RimWorld
Expanded Woodworking 2
83 comentarios
QOMRADEQUEER  [autor] 29 OCT a las 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 OCT a las 11:19 
Can you please make VPE trees to drop wood as Cocoawood do?
TeH_Dav 29 OCT a las 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 OCT a las 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 OCT a las 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 OCT a las 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 OCT a las 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 OCT a las 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 OCT a las 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 OCT a las 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 OCT a las 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 OCT a las 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 OCT a las 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 OCT a las 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 OCT a las 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 OCT a las 10:19 
@Late and @Valenskarr Thank you for the reports. I will look into them when I am able!
VolatileGlitchAviator 20 OCT a las 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 OCT a las 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 OCT a las 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 OCT a las 18:55 
@ShrapNIl I recommend using another mod which adds log walls, such as VFE - Architect or Medieval Overhaul.
QOMRADEQUEER  [autor] 15 OCT a las 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 OCT a las 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 OCT a las 13:52 
@Grave it is in progress right now. I wrote a patch and QQ is looking into it.
ShrapNil 15 OCT a las 13:46 
will there be log walls like in the previous mod?
Protoman44 14 OCT a las 18:57 
@QOMRADEQUEER Looks good on my end, thank you
Grave 14 OCT a las 18:35 
Is floor mod support like Flooring Floors in the future cards?
polat.cal 14 OCT a las 13:11 
It would be awesome if there is a CE patch...
QOMRADEQUEER  [autor] 13 OCT a las 16:00 
@Protoman44 Fixed the issue.
QOMRADEQUEER  [autor] 13 OCT a las 11:07 
@Protoman44 This feels like it might be an oversight on my end, and will look into fixing it.
Protoman44 13 OCT a las 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 OCT a las 6:51 
Thank you for this amazing mod and hope to continue maintance...
QOMRADEQUEER  [autor] 9 OCT a las 22:02 
@Alyfox Rosewood from VV - New Harvest.
Alyfox 9 OCT a las 20:03 
The pink/violet wood in the second screenshot, which type is that?
QOMRADEQUEER  [autor] 9 OCT a las 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 OCT a las 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 OCT a las 9:22 
Este comentario está esperando un análisis de nuestro sistema de verificación automática de contenido. Estará oculto temporalmente hasta que comprobemos que no incluye contenido dañino (por ejemplo, enlaces a sitios web que intenten robar información).
QOMRADEQUEER  [autor] 7 OCT a las 18:06 
@Grave Thank you for the bug reports. The noted issues have been fixed in the recent update.
Grave 6 OCT a las 20:26 
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  [autor] 6 OCT a las 19:59 
@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 6 OCT a las 17:11 
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 6 OCT a las 16:58 
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 6 OCT a las 16:33 
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  [autor] 6 OCT a las 16:08 
@Late Yes. It supports any DLC combination.
Late 6 OCT a las 16:06 
Will this work without Odyssey?
Dex Enfvaras 6 OCT a las 15:56 
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  [autor] 6 OCT a las 15:20 
@Grave The issue with VFEA should now be addressed. Let me know if you have any more trouble.
QOMRADEQUEER  [autor] 6 OCT a las 10:17 
@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 6 OCT a las 10:10 
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 6 OCT a las 10:04 
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.
QOMRADEQUEER  [autor] 6 OCT a las 10:01 
@Grave Oh, I see. Something is looking for ReGrowth 2 when it shouldn't be. I'll get a hotfix out today. Thank you.!