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@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!