Bay 12 Games Forum

Dwarf Fortress => DF Modding => Topic started by: PTTG?? on May 27, 2008, 02:07:00 am

Title: Theoretical Wood Proccessing Mod
Post by: PTTG?? on May 27, 2008, 02:07:00 am
Ok, here's the idea; you make three or four kinds of trees only in the world. Then, create a smelter reaction that turns "logs" of each kind into several "planks" of the same kind. These planks are just logs for a kind of tree that doesn't show up anywhere, so walah, you get maybe 4 sets of planks for each tree!
Title: Re: Theoretical Wood Proccessing Mod
Post by: Kagus on May 27, 2008, 02:12:00 am
Yeah, that's possible.  You can also make one "wood plank" tree, but then you would lose the specific weights of certain trees like the feather tree.
Title: Re: Theoretical Wood Proccessing Mod
Post by: Dasleah on May 27, 2008, 02:17:00 am
And the point of it all would be...?

It just seems like a mod for the sole purpose of making the gameplay easier. It doesn't really add anything.

Hmmm....a Trees Mod. I've already had to add Eucalyptus to my current mod, I wonder how many more trees need to go in? Bah, I'm just looking for excuses not to finish off my Herbs and Spices Mod.

Title: Re: Theoretical Wood Proccessing Mod
Post by: Kagus on May 27, 2008, 02:20:00 am
Well, we can currently make one barrel per tree, and each tree takes three years to grow IF it survives that long.  This is a way of making each tree last just that little bit longer as far as usefulness is concerned.
Title: Re: Theoretical Wood Proccessing Mod
Post by: Deon on May 27, 2008, 08:40:00 am
If you don't mind the "oaken plank log" and "oaken plank piccolo" thing then it'll work.


P.S. You can remove "plank" from adj. so it'll be "oaken piccolo", but this way you won't be able to differentiate an "oaken piccolo" from "oaken log" and an "oaken piccolo" from "oaken plank log".

[ May 27, 2008: Message edited by: Deon ]

Title: Re: Theoretical Wood Proccessing Mod
Post by: Earthquake Damage on May 27, 2008, 10:52:00 pm
quote:
Originally posted by PTTG??:
Ok, here's the idea; you make three or four kinds of trees only in the world. Then, create a smelter reaction that turns "logs" of each kind into several "planks" of the same kind. These planks are just logs for a kind of tree that doesn't show up anywhere, so voila, you get maybe 4 sets of planks for each tree!

fixed

Title: Re: Theoretical Wood Proccessing Mod
Post by: Slappy Moose on May 27, 2008, 11:00:00 pm
quote:
Originally posted by Kagus:
<STRONG>Well, we can currently make one barrel per tree, and each tree takes three years to grow IF it survives that long.  This is a way of making each tree last just that little bit longer as far as usefulness is concerned.</STRONG>

Holy shit it takes three years to grow trees!?

Fuck that, I'm cheating.

Is there a way to make trees grow faster (say 1 or two years) or perhaps make them bear more wood?

I checked the raws, and the only possible tag that could help is [SAPLING]. What does this do?

The wiki has no info on what this tag does.

I would prefer to keep the cheating "realistic" so that I'm not just making logs at a smelter from nothing, so any advice what-so-ever would be greatly appreciated as to any way of increasing log production via "realistic" means.

Thanks.

[ May 28, 2008: Message edited by: Slappy Moose ]

Title: Re: Theoretical Wood Proccessing Mod
Post by: PTTG?? on May 28, 2008, 12:31:00 am
quote:
Originally posted by Dasleah:
<STRONG>And the point of it all would be...?

It just seems like a mod for the sole purpose of making the gameplay easier. It doesn't really add anything.

Hmmm....a Trees Mod. I've already had to add Eucalyptus to my current mod, I wonder how many more trees need to go in? Bah, I'm just looking for excuses not to finish off my Herbs and Spices Mod.</STRONG>


I know what you mean, and I should have explained: This would be a kind of stop-gap wood processing until more advanced lumber management gets implemented officaly. It would make the gameplay easier, but I think it would also make more sense if you got more than one ring out of a full-grown oak tree.

Title: Re: Theoretical Wood Proccessing Mod
Post by: Dasleah on May 28, 2008, 12:44:00 am
Fair enough. But to be honest I kind of like the idea of Dwarves being horribly inefficient when it comes to carpentry. It's just not their thing - they'd rather carve a redwood down into a single bed than bother to learn proper lumber management.

It explains why the Elves don't like them.

Elf: "Ah, a fine toothpick you have there Dwarf!"
Dwarf: "Thanks! Carved it from an entire thousand year-old Cedar!"
*spits toothpick out*
Elf: ".....!"

