*edit: did some bolding
*edit: and refining
*edit: and spelling
, forgive the remainder, i know for a fact i didnt get em all.
I made a post about the more efficient use of materials awile back. In it was wood, stone and metal. That probably made it a bit big for most people to read. I never got a chance to update the idea to include all the feedback so i guess ill do that now, starting with wood. If something doesnt make sense, just read futher and it will be explained.
Later on i will make a post about what you MAKE out of the wood and other misc plants. Since they would take up way too much room here.
I guarantee that it will be interesting, if not short If you do not have time to read the whole thing, find something that interests you and add to the discussion.
Now, the original idea was to make harvesting wood a more complicated process. What you get from that complexity is a variety of alternate uses and useful wood byproducts.
1. The tree:
Trees as they are now take 3 years to reach maturity and yield one log of undetermined size. That one log can produce either one cabinet, or 3 wood mugs, the remainder simply dissapears into thin air. Under the proposed new system each tree would have a seperate age and yield a different amount of wood.
Instead of appearing randomly all over the playing field (although they can still do that) trees propagate by spreading seeds around. This doesnt actually happen on screen, keeping track of that many seeds would probably require a crapton of processing power. Instead the game looks at where trees are and what age and height. The taller and older a tree is the farther seeds will fall from the parent trunk, this is good because larger trees take up more space and more sunlight. Wind plays an important factor, strong winds can shift seeds very far from the parent tree.
If your area lacks trees you can plant a forest by moving a sapling or bringing seeds with you. This also allows you to plant an orchard in orderly rows. Other uses include using rows of trees as a pre-half built fence or planning out a treetop village.
Every now and then a tree will pop up in the middle of nowhere, this could be anything from from birds eating seeds and spreading them around or a seed sticking to the wheel of a wagon and only falling off when it reaches your fortress. The purpose of this is the random factor that helps to rescue you if you somehow kill off the entire forest (magma trap!) and to bring in new tree species. Plant and tree seeds that propagate by bird tend to be fruit bearing, strawberries are a good example.
2. Tree age:
Since this is a game as well as a life simulator, tree growth is very rapid.
1 years-Sapling: Pretty much a baby tree. Not very useful, however you can dig these up and plant them elsewhere. (even take them with you on a caravan, hint hint) This is very important because most saplings do not survive. As trees get more dense in one area, fewer and fewer trees will survive to reach maturity. Eventually there will be no space left and a forest will only expand at its edges. In a pinch you can cut it down and make it into a weapon handle or spear shaft, however the wood will be weaker.
2 years-Young tree: At this point you can harvest the tree and use the trunk but it will not yield much wood.
3 years- Mature Tree: This tree has "matured" and is much larger. After this point growth slows, but it is still worth letting trees grow past this point. For one, the tree grows longer and thicker, slowly increasing the yield of wood up to a point. Some objects like catapult parts need large whole logs.
5 years- Adult tree: Pretty much the most efficient age to cut the tree down. Has a higher yield.
7 years- Old tree: Even bigger than an adult tree.
10 years- Elder tree: Really big, at this point you can start thinking about making a treehouse. A platform or shack can be fitted into lesser trees. However if you want a full multi room/multi level building or house you will need an elder tree to support it.
At this point, trees will stop growing if there is no room for them. I forgot how it works exactly, but on some trees the leaves they shed every year have this poison in them that prevents new trees from taking room too close to them. The bigger a tree is the more space it will take up. Sunlight is another factor, some trees shade a VERY large area, banyan trees being a good example. Cut off from the sun, trees will have a hard time taking root. The lack of direct sunlight will encourage animals to hang around, and a whole other set of plants will move in.
20 years- Massive tree: Big, really big. Can support multiple buildings on the same trunk. Elf towns are usually built around a cluster of such trees, with smaller trees filling in the gaps.
60 years- Grand tree: At this point, a whole TOWN could fit onto the same trunk.
120 years- Titanic tree: This is where natural growth ends. The vast majority of trees would never reach this age, which is vastly accelerated compared to real world growth. Random events like disease, storms, other trees falling into them will cut short the life of most trees far short of this mark. However there can be places in the world such as sheltered valleys or box canyons where trees are left to grow rampant.
