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An updated fork of Extended Woodworking and an upgrade of Qwynn's Expanded Woodworking.

Home Page: https://ludeon.com/forums/index.php?topic=37650.0

License: Other

C# 100.00%
rimworld wood mod lumber woodworking

expandedwoodworking's Introduction

Creative Commons License

RimWorld 1.0 RimWorld 1.1+

Expanded Woodworking

An upgrade to Qwynn's Expanded Woodworking which is an alpha version fork of ItchyFlea's Extended Woodworking.

Installation

Remove the previous and drop the latest release into your RimWorld/Mods folder.

Features

  • Trees, saguaro cacti, and bamboo have their own unique wood.
  • Every wood type (except Saguaro) has a corresponding lumber!
  • Process logs into lumber at the woodworking table!
  • Lumber is used in both construction and in crafting.
  • Supports any starting scenario through using the crafting spot to make lumber.
  • Raw logs are used as fuel!
  • Realistic wood colours!
  • ModSync RW and Fluffy's Mod Manager support!
  • Language localisation: English, Castellano Spanish (by Azarashi), Russian (by lex1975 and DiamondGrace)

Compatibility

Expanded Woodworking overwrites the following vanilla definitions:

  • Wood Log

Patches edit the following vanilla definitions:

  • Trees
  • Brewery and barrels
  • Butcher table
  • Torch lamp
  • Campfire
  • Any other wood-fuelled items (incl. from other mods)
  • Passive cooler
  • Spike trap
  • Joy and art objects
  • War mask
  • Any weapon made of wood
  • Peg leg and wood foot
  • Marble blocks

Mods given extended functionality with included patches:

  • Advanced Biomes
  • Biome Expansion: Redwood Forest (1.2+)
  • Combat Extended (1.0 only)
  • Lord of the Rims (1.0 only)
  • Nature's Pretty Sweet
  • Realistic Planets (by XeoNovaDan)
  • ReGrowth: Biomes of The Rim (by KennethSamael) (1.2+)
  • RT's Weapon Pack Reloaded (by DrZhivago)
  • Zen Garden

Found a Bug?

When making a bug report, please make sure you have developer mode enabled in your Rimworld settings. You may then create your report here. A link to your exported HugsLib log would be greatly appreciated as well.

Older Versions

All current and past 1.2/1.1/1.0/B19/B18/A17 versions of this mod can be downloaded from GitHub. All past A16 versions of this mod can be downloaded from Qwynn's GitHub.

expandedwoodworking's People

Contributors

adventurer13 avatar jinlan avatar kennethsamael avatar lex1975 avatar

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expandedwoodworking's Issues

Tree and plant density mods conflict

Look into and compare tree and plant density mods with Expanded Woodworking to find out where it is producing mixed lumber and into what I end up writing over in those mods. Consider a patch for these mods, so functionality from them is maintained rather than written over.

Users of these mods can currently load them before Expanded Woodworking to have semi-compatibility, without trees producing only mixed lumber at the cost of any changes within the tree defs these mods edit.

Mod compatibility: ReGrowth

It adds a few trees making it incompatible (in the sense that these trees are only dropping mixed wood planks)

Lord of the Rims Patches

For discussion. suggestions, and progress relating to the Lord of the Rims mods and compatibility with Expanded Woodworking. Any help is requested and very appreciated.

Areas of help/suggestions:

  • Finding anywhere WoodLog is used within (except where used as fuel)
  • Trees
  • Color of wood
  • Stats of wood
  • Textures

Lord of the Rims

  • Tested to work

Men and Beasts

  • Gondor
    • Buildings
      • Beacons
    • Weapons
      • Spear (+ masking)
      • Bow

Moria Goblins

  • Buildings
    • HIve, Hut, Drum
  • Walls
    • Orc Wall

The Third Age

  • Lighting
    • Wall Sconce
  • Scenario
    • Third Age Fellowship (if using Elves)

Misty Mountains Goblins

  • Walls
    • Orc Wall

Orcs and Goblins

  • Walls
    • Orc Wall

Elves

  • Faction
    • Elven Factions (add lumber)
  • Scenario
    • Elves - A New Territory
  • Terrain
    • Floors
  • Items
    • Mallorn Wood / Lumber color: (240,218,165)
    • Golden Birch Wood / Lumber color: (237,220,149) (in between silver and sweet birch for stats)
  • Weapons (melee weapons use Metallic as primary component, won't patch, instead use mixed lumber)
    • Bows (Mirkwood, Galadhrim) (+ masking)
  • Plants
    • Mallorn Tree
    • Golden Birch Tree

