Instalar Steam						
					
				
				
									iniciar sesión
											 | 
						idioma
						
																																					简体中文 (chino simplificado)
																													繁體中文 (chino tradicional)
																													日本語 (japonés)
																													한국어 (coreano)
																													ไทย (tailandés)
																													Български (búlgaro)
																													Čeština (checo)
																													Dansk (danés)
																													Deutsch (alemán)
																													English (inglés)
																																							Español de Hispanoamérica
																													Ελληνικά (griego)
																													Français (francés)
																													Italiano
																													Bahasa Indonesia (indonesio)
																													Magyar (húngaro)
																													Nederlands (holandés)
																													Norsk (noruego)
																													Polski (polaco)
																													Português (Portugués de Portugal)
																													Português-Brasil (portugués de Brasil)
																													Română (rumano)
																													Русский (ruso)
																													Suomi (finés)
																													Svenska (sueco)
																													Türkçe (turco)
																													Tiếng Việt (vietnamita)
																													Українська (ucraniano)
																									Comunicar un error de traducción
							
						
 
											 
													







@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.
[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.
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)).
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.
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!
Thank you for your time making and keeping this mod. I hope these requests aren't too unreasonable for you. Cheers!
Log
https://gist.github.com/HugsLibRecordKeeper/b5689e1d8b5f96077170b83226546af4
@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
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
Also i like to add onto the piles of error reports which is that atleast for me this mod throws +100s of config errors
Here is the log Thanks
https://gist.github.com/HugsLibRecordKeeper/439e81ac44d9e0d2add3bc01bcc25765
https://i.imgur.com/7TMkxc4.png
Also the north graphic for your version of the trestle is missing/not loaded
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.
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?
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.