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Logging Expanded

Delete your LoggingMod config if upgrading for to 0.3.6 Feedback is welcome and encouraged! Carry Animations and Icon made by MikeZilla_! Thanks Mike! Expanded Logging! Expanded logging is an expansion of Vintage Story's logging and woodworking mechanic. G

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Quick answer

Which Logging Expanded release should I use?

Updated 22 days ago
Latest stable file 0.2.61
Game version 1.21.5, 1.21.6, 1.21.7
Loader Built-in Vintage Story mod system

Logging Expanded 0.2.61 targets 1.21.5, 1.21.6, 1.21.7. The project page does not say whether it belongs on the client. The project page does not say whether it belongs on the dedicated server. No extra mods listed for this file.

Where it goes

Is Logging Expanded required on the client, server, or both?

The project page does not say whether it belongs on the client. The project page does not say whether it belongs on the dedicated server.

Client Source doesn’t say
Dedicated server Source doesn’t say
Loader for this release Built-in Vintage Story mod system
Required install it here Optional supported, not mandatory Not supported do not install here Source doesn’t say do not assume

No client/server declaration is available from this source.

What else does Logging Expanded 0.2.61 need?

0.2.61. Change the file and its required mods may change too.

No extra mods listed for this file

This file does not list any required mods. Do not add a library just because a different file uses it.

This file does not list any required or optional mods.

Before you install it

Add Logging Expanded without breaking your instance.

Built for Logging Expanded 0.2.61. Pick another file and the loader, install side or required mods may change.

  1. 01

    Stick to this file

    Use 0.2.61. It targets 1.21.5, 1.21.6, 1.21.7; another release may have different loader, side or dependency requirements.

  2. 02

    Bring the mods it needs

    This file does not list any required mods. Do not add a library just because a different file uses it.

  3. 03

    Put it on the correct side

    The project page does not say whether it belongs on the client. The project page does not say whether it belongs on the dedicated server.

  4. 04

    Pick the file you checked

    Use the “Get this file” button beside 0.2.61. It opens that exact file at the source.

About this project

What does Logging Expanded add?

Delete your LoggingMod config if upgrading for to 0.3.6

Feedback is welcome and encouraged!

Carry Animations and Icon made by MikeZilla_!
Thanks Mike!


Expanded Logging!

Expanded logging is an expansion of Vintage Story's logging and woodworking mechanic.
Gone are the days where you can deforest an entire area with just an axe and your backpack!

Now, managing your timber needs will take infastructure, planning and time!
Inspired by Stone Quarry, Butchery and In Dappled Groves!

Cut down trees to get Trunks.  These new blocks are similar to Stone Quarry's slabs, and store all the logs from a cut down tree in them, requiring a Bag slot to be carried (Can be configured). First you'll need to debark them, then you can either process them directly on the ground for 50% of vanilla's usual returns, or you can carry them back to a Sawhorse or Splitting log to process them into Logs, Planks, Firewood or Beams.  Trunks can be stored in Carts from Cartwright Caravan, or in the new Trunk Storage Rack, which is a dynamic storage block that can hold up to 4 trunks, and properly displays the texture of whats stored!  These Racks can also go in the Carts, allowing for you transport ability to ramp up with your Tech Progress!  Use the new Stick Storage to store all those sticks you'll get from Debranching your logs!

Process your trunks over four tiers of Workstations, starting with the Primitive Sawhorse and Splitting block. This tier will net you a 1:1 return on Logs, but only a 1:9 return on planks, about 75% of Vanilla. The Splitting Log will return 1:4 for firewood and 1:2 for support beams! Extract Resin from Pine and Acacia trunks with the new Trunk Heating Rack!

Once you enter the Copper/Bronze ages, you can build the regular Sawhorse! This Sawhorse will give you 1:1 returns on your processing, same as vanilla

In the Iron Age comes the Advanced Sawhorse and the Advanced Splitting block, which will give you greater return, about 50% more than vanilla!
All workstations and Storage is built in world! No need to open your crafting grid, just check your handbook for crafting mechanics!

If you're unsure how to build the Workstations, each one uses groundstorage to get started!
Check the Handbook for the new Logging Expanded entry!

Changelog (Completed — 0.3.6)

 

Spoiler!

Added: Carry On support — all workstations can now be picked up via Carry On
Added: Tree trunk spawn position variance.
Added: stickyield to config file to adjust how many sticks you get per tree
Added: basic Wildcraft Compat - Textures only at this stage. Further compat will require an addon to be done. Narrow Logs and Stumps will drop nothing until this compat is done.
Added: Splitting Firewood on Splitting Log to produce Sticks.
Added: New Holding animation for when Trunks are in your Backpack. Done by MikeZilla_

Changed: Most workstations consolidated under shared controller code (less per-block duplication)
Changed: Debranching batches in stacks of 12 (fixes >64 stack overflow)
Changed: Workstations/storage now drop 75% of the crafting materials used to build them when broken, not the intact block

Fixed: Sawhorse Frame Nail null crash.
Fixed: Earthybrownclay bowl Variant for Trunk Heating Rack
Fixed: Progress bars not showing properly or not disappearing on some workstations
Fixed: Regular Leaf Drops should work properly now. Modded leaves still not working
Fixed: Heating Rack meshes and animations correctly angled
Fixed: Sawhorse frames no longer eat nails
Fixed: Resin numbers rebalanced — less resin overall, xSkills now works correctly, resin logs counted properly
Fixed: WildFarmingForked Trunk Issue. Changed entityclass of Logging Expanded TreeTrunks to avoid conflict with WildFarmingForked's entityclass. Both should work now. All workstations and Trunks won't work. You can fix workstations by picking them up with Carry On, but Trunks won't be able to be put back down again. These will need to be replaced with new trunks. Sorry!

