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Difference between revisions of "v0.31:Wood industry"
(Expanded a bit. Still needs work.) |
(misc. copyedits and clarifications) |
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{{Quality|Fine}} | {{Quality|Fine}} | ||
− | The '''wood industry''' deals with the harvesting and use of {{L|wood}} and wood-related products: | + | The '''wood industry''' deals with the harvesting and use of {{L|wood}} and wood-related products: {{L|ash}}, {{L|potash}}, {{L|pearlash}}, and {{L|charcoal}}. Dwarves prefer to use {{L|stone}} or {{L|metal}} when possible, due to their durability and variety. Wood is weak by comparison (and usually flammable), but it is a renewable resource and sometimes the only option available for making certain items before the {{L|metal industry}} starts up. |
==Log Production== | ==Log Production== | ||
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====Tree Farming==== | ====Tree Farming==== | ||
− | Tree farming is a matter of patience and luck more than resources or skill, since saplings spawn completely at random. The best that you can do is isolate | + | Tree farming is a matter of patience and luck more than resources or skill, since saplings spawn completely at random. The best that you can do is isolate a suitable area, ensure random dwarves and critters don't trample the saplings, and hope the trees grow. On the surface, this could involve walling off a section of forest or {{L|dig|digging}} to cut off a wooded area from regular contact, creating an artificial plateau or hill only accessible through some other means (like a {{L|bridge|draw bridge}} or a locked {{L|hatch}}). Underground, you'll need to breach at least the first cavern level, and create a room with muddy soil through {{L|irrigation}} and restrict access to it, giving the saplings a chance to grow. |
===Woodcutting=== | ===Woodcutting=== | ||
− | Once you have located a source of trees, all you need to get started is a {{L|dwarf}} | + | Once you have located a source of trees, all you need to get started is a {{L|dwarf}} and a {{L|battle axe}}. {{L|designation|{{Key|d}}esignate}} the {{L|tree|{{Key|t}}rees}} to be chopped down, and enable the {{L|wood cutting}} {{L|labor}} on the dwarf. Provided the dwarf can reach the tree and the axe, the dwarf will go get the axe, go to the tree, and start chopping. A dwarf with the {{L|Hauling#Wood_hauling|wood hauling}} labor will then haul the resulting {{L|log}} back to a {{L|stockpile|wood stockpile}}. The quality and material of the {{L|axe}} is not relevant to {{L|wood cutting}} - even a wooden training axe can fell a tree. |
===Trading=== | ===Trading=== | ||
− | Most {{L|caravan}}s will bring {{L|logs}}, particularly if they are | + | Most {{L|caravan}}s will bring {{L|logs}}, particularly if they are requested. {{L|Trading}} for logs can save you from having to cut your own, make up the difference if your local area cannot provide enough wood to support your fortress' needs, and can bring varieties of wood that your local biome cannot provide. Note however that trees that only grow in evil biomes ({{L|glumprong}}) or below the first cavern level ({{L|Black-cap}}, {{L|Blood thorn}}, {{L|Goblin-cap}}, {{L|Nether-cap}}, {{L|Spore tree}}, {{L|Tunnel tube}}) will never be available for trading, since no trading race lives in an evil biome or penetrates the second cavern level. |
====Elves==== | ====Elves==== | ||
− | {{L|Elves}} have a thing for {{L|tree}}s, and get pissy when you cut down too many of them. They | + | {{L|Elves}} have a thing for {{L|tree}}s, and get pissy when you cut down too many of them. They'll happily sell you logs though, leading some dwarf economists to believe the elves are really looking to secure a monopoly on wood. Whatever the case, be aware that if you trade with elves they might ask you to restrict the number of trees you chop down. |
==A Log Is A Log== | ==A Log Is A Log== | ||
− | For the most part, all wood is effectively interchangeable - an {{L| | + | For the most part, all wood is effectively interchangeable - an {{L|oak}} log can be used to make all the same things as an {{L|alder}} log. However, certain woods have distinct properties that may make them more aesthetically pleasing or useful in certain specific applications; they also tend to be more valuable. Since it is not possible to specify which type of wood you want to use to build any given object, you may want to designate special {{L|stockpile}}s for these rare woods adjacent to the necessary shop, and make them part of a {{L|burrow}} so that only your most-skilled or {{L|strange mood|moody}} dwarves have access to them. |
===Color=== | ===Color=== | ||
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===Weight=== | ===Weight=== | ||
