Thanks. What would the reagent be for the tree orchard to make logs? Would it not have one? Could that wood material be as strong as steel in theory or does "wood" have a limit on strength/ armor penetration?
I am thinking of making a "Felwood Grove" (workshop) to create "Felwood Logs" which in turn makes Felwood weapons and armor. I assume I need: a new workshop (Felwood Grove), a new material (Felwood), a new item (Felwood Log), a reaction to make Felwood Logs (with no reagents?), a new item for every new Felwood weapon and armor and a new reaction for every weapon and armor. Is that right?
Thats essentially the right idea, it can be anything though really.
Here's a example i have, but its important to determine what you think is balanced for yourself. If its a civlization you are not playing then it doesn't matter as long as its something, but if you are playing, then the "building" and process will matter a bit more so it doesn't feel 100% like cheating free wood.
[REACTION:GROW_WOOD_FROM_SEEDS]
[NAME:grow wood from seeds]
[BUILDING:ELF_ALCHEMIST:CUSTOM_P] ##alchemist here is just the name of the building i used.
[REAGENT:A:1:SEEDS:NONE:NONE:NONE][UNROTTEN][REACTION_CLASS:ELF_NATURE] ## reaction class added to seed materials so they search for the right ones, you can specify plant, fruit or mushroom this way with a little tweak for different effects/logs.
[PRODUCT:100:3:WOOD:NONE:PLANT_MAT:GROWN_WOOD:WOOD]
[SKILL:ALCHEMY]
[CATEGORY:TRANSMUTE_WOOD][CATEGORY_NAME:transmute wood][CATEGORY_KEY:NONE] ##categories are non-essential, i used this specifically because i had to sort a lot of reactions into the same workshop
The enclosed code is loosely adapted from the All Races modification, the seeds themselves are just (any) rather than specified ones but the product is logs, "grown wood" is just the name of my generated wood, in your case it'd be fel wood (and ensure the material is properly supplied before trying to summon logs of it)
Here's my "grown tree" for a example, take notice that it has no biome, and no seeds so can't appear in the world besides from being made by these workshop logs.
[PLANT:GROWN_WOOD]
[NAME:grown log][NAME_PLURAL:grown logs][ADJ:grown]
[PREFSTRING:natural appearance]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[USE_MATERIAL_TEMPLATE:WOOD:WOOD_TEMPLATE]
[STATE_NAME:ALL_SOLID:grown wood]
[STATE_ADJ:ALL_SOLID:grown]
[PREFIX:NONE]
[STATE_COLOR:ALL_SOLID:AUBURN]
[SOLID_DENSITY:700]
[TREE:LOCAL_PLANT_MAT:WOOD]
[TREE_TILE:6]
[TRUNK_PERIOD:10]
[HEAVY_BRANCH_DENSITY:25]
[BRANCH_DENSITY:50]
[MAX_TRUNK_HEIGHT:8]
[HEAVY_BRANCH_RADIUS:1]
[BRANCH_RADIUS:2]
[TRUNK_BRANCHING:2]
[MAX_TRUNK_DIAMETER:1]
[TRUNK_WIDTH_PERIOD:200]
[ROOT_DENSITY:5]
[ROOT_RADIUS:3]
[STANDARD_TILE_NAMES]
Also adapted from the All Races modification.