RimWorld

RimWorld

Expanded Woodworking Floors Patches
53 Comments
Sannestia 12 Feb, 2023 @ 5:43am 
@Holgast - I am sorry about how this situation developed. I want you to know I appreciated all your work for actual years and thank you for the joy you helped bring to my life. I hope life treats you well. <3
Holgast  [author] 13 Nov, 2022 @ 5:08am 
It looks like new EW is going to continue to add many of the same things to it as I have done here almost two years ago, slowly making this mod completely redundant. The creator says I should be happy about this because he wants to put everything into one complete mod.
As a result, I am not interested in adding more patches to work around the duplicates added by new EW.
I think he is under the misconception that this mod is only for old EW because I didn't set his particular fork as a dependency. Because EW has always been mostly XML, this mod will always work pretty much as is for any future fork.

If you want to use new EW, keep in mind that there are going to be duplicate floors & dup dropdown errors (annoying, but harmless)

This has been one of the mods I've put the most work into, but I'm not really interested in maintaining it further given this development.
Holgast  [author] 12 Nov, 2022 @ 12:01am 
ah yes, I left a comment there on EW when their basic floor dropdown was added and said it was harmless. last week or so. I think someone might have reported it earlier.
Holgast  [author] 12 Nov, 2022 @ 12:00am 
yepppp because new EW added a patch for Expanded Floors now, it's just going to cause duplicate wood floors and dropdowns for the bases for Expanded Floors 😐 Boy I'm tired. Interestingly, it looks like EW only added a patch for the basic wood floor in Expanded Floors and not the other floors. I'll just ask him nicely to only run it when my mod's not enabled. hehe
Holgast  [author] 11 Nov, 2022 @ 11:48pm 
re: your log, from this happening earlier before Architect fixed the same their end, it should still work fine. if it's really a bother having the error in your log, I can figure out something
Holgast  [author] 11 Nov, 2022 @ 11:45pm 
Also it looks like they also added an Expanded Floors patch, which would make mine redundant. 🤷🏼‍♀️
Holgast  [author] 11 Nov, 2022 @ 11:38pm 
looks like the new Expanded Woodworking just added one so it's messing with the one I already had. :|
Raygne 11 Nov, 2022 @ 7:00pm 
Got this error from VFE Architect. Only happens when this mod is applied.

https://gist.github.com/HugsLibRecordKeeper/2258b4092f7fafa7bafdd7fd06b4217b
Holgast  [author] 6 Nov, 2022 @ 6:09pm 
seems like it is redundant, the same colour defs are already in there. I'll just delete and reupload
Holgast  [author] 6 Nov, 2022 @ 5:44pm 
hmm, I completely forgot why I put that in there, maybe it should be a replace patch instead of an add patch if the base floor colour is too dark
Raygne 6 Nov, 2022 @ 1:36pm 
I figured out about that color node error I reported. You have two files named mixedlumbercolor.xml in the Patches folder and the 1.4 Patches folder. I simply deleted them and the errors are gone.

I tested to see if the wood floors referenced still burned and they did. They also change color to the darker color. I think you just need to delete those two files since it doesn't look they're needed.
Holgast  [author] 6 Nov, 2022 @ 3:44am 
the new fork also added a different kind of wood for polluted trees, so my patch will only run if you're using the original version of EWW
Holgast  [author] 6 Nov, 2022 @ 3:12am 
Removed internal dependency, users of Aquila's new fork won't get Rimpy errors any more. Yet to look into if I need to change anything else though.
Holgast  [author] 5 Nov, 2022 @ 5:37pm 
I haven't tried the new one yet - need to figure out how much I need to change from included patches. Since it's not possible to set an either/or dependency I could just delete the dependency
TheKobold 5 Nov, 2022 @ 5:26pm 
There is a new Expanded woodworking for 1.4, but this mod doesnt seem to recognize it in the mod list and still wants the older ones. I dont think it really causes any problems but it is a tad annoying.
Holgast  [author] 4 Nov, 2022 @ 4:38pm 
ok, looks like it's just the colour tag, should be pretty inconsequential. I can just add a no-inherit and will probably fix it
Raygne 4 Nov, 2022 @ 4:35pm 
Got some errors. Confirmed it was this mod and [WD] Expanded Floors so I cut down the minimum mods for the log. Hope it helps.

