RimWorld

RimWorld

Extended Woodworking for Vegetable Garden
44 Comments
denty  [author] 1 Sep, 2017 @ 12:33am 
Feature from the original mod. It's supposed to add variety, not another chore.
astorun 31 Aug, 2017 @ 4:33pm 
Generic wood conversion took instantaneosly, so there is no build time. Is it a bug or feature?
Nilserrich 23 Jul, 2017 @ 12:13pm 
A very good mod. Thanks for your work.

I think you could paste apple tree, peach tree and so on. (Maybe I just overlooked this wood)
BlueTressym 6 Jul, 2017 @ 1:28pm 
Thank you.
denty  [author] 6 Jul, 2017 @ 10:42am 
Yes, it does. It has all the functionality of the standard version.
BlueTressym 5 Jul, 2017 @ 3:01pm 
I was asking if this version replaced the standard version of Extended Woodworking; sorry if that wasn't clear.
denty  [author] 5 Jul, 2017 @ 11:25am 
Correct. It just adds a few tree types from VG over and above "Extended Woodworking". Vegetable Garden itself is required and must be loaded beforehand.
"The" SeanMacLeod 4 Jul, 2017 @ 4:16pm 
I think it means that it replaces the "Extended Woodworking" mod, not VG.
BlueTressym 4 Jul, 2017 @ 3:03pm 
Umm, just checking, if you have VG enabled, are you suposed to use this mod INSTEAD of the standard version, or is this more like a patch and you need both?
"The" SeanMacLeod 2 Jun, 2017 @ 5:47pm 
That was the point of my question, too [=8
Daniel_USA 2 Jun, 2017 @ 11:35am 
np, that is why posts are like "but bruh do we needz A16 vegutablu gardeen"?
denty  [author] 2 Jun, 2017 @ 11:24am 
Ah thank you. I hadn't noticed. The practice of spawning a new workshop item for every release is somewhat clunky (to me).
Daniel_USA 2 Jun, 2017 @ 11:01am 
you should update the "required items" part on the side because it is still saying you need VG A16
denty  [author] 2 Jun, 2017 @ 10:33am 
Should work with the A17 release of VG (when loaded after VG). I'll try and test it a bit more later, bit short on time right now.
"The" SeanMacLeod 2 Jun, 2017 @ 12:09am 
Does it still require VGa16, or has that been changed to a17?
denty  [author] 29 May, 2017 @ 4:41am 
Updated to A17.
Daniel_USA 24 Apr, 2017 @ 12:33pm 
i figured it out, it was the materials and minerals mod. you have to load it after vegetable garden and extended woodworking.

the issue is that now my "wood stuff" is called logs instead of wood.

I guess the easiest fix would be to create a recipe at the work bench to make "synthwood logs" out of wood.

a further improvement would be to be able to convert each wood type into their corresponding log type.

I don't know the exact name of the mod that creates charcoal but the issue is between minerals and materials, vegetable garden, and extended woodworking.
denty  [author] 24 Apr, 2017 @ 10:47am 
Out of interest, which mod is making charcoal? It may be something I can patch.
denty  [author] 24 Apr, 2017 @ 10:46am 
Woodworking table (production tab) can convert any of the wood types ot Generic wood.
Daniel_USA 22 Apr, 2017 @ 10:45pm 
how do i get logs? I need to make charcoal and the recipe is asking for logs instead of wood.

denty  [author] 10 Apr, 2017 @ 1:10am 
Added support for RedMaple.
denty  [author] 10 Apr, 2017 @ 12:46am 
Cannot reproduce.

Current build (against current release of VG) allows conversion of Poplar Logs to Generic Logs from Poplar Wood. You either have a recipe filter, or a conflicting mod.

When testing I use Vegetable Garden (5.3) and this mod only.

