边缘世界 RimWorld

边缘世界 RimWorld

Expanded Woodworking 2
74 条留言
tonitrus 10 小时以前 
@Late I've been getting those errors too. From my own mod-list tweaking, I think I've narrowed/connected it with VGP.
Leaguenet 10 月 23 日 下午 12:18 
and another one: "do until you have X" on a trestle (and likely the table saws too) counts planks, while outputting fresh lumber - which obviously doesn't affect the number of planks, and as such tends to run indefinitely
Leaguenet 10 月 23 日 上午 2:13 
a minor conflict report: both this mod and Vanilla Armour Expanded have basically the same patch that removes "woody" from the plate armour, which results in a harmless but annoying red error when one of those patches fails
LordWolfi 10 月 23 日 上午 12:37 
alright lemmi correct myself, it doesnt just have broken configs but it can just straight up brick your save if you run a lot of other mods with it in the long run

Log
https://gist.github.com/HugsLibRecordKeeper/b5689e1d8b5f96077170b83226546af4
Valenskarr 10 月 22 日 下午 7:26 
@lordwolfi, I'd recommend posting a hugslib log if you'd like the author to look into it.
@Qomradequeer ty for looking into it. Have lots of high hopes of using this mod, it seems like a better version of simple chains lumber which I absolutely love. Keep up the good work! Im too broke to donate but take my points instead lol
LordWolfi 10 月 22 日 下午 1:25 
great mod something that rimworld was really missing,
but one question does it make any diffrence if you use a drying spot or dyring rack since both need the same amount of wood and give out the same amount :WhiteWolfFunny:

Also i like to add onto the piles of error reports which is that atleast for me this mod throws +100s of config errors
QOMRADEQUEER  [作者] 10 月 21 日 上午 10:19 
@Late and @Valenskarr Thank you for the reports. I will look into them when I am able!
VolatileGlitchAviator 10 月 20 日 下午 3:53 
i donno if your taking ideas or not, but would it be possible to take like make a structure item and make it a stump and building requirements a wood log and an axe so you can chop wood like paul bunyan untill you can build a treastle?
Late 10 月 20 日 上午 10:25 
I'm getting three errors. Failed to find a node with the given xpath for Harp, Passive cooler, and Short Bow.
Here is the log Thanks
https://gist.github.com/HugsLibRecordKeeper/439e81ac44d9e0d2add3bc01bcc25765
Valenskarr 10 月 20 日 上午 8:19 
It looks like multiple patches fail when using a small load list with primarily MO and this mod. The errors seem to be a portion of the patches for MO, since I don't see a git link or other preferred method, here is the log; https://gist.github.com/HugsLibRecordKeeper/0db61fc039546cfbfd867d8045610c6e
QOMRADEQUEER  [作者] 10 月 15 日 下午 6:55 
@ShrapNIl I recommend using another mod which adds log walls, such as VFE - Architect or Medieval Overhaul.
QOMRADEQUEER  [作者] 10 月 15 日 下午 6:55 
@purpleglade Planks can be made at a crafting spot. Once your first batch of planks are made via crafting spot and drying spot, you can craft a trestle and drying rack.
purpleglade 10 月 15 日 下午 5:00 
Just an fyi, the trestle requires planks... but you need the trestle to create planks. My guess is this is something that is supposed to use wood logs instead?
purpleglade 10 月 15 日 下午 1:52 
@Grave it is in progress right now. I wrote a patch and QQ is looking into it.
ShrapNil 10 月 15 日 下午 1:46 
will there be log walls like in the previous mod?
Protoman44 10 月 14 日 下午 6:57 
@QOMRADEQUEER Looks good on my end, thank you
Grave 10 月 14 日 下午 6:35 
Is floor mod support like Flooring Floors in the future cards?
polat.cal 10 月 14 日 下午 1:11 
It would be awesome if there is a CE patch...
QOMRADEQUEER  [作者] 10 月 13 日 下午 4:00 
@Protoman44 Fixed the issue.
QOMRADEQUEER  [作者] 10 月 13 日 上午 11:07 
@Protoman44 This feels like it might be an oversight on my end, and will look into fixing it.
Protoman44 10 月 13 日 上午 9:46 
Is the Lost Tribe start supposed to start without the Woodworking research? I tried starting a new colony as one, but immediately got stuck (can't make planks because no Woodworking, can't research Woodworking because no research bench, can't make research bench because no planks)
polat.cal 10 月 13 日 上午 6:51 
Thank you for this amazing mod and hope to continue maintance...
QOMRADEQUEER  [作者] 10 月 9 日 下午 10:02 
@Alyfox Rosewood from VV - New Harvest.
Alyfox 10 月 9 日 下午 8:03 
The pink/violet wood in the second screenshot, which type is that?
QOMRADEQUEER  [作者] 10 月 9 日 下午 4:30 
@Lindsiria Sorry, I don't. Feel free to contact me on either the official Rimworld Discord or the fernworld Discord, though, at @QQ.
purpleglade 10 月 8 日 下午 10:04 
Do you have a github or anything? I have at least one idea for a patch that would be useful to many people.
pillbug2 10 月 8 日 上午 9:22 
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QOMRADEQUEER  [作者] 10 月 7 日 下午 6:06 
@Grave Thank you for the bug reports. The noted issues have been fixed in the recent update.
Grave 10 月 6 日 下午 8:26 
I see. I'll check again but it was 75 logs becoming 2 fresh lumber that clued me into this today.
https://i.imgur.com/7TMkxc4.png
Also the north graphic for your version of the trestle is missing/not loaded
QOMRADEQUEER  [作者] 10 月 6 日 下午 7:59 
@Grave This is intended behaviour when MO is installed and follows MO's balance of 1 raw log being equivalent to two planks (or in this case, fresh lumber).

