Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2

Author Topic: Idea: Wood Processing Overhaul  (Read 2445 times)

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Idea: Wood Processing Overhaul
« on: September 12, 2013, 09:23:17 am »

Spending some time reading up on trees and woods, I thought it might be good to share some thought.

But first: Carpenters and Craftsdwarves Shops will always use logs, processed or unprocessed, no difference. I cant take away that tag from logs you get directly from trees.

But here my ideas:
 - Put all trees with specific woods back.
 - Give all woods specific uses.
 - Make a production line for wood processing.

Production line would look like this:
Fell tree => log. => de-bark log => get bark and wood. => refine bark / split wood into timber => build construction/items/further refine timber => make high value constructions/items, with some rare, specific uses for specific wood types, like oak-barrels needed for whiskey production.

Bark can be searched for insects or fungi. Can be chipped into wood chips, for wood pulp or mulch. Bark can make pain-medication, perfume, oils, dyes, fiber, ropes, cork, bowls/ladles/pipes/etc, tannin powder,  resin, poisons, spices, decorations, tar. Depending on bark-type.

These can be used to make: Giant Insects or hives, edible fungi or drinks, fertilizer, paper, tanning powder, which would be required to tan skins, drinks that give no-pain, high value tradegoods like the perfume, tools, poisons for the toxicist, ingredients for the kitchen, tar for flaming weapons and torches. Oil for leather refining. Resin/Sap for glue, amber, ink, (maple) syrup.

Wood can be bamboo, saguaro, palm, hardwood or softwood, depending on tree-type. Bamboo, Saguaro and Palm have limited uses, while hard/softwood can be further refined.

Hard/Softwood are cut into timber planks, 5 from each log. Can be polished and dressed for higher value.  Used as reagent to make items, more then from a log. Can be cut into even more pieces, 10-15, of parquet, only be used for constructions. Make fuel, Oak-barrels needed for whiskey and bourbon, special woods needed for bows or crossbows, (adding low-tech slings to the bowyer, renamed sling-maker, and then a custom workshop to make crossbows and bows). Hardwoods would give more wood, while softwoods give lighter wood, good for containers.

Acorns could be used as seeds for tree-farming, as a kitchen ingredient, ground into flour or used for acorn coffee, a no-sleep drink.

And thats just the surface RL-trees. Same idea can be expanded to the evil and good trees (currently glumprong and feather), to cavern one (giant mushrooms), cavern two (crystal and mineral growths), and cavern 3 three (weird vines and mutated/nether plants).

Yes, it would add more wood types back into the game. Yes, I previously did remove them, with the rational thought behind it that all wood is the same, has the same use, same value, only the name was different. If every wood type has different uses and outcomes, I have no problem getting them back in. It will greatly change embarks.

Oak and Conifer forest => awesome parquet, tanning powder and tar.
Swamp => Willows and Mangroves and Rubber for more interesting things like dye, medicine and poison.
Tropical Palm => Palm oil, dates, but no good wood for constructions.
Desert => Super-lightweight saguaro items, but not good for anything else.
Glacier => Good luck. (Could add magical ice-trees that dont give wood, just for show. ;) )

I dont know how this would work out, but I assume that it will play a bigger role once Toady One releases the next DF version with multitile trees. It might also unbalance tanning quite a bit, because I might add tannin powder as a reagent to that... no more free tanning.

Again, this is just an idea. Brainstorming of the usual suspects is highly welcome.

PS: (edited) It would also mean that your woodcutters wouldnt deforest the entire map, being in danger from ambushes and having 10 random dwarves running around the map collecting logs... it would mean that a small part of a forest would be cut, and after that the biggest amount of time is spend processing this wood, which would also be done by your woodcutters.

A big plus of all this is, that the original carpenter will be untouched by this, so even people that want to completely disregard this wood-processing idea, can do so if they want to. :)
« Last Edit: September 12, 2013, 09:27:57 am by Meph »
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Apani

  • Bay Watcher
  • Novice Architect, Novice Modder
    • View Profile
Re: Idea: Wood Processing Overhaul
« Reply #1 on: September 12, 2013, 09:40:52 am »

I'd be positive for that. We're bringing Complicate Wood back in, man!
Logged
Some of my old Stonesense albums, check them out!

https://imgur.com/a/BjQZnOg

https://imgur.com/a/FmNzHhh

vonsch

  • Bay Watcher
    • View Profile
Re: Idea: Wood Processing Overhaul
« Reply #2 on: September 12, 2013, 09:49:58 am »

How would the traders handle this? I we embark where set (a) of trees exist, but we want something from (b), will we be able to get those through trade?

The idea is fine with me, as long as it doesn't leave us large gaps in what we can and can't do (in the mid to end game) based on local trees.

Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Idea: Wood Processing Overhaul
« Reply #3 on: September 12, 2013, 09:57:03 am »

It would only really affect tanning and paper, as the carpenter works as usual, the rest is optional. Paper is still only one of 4 options for writing material, so thats no problem. Most woods are good for wood-pulp.

Tanning... I dont know how to handle that yet. I'll have to look into different sources of tannin, which can also come from farmable plants, or synthetics. Probably one plant for indoor farms and a reaction at the chemist for another, late-game source. Dont know.

All the rest is optional. You want 15 worksteps and make 10 floor tiles of parquet, 2 dressed timber buckets, some perfume, some glue, a bit of fertilizer, a pot of tar for your trebuchet and 2 torches? Thats fine by me, but at the same time you can just use the same amount of logs for 2 buckets at the carpenter. Thats what it would boil down to. Small amount of trees + large amount of labor = large amount of outcome. All based on RL.
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Billy Jack

  • Bay Watcher
  • Baywatch Watcher
    • View Profile
Re: Idea: Wood Processing Overhaul
« Reply #4 on: September 12, 2013, 10:32:38 am »

So if I understand correctly, I can take any log and make any standard wood item that we can now.  Or I could take that log and run it through a refining process that would allow it to have many more uses from that one log.

I would still be able to start making beds, tables, chairs, barrels, buckets, bins, etc. right away and when I'm ready to start doing more advanced stuff with them I can.  Palm and oak could still be used to make any of the single reaction items or I can take that log and refine it, possibly eliminating its ability to make a bed, but now providing other uses.

I don't mind implementing a system where we can refine a material for higher value/more efficient uses, but if I wanted to stick to the vanilla-ish uses, I can still do that (regardless of the type of wood it is).
Logged
Give a dwarf a fish, you feed him for a season.
Give a dwarf a Fishpond, couple of buckets, build a Fishery, and enable Fishfarming labor; you feed him for a lifetime. (And get someone to clean and prep the fish)

Varyag

  • Bay Watcher
    • View Profile
Re: Idea: Wood Processing Overhaul
« Reply #5 on: September 12, 2013, 10:45:05 am »

Tanning... I dont know how to handle that yet. I'll have to look into different sources of tannin, which can also come from farmable plants, or synthetics. Probably one plant for indoor farms and a reaction at the chemist for another, late-game source. Dont know.

Well, the primitive method of tanning a hide involves brains and is fittingly called 'brain tanning'. As a rule of thumb the brain of the animal you took the hide from is enough to tan the entire hide. How you choose to implement that is up to you but i feel that tanning method makes a lot of sense to implement if you're making tanning more complicated.

That way you have the option of either using food (i never was that into cow brain roasts anyway) or tannin from wood to tan all the skins you get for slaughtering an animal.
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Idea: Wood Processing Overhaul
« Reply #6 on: September 12, 2013, 10:48:13 am »

BillyJack: Yes, you understand correctly.

I tried hard to disable the Carpenter, but I cant even do it. It takes the hardcoded LOG item-type, material doesnt matter. I used trees that use WOOD:PLANT_MAT:FAKE:METAL and USE_MATERIAL_TEMPLATE:METAL:METAL_TEMPLATE... then you get "rough metal logs"... I had slime logs, leather logs... animal parts... doesnt matter... it completely ignores the material and all tags, and just focuses on item-type. Essentially a ANY_LOG token.

So yeah, you would still have your carpenter and all vanilla stuff that comes with it. I just tested a woodcarvers shop that takes 2 planks for 1 item, that works. I can also make 5 parquet tiles from 1 plank (so 1 log = 4 planks = 20 parquet tiles) which can only used in constructions... that works. Yes, parquet walls and fortifications are a thing, but you get the idea.

I already have the tree-farming, I have resin, and the "Cut rough wood into smooth wood" is simply the de-barking. I just have to add more products. All my tests show that everything I said above is completely viable, although I dont know yet how well it will work out with stockpiling and micromanagent.

Varyag: I'll look into that.
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

cainiao

  • Bay Watcher
    • View Profile
Re: Idea: Wood Processing Overhaul
« Reply #7 on: September 12, 2013, 11:05:03 am »

for tanning part, I might add Unreal World as a reference here.

http://unrealworld.wikia.com/wiki/Hideworking

probably using fat as an alternative, just to make sure butcher always give you more hide than fat.

edit: after wiki it, I found more.

http://en.wikipedia.org/wiki/Leather

Spoiler (click to show/hide)
« Last Edit: September 12, 2013, 11:12:00 am by cainiao »
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Idea: Wood Processing Overhaul
« Reply #8 on: September 12, 2013, 11:13:33 am »

And know the wiki text and all subsequent links from it. :P But the unreal-world thing is new.
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Tierre

  • Bay Watcher
    • View Profile
Re: Idea: Wood Processing Overhaul
« Reply #9 on: September 12, 2013, 12:37:15 pm »

Might rethink the word parquet. I don't think a wall made of parquet is really better than a wall made of wicker. But i doubt you can distinguish this material to be only for floors.
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Idea: Wood Processing Overhaul
« Reply #10 on: September 12, 2013, 12:55:53 pm »

Yeah, I cant separate those... I could make one with names intended for walls, and one intended for floors... I really like the idea of parquet floor. :) If people want to abuse this for walls, thats their choice.
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

dukea42

  • Bay Watcher
    • View Profile
Re: Idea: Wood Processing Overhaul
« Reply #11 on: September 12, 2013, 02:34:30 pm »

I like the general ideas of the wood crafting direction (hardwood vs softwood). Not sure if I'm ready for more leather complexity on top of what it already takes for lamellar.

One possible suggestion... Never understood why 1 wood bundle (a whole tree) would produce either 1 ash OR 1 charcoal. Can you make that an AND?  I'm fairly certain there's enough ash for lye out of processing a whole tree to charcoal.
Logged
My posts are probably based on Masterwork DF mod

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Idea: Wood Processing Overhaul
« Reply #12 on: September 12, 2013, 02:47:33 pm »

Thats possible. I already did that to coal, when you make fuel you get fuel and ash.
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Nevets_

  • Bay Watcher
    • View Profile
Re: Idea: Wood Processing Overhaul
« Reply #13 on: September 12, 2013, 04:08:36 pm »

Really like this idea, I was always upset that it took an entire tree to make one barrel, or a handful of ash.

A couple ideas:

I think it would be more intuitive if each type of tree gave you only 1 bonus resource (including the underground trees) and each one was unique.  So Spore tree bark can be pressed into glue, oak bark can be used to make tannin, fungiwood bark can be cooked to be edible, etc.

Processing tree saplings in the sawmill could combine the processing and debarking steps, which would let you have the bark and planks in a different ratio than debarking a 'wild' tree.  I've always assumed that farmed trees are smaller than the naturally grown ones, so I would think you'd get less wood from them.  This would be balanced out by getting multiple saplings in a single stack with high level farmers.

Instead of parquet, what about calling it paneling?   That works better for walls.

Right now you can make a really nice bed if you have cloth, feathers, etc.  What about other high-end constructions that require nails, hinges, etc.?  You could make a new metal item called 'fittings' that takes just one bar to make, and has a 90% chance to be preserved when it's used in reactions.
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Idea: Wood Processing Overhaul
« Reply #14 on: September 13, 2013, 01:42:49 am »

Nails and hinges would require metals, so people probably make a metal bed in the first place.

Quote
I think it would be more intuitive if each type of tree gave you only 1 bonus resource (including the underground trees) and each one was unique.  So Spore tree bark can be pressed into glue, oak bark can be used to make tannin, fungiwood bark can be cooked to be edible, etc.
Possible, but unrealistic. This is what I do atm in the mod btw. ;) But many RL trees give sap/resin, and just as many give tannin, its just the amount if different between the wood-types.

Question is: Who does this? The Herbalist, or the Woodcutter? Or a "Botanist" ? A new workshop... or should this be added to Sawmill and Herbalists Lab.... mh...

Maybe I do "Oak. Willow. Pine. Palm. Saguaro. Birch. Rubber. Mahogany. Maple."
Oak => Needed for whiskey and such.
Cork Oak => Cork. (no idea for what yet, possible buildmat?)
Willow => No-Pain medicine
Pine => More tar.
Palm => No planks/parquet, gives palm-oil.
Saguaro => No planks/parquet, light.
Birch => Special bark for cloth and rope.
Rubber => Latex. (no idea for what yet, possible poison?)
Mahogany => High-value, gives more planks/parquet.
Maple => Syrup.

All bark => Mulch or Woodchips.
All wood => Woodchips or Coal/Ash.

Woodchips => Wood Pulp => Paper
Mulch => Fertilizer for Fungi.

Notes:
Quote
The latex (also called Ipoh in Malay) was traditionally used by hunters to prepare poisoned arrows.
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::
Pages: [1] 2