RimWorld
Expanded Woodworking 2
84 件のコメント
Mr. X WeregλrurumonX 7 時間前 
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  [作成者] 10月29日 14時20分 
@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 10月29日 11時19分 
Can you please make VPE trees to drop wood as Cocoawood do?
TeH_Dav 10月29日 7時47分 
@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 10月28日 16時24分 
Simple Chains: Lumber used to do it where things that require wood specifically would require wood planks instead of wood logs.
QOMRADEQUEER  [作成者] 10月27日 14時16分 
@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  [作成者] 10月27日 14時12分 
@[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 10月26日 1時58分 
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  [作成者] 10月25日 13時45分 
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 10月25日 13時02分 
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 10月24日 13時27分 
@Late I've been getting those errors too. From my own mod-list tweaking, I think I've narrowed/connected it with VGP.
Leaguenet 10月23日 12時18分 
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 10月23日 2時13分 
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 10月23日 0時37分 
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 10月22日 19時26分 
@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 10月22日 13時25分 
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  [作成者] 10月21日 10時19分 
@Late and @Valenskarr Thank you for the reports. I will look into them when I am able!
VolatileGlitchAviator 10月20日 15時53分 
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 10月20日 10時25分 
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 10月20日 8時19分 
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  [作成者] 10月15日 18時55分 
@ShrapNIl I recommend using another mod which adds log walls, such as VFE - Architect or Medieval Overhaul.
QOMRADEQUEER  [作成者] 10月15日 18時55分 
@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 10月15日 17時00分 
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 10月15日 13時52分 
@Grave it is in progress right now. I wrote a patch and QQ is looking into it.
ShrapNil 10月15日 13時46分 
will there be log walls like in the previous mod?
Protoman44 10月14日 18時57分 
@QOMRADEQUEER Looks good on my end, thank you
Grave 10月14日 18時35分 
Is floor mod support like Flooring Floors in the future cards?
polat.cal 10月14日 13時11分 
It would be awesome if there is a CE patch...
QOMRADEQUEER  [作成者] 10月13日 16時00分 
@Protoman44 Fixed the issue.
QOMRADEQUEER  [作成者] 10月13日 11時07分 
@Protoman44 This feels like it might be an oversight on my end, and will look into fixing it.
Protoman44 10月13日 9時46分 
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 10月13日 6時51分 
Thank you for this amazing mod and hope to continue maintance...
QOMRADEQUEER  [作成者] 10月9日 22時02分 
@Alyfox Rosewood from VV - New Harvest.
Alyfox 10月9日 20時03分 
The pink/violet wood in the second screenshot, which type is that?
QOMRADEQUEER  [作成者] 10月9日 16時30分 
@Lindsiria Sorry, I don't. Feel free to contact me on either the official Rimworld Discord or the fernworld Discord, though, at @QQ.
purpleglade 10月8日 22時04分 
Do you have a github or anything? I have at least one idea for a patch that would be useful to many people.
pillbug2 10月8日 9時22分 
このコメントは弊社の自動コンテンツチェックシステムによる分析待ちです。有害なコンテンツ(情報を盗もうとするWebサイトへのリンクなど)が含まれていないことが確認されるまで、一時的に非表示になっています。
QOMRADEQUEER  [作成者] 10月7日 18時06分 
@Grave Thank you for the bug reports. The noted issues have been fixed in the recent update.
Grave 10月6日 20時26分 
I see. I'll check again but it was 75 logs becoming 2 fresh lumber that clued me into this today.
https://i.imgur.com/7TMkxc4.png
Also the north graphic for your version of the trestle is missing/not loaded
QOMRADEQUEER  [作成者] 10月6日 19時59分 
@Grave This is intended behaviour when MO is installed and follows MO's balance of 1 raw log being equivalent to two planks (or in this case, fresh lumber).

The bulk recipe was added to address this, in a similar style to MO's own bulk recipes. The bulk recipe should require 75 logs and produce 150 fresh lumber. If it isn't, that is an error.