600 years- Legendary tree: Almost unbelievably big. Only a handful of these would exist in any world. A tree will never reach this size unless it grows under absolutely PERFECT conditions.
2000+ years- Mythical tree: Think of a tree that stands on the scale of mountains. Im not sure how a tree like this would fit into dwarf fortress. But it would be mind blowingly cool. The only way such a tree would come to be is if it was planted at the "dawn" of time, and left to grow for thousands of years. That, or a wizard did it
3. Felling the trees:
So, now we know how big the trees can get. A elder tree is as big as you can cut them down with normal tools like axes and saws. Anything larger is too big to even cut up, no one has a saw that big! Even an elder tree would require a legendary sawmill, just to get the thing into the door.
Ax: The first tool available to any woodcutter. Any ax will do, one built for woodcutting specifically will work the best. A battle ax, or even a halberd will work in a pinch, however they are much slower at the job and will not retain a killing edge.
Saw: A larger tool that must be smithed and sharpened like most weapons. It works much faster than an ax but requires 2 lumberjacks to use, and thus, brings 2 dwarves into the danger zone. Also has other uses. Saw need to be sharpened far more often than axes.
Animal power: Not often used but large animals such as elephants have the strength to simply push a tree over.
To fell the tree the woodcutter much move up to the tree and hack or saw into the base, forming a wedge shaped empty space. In ideal conditions this will cause the tree to fall in the direction you want. A particularly skilled dwarf can fell one tree into others and knock down multiple trees at once.
4. The dangers:
There are many things that can go wrong while cutting a tree down. The most obvious is that the tree falls over in the wrong direction, often onto you. Because of this dwarves will cut at the tree up to the last moment when it starts to creak and crack, then they will RUN THE HELL AWAY. Now, usually the tree will fall either in the direction of the notch, or opposite it. But trees can knock other trees into random paths or they can be blown over by strong winds. Very tall trees can fall on people far from the base. It is not enough to simply avoid the trunk, as the branches significatly increase the danger zone. Since the effect and danger varies heavily between trees of different size and shape i wont go into heavy detail about it. But suffice to say a falling willow tree is much much different from a falling pine.
5. The fallen log:
Okay, so now we have a tree trunk on the ground. What to do with it? Well the first thing that must be done, is to trim off the branches and limbs. Depending on the size of the log, this can be a very big job. More dwarves will always make it quicker. Once the dwarves have finished, you end up with a bare log sitting in a pile of branches. The log then gets hauled off to the sawmill. Unless the tree is particularly big only 2 or 3 dwarves should be needed to move the log to the sawmill.
6. The sawmill:
Going with the idea of upgradeable workshops, initially the sawmill would just be an open area of grass. This gives your dwarves enough room to work in but is hardly an ideal setting. Eventually you will want to look into constructing either an outdoor mill, or a purposely build indoor room with various other tools such as cranes and radial saw machinery. Such tools will vastly speed up the processing of wood in addition to letting your dwarves handle the larger logs.
Logs can be carved into different usable sections:
Rough Planks: These are planks that can be used to make any type of furnature, pretty much a 2X4, or 2X6 whatever. Rough planks may not be completly square in one or more dimentions and have bark on them. This makes it more efficient when cutting up the tree. Dwarves will be perfectly happy with rough wood furnature as it is considered the "baseline" like plain stone. Some dwarves may even prefer the "rough" look.
Smooth Planks: These are higher quality cuts of wood with less flaws. To make them you may have to first de-bark the tree trunk depending on the type of tree. There is a lot more scrap wood compared to cutting rough planks.
*Both types of plank come in half-denominations, if a job requires half of a full plank you will also end up with half left. These will be consumed first if possible.
Beam: A beam is a long squared beam of wood that can be used for large structures such as pillars, bridges and the like. Very high scaffolding will require at least a few beams as load bearing supports. Beams come in 3 sizes, thin, normal and thick. The size of the tree you cut up determines how many beams of each type you can cut from any given tree. Thick beams are made by taking the larger trees and squaring the log. Depending on the size of the tree there will probably be enough remaining wood to cut planks from. Larger beams can be cut into smaller beams later, or even all the way down into planks.
