A RimWorld mod that expands the woodworking system with dynamic wood types, processing recipes, and robust compatibility.
- Overlay‑safe graphics initialization: EW now defers its lumber/log graphics on the title screen and only applies them once a game exists. A targeted guard prevents rare title‑screen CTDs when Better Exploration Loot is present and the Steam overlay is active.
- VTE/VEF compatibility: Price recorder generation is gated to run later (in‑game), preventing early DefOf access. This resolves “Tried to use an uninitialized DefOf” and empty‑set random errors in contract generation.
- Market value recursion fix: Stuff costs use
costStuffCount+stuffCategoriesinstead of recursivecostListentries, fixing stack overflows (e.g. BEL flesh‑sack loot market value). - Early graphics cleanup: Removed an invalid early
GraphicDatainitialization path; EW graphics are applied at the correct time automatically.
- Dynamic wood type detection and generation
- Automatic tree‑to‑log mapping
- Processing recipes to convert logs to lumber
- Uses thing categories (e.g., log and lumber categories) for broad compatibility
- Optimized, concise logging with optional debug detail in Mod Settings
Without Simple Chains: Lumber:
- Trees → Logs (harvested directly from trees)
- Logs → Lumber (via EW's built-in processing recipes)
- Lumber → Furniture/Buildings (using any lumber type)
With Simple Chains: Lumber:
- Trees → Logs (harvested directly from trees)
- Logs → Green Lumber (via EW's green lumber recipe)
- Green Lumber → Dried Lumber (via Simple Chains drying process)
- Dried Lumber → Furniture/Buildings (using any lumber type)
EW automatically categorizes wood types based on their properties:
Hardwood (e.g., Oak, Teak, Mahogany)
- Higher hit points and beauty
- Better for furniture and decorative items
- Slower to process but more valuable
Softwood (e.g., Pine, Spruce, Cedar)
- Lower hit points but faster to work
- Good for basic construction and fuel
- Processes quickly but less valuable
Exotic Woods (mod-added special woods)
- Unique properties and colors
- Often have special effects or high value
- May require specific processing methods
Alien Woods (from alien biomes)
- Adapted to harsh environments
- May have unusual properties (fire resistance, etc.)
- Often rarer and more valuable
- Construction: Any wood type can be used for walls, floors, and basic structures
- Furniture: Higher-quality woods provide better beauty and hit points
- Fuel: All wood types can be used as fuel, with exotic woods often burning longer
- Trading: Rare and exotic woods have higher market values
- Crafting: Different woods may be required for specific recipes or mods
- RimWorld 1.5 and 1.6
- Official DLCs (Royalty, Ideology, Biotech, Anomaly, Odyssey)
- Vanilla Expanded Framework, Vanilla Trading Expanded
- Better Exploration Loot
- Most mods that add trees or wood types
- Subscribe/download
- Place in Mods folder
- Enable in the mod list
- Start a new game or load an existing save
Enable “Verbose logging” if you need additional diagnostics during troubleshooting. Otherwise, the mod logs only significant events and errors.
- Title‑screen CTD with BEL + Steam overlay: Use EW 1.1.15+ (includes overlay‑safe guard). If it still occurs on your system, temporarily disable the Steam overlay for RimWorld as a workaround and share your log.
- Contract generation warnings/errors (VTE): Ensure VEF/VTE are up‑to‑date and EW is 1.1.15+ (EW defers price recorder generation and guards bad stuff picks).
- “Random stuff” errors on non‑stuff items: EW safely returns null or a sensible fallback; if you still see issues, report with a log.
When reporting problems:
- Use the HugsLib log uploader from the main menu and post the link
- Include your
Player.log - Describe what you were doing when the issue occurred
Please use the Workshop/Issues/Discussion page and include a HugsLib log and Player.log for fastest triage.