Hobbits

(Nothing needs patching)

Dwarves

  • Buildings
    • Furniture
      • Game Table
    • Production
      • Fermenting Barrel (mead) (texture and stuffed)
  • Items
    • Shields (Already colored, won't patch, use mixed lumber)
    • Toys
      • Puzzle Box
      • Marble Labyrinth
    • Weapons
      • Spear (+ masking)
      • Bow (+ masking)
      • Crossbow (+ masking)

Unlimited

  • Lighting
    • Wall Sconce
  • Scenario
    • Third Age Fellowship (if using Elves)

Ents

(Skipping--works fine as is.)

Wizardry

(Nothing needs patching)

Requested by Issue #21

Generators, stoves, and passive coolers not working

Hello! I want to say I'm a big fan of your mods, but I believe I have encountered issues. Everytime I use expanded wood working, I cannot refill the Wood fuel generators, stoves that use wood, or the passive coolers. I turned the mod off and I was able to use those items again, but when I turned it back on, the issue persisted.

https://drive.google.com/file/d/1IO_uVCUU6m7_hvMh_zrMwchUOepXCkWj/view?usp=sharing

https://drive.google.com/file/d/1lIXWjpdfkV8yDPZfW0H4ki3fkCObtCop/view?usp=sharing

https://drive.google.com/file/d/1ETXQJh6_6sHjJCvgnMBCKwSTu6Xkv8gN/view?usp=sharing

Two different versions of EW: support the mod together?

I'm an old school RimWorld gamer, just came back to the community after a 2-year long pause. Noticed that there're supporters of the good old mod (the second is here). Don't know what are the differences between your versions, but I'm already aware that compatibility with other mods differs. Maybe you should maintain the mod together?

TropiCKAPP Rainforest Patch

I recognized that some people might be using this mod as well which includes new trees. I am planning to add a patch, but am also looking for input on the colors of the wood. This especially being the case for those who also have Vegetable Garden. Any other suggestions are welcome too!

Update : On hiatus for a bit, but will still take suggestions.

Zen Garden Patch

Implementing compatibility for Zen Garden's cherry tree.

Will be unlocked if requested by a new issue or when it is being actively worked on. Otherwise, will be closed when with the completed label,

ReGrowth - Cold Bog

This mod got updated recently, adding a new tree, called "Karim tree". Apparently it's inspired by some tree he found in Skyrim, which isn't very helpful, but I guess it means that it's at least indirectly inspired by a real life tree. So we got a tall, bushy, deciduous tree that grows in cold, wet climates. I only did some basic googling and mostly looked for pictures I could convince myself looked similar enough, and I feel some kind of ash tree might fit the bill. Or maybe oak. Might also be worth checking with the guy in the comments to see what he came up with, looks like he's been making his own set of patches independently.

Also, the other tree got renamed to RG-CBE_Plant_SpruceTreePine, so the patch for that has to be changed.

Can't Install Wooden Prosthetics

Hi! Thank you for the mod. After installing it, I am no longer able to install wooden prosthetics on any species, including humans. I saw no errors in my log related to this mod or pawn biology.

Patch operation failure for FermentingBarrel

Received this error on starting a new game:

[Expanded Woodworking B18] Patch operation Verse.PatchOperationSequence(count=2, lastFailedOperation=Verse.PatchOperationAdd(/Defs/ThingDef[defName = "FermentingBarrel"])) failed file: D:\Games\steamapps\workshop\content\294100\1082915328\Patches\ExpWoodVanilla.xml Verse.Log:Error(String) Verse.PatchOperation:Complete(String) Verse.PatchOperationSequence:Complete(String) Verse.LoadedModManager:LoadAllActiveMods() Verse.PlayDataLoader:DoPlayLoad() Verse.PlayDataLoader:LoadAllPlayData(Boolean) Verse.Root:<Start>m__1() Verse.LongEventHandler:RunEventFromAnotherThread(Action) Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Full error log here: https://gist.github.com/23ea107122adcc72b7aebc0158d8831f

Current modlist attached below. Note that I currently have dummy mods (only metadata with no actual content) enabled for personal ease of sorting.
modlist.txt

Bonsaiplus Patch Discussion

Possible compatibility for Bonsaiplus. Need further information regarding its current products.