Without MO, logs are processed in sets of 15. If you would like to add additional bulk recipes, you could use something like Make Your Bulk . Note that I haven't used the aforementioned mod, so I cannot speak for how well it works.

Yes, hooking into the butcher products/outputs code for non-animals works. This has been the primary method in use by Expanded Woodworking since the original A16 version. Medieval Overhaul also uses this method in its own log to plank production, as do various other mods for non-animal related needs.
Grave 10月6日 17時11分 
removed all the mods. With only VEF, Syr, Regrowth. 15 logs get used to make 30 fresh lumber. Adding in Medieval Overhaul causes to to become 1 log to 2 fresh lumber as I've been experiencing. Fresh Lumber x150 recipe is only available while MO is loaded.
Grave 10月6日 16時58分 
I recalled another recipe that works with any ingredient to output the ingredient's product, the Core game's Cut any Stone recipe, and it's all set up to work like your Fresh Lumber, and makes 20 blocks from 1 chunk. Wonder what's making me get 1 fresh lumber instead of 30
Grave 10月6日 16時33分 
I'm just playing with regrowth now. yesterday I saw the fresh lumber recipe at the trestle was 1 log into 1 fresh lumber, whew, that's tedious. I wondered if 1 log should not work out into more than 1 lumber, or if 1 lumber is supposed to represent 1 stack of lumber.
Today, I see the fresh lumber x150 seems to only make 2 fresh lumber. I'm poking around in the xmls, and it appears you used a butchery process to determine their products, and the logs do have a section for butcher product. Is this working for you or do I have another conflict? Does this actually work for non-animals? Is this intended to give more fresh lumber with better skill?
QOMRADEQUEER  [作成者] 10月6日 16時08分 
@Late Yes. It supports any DLC combination.
Late 10月6日 16時06分 
Will this work without Odyssey?
Dex Enfvaras 10月6日 15時56分 
This was what I was referring to. It seems you reverted unsupported trees dropping Deadwood and made them drop WoodLog as a backup plan along with stumps giving WoodLog as well. This isn't what I meant directly but it definitely works. This can help almost indefinitely and might actually be a better alternative than what Zaljerem handled when they were leading the mod.
QOMRADEQUEER  [作成者] 10月6日 15時20分 
@Grave The issue with VFEA should now be addressed. Let me know if you have any more trouble.
QOMRADEQUEER  [作成者] 10月6日 10時17分 
@Grave Yes-- I seem to have a bit of an issue with how I've set up some patches. This will take a little longer than I initially thought to address. For the time being, I am going to mark EW2 as requiring ReGrowth 2 and all DLC (as the issue affects DLC as well).
Grave 10月6日 10時10分 
I dug into it and it appears the loaded xmlpatch for VE - Architect or MO have a patchoperation for Regrowth2's Elm. I haven't used regrowth since 1.6 release, but it looks like they all work together if I also add regrowth2 to the modlist.
Grave 10月6日 10時04分 
new version, with either MO or architect loaded with VEF or SYR and Harmony as the only other mods all freshly redownloaded, the mod config resets to default during launch.
I get the same line before the log states it resets the mod list.
with Architect:
Caught exception while loading play data but there are active mods other than Core. Resetting mods config and trying again.
...
[Ref 76C44A88]
at RimWorld.StatWorker_MarketValue.CalculatedBaseMarketValue (Verse.BuildableDef def, Verse.ThingDef stuffDef) [0x000c5] in <24d25868955f4df08b02c73b55f389fe>:0
...
https://files.catbox.moe/s4l34z.txt

With MO:
Caught exception while loading play data but there are active mods other than Core. Resetting mods config and trying again.
...
[Ref 76C44A88]
at RimWorld.StatWorker_MarketValue.CalculatedBaseMarketValue (Verse.BuildableDef def, Verse.ThingDef stuffDef) [0x000c5] in <24d25868955f4df08b02c73b55f389fe>:0
...
https://files.catbox.moe/h3jteo.txt

pastebin had a KB limit.