− | The {{L|weight}} of a wood log or wooden object is based on the density of the wood. The average density is 0.575 | + | The {{L|weight}} of a wood log or wooden object is based on the density of the wood. The average density is ~0.575 g/cm^3, but some species have much higher or lower densities than this average. {{L|Feather tree}} wood is the lightest in the game, with a density of 0.1 g/cm^3, making it ideal for crafting wooden {{L|training weapon}}s and items that need to be moved frequently, such as {{L|bucket}}s, {{L|barrel}}s, {{L|crutch}}es, and {{L|splint}}s. {{L|Blood thorn}} (1.25 g/cm^3) and {{L|glumprong}} (1.2 g/cm^3) are the densest woods in the game, and are considered more appropriate for {{L|ballista}} bolts or other weapons where weight influences damage. |
==Uses of Wood== | ==Uses of Wood== | ||
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==={{L|Bowyer's workshop|Bowyer's workshop}}=== | ==={{L|Bowyer's workshop|Bowyer's workshop}}=== | ||
− | Used for creating wooden {{L|Crossbow|crossbow}}s | + | Used for creating wooden {{L|Crossbow|crossbow}}s |
==={{L|Carpenter's workshop}}=== | ==={{L|Carpenter's workshop}}=== | ||
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==Wood Products and Related Industries== | ==Wood Products and Related Industries== | ||
− | Aside from its use in crafting objects or building, wood may be changed into a variety of substances essential to the {{L|glass industry|glass}}, {{L|soap}} and {{L|metal industry|metal | + | Aside from its use in crafting objects or building, wood may be changed into a variety of substances essential to the {{L|glass industry|glass}}, {{L|soap}} and {{L|metal industry|metal}} industries. |
===Ash=== | ===Ash=== | ||
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===Lye=== | ===Lye=== | ||
− | One bar of ash may be used to create one {{L|bucket}} of {{L|lye}} at an {{L|ashery}} by a dwarf with the {{L|wood burning}} labor enabled | + | One bar of ash may be used to create one {{L|bucket}} of {{L|lye}} at an {{L|ashery}} by a dwarf with the {{L|wood burning}} labor enabled. This task requires an unused {{L|bucket}}. Lye may be combined with {{L|tallow}} to make {{L|soap}}, or converted into {{L|potash}}. |
===Potash=== | ===Potash=== | ||
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===Pearlash=== | ===Pearlash=== | ||
− | One bar of potash may be used to create one bar of {{L|pearlash}} at a {{L|kiln}} by a dwarf with the {{L|furnace operator}} labor enabled. This task consumes one bar of {{L|fuel}} as well. Pearlash is used exclusively in the {{L|glass industry}}. | + | One bar of potash may be used to create one bar of {{L|pearlash}} at a {{L|kiln}} by a dwarf with the {{L|furnace operator}} labor enabled. This task consumes one bar of {{L|fuel}} as well. Alternatively, a {{L|magma kiln}} can be used, in which case no fuel is required. Pearlash is used exclusively in the {{L|glass industry}} for making items out of high-value sorts of {{L|glass}}. |
===Charcoal=== | ===Charcoal=== |
Revision as of 12:20, 5 December 2010
This article is about an older version of DF. |
The wood industry deals with the harvesting and use of Template:L and wood-related products: Template:L, Template:L, Template:L, and Template:L. Dwarves prefer to use Template:L or Template:L when possible, due to their durability and variety. Wood is weak by comparison (and usually flammable), but it is a renewable resource and sometimes the only option available for making certain items before the Template:L starts up.
Log Production
Finding Trees
Most Template:Ls with Template:L on the surface have Template:Ls growing on them. Surface trees will randomly spawn in surface soil. Template:L (actually forms of giant fungus) also exist in the Template:L beneath the surface. Underground trees will randomly spawn in any underground muddy soil once the appropriate cavern level is breached. Some rare trees will only grow in certain biomes, or ones with a particular alignment, or underground.
Tree Farming
Tree farming is a matter of patience and luck more than resources or skill, since saplings spawn completely at random. The best that you can do is isolate a suitable area, ensure random dwarves and critters don't trample the saplings, and hope the trees grow. On the surface, this could involve walling off a section of forest or Template:L to cut off a wooded area from regular contact, creating an artificial plateau or hill only accessible through some other means (like a Template:L or a locked Template:L). Underground, you'll need to breach at least the first cavern level, and create a room with muddy soil through Template:L and restrict access to it, giving the saplings a chance to grow.
Woodcutting
Once you have located a source of trees, all you need to get started is a Template:L and a Template:L. Template:L the Template:L to be chopped down, and enable the Template:L Template:L on the dwarf. Provided the dwarf can reach the tree and the axe, the dwarf will go get the axe, go to the tree, and start chopping. A dwarf with the Template:L labor will then haul the resulting Template:L back to a Template:L. The quality and material of the Template:L is not relevant to Template:L - even a wooden training axe can fell a tree.
