边缘世界 RimWorld

边缘世界 RimWorld

Extended Woodworking
156 条留言
lydocia 7 月 31 日 上午 5:53 
Aha, I was checking if that was a thing, thank you!
denty  [作者] 7 月 31 日 上午 5:02 
I already patch fuel filters. What is not working @lydocia ?
lydocia 7 月 31 日 上午 4:26 
Could you please add that lumber can be used as fuel?
KurtsCorbenik 7 月 27 日 上午 4:40 
Brother, could you lend a hand on how to make textures work/be visible when using with medieval overhaul?
Tzyder 6 月 20 日 下午 4:22 
Thanks Denty! Woodworking has always had deep roots into the game..over the years its caused me all sorts of weird errors but still totally worth it.
denty  [作者] 6 月 20 日 下午 2:21 
@Tzyder I've patched the scenario and updated here.

I make the weapons it offers stuffed, but the scenario assumes they're not. Should be good to go again now, I just tell it to make them out of WoodLog explicitly.

I don't know why that's not come up before, the game must have just handled it or no one isolated it.

Thanks for taking the time to show your steps. Really didn't connect that up at all.
denty  [作者] 6 月 20 日 下午 1:56 
Cost list patches are doing it. Pila and Short_Bow for that scenario start. I'll try and figure out why, but probably won't be fixed until tomorrow.
denty  [作者] 6 月 20 日 下午 1:37 
Okay, well reproducible now. Let me see if I can fix it.
denty  [作者] 6 月 20 日 下午 1:23 
Oh hold on. I have a bunch of errors there now. Specifically for that lost tribe scenario.

In your player.log, do you get something like:

Exception filling window for RimWorld.Page_ScenarioEditor: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 3CB60DD]
at RimWorld.ScenPart_ThingCount.DoEditInterface (Verse.Listing_ScenEdit listing) [0x001db] in <8abec72a46ea43b0bd4b0f4e768559e1>:0
at RimWorld.ScenarioUI.DrawScenarioEditInterface (UnityEngine.Rect rect, RimWorld.Scenario scen, UnityEngine.Vector2& infoScrollPosition) [0x0012e] in <8abec72a46ea43b0bd4b0f4e768559e1>:0
at RimWorld.Page_ScenarioEditor.DoWindowContents (UnityEngine.Rect rect) [0x000a0] in <8abec72a46ea43b0bd4b0f4e768559e1>:0
at Verse.Window.InnerWindowOnGUI (System.Int32 x) [0x001a6] in <8abec72a46ea43b0bd4b0f4e768559e1>:0
denty  [作者] 6 月 20 日 下午 1:20 
No required DLC. I patch stuff from Ideology and Royalty if you have them, but only if you have them active in your mod list. There wasn't anything in Anomaly I could patch anyway so you're missing nothing from me there.

I'd try clearing out your user settings (renaming / copying out / whatever) from `%LocalAppData%\Ludeon Studios\RimWorld by Ludeon Studios` to see if it's some remembered thing.

I don't directly interact with scenarios (other than indirectly by stuffed things being added) and at the end of the day, if you only have my mod active it's not that much stuff.

Beyond that you might consider asking if anyone has seen this in somewhere like the "Dubs Mods" discord. That's linked through from the performance analyzer mod: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2038874626 .
Tzyder 6 月 20 日 上午 11:30 
is there anything to woodworking that need anomaly? Ive got all the DLCs but that one.
Tzyder 6 月 20 日 上午 11:23 
I had intended to edit the stock 5 tribal to remove the starting animals. They tend to be useless food eaters but I dont want to slaughter or starve dogs and cats...it ends up in art :) When I load up the game with this mod and no others and open the editor screen when you click the X the scroll bar is gone and if you click on any variable boxes it hard freezes the game.
denty  [作者] 6 月 20 日 上午 9:25 
Scenario editor works in 1.6 for me (with core, DLC, and this mod). Is there a specific scenario you're editing? I tried a bunch of the built-in and another few derived from those.
Tzyder 6 月 20 日 上午 7:00 
my guess would be when setting up scenarios you have to pick objects and resources and specify their material. Something is freaking out that UI, though I cant get that far as the whole scenario set up menu is frozen. I should say this is on the unstable 1.6 test build. Its repeatable with this mod and only this mod of the mods I've been running. Menu works with no mods and with the others I'm testing. Woodworking has been one my my favorites for years so thanks for keeping it up :)
denty  [作者] 6 月 20 日 上午 12:31 
@Tzyder Cannot reproduce (with 473 active mods including this one) but that seemed unlikely in the first place.

Why do you think it's this mod doing that? Despite it's relative size, it's about as simple as a mod can be in that it's all XML content and patches.

