RimWorld

RimWorld

(DISCONTINUED) Expanded Woodworking (Continued)
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Update: 26 Sep @ 12:30pm

2.1.3 - 9/26/2025
MIXED LUMBER TEXTURE FIX:
-Fixed mixed lumber displaying wood log texture instead of lumber texture.
- Root cause was missing texPath in LumberMixed graphicData definition - added explicit texPath>Things/Resources/BasicWoodLumber</texPath> and graphicClass>Graphic_Single</graphicClass> to ensure proper texture loading.
- Mixed lumber now correctly displays the lumber texture as intended.
- Save-compatible.

Update: 26 Sep @ 7:14am

2.1.2 - 9/26/2025 - TEXTURE MOUNTING FIX (CRITICAL):
- Fixed long-standing issue where EW textures intermittently failed to load (pink squares, log/lumber icons missing). Root cause was LoadFolders mounting that excluded the Textures path in some configurations. Resolved by relocating all assets to Common/Textures and loading only Common in LoadFolders.
- Also synchronized texPaths where needed and added a proper UI icon for mixed lumber.
- Guarded Biotech recipe patches and conditional universal-recipe removal to eliminate remaining patch spam.
- Save-compatible.

Update: 23 Sep @ 4:23pm

The recent update introduced some major bugs that make the mod unplayable. I rolled it back to the September 20th version.

Update: 21 Sep @ 10:52pm

2.1.1 - 9/21/2025 - FRUIT TREE HARVESTING FIX + ENHANCED TREE MAPPING:
- Fixed critical issue where fruit trees (cherry, apple, peach, etc.) were incorrectly mapped to drop wood logs instead of fruit when harvested.
- Tree mapping system now properly distinguishes between fruit trees and regular wood trees - fruit trees preserve their fruit harvesting mechanic while adding wood logs to butcherProducts (drops when chopped down), while regular trees continue to drop wood when harvested.
- This ensures players can harvest fruit from fruit trees normally while still getting appropriate wood types when they choose to chop the trees down.
- Fixed XML patch targeting issues by switching from non-existent ThingSetMakerDef/TraderStock_General to actual vanilla TraderKindDef structure.
- Added belt-and-suspenders gating to EW+SCL patches with PatchOperationFindMod for additional safety.
- All trader stock patches now use proper StockGenerator_SingleDef format targeting Base_Outlander_Standard trader.
- Enhanced fruit tree mappings with more botanically appropriate wood type assignments - tropical fruits (banana, orange, lemon) now map to WoodLog_Palm/Teak, stone fruits (apple, cherry, peach, plum, pear) map to WoodLog_Cherry, nut trees map to their corresponding wood types, and other fruits map to appropriate alternatives. Improved suggestion system to automatically detect fruit trees and provide specific mapping guidance for unmapped fruit trees, including detailed XML suggestions with fruit tree-specific descriptions and botanical mapping recommendations.
- Added explicit mappings for ReGrowth: Boiling mod trees (RG_Plant_TreeBoilingBirch → WoodLog_Birch, RG_Plant_SpikedBoilingTreePine → WoodLog_Pine, RG_Plant_BoilingTreePine → WoodLog_Pine) to ensure genetically modified trees from this biome mod properly drop wood when chopped.
- Fixed missing WoodLog_LightlessOak definition that was causing cross-reference errors in trader stock generation. Fixed duplicate "Mulberry" key error in tree mapping system that was causing startup crashes.
- Fixed invalid XML structure in StartItems_ReplaceWoodLog.xml where ScenPartDef was incorrectly targeted for thingDef additions.
- Fixed missing StuffAppearanceDef "Rough" errors by replacing all instances with valid "Planks" appearance.
- Removed references to non-existent LumberSucculent from trader stock (WoodLog_Succulent doesn't produce lumber as succulent ribs are already processed wood).
- CRITICAL FIX: Restored individual lumber recipes (MakeWoodLumberOak, MakeWoodLumberPine, etc.) that were missing due to conditional loading system conflict. Root cause was twofold: (1) Recipe folders were in wrong location (Recipes/ instead of Defs/RecipeDefs/), preventing RimWorld from loading them, and (2) conditional recipe files contained duplicate universal recipes causing conflicts when both main and conditional folders loaded. Fixed by moving recipe folders to correct Defs/RecipeDefs/ location, removing universal recipes from conditional files, and updating LoadFolders.xml paths. This preserves both universal recipes as fallback and conditional loading functionality. Added complete SCL integration system with raw lumber recipes for SCL's trestle (MakeOakRawLumber, MakePineRawLumber, etc.) that convert our wood logs into SCL's raw lumber format. Created counter-patches to restore our superior textures after SCL's texture overrides and remove RawWoody category from furniture so they use our processed lumber instead of raw logs. SCL integration now provides proper pipeline: our logs → SCL raw lumber → SCL dried lumber.
- Enhanced SCL texture counter-patch to specifically target SCL's Owl_Lumber texture and brown color (133,97,67) to ensure our superior WoodLumber.png texture with neutral white color is preserved. Added explicit mappings for VGP fruit trees (PlantAppletree, PlantBananaTree, PlantorangeTree, PlantPeachTree, DateTree, FigTree, Coconuttree, PlantCherrytree, Plant_Olivetree) and regular trees (PlantTreeIronwood, VG_Plant_TreeBamboo, Plant_TreeBee) to ensure they drop appropriate wood types when chopped while preserving their unique harvesting functionality (fruit, honey, bamboo). CRITICAL FIX: Added missing raw lumber hand-crafting recipes for EW+SCL integration - when both mods are active, the crafting spot now has individual "make [wood type] raw lumber by hand" recipes that produce SCL's Owl_GreenLumber, providing emergency hand-crafting when SCL's trestle is not available. This completes the EW+SCL recipe pipeline: SCL trestle for efficient production, crafting spot for emergency hand-crafting, SCL drying rack for final processing. Save-compatible. Additional changes: Reorganized patches into per-mod subfolders and updated LoadFolders for granular FindMod/IfModActive gating; corrected PatchOperationFindMod references to this mod (now consistently "Expanded Woodworking (Continued)"); added guards and refined xpaths for refuelable fuel filters (Biomes! Prehistoric, VGP Xtra Trees, Nature's Pretty Sweet, UniFuel) to prevent missing-node errors; restored and added missing EW-only individual recipes and tribal hand-crafting (Ash, Apple, Cherry, Walnut, Cedar, Sycamore, Palm, Cecropia, Cocoa, Cypress, Drago, Maple, Teak, Bamboo), and removed duplicate MakeWoodLumberBase; created dedicated EW RawLumber_* defs with wetter visuals and updated integrated recipes to output them; added ThingCategoryDef RawWoody and corrected category assignments for logs/lumber; fixed duplicate/invalid defs (WoodLog_Toxwood, LumberToxwood), corrected Anima texture path, removed invalid placingDraggableDimensions, added LumberParasol, and added missing wood/lumber defs (Ash, Apple, Cherry, Walnut, Cedar, Sycamore); audited and corrected colors/stats (Dracaena draco/dragon tree, Cocoa, Bamboo); normalized XML declarations across defs/patches; restored two corrupted patch files that caused a black screen; project maintenance: set LangVersion=10.0 and unified assembly output paths;

