RimWorld

RimWorld

Expanded Woodworking 2
52 Comments
QOMRADEQUEER  [author] 9 Oct @ 10:02pm 
@Alyfox Rosewood from VV - New Harvest.
Alyfox 9 Oct @ 8:03pm 
The pink/violet wood in the second screenshot, which type is that?
QOMRADEQUEER  [author] 9 Oct @ 4:30pm 
@Lindsiria Sorry, I don't. Feel free to contact me on either the official Rimworld Discord or the fernworld Discord, though, at @QQ.
purpleglade 8 Oct @ 10:04pm 
Do you have a github or anything? I have at least one idea for a patch that would be useful to many people.
pillbug2 8 Oct @ 9:22am 
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QOMRADEQUEER  [author] 7 Oct @ 6:06pm 
@Grave Thank you for the bug reports. The noted issues have been fixed in the recent update.
Grave 6 Oct @ 8:26pm 
I see. I'll check again but it was 75 logs becoming 2 fresh lumber that clued me into this today.
https://i.imgur.com/7TMkxc4.png
Also the north graphic for your version of the trestle is missing/not loaded
QOMRADEQUEER  [author] 6 Oct @ 7:59pm 
@Grave This is intended behaviour when MO is installed and follows MO's balance of 1 raw log being equivalent to two planks (or in this case, fresh lumber).

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.
Grave 6 Oct @ 5:11pm 
removed all the mods. With only VEF, Syr, Regrowth. 15 logs get used to make 30 fresh lumber. Adding in Medieval Overhaul causes to to become 1 log to 2 fresh lumber as I've been experiencing. Fresh Lumber x150 recipe is only available while MO is loaded.
Grave 6 Oct @ 4:58pm 
I recalled another recipe that works with any ingredient to output the ingredient's product, the Core game's Cut any Stone recipe, and it's all set up to work like your Fresh Lumber, and makes 20 blocks from 1 chunk. Wonder what's making me get 1 fresh lumber instead of 30
Grave 6 Oct @ 4:33pm 
I'm just playing with regrowth now. yesterday I saw the fresh lumber recipe at the trestle was 1 log into 1 fresh lumber, whew, that's tedious. I wondered if 1 log should not work out into more than 1 lumber, or if 1 lumber is supposed to represent 1 stack of lumber.
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?
QOMRADEQUEER  [author] 6 Oct @ 4:08pm 
@Late Yes. It supports any DLC combination.
Late 6 Oct @ 4:06pm 
Will this work without Odyssey?
Dex Enfvaras 6 Oct @ 3:56pm 
This was what I was referring to. It seems you reverted unsupported trees dropping Deadwood and made them drop WoodLog as a backup plan along with stumps giving WoodLog as well. This isn't what I meant directly but it definitely works. This can help almost indefinitely and might actually be a better alternative than what Zaljerem handled when they were leading the mod.
QOMRADEQUEER  [author] 6 Oct @ 3:20pm 
@Grave The issue with VFEA should now be addressed. Let me know if you have any more trouble.
QOMRADEQUEER  [author] 6 Oct @ 10:17am 
@Grave Yes-- I seem to have a bit of an issue with how I've set up some patches. This will take a little longer than I initially thought to address. For the time being, I am going to mark EW2 as requiring ReGrowth 2 and all DLC (as the issue affects DLC as well).
Grave 6 Oct @ 10:10am 
I dug into it and it appears the loaded xmlpatch for VE - Architect or MO have a patchoperation for Regrowth2's Elm. I haven't used regrowth since 1.6 release, but it looks like they all work together if I also add regrowth2 to the modlist.
Grave 6 Oct @ 10:04am 
new version, with either MO or architect loaded with VEF or SYR and Harmony as the only other mods all freshly redownloaded, the mod config resets to default during launch.
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.
QOMRADEQUEER  [author] 6 Oct @ 10:01am 
@Grave Oh, I see. Something is looking for ReGrowth 2 when it shouldn't be. I'll get a hotfix out today. Thank you.!
QOMRADEQUEER  [author] 6 Oct @ 9:45am 
@leifc This sounds like unintentional behaviour when using MO alongside EW2. To maintain MO balance, I assigned EW2 woodworking mechanics to the same research requirements as MO's lumber. Again, I do not play with MO, but it sounds like this was not the correct decision.

Without MO, EW2 woodworking is a neolithic tech.

This week I intend to figure out a good method for better integration regarding tech between EW2, EW2 and MO, EW2 and VFE Tribals, and then all three of them.

Thank you for your patience!
leifc 6 Oct @ 8:35am 
Is it intentional that making fresh lumber is only available after the medieval-level basic woodworking tech, including preventing lumber from being crafted at crafting spots until then?

