Comments (8)
Umm, I haven't used GitHub and I really don't know what I'm doing but I'd like to help. What is the best way to get the info you need, since I have the mods, and how should I present it? As in, do I just copy/paste bits of stats from the plants etc? Should I attach the .xml file?
from expandedwoodworking.
I wouldn't ask you to do anything you don't know how to do. Honestly, if helping out with these:
- Finding anywhere WoodLog is used within (except where used as fuel)
- Trees
just the file path and defname is perfect.
If helping with these:
- Color of wood
- Stats of wood
suggestions of a color using RGB values is perfect, but even a tree species or picture with a certain color as a recommendation is great too. I can use a color picker to get the exact rgb values, so that isn't a problem. For stats, it is a bit trickier unless I have access to actual values of the wood of a tree species. For example, the stats below for the birch I used in EW came from the average dried weight, janka hardness, and other details of Paper Birch on The Wood Database plus some calculations/subjectivity.
<Mass>0.6</Mass>
(rounded average dried weight)
<MarketValue>1.5</MarketValue>
(balanced upon commonality, hit points, beauty, and work stats)
<DeteriorationRate>6</DeteriorationRate>
(Rot resistance details translated into numbers)
<commonality>0.8</commonality>
(balanced upon how common tree in-game and market value)
<MaxHitPoints>0.45</MaxHitPoints>
(half of janka hardness + some subjectivity for balance)
<Beauty>1.3</Beauty>
(Qwynn's subjectivity as well as my subjectivity)
<WorkToMake>0.4</WorkToMake>
(rounded half of janka hardness)
<WorkToBuild>0.4</WorkToBuild>
(rounded half of janka hardness)
<DoorOpenSpeed>1.2</DoorOpenSpeed>
(1.8 - mass) most of the time
However, Cecropia, Cocoa, Drago, Saguaro, and Bamboo were guesstimated after hours of searching for information, so any suggestions and/or a similar to make it quicker and easier to give stats to fantasy woods. I don't know whether to use an aspen or a birch for the golden birch in LotR given their appearance in the mod and then to determine which species of birch or aspen to use for example. Any comments on such is helpful.
If anyone sees this comment and is confused with the texture work mentioned in the first post, I am referring to the fact the blade won't remain white/silver when using different woods. This is unwanted and so requires another image for masking only the handle. Otherwise, I'll leave it as is (using mixed lumber) or require it be made out of another wood type (haven't yet decided which, but probably either mallorn or golden birch).
from expandedwoodworking.
from expandedwoodworking.
https://docs.google.com/document/d/1PE3qgi5cYNPJZo2xXw88PAL5vapxlg-5o-SFuxVq7hU/edit?usp=sharing
The above is a Google Drive link to all of the info I have gathered, including a couple of pictures. I've posted the 'occurrences' date here as well.
Lord of the Rims - The Third Age
Occurrences of ‘WoodLog’
Defs\LotR_Lighting.xml
LotR_WallSconce
Defs\LotR_Scenario.xml
LotR_SimpleColony
Lord of the Rims - Unlimited
Occurrences of ‘WoodLog’
Defs\LotR_Lighting.xml
LotR_WallSconce
Defs\LotR_Scenario.xml
LotR_SimpleColony
ScatterThingsNearPlayerStart
WoodLog
300
LotR_SimpleFellowship
ScatterThingsNearPlayerStart
WoodLog
300
Lord of the Rims - Dwarves
Occurrences of ‘WoodLog’
Defs\ScenarioDefs\LotRD_Scenarios.xml
LotRD_Homeless
<li Class="ScenPart_ScatterThingsNearPlayerStart">
<def>ScatterThingsNearPlayerStart</def>
<thingDef>WoodLog</thingDef>
<count>300</count>
</li>
Defs\ThingDefs_Buildings/LotRD_Furniture.xml
LotRD_GameTable
Defs\ThingDefs_Buildings/LotRD_Production.xml
LotRD_FermentingBarrel
Defs\ThingDefs_Items/LotRD_ApparelShield.xml
LotRD_DwarfStandardShield
Defs\ThingDefs_Items/LotRD_Toys.xml
LotRD_DwarfPuzzleBox
LotRD_DwarfMarbleLabyrinth
Defs\ThingDefs_Items/LotRD_WeaponsBow.xml
LotRD_Bow_Dwarven
LotRD_Bow_DwarvenCross
Lord of the Rims - Elves
Occurrences of ‘WoodLog’
Defs\ScenarioDefs\LotRE_Scenarios.xml
LotRE_ANewTerritory
<li Class="ScenPart_ScatterThingsNearPlayerStart">
<def>ScatterThingsNearPlayerStart</def>
<thingDef>WoodLog</thingDef>
<count>300</count>
</li>
Defs\ThingDefs_Items/LotRE_WeaponsBow.xml
LotRE_Bow_Mirkwood
LotRE_Bow_Galadhrim
Defs\ThingDefs_Items/LotRE_WeaponsSword.xml
LotRE_MeleeWeapon_WhiteKnives
LotRE_MeleeWeapon_Saber
LotRE_MeleeWeapon_Lhang
Lord of the Rims - Hobbits
Occurrences of ‘WoodLog’
Defs\ScenarioDefs\LotRH_Scenarios.xml
LotRH_AnUnexpectedColony
<li Class="ScenPart_ScatterThingsNearPlayerStart">
<def>ScatterThingsNearPlayerStart</def>
<thingDef>WoodLog</thingDef>
<count>300</count>
</li>
from expandedwoodworking.
