RimWorld

RimWorld

Expanded Woodworking 2
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Update: 11 Oct @ 5:52pm

v2.1.4 - Hotfix

Medieval Overhaul
- Fixed compatibility with Tribal Instruments (Continued)

Update: 10 Oct @ 8:41pm

2.1.3 - Vanilla Expanded Integration Part 1

General
- Considered the scope of EW2 again as I worked on compatibility patches for various Vanilla Expanded mods. Many of the crafting and balance patches included in this update feel almost out-of-place, and may be moved to a seperate addon at some point in time. I can't decide if it is EW2's responsibility to provide sensible balance based around itself or not.
- Bundle Plank recipe now takes and provides units of 5 instead of 3
- EW2 Woodworking is no longer unlocked for tribal starts
- Reduced cost of EW Woodworking research
- Complex Furniture now requires EW2 Woodworking
- Wood flooring of all types are now locked behind EW2 Woodworking
- Bridges of all types are now locked behind EW2 Woodworking
- Fixed cost of basic wood bridges to be inline with other bridges
- Game-of-Ur board is now crafted with raw logs
- Ikwa's & Spears can no longer be made from wood
- Plate Armour can no longer be made from wood

Royalty
- Drapes are now constructed with wood planks

Tribal Instruments
- Conga, Ogolupe, and Ranat are now made with raw logs

Vanilla Armour Expanded
- Wooden Armour is now crafted with raw logs

VFE - Classical
- Wood Drying Rack now supports EW2 wood log types
- Crafting Bench now supports EW2 wood types
- Tyrian Farm now supports EW2 wood types
- Scorpian Turret now supports EW2 wood types
- Beacons now supports EW2 wood log types
- Large Passive Coolers now supports EW2 wood log types
- Heatstones now supports EW2 wood log types
- Javelin can no longer be made from wood
- Spatha can no longer be made from wood
- Heavy Shield uses planks

VFE - Medieval 2
- Pallisades are now constructed with raw logs
- Mead & Wine Barrels now support EW2 wood plank types
- Leather Boilpot now supports EW2 wood plank types
- Fur Beds are now constructed with planks
- Archery & Training Targets support EW2 wood log types
- Wall Mounted Arbalest & Aquebust now use planks instead of raw logs
- Removed raw log cost from the Note's Stack, Carving Board, and Mannequin Stand
- Forge Bellows support EW2 wood log types
- Heraldic Standing Banner supports EW2 wood plank types
- Timbered Walls now use wood planks instead of raw logs
- Halbreds & Pikes can no longer be made from wood
- Flails & Heavy Maces can no longer be made from wood
- Shortswords & Claymores can no longer be made from wood
- Dane Axe and Throwing Axe can no longer be made from wood
- Heraldic Banner supports EW2 wood plank types
- Arbalest, Arquebus, and Hand Cannons now support EW2 wood plank types
- War Bows now support EW2 wood plank types
- Round Shield now support EW wood plank types
- Torch Belt now supports EW2 wood log types
- Plague Mask now supports EW2 wood log types

VFE - Tribals
- Throwspikes & Spikes are now crafted with raw logs
- War Tribalwear is now crafted with raw logs
- Animal Traps are now constructed with raw logs
- Large Fires are now constructed with raw logs

Vanilla Weapons Expanded
- Longbows are now crafted with raw logs
- Crossbows, Muskets, & Flintlocks are now crafted with planks
- Axes and Warhammers can no longer be made from wood

VWE - Tribal
- Heavy & Light Clubs are now crafted with raw logs
- Slings are now crafted with raw logs

Update: 7 Oct @ 5:57pm

v2.1.2 - Medieval Overhaul Fixes

Medieval Overhaul
- Trestle textures now properly apply to all directions.
- Removed EW2's fresh lumber recipes and instead hooked into MO's recipes.
- Bulk recipes now work properly as a result.
- Added EW2 Woodworking research back, restyled as Primitive Woodworking.
- Primitive Woodworking unlocks the drying spot.
- Watermill and Windmill properly produce fresh lumber again.

Update: 6 Oct @ 3:14pm

v2.1.1 - Bugfixes

Odyssey
- Snagroot no longer attempts to drop rotwood when Biotech is not detected.

VFE - Architect
- Now properly works without ReGrowth 2, as intended.
- Now supports any DLC combination, as intended.

Medieval Overhaul
- Now properly works without ReGrowth 2 when VFEA is detected, as intended.
- Now supports any DLC combination, as intended.

