Here's all the work I've done; everything is listed in the README. Everything I did I mostly just copied patterns of stuff someone else has done and adapted the idea to woodworking. I'm not an artist at all so I mainly copied color and shading style from existing art in the mod. Anyone is welcome to use any of this however they'd like for Unreal World modding. I tried to comment on every file that was changed. I'm sure I still have a mistake or two left in there somewhere, too
I plan on playing with the mod a while and tweaking it to make it better based on play experience so it will take me some time. I'll also be adding in some long-term and higher tier stuff for woodworking and bowying, akin to the Shaman mod, with rare things needing to be done/collected. Possibly make extremely rare wood trees spawn in distinct areas that have very select wood, I'm not sure yet how to do it. Any ideas in this area would be great! Also, if anyone knows of a better way to do the token system so NPCs can use the furniture that would be fantastic, as it is, each finished piece of furniture takes up 2 menu items. I'd love to see any ideas in general for woodworking, too. That includes anything you were messing with Dungeon Smash.
All of the new graphics are shown in the attached .png, Brygun, and you're welcome to use any of them. I did a barrel graphic and added it to the BAC Keg and Barrel in my game.
Note, there may be an issue with the Closet and Shelves graphic with covering up a tile as I copied the layout of the Loom graphic which is 66 pixels, and placed the item in the same place, so it's sitting 'back' and covering more of the tile behind it. I'm not sure if it's the best way of doing that. Also, in regards to price changes I roughly stuck to changing your calculated prices from torches to squirrel hides (17:1) as it appears like the price tag for modded items is in squirrel hides, not torches.