None of plants appear to produce wood. I won't be adding a patch for this mod until that changes since this wouldn't be the intention of plants in Bonsaiplus.

New textures for the benches

Hey. Just wanted to let you know I'm working on a project that's basically finished. I will submit a PR so you can use them if you want. Or you can just tell me now that you're not interested. Here's a preview

Figure it'll be nice to have for the 1.2 RimWorld update.

Workbench red errors

Something wrong with bill "Make any Lumber"
If there is any stockpile and you want to change stockpile you want colonist to take finished wood to, you will get this error:
(Core + ExpandedWoodworking + ModManager) no other mods.

Video

Red Errors

Exception filling window for RimWorld.Dialog_BillConfig: System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
at System.Collections.Generic.List`1[Verse.ThingDefCountClass].get_Item (Int32 index) [0x00000] in :0
at Verse.RecipeWorkerCounter.CanPossiblyStoreInStockpile (RimWorld.Bill_Production bill, RimWorld.Zone_Stockpile stockpile) [0x00000] in :0
at RimWorld.Dialog_BillConfig.DoWindowContents (Rect inRect) [0x00000] in :0
at Verse.Window+c__AnonStorey0.<>m__0 (Int32 x) [0x00000] in :0
Verse.Log:Error(String, Boolean)
Verse.c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)

Combat Extended Patch B18

Implementing compatibility for Combat Extended.

Will be unlocked if requested by a new issue or when it is being actively worked on. Otherwise, will be closed when with the completed label,

Nature's Pretty Sweet Patch

Implementing compatibility for Nature's Pretty Sweet.

Will be unlocked if requested by a new issue or when it is being actively worked on. Otherwise, will be closed when with the completed label,

Mod Compatibility: Alpha Biomes

Hi there,
Alpha Biomes (Feralisk Jungle is the only one I've tried) is having all trees cut down generate mixed lumber instead of logs.

Alpha Biomes Workshop Page: https://steamcommunity.com/sharedfiles/filedetails/?id=1841354677

I'd love to see compatibility with this mod as I find ExpandedWoodworking adds a great level of complexity and challenge to the game to have to craft logs to lumber for use, but of course when it goes straight to lumber torches and campfires are impossible to build.

Thanks for your awesome work on this mod.

Trees Drop Mixed Lumber?

Hiya. Following up on my testing for the trader issue, I tested with just this mod and 'Fertile Planet' in that order and the trees dropped 'mixed lumber' instead of logs. Switching them round, so 'Fertile Planet' was BEFORE this mod seemed to 'fix' it, as in the trees then dropped the appropriate logs.

I'm a little concerned as I know that on the Steam page it states that mods like FP or 'Increased Forest Density' should be loaded AFTER this. Am I missing something obvious here?

confuzzled kitty

PS: I realised somewhat belatedly that I probably should have posted the trader issue here too. I apologise.

Vegetable Garden Project Patch

Implemented compatibility for mods within the Vegetable Garden Project as a separate patch here.

Will be unlocked if requested by a new issue or when it is being actively worked on. Otherwise, will be closed when with the completed label,

Patch Request for LOTR mods

Hi. I don't know if I'm putting this in the right place but I'm having a an issue trying to use this with the Lord of the Rims mods made by Jecrell. Lord of the Rims - Elves adds two new trees, mallorn and golden birch. In the mallorn forest biome, which it also adds (or the main LOTR mod does, not 1005 sure which) the ONLY trees are the mallorn and golden birch.

Currently, the golden birch is dropping mixed lumber and the mallorn drops 'mallorn-wood' which functions as lumber. This means that in that biome, there is no way to get hold of logs, and therefore no way to make campfires or use anything that requires wood logs as fuel. AS I'm sure you can imagine, this is a significant problem for many scenarios, especially any that don't start with electricity, such as most of the LOTR ones. Unfortunately, I only realised this after starting and now I'm a bit stuffed.

Please could a patch be made?

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