Round: A tree round is one circular slice from a tree. Planks are good for furniture, but not so good if you want to make something like a barrel, drum or a mug. Rounds are more manageable portions of solid wood that can be used to make statues, barrels and other objects. Rounds come in 3 different thicknesses just like beams. They also come in 3 sizes as well. A small thin round could be lathed into a plate. A large round could be used to make an entire table top that can seat many dwarves or a wheel for a huge siege tower. Stuff like that. If all you want is firewood, thick rounds are the most efficient shape to cut your logs into, the shape of the tree is irrelevant. Because of their shape, even very large rounds can be moved easily by one dwarf so long as the ground is flat and level.
Firewood: Thick rounds chopped into 8 or so wedges. These are used because they are easier to move and store, and besides an entire tree round is NOT going to fit into your average stove.
Rough/smooth log: Pretty much a whole log left whole, possibly missing its bark. These are only used for the largest construction projects. Things like balista/catapult parts, bridges, towers and foundations.
All of this seems very confusing and overcomplicated but it is actually very straightforward. Say one day, your 8 lumberjacks go out and bring in 2 trees, this seems like a very small amount, but remember that under this system one tree yields a very large amount of wood. The dwarves stack the 2 logs in your sawmill and wait for your orders, this is where the interface gets interesting.
Trees all vary in size so you must tell your dwarves exactly what to do with it. Planks are a set length, if the tree is longer than a plank, but too short to cut 2 sets of planks then the remainder can be cut into rounds. Beams are pretty much extra thick planks, the largest beams are made from squaring an entire tree trunk. This leaves you with 4 half moon shaped lengths of wood that may have enough wood to make at least a rough plank.
All of this is abstracted, since this is a rogue-like game with characters and text menus, what you actually see is a set of numbers, something like:
Beam 0/1 Thin beam 0/4 Rough plank 0/12 Smooth Plank 0/8 Medium Thick round 0/10 Medium Round 0/20 Medium Thin Round 0/40
What these numbers represent is the maximum amount of each item i can cut out of the log. For this example we have a mature tree, which is about medium size. Lets say i wanted to cut the tree trunk into 1 beam. So i hit the + button and the numbers change to this:
Beam 1/1 Rough plank 0/4 Smooth Plank 0/2 Medium Thick round 0/2 Medium Round 0/4 Medium Thin Round 0/8
The one beam eats up most of the tree, there is still some remainder that can be used. So i add 2 smooth planks to the order, the numbers then change to:
Beam 1/1 Smooth Plank 2/2 Medium Thick round 0/2 Medium Round 0/4 Medium Thin Round 0/8
There is no more room to cut more planks out of this tree, however there is a bit of length left so the remainder is cut into rounds, i add to the order and it becomes:
Beam 1/1 Smooth Plank 2/2 Medium Thick round 1/1 Medium Round 2/2
There is no more remainder, and the tree gets cut up and you end up with a pile of finished wood. Neat huh?
You do not have to do this for every single tree. In most cases you will tell your dwarves to simply get as many smooth planks as they can from each trunk. Every now and then you might need a few beams or rounds for a specific project so you add those to the que. Most wood will simply be burned as fuel.
Now this seems like a lot to keep track of and store, but it is really easier than it seems. Planks can be stacked in neat rows until dwarves can no longer reach the top of the stack to put more planks on top. Assuming dwarves are around 4-5 feet tall, this is a lot of wood stored per tile. Whole logs and beams are easy to store in that if you have room you can just leave them on the ground. Mandrills are hardly going to steal a pile of trees from you! Rounds are stacked on top of each other in the same fashion as planks. Firewood is stored in bins.
7. Uses:
The beauty of this system is that it is very flexible, for furniture, any given piece can be made in many ways. A bed can be made from any piece of wood. Nail enough pieces of firewood together, and bam, you have a bed! Granted it would be a relatively crappy bed, but it beats sleeping on the ground. Because there are so many possible combinations, much of this system would have to be abstracted. You could make a chair out of 2 smooth planks, that includes 4 legs, backrest and everything. OR you could use 1 smooth plank and a thin round and make a bar stool. Im not sure how to simplify this, but im sure you guys can find a way to "dumb it down". Perhaps there could be a minimum value of wood needed for each item or something.