Update: 5 Oct @ 9:13pm

v2.1.0 - I Hate LoadFolder

General
- Rewrote a bunch of internal XML again. Better! Stonger! Faster! This update is NOT save-game compatible, but this should be the last time I feel the need to do this. Sorry!
- Reorganized the mod structure to make (more-or-less) proper use of LoadFolders for compatibility, instead of using One Big Patch. :)
- Beat myself into submission regarding feature creep and the scope of what EW2 is. I do have another project in mind, though...
- Now supports either [SYR] Processor Framework or Vanilla Expanded Framework.
- If both are detected, [SYR] Processor Framework will be used. This decision was made because if you have both installed already, you probably have other mods dependant on the [SYR] framework. I would make this a config option... but I don't know how to do that! Yet, I assume. This is a deep rabbit hole.
- Adjusted the description of a lot of things.
- Lumber has been renamed planks to better distinguish between fresh lumber and usable lum-- I mean planks. This change also provides a more seamless compatibility with Medieval Overhaul.
- Basegame wood logs have received some patches to better integrate with the lumber process, and can now be made into fresh lumber, and eventually wooden planks.
- Adjusted the concept of mixed wood planks, renaming them simply to wooden planks.
- Wood planks can still be created by bundling other plank types together.
- Stumps return to providing basegame wood logs, so it is always available as a fail-safe.
- Timbershrooms now drop a unique wood type, shroomstalk, a wood substitute with qualities similar to softwood.
- Woodworking research now starts unlocked for tribal and classic starts.
- Adjusted the type commonalities of log and plank buildings on world generation.
- Fixed wood floor requiring basegame wood logs. They now use planks.
- Fixed wood foundation requiring basegame wood logs. They now use planks.
- Fixed various weapons requiring wood logs or planks when they shouldn't.
- Fixed incorrect colours on some wood items such as foundations and floors.
- Reintroduces the stuffable fermenting barrel textures from EW(C) for users without [SYR]'s Processor Framework and/or Medieval Overhaul.
- Watermill generator textures are no longer stuff colourable.
- Added a compressed version of EW(C) 1.1.6 as a reference for future maintainers of EW2.
- Added a compressed version of EW2 2.0.0 as a reference for future maintainers of EW2, as well as a rollback option for 2.0.0 saves.

Royalty
- Fixed some wood nature shrine textures being stuff-colourable.

Ideology
- Gauranlen wood, previously known as "sentient wood" has been renamed "living wood".
- Christmas tree textures are no longer stuff-colourable.
- Burnbong textures are now stuff-colourable.

Biotech
- After much consideration, reintroduces the concept of "rotwood", harvested from polluted trees.
- Removed the concept of deadwood as a result.
- Fixed pebble cacti and pollux trees not dropping the correct woodtype, which is now rotwood.

Odyssey
- Archean trees now drop a unique wood type, archean wood, which is delicate yet beautiful.
- Fixed snagroot not dropping the correct woodtype, which is now rotwood.

Lightless Empyrean Reborn
- Dead trees now drop rotwood if Biotech is detected, otherwise they drop oak wood.

Medieval Overhaul
- Fixed various weapons requiring wood logs or planks when they shouldn't.
- Fixed various weapons only requiring wood logs or planks when they shouldn't.
- Fixed dark wood floors not being in the wood floor dropdown.
- Disabled the new generic fresh lumber production added in the main mod, as it interacted strangely with MO's watermill/windmill processors.

Vanilla Plants Expanded - Mushrooms
- Timbercaps now drop shroomstalk.

Update: 27 Sep @ 8:09pm

2.0.0 - Released as Expanded Woodworking 2

General
- Rewrote a bunch of internal XML, including some definition changes
- When this was written back in A16, you had to overwrite Defs because there were no Patch Operations. By today's standard, there's no reason EW2 should overwrite the vanilla WoodLog definition anymore. General compatibility can be achieved in less brutish ways. This has the added benefit of making compatibility with Medieval Overhaul easier, because there's no way I could release this without people asking for MO patches. I came to the internal redesign conclusion when attempting to deal with said MO compatibility. Unfortunately. I also realised that I was already re-writting the mod in an obsolete way, and whilst it would be smarter to rewrite it again... I don't want to. At least not now. Give it another seven years.
- Added lumber drying process inspired by Simple Chains: Lumber
- Added lumber drying spot and lumber drying rack
- Replaced rotten wood and generic wood with dead wood
- Added woodworking research
- Removed individual lumber recipes
- Replaced woodworking table with a trestle
- Replaced electric woodworking table with a table saw
- Added a fuelled table saw
- Table saws benefit from being placed in a workshop
- Bridges use different lumber types
- Fixed campfire textures
- Fixed passive cooler textures

Royalty
- Nature Shrines require wood logs
- Added anima wood with custom textures

Ideology
- Added gauranlen wood with custom textures

Adobe Abode
- Drying frame is stuffable with EW2 lumber and has correct textures

Edo Themed Expansion
- Tall and single stalk bamboo trees drop EW2 bamboo
- Removed bamboo conversion recipes
- Removed ETE bamboo resource

Lightless Empyrean Reborn
- Lightless tress drop oak wood
- Dead trees drop dead wood

Medieval Overhaul
- It should mostly work out of the box
- I don't want to talk about it

ReGrowth 2
- Added elm wood, from the cornish tree
- RG2 pines drop pine wood
- RG2 palms drop black palm wood

Vanilla Factions Expanded: Settlers
- Wind turbine is stuffable with EW2 lumber

Vanilla Furniture Expanded: Architect
- Added parquet and fine floors in EW2 wood types
- Includes patches for Cornish "Elm" (ReGrowth 2)
- Removed VFE "fake" walnut, mahogany, and birch floors
- Patched log walls to use EW2 logs
- Patched hedge walls to use EW2 logs

VV - New Harvest
- Added corresponding lumber and fresh lumber to VV logs
- VV bridges use lumber instead of raw logs