It seems like making the crafting spot able to craft lumber all the time, or at least once Construction is researched with VFE Tribals loaded, makes for much smoother colony progression. I would also recommend moving the basic woodworking tech to neolithic, since mods like VFE Classical adds a lot of content to this level and it's both thematically appropriate and makes for smoother progression.

Thanks for your work on this!
-=GoW=-Dennis 5 Oct @ 10:32pm 
I use a lot of ferny's mods, but have my own self-made progression mod pack. I guess I'll try.
I just fear that if there is no material to build rooms and tables with when unlucky with early research, the game might get really meh.

I mainly use this mod for the different wood colors, as only one wood type doesn't really allow decorating.
QOMRADEQUEER  [author] 5 Oct @ 10:25pm 
@-=GoW=-Dennis If it works as intended, I think so. I personally wanted something similar to the chunk to stone block progression, but with logs and lumber, and after messing around a lot with other mods and tweaking them with Resource Dict and RIMMSqol, I realised the best option was to just... do it myself.

That said, implementation probably isn't seamless atm, as some tech requirements might need adjustment with regards to VFE - Tribals. The problem is that a lot of those adjustments would be better suited to something like one of Ferny's progression mods rather than EW2 itself. The best option on my end might be to make a secondary addon/mod to address that.
-=GoW=-Dennis 5 Oct @ 10:13pm 
Do you personally think that is "playable"? I play the solo wild man start (from Progression: Scenarios) and I find dealing with food to be sufficiently challenging for me (due to difficulty to acquire seeds from Progression: Agriculture), not sure how well I'd do with not being able to build things from wood until yet another research project (that I may not get, due to Semi Random Research). I do like the progression sense, but it just feels like I reached the comfortable chore / difficulty cap for myself. If you think otherwise, I'd be happy to hear :)

I still do have the old (no longer available on Steam) compatibility patch for Ocular wood, if you want it.
QOMRADEQUEER  [author] 5 Oct @ 10:07pm 
@-=GoW=-Dennis Currently Alpha Animals and/or Alpha Biomes are not supported. I know they are popular mods with a unique wood type, and I may add them onto the ever-growing compatibility list at a future point.

EW2 was made with VFE - Tribals in mind, actually. Though it may need some patches as I haven't gotten a chance to do a thorough playthrough. Ideally, with mods such as VFE - Tribals/Classical there should be enough log-based content to give animal start a progression from raw logs to lumber.

Learning to make mod options is also on the agenda as well, so maybe. Again, no promises.
-=GoW=-Dennis 5 Oct @ 9:32pm 
Thank you so much for making that suggestion happen <3

Does this include support for Ocular Trees from Alpha Animals, I think nowadays Alpha Biomes?
Also, would it be possible to have the additional Lumber Process be a toggleable feature?

I did sometimes use the respective standalone mod in prior playthroughs, but nowadays I mostly play Vanilla Expanded Tribals, where this would be another notable spike in difficulty due to Animal tech level start and the way and time it needs for research, which might be too much until progressed a bit further down.
QOMRADEQUEER  [author] 5 Oct @ 9:20pm 
The latest release, version 2.1.0 is NOT save-game compatible. If you would like to rollback to the previous 2.0.0, you can extract it from the zip archive located in the mod folder.

Sorry and thank you for your understanding.

Users can now decide on which processor framework to use as well!

See the Changelog for more details.
QOMRADEQUEER  [author] 5 Oct @ 8:30pm 
@Dex Enfvaras The next update, 2.1.0, reinterprets the concept of mixed lumber and basegame wood logs, and will perhaps be what you were hoping for.

@Grave I wonder if this version's VFE - Architect patch was inadvertently broken. Please see if the issue continues after the next update. If so, a copy of your player.log would be beneficial for finding the issue. Thanks!
Dex Enfvaras 5 Oct @ 4:39pm 
Only suggesting the mixed lumber situation as it was a subtle yet soft resolution for any incompatibility until there was a solid patch present.
Dex Enfvaras 5 Oct @ 4:38pm 
Ah I didn't see the "Make Fresh Lumber" button, just the "Bundle Lumber" while Woodworking was researched. All is good then.