Im not even going to attempt to create a full material-use table yet because there are sooo many possible combinations, leave that till later once we know exactly how many things you can make with wood.
8. Byproducts:
Apart from raw wood there are many useful things you can get from a tree. The problem is that keeping track of all the extra stuff would quickly become an odious chore. To deal with that, the system is modular in that if you do not want to deal with something, you can simply ignore it.
Scrap wood:
This is all of the loose ends and pieces too small to be considered full pieces of any type. It is generated whenever a dwarf must work or cut a piece of wood, even other scrap. Its most significant use is that it can be burned as fuel or made into charcoal. It can also be chopped up into wood chips which have other uses, or used to carve small crafts like rings or statues.
When scrap is generated it is stored in bins by cleaner dwarves so that the craftsdwarf can work on uninterrupted. If no bin is available, or the workshop/sawmill is not equipped with them then the scrap will simply clutter up the workshop. This is usually not a problem in craft shops as the scrap will be picked up and used. The whole bin can be taken and emptied at once into a furnace.
If the bin becomes full, the dwarves will empty its contents and bind them into a bundle. This bundle can be tossed into a furnace as one piece, or moved to another bin in a kitchen or other workshop so that it can dispense scraps for the stove.
If you do not want to deal with scraps then you do not have to. The scrap generated simply builds up and adds to clutter, becoming a cleaning instead of a storage task. Every now and then dwarves will gather up the loose ends and dump them outside. This counts as a single task.
If your furnaces are build with racks, or have bins attached to them, the scrap wood will be used to fill these bins automatically. When a dwarf fires up the furnace he will take wood from the bin first.
Branches and limbs:
The pile of branches left over when you fell a tree has many uses. To begin with you can tell your herbalists to search the pile for anything useful. Since the pile can be quite big, multiple herbalists can work at the same time.
What they can find varies, depending on what time of year it is you will probably gather a large pile of seeds and or leaves. These can have uses such as planting new trees, medicinal use and in the case of pine nuts, eaten. A lot of random stuff can be found as well, bird nests (occupied or otherwise), squirrel burrows, shed feathers or even spent arrows and bolts.
Small branches are twigs, they are not very useful and you dont have to gather them up. The only significance is that you can store them in a small box and use them as tinder to start a fire. I cant think of anything else.
Branches large enough to be useful are just called branches. Depending on the type of tree these can be used for things like arrow shafts or roofing. If nothing else, they are easy collect into bundles for use as firewood and charcoal.
Large tree branches are called limbs. In most cases these are not straight enough to make planks, but they can be larger than some trees and net a lot of usable wood. Limbs can be cut in the sawmill as if they were just small logs. However most limbs do not grow straight but you will always be able to cut them into rounds.
If you do not want to deal with the branches at all. Just leave them for a year or two and they will rot and become part of the terrain. You might even trip on a piece or two sometime in the future.
Bark/Sawdust:
To get more smooth planks out of a tree you will usually have to de-bark it. This nets you a really big pile of bark for each tree. Bark has a few uses in gardening and landscaping. It also can be used to smoke fish and stuff. Thats about all i can think of. At the very least, bark can be compacted into bricks and used as fuel. If you have an outdoor sawmill and do not want to deal with the bark, then it will simply be scattered over the ground and will become part of the soil. If you have an indoor sawmill to take advantage of a cave river or for defensive purposes, bark will have to be gathered up and moved outside, dumped into the chasm or whatever.
Sawdust is created whenever wood is cut or worked. The one exception being the splitting of rounds into firewood, since the fibers are not being shredded. Sawdust has a few uses, one being that it can soak up water and help you clean up a flooded area. Wood fibers can be used to make paper, if such things were implemented. Sawdust can be used as fuel, some IRL sawmills supply nearby factories with truckloads of the stuff. However i dont thing sawdust would be a reliable fuel in the average fortress, except in an emergency.
