework because the planks get processed by the drying spots. If we could use Do Until X to count both fresh lumber of each type and its respective planks we might be able to keep the stock somewhat balanced. There would be a slight surplus while the planks get processed, but it wouldn't be much of a problem. After all, what use would it be to have all this variety just to convert everything back to vanilla wood? Yes, we could use the coloring mod to have the colored varieties and not use Woodworking 2, but given it feels like cheating to paint without the pawns doing it (some bug from recent versions) i would be against it.
Thank you for your time making and keeping this mod. I hope these requests aren't too unreasonable for you. Cheers!
tonitrus 24. říj. v 13.27 
@Late I've been getting those errors too. From my own mod-list tweaking, I think I've narrowed/connected it with VGP.
Leaguenet 23. říj. v 12.18 
and another one: "do until you have X" on a trestle (and likely the table saws too) counts planks, while outputting fresh lumber - which obviously doesn't affect the number of planks, and as such tends to run indefinitely
Leaguenet 23. říj. v 2.13 
a minor conflict report: both this mod and Vanilla Armour Expanded have basically the same patch that removes "woody" from the plate armour, which results in a harmless but annoying red error when one of those patches fails
LordWolfi 23. říj. v 0.37 
alright lemmi correct myself, it doesnt just have broken configs but it can just straight up brick your save if you run a lot of other mods with it in the long run

Log
https://gist.github.com/HugsLibRecordKeeper/b5689e1d8b5f96077170b83226546af4
Valenskarr 22. říj. v 19.26 
@lordwolfi, I'd recommend posting a hugslib log if you'd like the author to look into it.
@Qomradequeer ty for looking into it. Have lots of high hopes of using this mod, it seems like a better version of simple chains lumber which I absolutely love. Keep up the good work! Im too broke to donate but take my points instead lol
LordWolfi 22. říj. v 13.25 
great mod something that rimworld was really missing,
but one question does it make any diffrence if you use a drying spot or dyring rack since both need the same amount of wood and give out the same amount :WhiteWolfFunny:

Also i like to add onto the piles of error reports which is that atleast for me this mod throws +100s of config errors
QOMRADEQUEER  [autor] 21. říj. v 10.19 
@Late and @Valenskarr Thank you for the reports. I will look into them when I am able!
VolatileGlitchAviator 20. říj. v 15.53 
i donno if your taking ideas or not, but would it be possible to take like make a structure item and make it a stump and building requirements a wood log and an axe so you can chop wood like paul bunyan untill you can build a treastle?
Late 20. říj. v 10.25 
I'm getting three errors. Failed to find a node with the given xpath for Harp, Passive cooler, and Short Bow.
Here is the log Thanks
https://gist.github.com/HugsLibRecordKeeper/439e81ac44d9e0d2add3bc01bcc25765
Valenskarr 20. říj. v 8.19 
It looks like multiple patches fail when using a small load list with primarily MO and this mod. The errors seem to be a portion of the patches for MO, since I don't see a git link or other preferred method, here is the log; https://gist.github.com/HugsLibRecordKeeper/0db61fc039546cfbfd867d8045610c6e
QOMRADEQUEER  [autor] 15. říj. v 18.55 
@ShrapNIl I recommend using another mod which adds log walls, such as VFE - Architect or Medieval Overhaul.
QOMRADEQUEER  [autor] 15. říj. v 18.55 
@purpleglade Planks can be made at a crafting spot. Once your first batch of planks are made via crafting spot and drying spot, you can craft a trestle and drying rack.
purpleglade 15. říj. v 17.00 
Just an fyi, the trestle requires planks... but you need the trestle to create planks. My guess is this is something that is supposed to use wood logs instead?
purpleglade 15. říj. v 13.52 
@Grave it is in progress right now. I wrote a patch and QQ is looking into it.
ShrapNil 15. říj. v 13.46 
will there be log walls like in the previous mod?
Protoman44 14. říj. v 18.57 
@QOMRADEQUEER Looks good on my end, thank you
Grave 14. říj. v 18.35 
Is floor mod support like Flooring Floors in the future cards?
polat.cal 14. říj. v 13.11 
It would be awesome if there is a CE patch...
QOMRADEQUEER  [autor] 13. říj. v 16.00 
@Protoman44 Fixed the issue.
QOMRADEQUEER  [autor] 13. říj. v 11.07 
@Protoman44 This feels like it might be an oversight on my end, and will look into fixing it.
Protoman44 13. říj. v 9.46 
Is the Lost Tribe start supposed to start without the Woodworking research? I tried starting a new colony as one, but immediately got stuck (can't make planks because no Woodworking, can't research Woodworking because no research bench, can't make research bench because no planks)
polat.cal 13. říj. v 6.51 
Thank you for this amazing mod and hope to continue maintance...
QOMRADEQUEER  [autor] 9. říj. v 22.02 
@Alyfox Rosewood from VV - New Harvest.
Alyfox 9. říj. v 20.03 
The pink/violet wood in the second screenshot, which type is that?
QOMRADEQUEER  [autor] 9. říj. v 16.30 
@Lindsiria Sorry, I don't. Feel free to contact me on either the official Rimworld Discord or the fernworld Discord, though, at @QQ.
purpleglade 8. říj. v 22.04 
Do you have a github or anything? I have at least one idea for a patch that would be useful to many people.
pillbug2 8. říj. v 9.22 
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