*ambushes ensue*

Title: Re: Theoretical Wood Proccessing Mod
Post by: PTTG?? on May 28, 2008, 11:21:00 am
quote:
Originally posted by Dasleah:
<STRONG>...I kind of like the idea of Dwarves being horribly inefficient when it comes to carpentry. It's just not their thing...</STRONG>

Motion Accepted! Mod Abstained in Traditional DF.

But in Human Town mode, I think I'll still have to use it, if only for structures.

Title: Re: Theoretical Wood Proccessing Mod
Post by: Sean Mirrsen on May 28, 2008, 11:25:00 am
Damn, we really need more tags for reactions. (especially considering ALL existing tasks are essentially reactions) We could make a task "make wooden planks" for the carpenter shop and be done with it. The smelter "just doesn't cut it".

Also, there's a [FREQUENCY] tag for wood.

[ May 28, 2008: Message edited by: Sean Mirrsen ]

Title: Re: Theoretical Wood Proccessing Mod
Post by: PTTG?? on May 28, 2008, 11:32:00 am
Essentialy, "blocks" are more of a general term- It would make more sense if they where called "Stone blocks", "Metal Beams", and "Wood Planks". They're essentialy prefabricated building units, so it makes sense that they make a better-looking structure. I guess that you should either get more units of blocks for each log or stone, or have each unit of blocks build more wall segments.
Title: Re: Theoretical Wood Proccessing Mod
Post by: gurra_geban on May 28, 2008, 11:38:00 am
why bother with smelter reasctions, when enormous underground tree farming holds way more prestige.

just get 10 z-levels of 100x100 tiles with mudded and stone-cleared underground halls, then you get more trees than a 6x6 heavily forested region!

although it would take 200 haulers 10 years to haul all that stone ^^

Title: Re: Theoretical Wood Proccessing Mod
Post by: Dwarmin on May 28, 2008, 11:42:00 am
This is easy to solve in my mind actually.
You can make wood "BLOCKS" already, just change the word to planks lol, and there you go
Title: Re: Theoretical Wood Proccessing Mod
Post by: Sean Mirrsen on May 28, 2008, 12:08:00 pm
Already been discussed, and, alas, impossible. "Blocks" is just one word in the exe, one word for all types of materials. So you change the word to "planks", you get stone planks and metal planks along with wooden planks.
Title: Re: Theoretical Wood Proccessing Mod
Post by: Slappy Moose on May 28, 2008, 07:02:00 pm
quote:
Originally posted by gurra_geban:
<STRONG>why bother with smelter reasctions, when enormous underground tree farming holds way more prestige.

just get 10 z-levels of 100x100 tiles with mudded and stone-cleared underground halls, then you get more trees than a 6x6 heavily forested region!

although it would take 200 haulers 10 years to haul all that stone ^^</STRONG>


You need an underground river to get tower-caps.

Otherwise, I would gladly do that.

Title: Re: Theoretical Wood Proccessing Mod
Post by: PTTG?? on May 29, 2008, 11:54:00 am
I tried it out. It was tedious to make all the reactions and new tree types, and of course the civs never used the "finished [wood] logs", because they where not in any biomes. I found no bugs, so I added it to my human town mod. I made it so humans get 8 logs per tree: enough so that only 7 trees would build and furnish a villager hut. Normally it would take 53. I might mess with the numbers a little, but it seems realistic. What you do is take a [tree], cut it down for a [tree]log, then mill the log at the smelter (naturally), giving you 8 finished [tree]logs. You cannot mill a finished log.

I implemented it in a human town mod. If anybody is interested, I'll put up the files.

Title: Re: Theoretical Wood Proccessing Mod
Post by: Deon on May 29, 2008, 12:04:00 pm
Nice idea.
Though 7 seems too small. I vote for 20-40 because I've built village houses on my own and it takes a lot of tree trunks not logs to make a decent huse frame.
The idea is nice still.

[ May 29, 2008: Message edited by: Deon ]

Title: Re: Theoretical Wood Proccessing Mod
Post by: Slappy Moose on May 29, 2008, 05:58:00 pm
How do you increase the amount of logs that a tree turns into?
Title: Re: Theoretical Wood Proccessing Mod
Post by: PTTG?? on May 29, 2008, 06:21:00 pm
quote:
Originally posted by Slappy Moose:
<STRONG>How do you increase the amount of logs that a tree turns into?</STRONG>

Uhh.... that's basically the point of this thread. You only get one log per tree, ever. This makes it so that you can turn that one log into several.

RE: Deon:
Yeah, it actually does seem a little excessive in practice. so, each raw log should give 3 Finished logs?

Title: Re: Theoretical Wood Proccessing Mod
Post by: Slappy Moose on May 29, 2008, 06:37:00 pm
Sorry, I thought you had said you modded something so that humans could get many logs per tree. I was wondering how.
My mistake.
Title: Re: Theoretical Wood Proccessing Mod
Post by: Deon on May 29, 2008, 08:42:00 pm
I thought of 3 logs per tree, it seems nice.