https://gist.github.com/HugsLibRecordKeeper/fd76ae2830df5e06678c487949f04e34
Aquiles 31 Oct, 2022 @ 9:09am 
Done und uploaded.
Holgast  [author] 31 Oct, 2022 @ 8:24am 
I will have a look later when I have time - could you make the more floors patch only run if this mod isn't active? Otherwise there will be dupes
Aquiles 31 Oct, 2022 @ 8:04am 
Hello, @Holgast. Finally, I released a 1.4 version of Expanded Woodworking with only one of your patches ([T] More Floors). I credited you on the description, the file and I included a link to your collection of patches. I hope that’s enough. If you still want your patch out of the main mod, please don’t hesitate to contact me.
Zairya 24 Oct, 2022 @ 12:02am 
makes sense to me, as the pollution clearance is a biochemical process that only living wood could do... Maybe someone would add the wood and make the pollux trees plantable. Like, you have a "mother tree" spawn naturally and by harvesting it, you can clone smaller, plantable trees. Much reduced efficiency but "dispatchable".
Holgast  [author] 23 Oct, 2022 @ 11:59pm 
I took a look yesterday and it does seem like if pollux were to drop any wood, the wood wouldn't have its anti-polluting properties
Zairya 23 Oct, 2022 @ 11:58pm 
Pretty sure, the pollux trees are similiar to the anima tree. atleast in the pollution post, they said, you can't replant them. I haven't encountered pollution and I might never because I'm not into mechs... like, I disabled the faction.
Holgast  [author] 23 Oct, 2022 @ 11:47pm 
At a glance, it seems like those stats are currently influenced by furniture and not any particular material,so I don't need to add anything there
Holgast  [author] 23 Oct, 2022 @ 11:41pm 
Incidentally, I did a Biotech patch yesterday - the new pollution trees should drop the correct kind of wood. Nothing for Pollux yet, I'll probably have to add another new wood type D:
Holgast  [author] 23 Oct, 2022 @ 11:41pm 
Ok, if anything needs to be added there I can look into it with reference to whatever stats regular wood imparts. I feel like it probably doesn't matter too much though
Zairya 23 Oct, 2022 @ 11:34pm 
Vanilla beds have a new stat "birth quality offset" which is 2.0 by default. Hospital beds will probably be better but I'm not there yet.
Other thing is "baby playpower" for toy box and baby decor.
The school desk and blackboard don't have new stats but I'm not there yet either.
My first baby was literally left behind by a "desperate refugee" quest pawn.
Holgast  [author] 23 Oct, 2022 @ 11:23pm 
I haven't tried any of the child content yet, not certain if I could help with that at all. What were you looking for?
Zairya 23 Oct, 2022 @ 9:28pm 
No, you can use it savely. Just remember that you need 4 mixed lumber per pawn for the sky lantern festival.
If different wood would give different boni for the new child-stuff, taht would be nice but it's playable.
Holgast  [author] 23 Oct, 2022 @ 4:35pm 
and everything seemed to work fine in testing. The only thing that may still need to be updated for 1.4 is adding paintability and pollution mitigation for all floors. Otherwise pretty much everything in Woodworking Expanded is def-based so couldn't cause any issues.
Holgast  [author] 23 Oct, 2022 @ 4:28pm 
I haven't really tried it in an actual game in 1.4 yet, but there weren't any errors in the log.
TheKobold 23 Oct, 2022 @ 1:12pm 
This required expanded wood working but it isnt upto date. Has any one seen any issues? I dont think i had any with it when i used it in 1.3.
Zairya 22 Oct, 2022 @ 2:03am 
Looks like you're right about that. Sry for the trouble.
Holgast  [author] 22 Oct, 2022 @ 1:56am 
I think that's a VE bug in general right now? I noticed it when I didn't have this mod on
Zairya 22 Oct, 2022 @ 1:29am 
I see, thank you very much.
Btw I'm using your mod together with VFE Architecture and I get this error:

