RimWorld

RimWorld

Effective Lumbering
30 Comments
Vectorial1024  [author] 4 Jul @ 9:11pm 
Hi there!

I see no problems with that. I am basing the decision on the standard industry practice that once a system is out, it won't be changed in a backwards-breaking way.

I am not going to review whether it works for 1.6, because I have faith from 5 years ago it's gonna work for 1.6.
moo 4 Jul @ 8:42pm 
Advance version tagging is dangerous. Simple as the mod may be, you clearly aren't active and confirming compatibility.
Vectorial1024  [author] 1 Nov, 2023 @ 5:19am 
This mod is so simple that I dont need to touch it to make it work in newer RimWorld versions (unless Ludeon themselves changed the recipe system)

You may notice how this mod is early-tagged as "compatible with v1.5" even when I dont even know what v1.5 will contain.
Itsa me, MarDIO 31 Oct, 2023 @ 5:49pm 
Currently rebuilding my modlist after over a year away from the game, does this still work? I see the 1.4 tag but it hasn't been updated or even commented on since 2021
NRFBToyStore 3 Jan, 2021 @ 2:36pm 
@Bullwinkle Yea, it's 2021, we are not rewarding the stupid or lazy. Seriously takes notepad changing a single number to fix YOUR problem. Do it and be happy, don't and stick to the misery that is your existence.
Bullwinkle 14 Dec, 2020 @ 12:02pm 
I'm too stupid and lazy to do all that. But you make some fair points and have some good ideas! You sure you don't want to offer up a second version of this mod that lowers the work from 4000 to 1000? Then I can just click Subscribe and be done with it? :-P
Vectorial1024  [author] 14 Dec, 2020 @ 5:33am 
@Bullwinkle

That sounds good as the next step, but would go way out of scope. Also, the tech is too hard.

Besides, I have heard of a mod In-Game Def Editor https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1568772413 that allows you to modify the numbers in-game. For the tech-savvy and the nerds, that mod would be a good start to really "modify the numbers in this mod" since recipes are simply yet another kind of defs. If you are careful enough, you could even transition fully to that Editor and just straight-up drop this mod too. But for the general users, this mod should do.

(Or, you could just go and get yourself a non-Steam copy of this mod through GitHub in the link above and modify the value inside the patching XML to your content, that works also)
Bullwinkle 14 Dec, 2020 @ 2:26am 
Love the mod. Would love it even more if I could type in a number and that's how much work it takes to sow a tree. Just a thought. Must-have mod for some biomes.
Camaleão 16 Aug, 2020 @ 7:10am 
+1 to 1.2
Fluffy_Fractalshard 15 Mar, 2020 @ 9:37am 
oh man sorry, i was thinking it also was supposed to tweak the cutting speed. nvm ;)
Vectorial1024  [author] 15 Mar, 2020 @ 2:35am 
OK lets try to get this clear

What do you mean "pawn is hitting a tree"? Do you mean you are ordering the colonist to melee-attack the tree? Or do you mean the colonist is chopping the tree down?

This mod does not modify any of those values. Instead, this mod speeds up the planting process; the time between colonists planting the bud and a small tree appearing should be reduced
Fluffy_Fractalshard 14 Mar, 2020 @ 9:58pm 
@Vectorial1024

I loaded a save where a pawn was hitting a tree with and without the mod and stopped time. it was 28 sec everytime. i was wondering because it took so long (he had plants lvl 10).
..and naturally the mod is loaded after core; i even tried it after any other mods that might add trees, but it was still the same speed.
Vectorial1024  [author] 14 Mar, 2020 @ 9:30pm 
@Fluffy_Fractalshard

This mod is quite simple and tiny, should not have much loading problems

What do you mean by "doesnt work"? Do you have any error logs?

Still, to make sure we are on the same page, please load this mod after Core.
Fluffy_Fractalshard 14 Mar, 2020 @ 8:07pm 
doesnt work for me, i tried different load orders.
Vectorial1024  [author] 29 Feb, 2020 @ 4:22am 
Good news! THe utility mod that I use to upload other mods, as I checked just now, is working fine in 1.1.

I am now able to really update my mods to 1.1, starting from the smaller and simpler mods.
Vectorial1024  [author] 27 Feb, 2020 @ 7:39am 
Unfortunately the 1.1 update has broken a lot of mods, which includes the mod that I use to upload other mods (yeah, mod-ception).

This mod should still function in v1.1, just that there is 1 additional line to tell the game that this still works for v1.1.

So until the other mods have stabilized, I am not gonna touch this mod. Meanwhile please ignore the "errors" that RimWorld gives to you for "using a mod that is not designed for the current version of the game".
Vectorial1024  [author] 27 Feb, 2020 @ 7:24am 
1.1. Yup.
Mr-Bandit 25 Feb, 2020 @ 11:50pm 
1.1?
Dr@g0n 22 May, 2019 @ 5:03pm 
nice mod
Dr@g0n 22 May, 2019 @ 5:03pm 
I can finally play on hard difficulties on maps that have little to no lumber and growing space without relying on traders and that sometimes means starting out with advanced tech when really I want to be tribal on a oasis or desert
Vectorial1024  [author] 18 May, 2019 @ 8:03pm 
For now, I find the 4000 -> 2000 work requirement quite balanced, so I will stay at that.
Vectorial1024  [author] 18 May, 2019 @ 8:01pm 
If any of you wish to adjust the work amount of sowing trees, I highly recommend the mod In-Game Definition Editor https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1568772413
The mod is able to edit a variety of defs in-game, which includes RecipeDef of sowing trees. Since that mod operates at a lower level than this mod, their changes will take final effect.
You may subscribe to that mod to fine-tune the work amount of sowing trees.
Commissar Rain 19 Apr, 2019 @ 11:35pm 
You should make the amount of work configurable. I wouldn't mind having it set to 1000, for instance.
Dr@g0n 20 Dec, 2018 @ 3:53pm 
this helps i have yet to have a tree farm grow to completion before toxic/fire/mortors and more destroys them
RadioDoggo 18 Dec, 2018 @ 3:31am 
Great!
Vectorial1024  [author] 17 Dec, 2018 @ 9:50pm 
@RadioDoggo
Yes!
(I should update my description a bit.)
RadioDoggo 17 Dec, 2018 @ 12:47pm 
Does this work with existing saves?
Raptor Bait 15 Dec, 2018 @ 10:05am 
much appreciated, big thanks!
Vectorial1024  [author] 13 Dec, 2018 @ 6:01am 
@Lars no worries the source code will be out this weekend lol
Lars 13 Dec, 2018 @ 1:40am 
"I now declare that this mod is in General Public Domain. Do what you want to do with this mod."
Can you please help me adapt this so I can 3D print it? It currently won't work.

(Thanks, I was wondering why it took so long to plant some trees)