If you get errors from this, you get them when RimWorld loads. There is nothing at all in this mod that could lock up the UI.
Tzyder 6 月 19 日 下午 5:08 
this seems to lcok up the UI when editing a scenario
denty  [作者] 2024 年 9 月 21 日 上午 10:11 
It's not so much a problem of changing back (it wasn't changed "from" in the first place).

It'll need more texture files generating. I can look into it, but I'm not exactly artistic... at all...
Senyria 2024 年 9 月 21 日 上午 3:24 
Can the texture of the logs be changed back to the vanilla texture? I believe the vanilla log texture can more clearly show if there is stacking.
denty  [作者] 2024 年 9 月 18 日 下午 12:05 
@Kayawolf, I do patch medieval overhaul, but I don't patch anything specifically to do with planks.

I don't change any recipe outputs (in general) and therefore won't have control over the def or texture in medieval overhaul.

I'd expect the same behaviours for all wood types if there were a specific problem. Aspen is only special to this module in that I conditionally patch if it's present in any other mod.
Kayawolf 2024 年 9 月 18 日 上午 11:22 
Hi! it seems that Aspen wood turns invisible when its cut into planks for medieval overhaul. it does give the amount of planks, but no texture at all
denty  [作者] 2024 年 6 月 15 日 上午 5:13 
Pushed a fix for MoreFloors. That's the outcome of authors include versions in mod names.

I'll look into Maple and Camelia. "Just" need to fix my mod list which is currently very broken post 1.5.
andrewjonjones 2024 年 5 月 29 日 上午 11:07 
Due to [T] MoreFloors 1.5 recent update I've lost the ability to stuff their floors.
larusse777 2024 年 5 月 11 日 上午 9:15 
Most trees give their specific wood type when chopped, but in my games, Camellia and Maple trees just give generic wood. I can't find any options to change this. Is it a bug, or am I missing something?
denty  [作者] 2024 年 5 月 8 日 上午 11:25 
Mod options means I either need to depend on HugsLib, or I need to depend on XML extensions. HugsLib has been around long enough for me to think that's relatively safe, but it also means I need an assembly (for what is now an XML only mod).

XML extensions has been around a relatively short time and it looks distinctly like adding that will break other things right now (untested, based on comments in the thread).

I have specific patches for trees in Vegetable Garden. I inherited those when I got permission to take over publishing the mod. I've made no attempt to follow newer things with trees, they dont' get patched, they just return whatever the mod author chooses.

I don't mind pulling the coloured logs. Bit busy right now, but should have time to strip those out in a couple of weeks.
Bleeding Eyes Mcgee 2024 年 5 月 8 日 上午 10:46 
Painted wood is pointless now anyway, since you can paint walls, buildings and floors even without mods.
DaniAngione 2024 年 4 月 27 日 上午 9:14 
Also, would it be possible to add a setting to remove the painted woods? I personally find their colors very saturated/bright and would rather stick to the natural wood colors only, but the fact that they appear at the top on every material selection is a bit distracting XD

Sorry, I know it might be a bit picky...
DaniAngione 2024 年 4 月 27 日 上午 8:09 
Hey! Nice, simple approach - I like it!
I have a question, however: how does it handle modded trees? Do they just drop the generic/oak log?
And that said, any plans on including and giving unique colors to some popular trees from other mods?
Siddi 2023 年 11 月 5 日 上午 4:57 
Eh, mod doesn't work. Can anyone help? Here is my log:
https://gist.github.com/HugsLibRecordKeeper/fd6bc9ff1c1a1921af66c6b368d325a5
Kayawolf 2023 年 3 月 2 日 上午 8:06 
Hi! i have a quick question.. i cant seem to plant the trees from the mods, besides the ones that are also vanilla (Oak and Poplar), even after Tree Sowing is researched. did i miss a step? or is this a mod conflict on my part somehow?
trees from other mods (like vanilla plant expanded) do show up after the research, so im not sure..
geronimo1120 2023 年 2 月 10 日 上午 9:43 
Awesome! Thanks denty!
denty  [作者] 2023 年 2 月 2 日 上午 10:53 
It does @geronimo1120, but I think it wasn't available for 1.4 last time I updated.

I'll check and rebuild my patches over the weekend which should fix that problem.
geronimo1120 2023 年 1 月 30 日 下午 11:54 
Does this have compatibility with VGP Xtra Trees and Flowers? I've tried them together and don't get different woods from the trees added in that mod (though they seem to exist as tradeable items and ruins are found made of them), so I'm not sure if I'm just doing something wrong? If not, is that something you would consider adding?
Tzyder 2022 年 11 月 7 日 下午 12:50 
puzzle solved thanks !
denty  [作者] 2022 年 11 月 7 日 上午 1:41 
@Tzyder, MoreFloors is only not working because the mod name (and owner) has changed. The patches use the built-in method to determine if a mod is present and that's by-name not package ID.