XML STRUCTURE FIXES: resolved "Unexpected document element in patch XML" and "li expected Operation" by converting SCL counter-patches (SCL_TextureOverride_Counter, SCL_Furniture_Counter) to proper Patch/Operation format, fixing nested li-under-match to proper match Class operations in Biomes! Prehistoric, VGP Xtra Trees, Nature's Pretty Sweet, and Core/Refuel, and correcting Medieval Overhaul (1.5/1.6) conditional add blocks; removed duplicate SCL_Integration.xml in 1.5/1.6 (recipes centralized under Common/Defs/RecipeDefs/EWPlusSCL);

C#: fixed duplicate dictionary keys (Walnut, Pecan, Hazelnut, Chestnut, HorseChestnut) in TreeMappingSystem to prevent startup crash.

Update: 20 Sep @ 10:49am

2.1.0 - 9/20/2025 - TREE DETECTION OVERHAUL + STABILITY IMPROVEMENTS:
- Fixed critical XML structure errors in patch files - SCL_Compatibility.xml, SCL_ExcludeRawLumber.xml, and StartItems_ReplaceWoodLog.xml were incorrectly using <Defs> instead of <Patch> root elements, causing patch failures.
- Added VIEAT compatibility integration - Gauranlen trees and Woodmaker dryads now drop our enhanced WoodLog_Anima instead of base AnimaWood.
- Added Gaubric wool psychic sensitivity bonus patch (gated behind VIEAT mod).
- Removed redundant AnimaWood patch since our LumberAnima already includes psychic sensitivity.
- Implemented weighted tree mapping system with context-sensitive matching - trees like "Douglas Fir" now correctly map to WoodLog_DouglasFir instead of generic WoodLog_Fir, and "Lightless Oak" maps to WoodLog_Lightless_Oak instead of generic WoodLog_Oak.
- Added dynamic def suggestion system that generates XML suggestions for unmapped trees when both weighted and fallback systems fail, similar to Seeds Please mod.
- Enhanced tree mapping with geographic descriptors (European, Asian, American) and growth pattern descriptors (Columnar, Weeping, Dwarf).
- Fixed tree detection logic to exclude non-wood-producing plants - slimy trees (Alpha Biomes) and cycadales bushes (Biomes! Prehistoric) no longer generate false positive warnings as they drop biomass/nuts instead of wood. Enhanced tree detection with wood-specific validation requiring harvested items to have Woody/RawWoody categories or wood-related names.
- Fixed duplicate thingCategory errors in LumberArchean, LumberToxwood, and LumberParasol by removing redundant category definitions.
- Updated StartItems patches to use PatchOperationAdd instead of PatchOperationReplace for better compatibility and removed special wood types (Archean, Anima, Driftwood) from trader stock as they should be rare and obtainable through special means only.
- All patch files now use correct XML structure and mod gating.
- Save-compatible.