Also noticed unsupported trees drop deadwood now which is pretty cool, but for a lot of mods depending on the WoodLog variable, is there any plan to make a wrap-around to this? Like making mixed lumber replace the original recipe requirement? Otherwise this looks like a heavy incompatibility with anything that requires just the WoodLog variable. (Unless I missed something)
Grave 5 Oct @ 4:23pm 
Not sure, the game fails to load into the main menu until Architect is removed from load order. I even tested with all other mods removed. Perhaps I have a version issue, but Architect looks to be up to date...
QOMRADEQUEER  [author] 5 Oct @ 2:34pm 
@Grave VFE - Architect is explicitly supported. What issue are you encountering?
QOMRADEQUEER  [author] 5 Oct @ 2:33pm 
@Dex Enfvaras This depends on if you have MO installed. Without MO, Woodworking is a neolithic technology and you should no have issue using lumber as a tribal start. Once woodworking is researched, you will be able to create fresh lumber at a crafting spot and drying at a lumber drying spot. Once your first batches of lumber are created this way, you can make the more efficient trestle and drying rack.
Dex Enfvaras 4 Oct @ 10:30pm 
I am so confused. It says that it takes lumber to build a trestle for a station that makes lumber. Is there any method of making wood useful besides fuel for tribal starts? Because it looks like EW2 removed log walls and I am unable to craft lumber in a crafting spot, just bundling it (if there is any).
Grave 4 Oct @ 6:14pm 
Conflict with vanilla expanded furniture architect?
QOMRADEQUEER  [author] 3 Oct @ 11:38am 
@DarakiGato As noted belowed, EW2 is not save-game compatible, as I rewrote various definitions.
DarakuGato 3 Oct @ 9:25am 
Just assuming that we can switch to yours with no problems mid save or would you say otherwise? Just curious.
mark fisher 1 Oct @ 12:19am 
oh it's nothing critical, so far I only notice that the simple fish trap from VGP Vegetable Garden and Flooring Floors & (T) MoreFloors mods still require basegame logs. oddly for Flooring Floors, the options for VV lumber are there but the other lumbers don't appear. I'd really appreciate it if you could patch those mods.
QOMRADEQUEER  [author] 30 Sep @ 8:37am 
@mark fisher Yes, this is normal. Basegame wood logs are pretty much redundant with EW2. They remain in the game to support any unpatched trees. They cannot be processed into lumber.

Have you encountered something that only requires basegame wood logs? If so, let me know and I will add it to the patch list.

@Dex Enfvaras Simple Chains: Lumber is incompatible, as EW2 as a similar drying process. No patches for VGP currently exist, but are on the list.
mark fisher 29 Sep @ 10:38pm 
I can't seem to find any tree that produce wood logs, is that normal? I use VV and Regrowth mods and the trees I have on my current map produce the corresponding unique logs, but there are no trees that produce generic logs.
Dex Enfvaras 29 Sep @ 3:35pm 
Curious, is this compatible with patches for VGP and Simple Chains: Lumber ?
QOMRADEQUEER  [author] 29 Sep @ 12:23pm 
@Fernando You won't be able to replace it without starting a new game. It is not save-game compatible with EW(C), as I rewrote a lot of things.

@TeH_Dav I think the mods serve different purposes imo, and you should totally continue to tinker with your own variation if want to.

@Holgast I haven't patched for anything not in my personal modlist yet (aside from MO), but I will take a look at adapting some of the patches for previous versions when I am no longer cross-eyed from looking at XML. XD
Fernando 29 Sep @ 9:43am 
Having some issues trying to replace zal's vrsion with this. Swapping this into the same place in my load order gives me a lot of missing texture errors.
TeH_Dav 29 Sep @ 9:35am 
I'm glad to see that my mod inspired/insulted someone enough to go and create their own version. Not sure what's wrong with vibe coding, but glad that someone did something. Guess mine isn't needed.
Holgast 28 Sep @ 6:25pm 
wow, finally the changelog is used for its intended purpose. great! if this is now the definitive 1.6 version feel free to use bits from my EW floors patches mod (with credit if possible). most of its functionality got recreated in the 1.5 version so I stopped updating it, but I'm cool to resume it at some point in the future
-=GoW=-Dennis 28 Sep @ 12:44pm 
That would be really great. Personally I've seen many mods move away from SYR to Vanilla Expanded Framework in the last months since VE did remake their system, so I actually was just able to get rid of that mod - I don't use MO. I'd love using EW, but the AI mod has tons of issues and given I already play without it I wouldn't want to add it back again if it needs an otherwise useless framework again, just like I got rid of HugsLib lately where everyone was moving away as well.

In any case good luck with the mod and thanks for the update.
QOMRADEQUEER  [author] 28 Sep @ 12:08pm 
@-=GoW=-Dennis I could look into it when I next feel inspired to tinker with the mod again. No promises. Many other mods use SYR's Framework, including MO. I didn't want to do MO compatibility at first, but in the end I did, and using SYR's Framework is part of that. Maybe I could do something where SYR's is only used for MO compatibility. I'll think on it.
-=GoW=-Dennis 28 Sep @ 11:43am 
Could you instead use the framework of Vanilla Expanded? SYR unfortunately breaks it for me, outdated and inferior implementation and another mod with overhead :(
QOMRADEQUEER  [author] 28 Sep @ 8:37am 
@aspendosia Yes, EW2 requires SYR's framework for the fresh lumber process. I forgot to add the dependency last night. My apologies.
@ Holgast EW2 differs as stated in the description and changelog.
Holgast 28 Sep @ 4:40am 
I guess it's an AI-free fork? that's useful particularly if something broke, I didn't realise the other one was vibe coded