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.
Grave 10 月 6 日 下午 5:11 
removed all the mods. With only VEF, Syr, Regrowth. 15 logs get used to make 30 fresh lumber. Adding in Medieval Overhaul causes to to become 1 log to 2 fresh lumber as I've been experiencing. Fresh Lumber x150 recipe is only available while MO is loaded.
Grave 10 月 6 日 下午 4:58 
I recalled another recipe that works with any ingredient to output the ingredient's product, the Core game's Cut any Stone recipe, and it's all set up to work like your Fresh Lumber, and makes 20 blocks from 1 chunk. Wonder what's making me get 1 fresh lumber instead of 30
Grave 10 月 6 日 下午 4:33 
I'm just playing with regrowth now. yesterday I saw the fresh lumber recipe at the trestle was 1 log into 1 fresh lumber, whew, that's tedious. I wondered if 1 log should not work out into more than 1 lumber, or if 1 lumber is supposed to represent 1 stack of lumber.
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?
QOMRADEQUEER  [作者] 10 月 6 日 下午 4:08 
@Late Yes. It supports any DLC combination.
Late 10 月 6 日 下午 4:06 
Will this work without Odyssey?
Dex Enfvaras 10 月 6 日 下午 3:56 
This was what I was referring to. It seems you reverted unsupported trees dropping Deadwood and made them drop WoodLog as a backup plan along with stumps giving WoodLog as well. This isn't what I meant directly but it definitely works. This can help almost indefinitely and might actually be a better alternative than what Zaljerem handled when they were leading the mod.
QOMRADEQUEER  [作者] 10 月 6 日 下午 3:20 
@Grave The issue with VFEA should now be addressed. Let me know if you have any more trouble.
QOMRADEQUEER  [作者] 10 月 6 日 上午 10:17 
@Grave Yes-- I seem to have a bit of an issue with how I've set up some patches. This will take a little longer than I initially thought to address. For the time being, I am going to mark EW2 as requiring ReGrowth 2 and all DLC (as the issue affects DLC as well).
Grave 10 月 6 日 上午 10:10 
I dug into it and it appears the loaded xmlpatch for VE - Architect or MO have a patchoperation for Regrowth2's Elm. I haven't used regrowth since 1.6 release, but it looks like they all work together if I also add regrowth2 to the modlist.
Grave 10 月 6 日 上午 10:04 
new version, with either MO or architect loaded with VEF or SYR and Harmony as the only other mods all freshly redownloaded, the mod config resets to default during launch.
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.
QOMRADEQUEER  [作者] 10 月 6 日 上午 10:01 
@Grave Oh, I see. Something is looking for ReGrowth 2 when it shouldn't be. I'll get a hotfix out today. Thank you.!
QOMRADEQUEER  [作者] 10 月 6 日 上午 9:45 
@leifc This sounds like unintentional behaviour when using MO alongside EW2. To maintain MO balance, I assigned EW2 woodworking mechanics to the same research requirements as MO's lumber. Again, I do not play with MO, but it sounds like this was not the correct decision.

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!
leifc 10 月 6 日 上午 8:35 
Is it intentional that making fresh lumber is only available after the medieval-level basic woodworking tech, including preventing lumber from being crafted at crafting spots until then?

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!
-=GoW=-Dennis 10 月 5 日 下午 10:32 
I use a lot of ferny's mods, but have my own self-made progression mod pack. I guess I'll try.
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.
QOMRADEQUEER  [作者] 10 月 5 日 下午 10:25 
@-=GoW=-Dennis If it works as intended, I think so. I personally wanted something similar to the chunk to stone block progression, but with logs and lumber, and after messing around a lot with other mods and tweaking them with Resource Dict and RIMMSqol, I realised the best option was to just... do it myself.

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.
-=GoW=-Dennis 10 月 5 日 下午 10:13 
Do you personally think that is "playable"? I play the solo wild man start (from Progression: Scenarios) and I find dealing with food to be sufficiently challenging for me (due to difficulty to acquire seeds from Progression: Agriculture), not sure how well I'd do with not being able to build things from wood until yet another research project (that I may not get, due to Semi Random Research). I do like the progression sense, but it just feels like I reached the comfortable chore / difficulty cap for myself. If you think otherwise, I'd be happy to hear :)

I still do have the old (no longer available on Steam) compatibility patch for Ocular wood, if you want it.
QOMRADEQUEER  [作者] 10 月 5 日 下午 10:07 
@-=GoW=-Dennis Currently Alpha Animals and/or Alpha Biomes are not supported. I know they are popular mods with a unique wood type, and I may add them onto the ever-growing compatibility list at a future point.

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.
-=GoW=-Dennis 10 月 5 日 下午 9:32 
Thank you so much for making that suggestion happen <3

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.
QOMRADEQUEER  [作者] 10 月 5 日 下午 9:20 
The latest release, version 2.1.0 is NOT save-game compatible. If you would like to rollback to the previous 2.0.0, you can extract it from the zip archive located in the mod folder.

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.
QOMRADEQUEER  [作者] 10 月 5 日 下午 8:30 
@Dex Enfvaras The next update, 2.1.0, reinterprets the concept of mixed lumber and basegame wood logs, and will perhaps be what you were hoping for.

@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!