Update: 19 Sep @ 10:31pm

2.0.1 - 9/20/2025 - BUG FIXES:
- Fixed duplicate "Malus" and "Dark" key errors in TreeMappingSystem that were causing startup crashes.
- Removed invalid ModExtensionDef files that were causing XML parsing errors.
- Fixed invalid butcherProduct field in WoodLog_Anima that was causing def loading errors.
- Corrected SCL compatibility texture path to use proper WoodLumber.png texture for raw lumber.
- Fixed missing texture for UnfinishedLumber def that was causing visual errors during hand-crafting.
- All critical startup and loading errors resolved. Save-compatible.

Update: 19 Sep @ 11:57am

2.0.0 - 9/19/2025 - MAJOR OVERHAUL - XML-BASED ARCHITECTURE:
- Complete architectural overhaul from dynamic generation to stable XML-based definitions.
- Replaced complex dynamic wood system with static XML definitions for all wood types and lumber.
- Added comprehensive language support with translation keys for all mod content. Implemented automatic tree-to-log mapping system for seamless integration with any mod that adds trees.
- Added driftwood formation system for saltwater-exposed logs.
- Enhanced SCL compatibility with proper integration pipeline (logs → raw lumber → dried lumber).
- Added VTE/BEL compatibility patches to prevent early graphic loading issues.
- Implemented conditional loading system for EW-only vs EW+SCL scenarios.
- Added debug logging system with user-configurable options.
- All wood types now have proper XML definitions with consistent stats and properties.
- Improved mod stability and performance by eliminating runtime generation.
- Save-compatible.

Update: 17 Sep @ 7:13am

1.1.17 - 9/17/2025 - RUIN GENERATION FIX + HARMONY PATCH FIX:
- Fixed issue where ruins were only spawning with specific wood types (ocular, gauranlen, camellia, toxwood) instead of using all available wood types.
- The VTE compatibility patch was interfering with normal ruin generation by filtering GenStuff.RandomStuffFor calls during gameplay.
- Modified VTE_RandomStuffFor_Patch to only run during title screen/startup (VTE contract generation) and bypass during normal gameplay, allowing vanilla ruin generation to use all available wood types.
- Fixed Harmony patching error with SCLTableReplacement - replaced non-existent IsAvailableInGame method with BuildableDef.BuildableByPlayer property patch for RimWorld 1.6 compatibility.
- Added debug logging to track when patches are bypassed. Save-compatible.

Update: 17 Sep @ 6:56am

1.1.16 - 9/17/2025 - GREEN LUMBER VISUAL FIX + SCL INTEGRATION + RESEARCH REQUIREMENTS:
- Fixed green lumber texture assignment - now uses lumber texture (Things/Resources/WoodLumber) instead of log texture for proper visual distinction.
- Added saturation boost to green lumber (more vibrant) compared to dried lumber, creating clear visual progression: Log → Green Lumber (saturated) → Dried Lumber (desaturated).
- Added Smithing research requirement to foot-powered woodworking table and SCL Carpenter's Trestle (when EW is active) - both use metal saws requiring metalworking knowledge.
- When SCL is active, foot-powered table is disabled in favor of Carpenter's Trestle.
- Added tribal green lumber by-hand recipes for crafting spot (no research required, slower than table work).
- Fixed legacy recipes (Gauranlen, Pollux, Lightless Oak) to be SCL-aware - when SCL is active, they create green lumber instead of regular lumber, enforcing the extended drying process.
- Updated both initial creation and texture path correction systems.
- Save-compatible.

Update: 16 Sep @ 1:40pm

1.1.15 - 9/16/2025 - VTE CONTRACT SAFEGUARDS + WARNING MITIGATION:
- Fixed VTE startup/new-game errors by guarding GenStuff.RandomStuffFor: returns null for non-stuff items (e.g., Skull/Heart) and supplies a safe fallback (wood/steel) only for true stuff-buildables with no candidates.
- Removed early references to VTE.Utils to avoid triggering its static constructor before defs finish loading, reducing harmless DefOf warnings at startup. Save-compatible.