Dwarf Fortress

Dwarf Fortress

Wood Processing Workshop
13 Comments
JuniferBerries 14 Jan, 2023 @ 1:15pm 
@eb Thank you!
eb  [author] 12 Jan, 2023 @ 5:23am 
incidentally, I'm planning an update that makes the lye/potash from processing sawdust more limited. The values currently in are actually testing values (which is why they're so high). If anyone is against this let me know here.
eb  [author] 12 Jan, 2023 @ 4:27am 
floorless and rebalanced versions now released
eb  [author] 11 Jan, 2023 @ 10:22pm 
It won't since the sprite was made with a floor. If you want a floorless version I can oblige, will probably release it at the same time as the less cheaty version neph designed.
JuniferBerries 11 Jan, 2023 @ 9:07pm 
Is this added as it's own sprite or just from the default game? If I have a workshops have no floors mod on, will this apply to it?
neph 10 Jan, 2023 @ 3:38pm 
Regardless of what you want to do, a version of the mod that is not cheaty & more "wood industry is interesting & harder, but you can actually use wood without a massive tree farm" would be nice.
neph 10 Jan, 2023 @ 3:38pm 
Does this use woodcutting as the skill?

Also: could you make a version that removes the lye & potash options? It seems very cheaty.

Suggestion: replace vanilla ash reactions with ones that only use sawdust. Add "pressed sawdust" as a reaction that can be done at a screw press (uses 3 sawdust). Pressed sawdust can be turned into charcoal (not sawdust directly).

This goes with my comment on your other mod: rename wooden blocks to lumber. Suggest making it so that you have a 100% chance of 2 lumber, a 50% chance to get +1, and a 25% chance to get another +1. Should average out to give you 3 blocks per log.

Would be really nice if you could make that value higher for the bugged -cap types of wood (subterranean mushroom trees), which currently give you extremely low amounts of logs.

Suggest only giving one sawdust per reaction. It's annoying that you can't stockpile it & it's very powerful to get essentially ash for free. You shouldn't be getting 10 ash from a single log.
eb  [author] 9 Jan, 2023 @ 7:09pm 
it's a Milled Plant (under Food), but it's not actually stockpileable since there's no way to bag it (and plant powders from what I can tell need to be bagged to be stored in a stockpile). My ideal would be to have sawdust act like potash and ash (powder icon but acts like a bar), but both potash and ash are hardcoded materials handled specially by the game, meaning I can't make custom materials behave the same way.

If there's still interest in stockpiling sawdust, I can try releasing a seperate baggable version (exact same type of thing as bucketing the lye at the furnace) but I'd rather not make this mod more complicated than it needs to be. If anyone else wants to try doing this as well, feel free.
PolyJohn 9 Jan, 2023 @ 1:52pm 
What type of item is the sawdust? Looks like a powder, is it stored in bags, then? I can't figure out how to store it in a stockpile, my dorfs don't want to move it.
Crow Daddy 69 7 Jan, 2023 @ 5:28am 
Reported for the carnage in the mod's main image:gorlak:
dr.Yang 3 Jan, 2023 @ 11:16pm 
You were right. I found a mod incompatibility error. Fine! Everything works. great mod!
eb  [author] 3 Jan, 2023 @ 11:44am 
I just started a new world to check, and it works fine. You probably have mods overwriting entity_mountain, as that's the only potential file conflict my mod can have, as well as the file that controls whether the workshop is visible in the build menu or not.
dr.Yang 3 Jan, 2023 @ 3:11am 
launched with mods - gone, launched without mods - gone again. who works?