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https://i.imgur.com/7TMkxc4.png
Also the north graphic for your version of the trestle is missing/not loaded
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.
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?
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.
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!
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!
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.
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.
I still do have the old (no longer available on Steam) compatibility patch for Ocular wood, if you want it.
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.
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.
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.
@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!
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)
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.
@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
In any case good luck with the mod and thanks for the update.
@ Holgast EW2 differs as stated in the description and changelog.