Trading
Most Template:Ls will bring Template:L, particularly if they are requested. Template:L for logs can save you from having to cut your own, make up the difference if your local area cannot provide enough wood to support your fortress' needs, and can bring varieties of wood that your local biome cannot provide. Note however that trees that only grow in evil biomes (Template:L) or below the first cavern level (Template:L, Template:L, Template:L, Template:L, Template:L, Template:L) will never be available for trading, since no trading race lives in an evil biome or penetrates the second cavern level.
Elves
Template:L have a thing for Template:Ls, and get pissy when you cut down too many of them. They'll happily sell you logs though, leading some dwarf economists to believe the elves are really looking to secure a monopoly on wood. Whatever the case, be aware that if you trade with elves they might ask you to restrict the number of trees you chop down.
A Log Is A Log
For the most part, all wood is effectively interchangeable - an Template:L log can be used to make all the same things as an Template:L log. However, certain woods have distinct properties that may make them more aesthetically pleasing or useful in certain specific applications; they also tend to be more valuable. Since it is not possible to specify which type of wood you want to use to build any given object, you may want to designate special Template:Ls for these rare woods adjacent to the necessary shop, and make them part of a Template:L so that only your most-skilled or Template:L dwarves have access to them.
Color
Most logs are brown, and any Template:L, objects, or Template:Ls made from them will be brown as well. However, some trees will yield logs of a different color, and objects made from those logs will share that color. The following colors besides brown are available: black (Template:L, cream (Template:L), crimson (Template:L), indigo (Template:L), lemon (Template:L), purple (Template:L), red (Template:L), teal (Template:L), violet (Template:L), and white (Template:L).
Temperature
Wood can catch on Template:L, and generally should not be used around Template:L or Template:Ls. Template:Ls, however, has a fixed temperate set just around freezing. While it is not clear if this makes items made from nether-cap wood Template:L, such items are at least Template:L and appropriate for use in areas where fire is a major concern. Nether-cap Template:Ls are thus preferred for storing Template:L.
Weight
The Template:L of a wood log or wooden object is based on the density of the wood. The average density is ~0.575 g/cm^3, but some species have much higher or lower densities than this average. Template:L wood is the lightest in the game, with a density of 0.1 g/cm^3, making it ideal for crafting wooden Template:Ls and items that need to be moved frequently, such as Template:Ls, Template:Ls, Template:Les, and Template:Ls. Template:L (1.25 g/cm^3) and Template:L (1.2 g/cm^3) are the densest woods in the game, and are considered more appropriate for Template:L bolts or other weapons where weight influences damage.
Uses of Wood
Wood Template:L may be used directly as a building material, where it is as good as Template:L or Template:L for most purposes, though generally less valuable. Logs may also be turned into various useful objects at the following workshops:
Template:L
Used for creating wooden Template:Ls
Template:L
Used for creating:
- Wooden Template:L
- Wooden Template:L
- Wooden Template:L
- Wooden Template:L
- Wooden Template:Les and Template:Ls
Template:L
Used for creating:
- Wooden Template:L
- Wooden Template:L
- Template:L Short Swords
Template:L
Used for creating Template:L
Template:L
Used for creating:
Template:L
Used for constructing:
Wood Products and Related Industries
Aside from its use in crafting objects or building, wood may be changed into a variety of substances essential to the Template:L, Template:L and Template:L industries.
Ash
One log of wood can be used to create one Template:L of Template:L at a Template:L by a dwarf with the Template:L labor enabled. Ash may be turned into either Template:L or Template:L at an Template:L.
Lye
One bar of ash may be used to create one Template:L of Template:L at an Template:L by a dwarf with the Template:L labor enabled. This task requires an unused Template:L. Lye may be combined with Template:L to make Template:L, or converted into Template:L.
Potash
One bar of ash or one bucket of lye may be used to create one bar of Template:L at an an Template:L by a dwarf with the Template:L labor enabled. Potash may be used as Template:L on a Template:L, or converted into Template:L at a Template:L.
Pearlash
One bar of potash may be used to create one bar of Template:L at a Template:L by a dwarf with the Template:L labor enabled. This task consumes one bar of Template:L as well. Alternatively, a Template:L can be used, in which case no fuel is required. Pearlash is used exclusively in the Template:L for making items out of high-value sorts of Template:L.
Charcoal
One log of wood can be used to create one Template:L of Template:L at a Template:L by a dwarf with the Template:L labor enabled. Charcoal is a Template:L and is used extensively in the Template:L and Template:L.