I cannot reproduce the problem when running under my normal set of mods either. Something over 100 mods installed.
✠Passi965✠ 9 Apr, 2017 @ 10:08am 
Please fix, I really need the Normal wood to make cloth, but I don't wanna spawn it in.
denty  [author] 6 Apr, 2017 @ 11:38am 
I'll update it tonight if the kids behave. Thank you :)
✠Passi965✠ 5 Apr, 2017 @ 1:50pm 
I am unable to turn Vegetable Garden Wood Into normal Wood, It says No Materials even tho I have 500 Popular logs and I need Popular Wood not Logs for the Converting.
I could just go in the XML file and chage it but I dont want to change stuff without your permission and maybe you are better at fixing it anyway since i'm pretty new to coding.
Sentient_Worm 12 Jan, 2017 @ 1:50pm 
I'm gonna have to try finding a reliable way to reproduce that bug tho its hit and miss currently.
Also sorry about the double post forgot to deleat the original when I updated. Will do that now
denty  [author] 12 Jan, 2017 @ 1:39pm 
Thank you :) I'll take a look and see if I can do anything to debug. Unlikely to be before the weekend though I'm afraid.
Sentient_Worm 11 Jan, 2017 @ 1:31pm 
Oh on a different note: It seems like fueled building do not accept any of the VG woods. Havnt really checked too closely since I RARELY use fueled stuff

Just noticed something weird.. I cant install the fueled generator since I added the extended woodworking mods. Might have to ask the author of miniaturization about that as well but I get a warning message and it refuses to install it
Sentient_Worm 11 Jan, 2017 @ 1:24pm 
Ok will have to restart to get the update
denty  [author] 11 Jan, 2017 @ 12:40pm 
Published now.
denty  [author] 11 Jan, 2017 @ 12:37pm 
I'm surprised that doesn't come up in Core. That's where I got the updated defs. Ah well, I've removed the construct effect from Campfire, should resolve the warning. It'll up updated here shortly.
Sentient_Worm 11 Jan, 2017 @ 12:05pm 
Slight differences in these warning messages Tho it does look identical at a glance XD
Sentient_Worm 11 Jan, 2017 @ 12:03pm 
Config error in Campfire_Frame: Campfire_Frame is madeFromStuff but has a defined constructEffect (which will always be overridden by stuff's construct animation).
Verse.Log:Warning(String)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__735()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()
Sentient_Worm 11 Jan, 2017 @ 12:03pm 
Config error in Campfire: Campfire is madeFromStuff but has a defined constructEffect (which will always be overridden by stuff's construct animation).
Verse.Log:Warning(String)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__735()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()
Sentient_Worm 11 Jan, 2017 @ 11:54am 
After I finish going through the 900+ messages i got while sleeping I can fire up the game and see bout a full log
Sentient_Worm 11 Jan, 2017 @ 11:53am 
It shows in dev log while playing but nothing seems to affect the gameplay
denty  [author] 11 Jan, 2017 @ 10:42am 
Nothing simple showing up, but my dev mod set only has Vegetable Garden then this. Are you able to tell me how the errors exhibit? As soon as a campfire is placed? During refueling? Selecting bills? Something else?
denty  [author] 11 Jan, 2017 @ 10:35am 
denty  [author] 11 Jan, 2017 @ 10:34am 
Nope. I'll make a campfire and see what it says, but feel free to share anything you're seeing and I'll do my best to fix it.
Sentient_Worm 10 Jan, 2017 @ 5:22pm 
Do you know anything about the warning notes on camp fires when this mods installed
denty  [author] 10 Jan, 2017 @ 2:02pm 
Made wooden floors beatiful. No problem with existing saves (that I know of).
Sentient_Worm 7 Jan, 2017 @ 8:44am 
I will try it on an exsisting save denty
denty  [author] 7 Jan, 2017 @ 8:11am 
Hmm you know, I hadn't tried. It might well be just fine without, in theory you'll just have a lot of generic wood in your stockpiles.
MicroTurtle 7 Jan, 2017 @ 8:07am 
New start required? (assuming so)