I'll be releasing a fix shortly.
denty  [作者] 2022 年 11 月 7 日 上午 1:27 
@Kubric-khan

The recipe for the recreation items has changed.

They can now be built from Metallic, Stony, and Woody. The woods added by this module are covered by Woody. Because Woody is already present in the recipe, I no longer generate a patch for these items.

I cannot remove the Generic Wood requirement without rewriting the recipe, dropping the wood requirement altogether when the material selection is Metallic or Stony.

Doing that conditionally would mean writing a library, or creating a duplicate of the recipe. I don't really want to do either of these things.

I am going to leave these items as they are at this time.
Kubric-khan 2022 年 11 月 6 日 下午 6:52 
The pool and poker tables under recreation seem to still require 30 or 25 generic wood, in addition to the new woods.The new textures apply once built.
denty  [作者] 2022 年 11 月 3 日 上午 1:56 
Thanks for the bug report @Tzyder, I'll try and have a look over the weekend.
Tzyder 2022 年 11 月 2 日 下午 10:05 
Most of the floors from vanilla and T-More Floors only seem to work with generic wood. Only the cheaper 3 or 6 wood floors have options.
denty  [作者] 2022 年 10 月 22 日 上午 4:57 
Updated to 1.4.

Updated the list of supported mods although many of these are still waiting for an update to 1.4. The list may change over the next few days and weeks.

This release can be considered beta until I have time to test it's interaction with other mods more thoroughly.
Nilserrich 2022 年 10 月 7 日 上午 3:40 
@Axiom
The main difference is that Expanded Woodworking adds another intermediate step.

Cut trees > produces logs > are processed into lumber

There are different uses for both logs and lumber. This is great and immersive, but unfortunately many mods need a patch, otherwise it quickly becomes inconsistent and weird.

This mod simply adds different types of wood without changing much of the basic mechanics. Is therefore, at least in theory, more compatible. There are also some mods listed here as compatible.

@denty
Are you actually planning to include more vanilla expanded modules, if that's necessary?

Otherwise I would suggest Biomes! (and the modules) and Alpha Biomes. If the trees there would produce their own wood, that would be really awesome.
Axiom 2022 年 6 月 19 日 上午 2:08 
How does this differ from Expanded Woodworking? This mod already has patches for other mods pre-built into it? Is VFE Architect supported?

I guess I'm not really understanding if I should try this mod out, or use Expanded Woodworking or the forked version of Expanded Woodworking.
denty  [作者] 2022 年 4 月 20 日 上午 1:57 
Should be safe to remove. It's just XML-defined defs.
Jet 2022 年 4 月 19 日 下午 8:02 
when trying to perform the lantern festival (jubilee for me) it says I have no wooden logs when I do and they are in zones. Probably not detecting them. Yes they are the default wooden logs not painted either

Is this safe to uninstall mid save? until i can do the ceremonies I want to get rid of it safely
Jet 2022 年 4 月 14 日 上午 1:57 
can you make the woodpainting workbench be able to be re/uninstalled
denty  [作者] 2022 年 4 月 13 日 上午 10:02 
Could be, but it certainly can't be this mod. This is nothing more than a few new items, nothing here can affect chances of something botching.
Jet 2022 年 4 月 12 日 上午 4:24 
Every time i try building something with wood like a flower pot or a horseshoe it botches instantly. im talking 6x in a row. no way thats a coincidence, even at lvl 6 skill. Is something causing this???
Cairyth 2022 年 2 月 20 日 下午 3:37 
Any chance we could get the 'Convert to normal wood' bill added to the crafting spot? I know it's a weird request, but mods such as Medieval Overhaul make it really hard to get enough steel to make a woodworking table.
patashnik 2022 年 1 月 24 日 上午 11:54 
Is the saguaro cactus covered? I know it's fussy to ask, but my current colony is in arid shrubland where it's about as common as the drago tree.
denty  [作者] 2021 年 9 月 20 日 上午 8:00 
Hi @Hans,

The wood stats are in a JSON file in the root of the git repository:

https://github.com/TeflonJim/ExtendedWoodworking/blob/master/woodStats.json

Those values are the only variables. Painted woods are a copy of the default wood_log, just a different colour.

And no, there's no option to disable individual woods.
Hans 2021 年 9 月 18 日 上午 11:27 
Really cool mod. But 2 Questions. First is a Suggestion. Is it possible to disable some of these woods? Its simply too many. And a Excel sheet with the stats of the wood, wood be also cool :D