Sawdust and bark chips build up in workshops untill they start to impede the work going on. If the workshop is big enough the workers can simply shuf it into corner, but it will be a problem eventually. If you do not want to do anything with it, you can simply direct your dwarves to collect and dump the waste material outside. If the sawmill is outdoors, they will simply dissapear at the change of the season unless you tag them for collection.
These are the major disadvantages of having an indoor or enclosed sawmill, to counter the advantages of security and whatnot.
If you find for whatever reason you need sawdust but have none on hand or need some of a particular type of wood, you can direct your lumberjacks and axedwarves to chop up scrap wood into wood chips which serve the same purpose.
Mushroom wood
Since this is dwarf fortress, it does not have to conform to real life. Its just more convenient because at least SOME of the conventions have to make sense. That said, the game remains open ended in that we can add whatever the hell we want
Tower Cap Mushrooms:
So far we know that a. Its a mushroom, b. It takes 3 years to grow to a useful size. and c. It propagates by having its spores spread and washed downstream on to muddy ground by water flows. Presumably the mushroom has a "trunk" solid enough to substitute as wood. The trunk is big enough to at least make planks and beams. So what else can we do with it? Well the spores for one should be collectable. Perhaps the "young" version of the mushroom could be used as food. The "cap" portion of the mushroom could be automatically harvested as a round.
Pillar Mushrooms:
Because size matters now, tower caps would not be big enough to form into large beams. This would present a problem as such beams would be needed for siege weaponry and the like. On some maps you may be forced to have an indoor tree farm due to the climate or a siege. Enter the pillar mushroom. It is a slower growing mushroom that does not have the classic "cap and stem" shape we usually associate with mushrooms.
In the beginning the stalk will be thin and spindly. Once the mushroom contacts the ceiling, the trunk begins to harden and thicken. Within a few years it forms a solid pillar from floor to ceiling, hence the name. At this point it can be harvested for a large amount of usable wood. Letting the tree grow further has a few extra effects. An adult pillar mushroom continues to grow after reaching the ceiling. The extra length curves back to form the "branches". On these branches grow pods full of spores that eventually burst and disperse to grow new mushrooms. The pods themselves can be collected while young and eaten, (dwarven coconuts? heh!)
At this point the tree can actually support the cave roof, the more pressure exerted, the more it hardens untill it becomes completetly solid. If grown inside a building somehow, the mushroom will actually pop the roof off. This also allows very large natural caverns to form inside mountains, which could become very interesting!
Stuff to discuss:
One thing to consider that must be discussed here, is whether or not trees should differ by race. At the moment a pine is the same as a willow, is the same as a maple, is the same as an fir. Each will net you a large amount of wood when you cut it down, but the shape of the actual wood will vary by tree. Some trees grow straight and tall with branches that form at right angles to the parent trunk. Other trees are globe shaped with branches that point every which way facing outward. The problem is, remembering how each tree is shaped for both the player and the game is a huge task. Since planks can only be cut out of straight tree trunks, most trees would not yield much.
What about leaves? They would certainly play a part in herblore. Apart from that what are leaves good for other than compost? Not all trees have leaves per se, coniferous trees grow needles instead. One idea i had a long time ago was that certain trees grown by the elves would form hard leaves that could be harvested and used to fletch arrows. It fits in well with the treehugger theme, and makes sense because elves would not kill birds for feathers. Would it work?
Orchards are another consideration, lots of trees bear edible fruit. Dwarves living outdoors or with acess to plateus and such could use them to grow fruit bearing trees. How would these be handled and what considerations need to be made? The soil would have to remain fertile for one. Irrigation is another need, which can be complicated if you have to pipe water up many levels. But the reward is worth it id say. Its not just dwarves who would grow fruit trees either. if you added them in it would let all the other races have orchards. You could raid elf or human towns to steal fruit, or even come across wild fruit trees.
And uh, thats about all i can think of this time. Feedback will help me refine the idea.
[ August 10, 2007: Message edited by: Tamren ]
[ August 10, 2007: Message edited by: Tamren ]
[ August 10, 2007: Message edited by: Tamren ]