Dwarf Fortress

Dwarf Fortress

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Wood Processing Workshop (Balanced)
   
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12 Jan, 2023 @ 3:56am
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Wood Processing Workshop (Balanced)

Description
note: this is NOT compatible with the original mod. If you want to use the floorless submod with this, you can either copy the workshop graphics over and rename it to match, or you can comment below and I can do it when I have the time. Or if you have the time/inclination, you can just release a floorless submod yourself. It's unlikely that I'm going to support this mod so if anyone is particularly attached to it and wants to update it feel free.

Rebalance of Wood Processing Workshop, using ideas from comments made by neph on the original. I haven't adapted every change, because this is not a mod that will ever touch vanilla files unless I absolutely can't help it. Certain things like changing blocks to lumber or making some trees output more blocks when processed I didn't change due to either modding limitations or my own limitations as a modder.

Changes from the original:
Saw wood now gives 100% chance of 2 blocks, 50% chance of +1, 25% chance of +1
Saw wood gives 100% chance of 1 sawdust

No byproducts from sawdust processing (no lye or potash)

Forming charcoal out of sawdust moved to Screw Press, cost changed to 3 sawdust
Burning sawdust to make ash cost changed to 3 sawdust
7 Comments
Vanargand 23 Oct, 2024 @ 1:20pm 
When I try to make charcoal or ash from sawdust, the dust instantly disappears and the job gets cancelled. Is there a reason behind this?
borrowdaledrew 29 Jan, 2023 @ 7:20am 
How is that now a thing already, after going on near 20 years of DF you'd think that was implemented within the first week of modding new races lol
eb  [author] 29 Jan, 2023 @ 7:06am 
agreed, I was thinking it would be nice if entities could have access to something like reaction classes, so reactions/buildings could be for example tagged as [CIVILIZED] and then all entities with the [CIVILIZED] tag would automatically get access.
borrowdaledrew 29 Jan, 2023 @ 6:46am 
That's awesome, thanks for the reply.

Shame we can't use a line like [SELECT_ENTITY:*] to give all races access but i guess we don't want random cows making lumber mills lol
eb  [author] 29 Jan, 2023 @ 6:37am 
this only works with dwarves but you can add it to others.

check entity_patch_woodprocessor.txt for the necessary code. essentially you want to copy and paste that to a new file (different filename, but keep the starting "entity_patch_" part), change the "entity_patch_woodprocessor" line at the top to your new filename, and change the MOUNTAIN in [SELECT_ENTITY:MOUNTAIN] to whatever the playable race is named in its entity definition.

This can either be packaged into its own mod or left in the same folder as the rest of this mod's files. (note that you will probably need to delete the woodshop_balanced_eb folder in data/installed_mods in order to see the change if you don't make a new mod)
borrowdaledrew 28 Jan, 2023 @ 4:49pm 
does this only work with Dwarves or will all playable races be able to use it?
neph 13 Jan, 2023 @ 12:32pm 
Lovely!