 



Roadmap:
Resin Extraction - Completed!


Seperation of Mods. 
Will be splitting the Trunk and Workstations into their own Seperate Mods. 
This is to assist with better compatability as well as allow easier troubleshoot and improvement in the future.
This will also facility the next update, which will be another standalone mod, the Automation update.

Automation and Animation update
- Add automated variants of each workstation - Sawmill (Planks, Beams), Helve Axe (Logs, Firewood), AutoDebarker (Name pending)
- Add interaction animations and block animations, so you can be more immersed.

 

Wildcraft and Other tree mods compat

Carpentry Addon
- In Game carving system based on Knapping
- Wood turning using foot and mechanical powdered Laithes.
- Toolsmith and Combat Overhaul handle integration.

Config

Spoiler!

"MinLogsForTrunk": - Minimum number of Logs in a Tree for it to spawn a Trunk. Default 1.
"RequireAxeToProcess":  - Only ever checks trees broken by an axe. Change this if you want Trees broken by any means to drop trunks.
"LogRecoveryRate":  - Loss rate of logs when processing the Trunk, as a percentage. 1.0 means 100% of logs are processable, 0% means no logs usable.
"MaxLogsPerTrunk" - Maximum number of logs in a trunk before it spawns another one. Default 48, range 12 - 64
"RequireBranchRemovalForProcessing" - Requiring trunks to be Debranched before they can be processed into Logs or Planks. Default True
"TreeTrunkBackpackOnly" - Trunks will only be picked up in Backpack slots. Default True

Output Values - Change these values to have each Workstation output a different value for that item

"StickYieldRatio": 0.3 - Changes the amount of Sticks you will recieve from Trunks. Base game is around 0.8, default is 0.3
"TreeTrunkLogYield": 1,
"TreeTrunkDebarkYield": 1,
"TreeTrunkPlankYield": 6,
"PrimitiveSawhorseLogYield": 1,
"PrimitiveSawhorseDebarkYield": 1,
"PrimitiveSawhorsePlankYield": 9,
"StandardSawhorseLogYield": 1,
"StandardSawhorseDebarkYield": 1,
"StandardSawhorsePlankYield": 12,
"AdvancedSawhorseLogYield": 3,
"AdvancedSawhorseDebarkYield": 3,
"AdvancedSawhorsePlankYield": 18,
"PrimitiveSplittingLogFirewoodYield": 6,
"PrimitiveSplittingLogBeamYield": 2,
"AdvancedSplittingLogFirewoodYield": 8,
"AdvancedSplittingLogBeamYield": 3

"MinHeatForResin": Minimum firepit heat before resin starts draining from a Log. Default: 150.0,
"MaxHeatForResin": Maximum firepeat heat while draining resin before the log starts to burn. Default: 480.0,
"CharHeatSecondsRequired": How many seconds it takes a log to burn when above MaxHeatForResin. Default: 75.0

"ResinCapableWoods": Woods that spawn resin in trunks.Defaul: pine, acacia

"MlPerLog": How many ml of resin each log of ResinCapableWoods spawns. Default: 40.0,
"MlPerLeakyLog": How many ml of resin each Resin log spawns. Default: 2000.0,
"ResinDrainMlPerSecond": Trunk heating rack Drain rate. Default: 15.0,
"MlPerResinUnit": How many ml of resin required to convert into 1 resin. Default: 1000.0


Want something still Immersive but a little less hardcore?
Check out Immersive Woodworking by Bobrik00! Has a similar vibe with immersive in-world building and processing trees without the trunks!
And a gorgeous sawmill to boot!

Compatibilties:
VS Lumber 
xSkills - With the xSkills - Logging Expanded compat addon.
Immersive Woodworking - Works along side but has significant Overlap.  Trunks from Logging Expanded cannot go into Immersive Woodworking Workstations
Wildcraft Trees - Partial Compat. Textures and normal tree's work. Narrow Trees, Stumps and other mechanics not yet done
WildfarmingFork - Changed entityclass to avoid conflict with WildfarmingFork Tree Trunks. Should work as expected now
Tool Animations Fork. - Need to turn off the config option for the axe to split logs into firewood, otherwise you won't be able to make a Splitting Log

Incompatibilities:
Salty's Falling Trees - Overrides the falling physics and does not despawn leaves. Compat coming soon!
In Dappled Groves - Right clicking on Log creates Splitting Log, overriding IDG's mechanic for debarking. 
Dolbra - Doesnt detect it as an axe

 


AI Statement:

AI was used in the creation of this mod. I am a very new coder, and I learn by doing, but I also know that if I don't see tangible results, I quickly lose motivation to work.  I have used AI not to completely write the code, but to help me identify what to write, and trouble shoot errors as they come up, as well as to teach me what various code means and why.  My intention is to completely learn by doing until I am able to write my own code entirely. Once I am able, I will return and rewrite all my code so it is entirely mine

Project description from Vintage Story Mod DB.

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Recent files

Logging Expanded versions and loaders

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Looking for an older file? The official Vintage Story Mod DB project page is in Resources.