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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.
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
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://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2038874626 .
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.
It'll need more texture files generating. I can look into it, but I'm not exactly artistic... at all...
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.
I'll look into Maple and Camelia. "Just" need to fix my mod list which is currently very broken post 1.5.
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.
Sorry, I know it might be a bit picky...
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?
https://gist.github.com/HugsLibRecordKeeper/fd6bc9ff1c1a1921af66c6b368d325a5
trees from other mods (like vanilla plant expanded) do show up after the research, so im not sure..
I'll check and rebuild my patches over the weekend which should fix that problem.
I'll be releasing a fix shortly.
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.
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.
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.
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.
Is this safe to uninstall mid save? until i can do the ceremonies I want to get rid of it safely
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.
I've also fixed a number of the patches.
I cannot seem to patch buildings in Ideology (such as Christmas Tree and Effigy). They seem to be generated during game play and ignore the patch applied to the source def.
A mod derived from both could be created, but there's far too much overlap for a simple patch operation.