RimWorld

RimWorld

Expanded Woodworking
557 kommentarer
Arswind 8. aug. 2022 kl. 6:42 
Official 1.3 when?
Holgast 26. maj 2022 kl. 8:10 
If you're using my submod , it patches the VFE Architecture birch floors to actually use birch.
Jet 13. apr. 2022 kl. 23:29 
Please come back!
Zairya 19. mar. 2022 kl. 0:54 
What do you mean "is not available"? I rarely play on a biome that has natural birch spawns. I know this mod has an incompatibility with VE - Architecture, which also adds "birch" but actually uses generic logs. Don't use it together!
_♣Caligula♣_ 23. feb. 2022 kl. 13:51 
Birch lumber is not available anymore in my 1.3 gameplay as a building material.
It is however still present ingame.
From a quick look the other lumber types seem still to be working.
Anyone else got that problem too?
Will look deeper into it and mod interacting errors.
Zairya 21. nov. 2021 kl. 6:43 
Just so you know: Helixien changed name again. This time it's the mod's name and not a tag or something for the plants. Example:
[HLX] ReGrowth - Boreal Forest Expansion ---> ReGrowth: Boreal Forest Expansion

have a nice day <3
Zairya 2. nov. 2021 kl. 3:18 
*poke*
Hey Adventurer,
I'm here to chim in the question - will you come back? Althought the mods works atm, it could need some polishing :)
Blazerik 28. okt. 2021 kl. 2:33 
:(
VolatileGlitchAviator 25. okt. 2021 kl. 0:00 
Are you coming back Adventurer?
imperfectionistimp 8. okt. 2021 kl. 4:39 
FYI, mostly works with 1.3, but the Skylantern Festival is no longer possible as this mod removes the generic 'Wood' required to start it :csd3meh:
Adventurer  [ophavsmand] 12. aug. 2021 kl. 0:46 
@Zairya Thanks for letting me know!
Zairya 7. aug. 2021 kl. 7:09 
Hi Adventurer,
I found a forked version of this today. the author is linking to your github in the description. I hope you can update anyway. I put the link to the forked below:
https://steamproxy.net/sharedfiles/filedetails/?id=2558226687
SaarMrow 1. aug. 2021 kl. 14:30 
Don't wanna spam ya, but I miss using this mod! Love to have it again
Xain 25. juli 2021 kl. 4:01 
Please update it for 1.3!
Zairya 22. juli 2021 kl. 9:41 
Well, it works with 1.3 as this doesn't add new buildings. But Ideology has eg the darktorch which needs wood. this will stay as generic wood logs and not get converted to (mixed) lumber.
CrazyOatmeal 17. juli 2021 kl. 8:53 
Maybe patches for the ReGrowth series like Aspen Forest? https://steamproxy.net/sharedfiles/filedetails/?id=2545774148
extace_ 10. juli 2021 kl. 3:31 
This appears to work with 1.3
Sepidaceous 28. juni 2021 kl. 23:31 
Had to disable it, was stuck with not being able to use any of my logs. Probably an issue with another mod -- but just doesn't do enough for me to figure it out.
Sleepy068 26. juni 2021 kl. 12:32 
I keep getting 'Could not resolve cross-reference to Verse.ThingDef named WoodLog_Karim (wanter=thingDefs)' in the log with this mod loaded, not sure if it is a conflict with another mod of anything (maybe ReGrowth?), any help would be appreciated! (This mod looks amazing so I really want to use it haha!).
CrazyOatmeal 26. juni 2021 kl. 12:27 
Please god lower the volume of the electric woodworking table.
Lurmey 20. juni 2021 kl. 4:45 
Could you consider making a compat patch for ReGrowth?
Heavenly 19. juni 2021 kl. 13:51 
Do you think you would add compatibility with un-colony 1.2? I imagine it would be a lot of work, but I think it would be really cool!
Makk 10. maj 2021 kl. 12:03 
I made a Greatbow of Cypress Wood and no one can equip even vanilla humans.
Luden 9. maj 2021 kl. 6:35 
---Never mind, not sure exactly what caused the issue, but I went through and delicately re-sorted my mod list and removed a few 'out-of-date' mods and everything is in working order. o/
Luden 9. maj 2021 kl. 6:03 
I'm having an issue with crafting, says 'needs material' despite having logs available in a stockpile. Tried changing the mod order etc, but was wondering if there's any known definite conflicts with other mods?
Nosta99 4. maj 2021 kl. 9:18 
this does put a smile on my carpenter-face
qux 2. maj 2021 kl. 5:25 
Hi, with your mod and redwood forest biome, all random wood's construction in all biomes are in sequioa tree, there is a way to fix it ?
qux 23. apr. 2021 kl. 11:35 
qux 18. apr. 2021 kl. 1:54 
ok thanks
Adventurer  [ophavsmand] 17. apr. 2021 kl. 23:06 
@qux This mod does not add floors in other woods, which is why I was recommending the additional mod. Either mod adds the floors.
qux 17. apr. 2021 kl. 8:05 
@adventurer no I try with a clear game and it's same I just can a floor in vanilla wood
Adventurer  [ophavsmand] 17. apr. 2021 kl. 4:53 
@qux Have to use one of the mods linked under the add floors question in the Frequently Asked Questions or another mod that stuffs floors.
qux 17. apr. 2021 kl. 3:35 
hi @adventurer
I don't understand I can't see how to make a woodfloor with woods of your mod, it's working for the items with dropdown menu but not floors, it's normal ?
Rosethorns 12. apr. 2021 kl. 6:28 
Just making a suggestion that the log>lumber patcher should probably have a technology restriction, anything primitive is almost certainly meant to use logs.
devent 11. apr. 2021 kl. 5:53 
I wish you could do also different textures for the wood types. Currently it's just a color change. But as you show in your screenshots, different woods have different textures.
Adventurer  [ophavsmand] 7. apr. 2021 kl. 22:22 
@Evans I recommend you use either Simple Chains: Lumber or Extended Woodworking mods. Those seem to more align with what you are looking for. They are both good mods, but do things a bit differently from this one.
sir Evans 6. apr. 2021 kl. 3:28 
Dear Author, this mod idea of creating unique wood types conflicts with core gampelay and tons of other mods which use generic wood as a resource - which is not obtainable anymore except for some rare situations.

