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0/5,

Set Crafting to Count and allow Use of Logs and Boards

Summary of the tutorial

I figured out a fix for how to make it so the craft gump will count boards and log and total them up as well as allow using both

in DefBowFletching.cs go to the bottom of the file and you'll see this
Code (C#):
  1. this.AddSubRes(typeof(Board), 1072643, 00.0, 1044041, 1072652);
  2.             this.AddSubRes(typeof(OakBoard), 1072644, 65.0, 1044041, 1072652);
  3.             this.AddSubRes(typeof(AshBoard), 1072645, 80.0, 1044041, 1072652);
  4.             this.AddSubRes(typeof(YewBoard), 1072646, 95.0, 1044041, 1072652);
  5.             this.AddSubRes(typeof(HeartwoodBoard), 1072647, 100.0, 1044041, 1072652);
  6.             this.AddSubRes(typeof(BloodwoodBoard), 1072648, 100.0, 1044041, 1072652);
  7.             this.AddSubRes(typeof(FrostwoodBoard), 1072649, 100.0, 1044041, 1072652);
Change every instance of Board to Log in this section only
Code (C#):
  1. this.AddSubRes(typeof(Log), 1072643, 00.0, 1044041, 1072652);
  2.             this.AddSubRes(typeof(OakLog), 1072644, 65.0, 1044041, 1072652);
  3.             this.AddSubRes(typeof(AshLog), 1072645, 80.0, 1044041, 1072652);
  4.             this.AddSubRes(typeof(YewLog), 1072646, 95.0, 1044041, 1072652);
  5.             this.AddSubRes(typeof(HeartwoodLog), 1072647, 100.0, 1044041, 1072652);
  6.             this.AddSubRes(typeof(BloodwoodLog), 1072648, 100.0, 1044041, 1072652);
  7.             this.AddSubRes(typeof(FrostwoodLog), 1072649, 100.0, 1044041, 1072652);
Next go to CraftItem.cs and find this part: private static readonly Type[][] m_TypesTable = new[]

Code (C#):
  1. private static readonly Type[][] m_TypesTable = new[]
  2.         {
  3.             new[] {typeof(Board), typeof(Log)},
  4.             new[] {typeof(HeartwoodBoard), typeof(HeartwoodLog)},
  5.             new[] {typeof(BloodwoodBoard), typeof(BloodwoodLog)},
  6.             new[] {typeof(FrostwoodBoard), typeof(FrostwoodLog)},
  7.             new[] {typeof(OakBoard), typeof(OakLog)},
  8.             new[] {typeof(AshBoard), typeof(AshLog)},
  9.             new[] {typeof(YewBoard), typeof(YewLog)},
  10.             new[] {typeof(Leather), typeof(Hides)},
  11.             new[] {typeof(SpinedLeather), typeof(SpinedHides)},
  12.             new[] {typeof(HornedLeather), typeof(HornedHides)},
  13.             new[] {typeof(BarbedLeather), typeof(BarbedHides)},
  14.             new[] {typeof(BlankMap), typeof(BlankScroll)},
  15.             new[] {typeof(Cloth), typeof(UncutCloth), typeof(AbyssalCloth)},
  16.             new[] {typeof(CheeseWheel), typeof(CheeseWedge)},
  17.             new[] {typeof(Pumpkin), typeof(SmallPumpkin)},
  18.             new[] {typeof(WoodenBowlOfPeas), typeof(PewterBowlOfPeas)},
  19.             new[] { typeof( CrystallineFragments ), typeof( BrokenCrystals ), typeof( ShatteredCrystals ), typeof( ScatteredCrystals ), typeof( CrushedCrystals ), typeof( JaggedCrystals ), typeof( AncientPotteryFragments ) },
  20.             new[] { typeof( RedScales ), typeof( BlueScales ), typeof( BlackScales ), typeof( YellowScales ), typeof( GreenScales ), typeof( WhiteScales ), typeof( MedusaDarkScales ), typeof( MedusaLightScales ) }
  21.         };
and switch the placement of Boards and Logs
Code (C#):
  1. private static readonly Type[][] m_TypesTable = new[]
  2.         {
  3.             new[] { typeof(Log), typeof(Board)},
  4.             new[] {typeof(HeartwoodLog), typeof(HeartwoodBoard) },
  5.             new[] { typeof(BloodwoodLog), typeof(BloodwoodBoard) },
  6.             new[] { typeof(FrostwoodLog), typeof(FrostwoodBoard)},
  7. ....and so on