Occurrences of ‘LotRE_WoodLogMallorn’ (in addition to above)
Defs\FactionDefs\LotRE_ElvenFactions.xml
LotRE_ElfFactionWood
defName>LotRE_ElfFactionSea
defName>LotRE_ElfFactionHigh
Defs\TerrainDefs\LotRE_Floors.xml
LotRE_MallornPlankFloor
LotRE_MallornPlankFloorTwo
Defs\ThingDefs_Buildings\LotRE_Furniture.xml
LotRE_ElvenCandelabra
(used as fuel)
Defs\ThingDefs_Items\lotRE_WeaponsBow.xml
LotRE_Bow_Rivendell
Defs\ThingDefs_Plants\LotRE_ElvenForestPlants.xml
LotRE_PlantTreeMallorn
Languages\Japanese\DefInjected\ThingDef\LotRE_MallornWood.xml
<LotRE_WoodLogMallorn.label>木材(マルローン)</LotRE_WoodLogMallorn.label>
<LotRE_WoodLogMallorn.description>マルローンの木から採れる材木です。軽量でありながら一般的な木材よりも耐久性の高く、マルローンの木材は建築物や武器、さらには松葉杖などを作るのに使われます。切り出したマルローンの材木は、窮地で武器として使用することもできます。</LotRE_WoodLogMallorn.description>
<LotRE_WoodLogMallorn.stuffProps.stuffAdjective>木材(マルローン)</LotRE_WoodLogMallorn.stuffProps.stuffAdjective>
from expandedwoodworking.
Thanks for the information! There are a few things I missed that need patching that you found. I could do silver birch, probably use stats that are between those of silver and sweet birch then for LotR's golden birch just to differentiate it more while still keeping within the birch species. This also gives me a starting color to work with as well, so that is great.
From my testing, the commonality factor refers to the chance of a trader (that sells wood) will have it in their stock for sale. Given the amount of wood types added by EW it can be a slim chance of the that occurring for some types (like black palm and cocoa) in comparison to others (like poplar). Most traders only have 2-5 wood types of each log and lumber in stock with what I set it to. So with my birch example above, I assume it is an 80% chance these traders will have a stock of birch logs as one of their types of logs.
from expandedwoodworking.
Thank you for the 'commonality' explanation.
Is there anything more you'd like me to look at?
from expandedwoodworking.
Is there anything more you'd like me to look at?
Nope, just open another issue if you find anything else as the mods from Lord of the Rims update as I won't know otherwise.
from expandedwoodworking.
Related Issues (20)
- Combat Extended Patch B18
- ReAdd Combat Extended support HOT 2
- Two different versions of EW: support the mod together? HOT 1
- Patch Request for LOTR mods HOT 1
- [CE compatibility] Lack of Mass statFactor for lumbers HOT 4
- Generators, stoves, and passive coolers not working HOT 2
- Workbench red errors
- Mod Compatibility: Alpha Biomes HOT 3
- New textures for the benches HOT 1
- Mod compatibility: ReGrowth
- ReGrowth - Cold Bog HOT 1
- Unfinished item for "Make any lumber" recipe has no name and gives errors HOT 1
- Can't Install Wooden Prosthetics
- ModCheck integration for patches HOT 1
- Support Request: Alpha Animals' Red Wood
- Nature's Pretty Sweet Patch
- Vegetable Garden Project Patch
- Tree and plant density mods conflict HOT 1
- Patch operation failure for FermentingBarrel HOT 1
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from expandedwoodworking.