XML error: Duplicate XML node name designatorDropdown in this XML block: <TerrainDef ParentName="FloorBase"><defName>WoodPlankFloor</defName>

HugsLib isn't updated yet so I hope it's fine that I only pasted this part here.
Holgast  [author] 21 Oct, 2022 @ 9:24pm 
@Zairya - I believe I tried looking into the sky lanterns thing when ideology released and I don't think it's fixable in XML. You could edit the ritual to look for a wood type that's on your map.
Holgast  [author] 21 Oct, 2022 @ 9:22pm 
Did a quick update to add compatibility with the 1.4 fork of MoreFloors. And oops, I had a work-in-progress anima wood patch in there too, so enjoy that! I haven't quite figured out yet if it's possible to have things made from anima wood increase psy stuff - I assume it doesn't work currently. Let me know if, somehow, it does.
Zairya 21 Oct, 2022 @ 9:03am 
Alright, thank you very much <3
Holgast  [author] 21 Oct, 2022 @ 8:55am 
No, these are two different issues.
Zairya 21 Oct, 2022 @ 6:00am 
Hi Holgast,

thank you making this mod. You posted earlier, that you found a fix for the fuel issue. Does that by chance also affect the "sky lantern festival" (base ideology)?If you have no "generic wood" as EWW defines it, the pawns can't make the lanterns and the festival fails.
Holgast  [author] 21 Oct, 2022 @ 2:47am 
Not all of the floors will be paintable or have pollution mitigation in 1.4 yet, because I wanted to see if I can do a catchall patch to avoid having to duplicate all the defs across both version folders
Holgast  [author] 10 Oct, 2022 @ 12:38am 
I found the solution to not being able to refuel with logs - the patch has been disabled in the base mod but you can reenable it yourself (it was probably causing performance issues). Just go to Woodworking Expanded's folder, then 1.2/Patches/UniFuel.xml and then replace the '.' in front of [.="WoodLog"] with text()

your xpath should read
<xpath>Defs/ThingDef/comps/li[@Class="CompProperties_Refuelable" and fuelFilter/thingDefs/li[text()="WoodLog"]]/fuelFilter/thingDefs/li[text()="WoodLog"]</xpath>

just tested and it works
Holgast  [author] 9 Oct, 2022 @ 9:30pm 
- Added preliminary support for Outland - More Floors (wood board floors not included yet. this mod adds too many floors, and I need to rip out the existing dropdowns and add new ones)

Base mod fixes:
- Fixed lack of vanilla wood floor support
Holgast  [author] 9 Oct, 2022 @ 7:16pm 
I don't remember updating this to 1.4, but apparently I did. It works fine as is. I'll look into fixing some of the issues in the base mod and forked as far as I can (lack of basic floor support, etc) - I don't actually use forked but I'll see what I can do. Then more mod support. As far as using all the extra logs as fuel, I can do that too, but it might be annoying if you can't disable it. May be worth using a fuel mod instead
Holgast  [author] 29 Nov, 2021 @ 4:46am 
it's done! 🥳
You Monster 7 Nov, 2021 @ 3:31am 
Yay :winter2019happyyul:
Holgast  [author] 6 Nov, 2021 @ 7:24pm 
I'm working on a patch for MoreFloors but I'll add Architect for sure!
You Monster 6 Nov, 2021 @ 4:37pm 
Don't suppose you'd do a patch for VFE: Architect? I tried to make it work but no luck there, I want my oak wood floors. :winter2019sadyul:
Holgast  [author] 8 Aug, 2021 @ 7:54pm 
I'm not getting that popup personally, running 1.3. Floor_Wood doesn't appear in my mod or any of the mods it patches. Maybe you're using something else like Stuffed Floors that adds it?
Holgast  [author] 8 Aug, 2021 @ 7:40pm 
Hmm, I personally didn't notice that in testing. I'll take a look.