I much as I hate to suggest it, perhaps adding a switch to a mod for a compatibility - paint logs instead of generate new types - would be a reasonable solution in this case.

Otherwise me and tons of other folks out there find this mod totally unusable - and that is a shame for all the work which went into it.
VolatileGlitchAviator 3. apr. 2021 kl. 16:23 
@Adventurer Sorry to hear about your medical troubles, it is still a great mod and thank you for the time youve put into making it!
devent 3. apr. 2021 kl. 0:41 
@Adventurer Thank you for you time and the great mod.
For other people, the fix is to make a local copy of the mod and edit the file Expanded Woodworking_-2-4\1.2\Patches\ReGrowth.xml on line 21 and 39.
Change Defs/ThingDef[defName="RG-CBE_Plant_LargeTreePine"] to Defs/ThingDef[defName="RG-CB_Plant_LargeTreePine"], i.e. remove the E in CBE.
Adventurer  [ophavsmand] 2. apr. 2021 kl. 22:23 
@erwin The fix for it is on GitHub (unless the Regrowth mods changed again). I haven't released it yet because of medical issues hampering my ability to currently finish the update.
devent 2. apr. 2021 kl. 7:04 
Any chance you know what this means? Could not resolve cross-reference to Verse.ThingDef named WoodLog_Karim
VolatileGlitchAviator 21. feb. 2021 kl. 3:35 
https://steamproxy.net/sharedfiles/filedetails/?id=2018961250 any chance of getting some knot root wood? XD
Shuyajin 20. feb. 2021 kl. 21:53 
I personally hate this mod. I find it very unreasonable in minimal wood situations.
Magicthize 13. feb. 2021 kl. 4:50 
Would you consider adding bulk recipes?
ric 31. jan. 2021 kl. 4:58 
Also I'm not pissed enough at the electric saw sound to want to impose onto others who absolutely love it that they should hate it like I do so I won't bother with opening a ticket or whatever but if you want my suggestion just make drop down options where people can change the sounds in a subsection where I open the Mod Settings during the game. Leave the default the circular saw for all I care! Have a great day.
ric 31. jan. 2021 kl. 4:55 
Hi Adventurer, Thanks for your advice. Really appreciate it. I'm a bloody noob at this obviously but I'm comfortable editing xml files and kind of know what I'm doing so appreciate your clarity. What I usually do with Steam mods is edit them then plug them into my local copy of non DRM Rimworld so it's just my mod playground with dozens of direct edits because I have no idea how to write a patch and am too lazy to learn. I'm pretty sure your solution looks good so I'll implement it now so thank you!
Adventurer  [ophavsmand] 29. jan. 2021 kl. 23:37 
@ric
Okay, I am going to be blunt, sorry. First restore these patches to what they originally were. They are unrelated to what you want to do and only change the volume of specific sound files. I also wouldn't recommend just editing the folder path within a SoundDef (especially when the sound def for Recipe_MakeWoodPlanks_Electric is different from Recipe_MakeBow) unless you know why each variable exists and is doing.

If you want to just replace the sound file used by the woodworking tables either open my RecipeWoodworking.xml within .../Defs/RecipeDefs and replace each Recipe_MakeWoodPlanks_Electric within soundWorking with Recipe_MakeBow or make a patch that does that for a more semi-permanent solution. If you want to never hear the sound def: Recipe_MakeWoodPlanks_Electric, create an issue on GitHub or a discussion on here and I can help out better without being limited by the character count. If you need help with creating the patch, do the same and I will assist.
ric 29. jan. 2021 kl. 11:08 
Hi Adventurer. Thanks for updating this mod! A couple of pages down you gave advice to another player who wanted to lower the sound volume for the woodworking bench. Well I would like to change it entirely, the circular saw can be a bit nerve wracking when it's constantly going on and makes me think I'm in a big city with construction outside at night. I've actually changed the code you referenced so it links to another sound file I enjoy much more but it doesn't seem to be working. Do you mind looking at your modified code in my next post and letting me know if I did anything wrong? I appreciate your time! This is from the A-ExpWoodVanilla.xml file from the 1.2 folder.
CrazyOatmeal 20. jan. 2021 kl. 7:56 
Fair and understandable.