RimWorld

RimWorld

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Expanded Woodworking 2
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Mod, 1.6
File Size
Posted
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8.314 MB
27 Sep @ 8:09pm
15 Oct @ 7:37pm
10 Change Notes ( view )

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Expanded Woodworking 2

In 1 collection by QOMRADEQUEER
Expanded Production Chains
3 items
Description
FEATURES

Supports RimWorld + Any DLC Combination (for real this time)!

Introduces a wood to lumber production chain:
+ Unlock woodworking research
+ Process logs into fresh lumber at a crafting spot, trestle, or table saw
+ Dry fresh lumber at a lumber drying spot or on a lumber drying rack
+ Once dried, the wooden planks are ready for use

Adds unique wood types with realistic* colours:
+ Bamboo, Birch, Cecropia, Cocoawood, Cypress, Drago, Maple, Oak, Pine, Poplar, Shroomstalk, Succulent, Teak, Willow

With Royalty:
+ Anima (Mystic)

With Ideology:
+ Gauranlen (Living)

With Biotech:
+ Rotwood

With Odyssey:
+ Archean

*No realistic colours available for fantasy woodtypes. ;)

COMPATIBILITY

Expanded Woodworking 2 REQUIRES EITHER:
+ Vanilla Expanded Framework
+ [SYR] Processor Framework
+ If both frameworks are found, EW2 will prioritise [SYR] Processor Framework

Expanded Woodworking 2 is INCOMPATIBLE WITH:
+ Simple Chains: Lumber

Any trees added by unsupported mods will drop basegame wood logs.

PATCHES

+ Adaptive Neolithic Storage
+ Adaptive Primitive Storage
+ Adobe Abode (Continued)
+ Edo Themed Expansion
+ Flooring Floors
+ Lightless Empyrean Reborn
+ Medieval Overhaul
+ Regrowth 2
+ Regrowth 2: Aspen
+ Tribal Instruments
+ Vanilla Armour Expanded
+ Vanilla Factions Expanded - Classical
+ Vanilla Factions Expanded - Medieval 2
+ Vanilla Factions Expanded - Settlers
+ Vanilla Factions Expanded - Tribal
+ Vanilla Furniture Expanded - Architect
+ Vanilla Plants Expanded - Mushrooms
+ Vanilla Weapons Expanded
+ Vanilla Weapons Expanded - Tribal
+ VV New Harvest

NOTE: If you want to contribute writing a patch for your favourite mod, please feel free!

CREDITS

Authors:
+ ItchyFlea, Qwynn, Adventurer, Mercenary, Aquiles, Zaljerem, for Expanded Woodworking (Continued)
+ OwlChemist, Mlie, for Simple Chains: Lumber

C#:
+ Taranchuk

Artists:
+ Trestle by Rose, for Simple Chains: Lumber
+ Anima/Gauranlen Wood by Rixmorld from Anima Wood
+ Pallet texture provided by dickmosi from Practical Pallets

Original mod by:
+ Qwynn (A16)[ludeon.com]

Updated by:
+ Adventurer (1.0-1.2)
+ Mercenary (1.3)
+ Aquiles (1.4)
+ Zaljerem (1.5-1.6)
+ Teh_Dav (1.6)

No LLMs were used in the creation or maintenance of this mod.
83 Comments
QOMRADEQUEER  [author] 1 hour ago 
@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 4 hours ago 
Can you please make VPE trees to drop wood as Cocoawood do?
TeH_Dav 8 hours ago 
@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 23 hours ago 
Simple Chains: Lumber used to do it where things that require wood specifically would require wood planks instead of wood logs.
QOMRADEQUEER  [author] 27 Oct @ 2:16pm 
@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  [author] 27 Oct @ 2:12pm 
@[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 @ 1:58am 
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  [author] 25 Oct @ 1:45pm 
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 @ 1:02pm 
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 @ 1:27pm 
@Late I've been getting those errors too. From my own mod-list tweaking, I think I've narrowed/connected it with VGP.