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[DEPRECATED] Firepit + Torch Sconce and Woodworking patch - Vegetable Garden edition
   
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24 Aug, 2017 @ 4:44pm
25 Nov, 2017 @ 3:41pm
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[DEPRECATED] Firepit + Torch Sconce and Woodworking patch - Vegetable Garden edition

Description
The Expanded/Extended Woodworking mods now support Firepit + Torch Sconce out of the box so this compatibility mod is not required it any more. I'm keeping it here in case anyone with older versions of the mods still needs it.

A patch mod that allows firepits and torch sconces to be fueled by the Expanded/Extended Woodworking wood. This also includes Vegetable Garden wood types, but stained woods are not considered a fuel source (but you probably don't want to burn that anyways).

The load order should be:

  1. VGP Xtra Trees and Flowers
  2. Expanded/Extended Woodworking and any VG patches they may need
  3. Firepit + Torch Sconce
  4. This patch.


Non-Steam download
Dropbox[www.dropbox.com] - Click Download and then Direct Download to get a .zip of the mod files.
13 Comments
Faeldray  [author] 29 Nov, 2017 @ 12:15pm 
@pcar773 Yes, it's because you don't have the Extended Woodworking mod. You shouldn't need this patch for just Vegetable Garden because the trees from it should just produce regular wood logs (unless that's been changed for B18). Extended Woodworking is the mod that adds the different wood types.
pL@gu3-D0g 29 Nov, 2017 @ 9:46am 
Hey @Faeldray! Thanks for the work on this and others. Quick question:

For context, I have the VGP veggie garden group added to my game, your F+TS mod, but not Expanded/Extended Woodworking. When I also include this patch, I get a string of error messages but I'm not sure if I need to be worried about them:


Could not resolve cross-reference to Verse.ThingDef named WoodLog_Pine
Verse.Log:Error(String)
Verse.DirectXmlCrossRefLoader:TryResolveDef(String, FailMode)
Verse.WantedRefForList`1:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


And continues through all the different wood types. I presume it's the lack of the Extended Woodworking Mod
BlueTressym 27 Nov, 2017 @ 4:30am 
Yay! Thank you, Faeldray.
Faeldray  [author] 25 Nov, 2017 @ 3:50pm 
Now updated for Beta 18.
BlueTressym 7 Sep, 2017 @ 4:08pm 
Thank you. I use a lot of mods and had to do a complete wipe about a week ago, so I'm still putting them back in and trying to convince them all to play nicely together.
Faeldray  [author] 7 Sep, 2017 @ 11:24am 
@BlueTressym The short answer is that's the order I had the mods in when I tested so I included it to ensure the best chance of it not screwing up for anyone.

The long answer is that I don't know if there's a general rule for how to order your mods if they don't directly interact/overwrite each other. I think you'd be able to put F+TS and Woodworking in any order you like as long as the patch came last (so it could overwrite what fuel sources the firepit and torch sconce can accept to include the Woodworking woods). I haven't tested it though so I could be wrong. The way you listed does feel like the "correct" way to me but from what I've seen, the mod order in this game is quite a flexible thing.
BlueTressym 5 Sep, 2017 @ 6:55am 
Given the mod order you've listed, is it the case in general that mods adding new things (like the torch sconce) should be added after mods that add new stuff types, such as the woodworking mods?
BlueTressym 5 Sep, 2017 @ 6:54am 
Thank you, both for the patch and for listing the mod order. It's really useful to know that info. :)
Faeldray  [author] 25 Aug, 2017 @ 3:08pm 
@Nilserich You're welcome :)
Nilserrich 25 Aug, 2017 @ 1:53pm 
Thanks, again :-D :Gifting: