Meph, It took me a couple hours to generate a world I liked, but then I set into checking on stuff for you.
The plank reactions weren't added to the SAWMILL building, here's something you can copy/paste:
[REACTION:WOOD_PLANKS]
[NAME:make wooden planks]
[BUILDING:TIMBERYARD:CUSTOM_W]
[BUILDING:SAWMILL:CUSTOM_W]
[REAGENT:A:1:WOOD:NONE:PLANT_MAT:ROUGH:WOOD]
[PRODUCT:100:4:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
YESDUST[PRODUCT:100:1:BOULDER:NONE:INORGANIC:SAWDUST][PRODUCT_DIMENSION:150]
[SKILL:WOODCUTTING]
[REACTION:WOOD_PLANKS_SMOOTH]
[NAME:make smooth wooden planks]
[BUILDING:TIMBERYARD:CUSTOM_S]
[BUILDING:SAWMILL:CUSTOM_S]
[REAGENT:A:1:WOOD:NONE:PLANT_MAT:NAKEDWOOD:WOOD]
[PRODUCT:100:4:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
YESDUST[PRODUCT:100:1:BOULDER:NONE:INORGANIC:SAWDUST][PRODUCT_DIMENSION:150]
[SKILL:WOODCUTTING]
[REACTION:WOOD_PLANKS_SCRAP]
[NAME:make scrapwood planks]
[BUILDING:TIMBERYARD:CUSTOM_C]
[BUILDING:SAWMILL:CUSTOM_C]
[REAGENT:A:1:WOOD:NONE:PLANT_MAT:SCRAPWOOD:WOOD]
[PRODUCT:100:4:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
YESDUST[PRODUCT:100:1:BOULDER:NONE:INORGANIC:SAWDUST][PRODUCT_DIMENSION:150]
[SKILL:WOODCUTTING]
[REACTION:WOOD_PLANKS_FUNGI]
[NAME:make fungiwood planks]
[BUILDING:TIMBERYARD:CUSTOM_F]
[BUILDING:SAWMILL:CUSTOM_F]
[REAGENT:A:1:WOOD:NONE:PLANT_MAT:FUNGIWOOD:WOOD]
[PRODUCT:100:4:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
YESDUST[PRODUCT:100:1:BOULDER:NONE:INORGANIC:SAWDUST][PRODUCT_DIMENSION:150]
[SKILL:WOODCUTTING]
[REACTION:WOOD_PLANKS_IRONWOOD]
[NAME:make ironwood planks]
[BUILDING:TIMBERYARD:CUSTOM_I]
[BUILDING:SAWMILL:CUSTOM_I]
[REAGENT:A:1:WOOD:NONE:PLANT_MAT:IRONWOOD:WOOD]
[PRODUCT:100:4:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
YESDUST[PRODUCT:100:1:BOULDER:NONE:INORGANIC:SAWDUST][PRODUCT_DIMENSION:150]
[SKILL:WOODCUTTING]
[REACTION:WOOD_PLANKS_STEELOAK]
[NAME:make steeloak planks]
[BUILDING:TIMBERYARD:CUSTOM_E]
[BUILDING:SAWMILL:CUSTOM_E]
[REAGENT:A:1:WOOD:NONE:PLANT_MAT:STEELOAK:WOOD]
[PRODUCT:100:4:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
YESDUST[PRODUCT:100:1:BOULDER:NONE:INORGANIC:SAWDUST][PRODUCT_DIMENSION:150]
[SKILL:WOODCUTTING]
As a matter of balance I suggest scrap wood only give 2 planks, instead of 4, since you already get 2 scrap logs from one smooth log.
Would you consider adding REMOVE_TREEBARK to the SAWMILL? In exchange, a small nerf to the SAWMILL - it would have it's own reactions that produce only three planks, instead of four because it would be less efficient than the timber yard and the REMOVE_TREEBARK would not create seeds at the SAWMILL. I ask for this because I go through the trouble to build that HUGE MASSIVE timberyard just so all my wood stuff will be "smooth wood" instead of "rough wood"...well, with this version of the mod it's just "wood" which in my mind still is rough wood. I suppose if you do that adding and SCRAPWOOD_MAKING would make sense too, but I don't use it unless for some insane reason I need to burn wood to ash.
The SAWMILL takes nothing to build, and feels a bit like cheating. I was wondering if you might be willing to up it to requiring say...four logs, a sawblade, and a mechanism. Now, since you can't buy mechanisms at embark, I'd suggest to create a mechanism crate, like you have the other crates, but it would have only one mechanism in it. Of course that would then necessitate a 1x1 unpacking building to do the unpacking reaction. But then, someone could embark with four wood logs, a copper sawblade, and a copper mechanism crate, unpack the mechanism, then build their SAWMILL.
The furniture workshop requires two stones and two blocks. This is a barrier for non-digging fortresses. I was wondering if you would consider changing it to either four blocks, or two logs and two blocks. I'm fond of four blocks myself beacause I can build a sawmill, make four planks, then build the furniture workshop with the planks.
Next, the "Make stone storage set" will take wood planks for inputs, the results are seem like valid wood barrels and bins, but it is a bit weird that it's "stone" storage set and uses masonry. I don't know if you can make it not take wood planks for input or not.
Now, this of course opens up a can of worms with the furniture workshop. I understand you probably don't want to have to get into making furniture from planks but it kind-of does make sense since you can turn stones into blocks then make furniture with blocks. I'm not asking for anything in that respect, just pointing that out.
Other minor things
- The fine brick reactions say "Burn fine dark green bricks(2)". Should that either be "(4)" or completely removed since they make the same amount of bricks as the other brick reactions?
- GOODWOOD_TEMPLATE is not used
- FAIRWOOD_TEMPLATE is not used
- Shouldn't scrap wood be called "scrapwood" instead of "scrap" the same way that "fungiwood" and "netherwood" is? I can't remember if fair wood is called "fair" or "fairwood" but I have the same suggestion for it
Last, but not least. This is probably like this because you want to maintain the configurability of your mod but in plant_masterwork.txt but:
[PLANT:ROUGH]
[NAME:][NAME_PLURAL:]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[MATERIAL_VALUE:2][VALUE:1]
[STATE_NAME:ALL_SOLID:]
[STATE_ADJ:ALL_SOLID:]
[STATE_COLOR:ALL_SOLID:AUBURN]
[PREFIX:NONE]
[DISPLAY_COLOR:6:0:1]
[USE_MATERIAL_TEMPLATE:WOOD:WOOD_TEMPLATE]
[TREE:LOCAL_PLANT_MAT:WOOD][TREE_TILE:22]
[DRY][SAPLING][SOLID_DENSITY:450]
[PREFSTRING:rough bark]
Everything in
bold is overwritten by the
USE_MATERIAL_TEMPLATE:WOOD:WOOD_TEMPLATE and can either A) be deleted or B) the USE_MATERIAL_TEMPLATE can be moved before the [MATERIAL_VALUE] line or C) You know full well what you're doing and I can hush. While I'm at it, the items in
strikethroughare superflous for a plant that will never grow anywhere. I still don't know to what the SOLID_DENSITY would be applied to but you may want to confirm it's placed where you want it because my money is on it being discarded.
Thanks for this wonderful mod and sorry I'm being a bother.