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RimWorld => Releases => Mods => Outdated => Topic started by: ItchyFlea on February 26, 2014, 04:51:20 PM

Title: [MOD] (Alpha 3F) Wood Economy (v.0.94.1)
Post by: ItchyFlea on February 26, 2014, 04:51:20 PM
Wood Economy v0.94.1



Description:
This mod will add a complete wood economy to the game, with trees to cut down, and wood structures that can be built.

Features:
Mod Team:
Important Notes:

Download:
(http://i.imgur.com/KwibIVn.png) Wood Economy v0.94.1 (http://www.mediafire.com/download/cdbf7cl6007k2lr/Wood_0.94.1.7z)
(http://i.imgur.com/KwibIVn.png) BetterPower+ V2.3.4 Compatibility Mini-mod. (http://www.mediafire.com/download/ozgtabjp57tvpxn/BP_&_WE_Patch_v1.0.1.7z)

IMPORTANT: This version (0.94.1) should be compatible with saves made using 0.94. The game itself isn't compatible with saves from versions prior to Alpha 3F though.

Screens:
(http://i.imgur.com/Kx1hlaI.png)

How to install:
How to install the BetterPower+ Compatibility Mini-mod:
How to use the Brazier and Wood Stove:

Changelog:
V0.94.1 (Alpha 3F release):
Updated to work with Alpha 3F.

V0.94 (Alpha 3 release):
Additions:
Saplings: Plant a synthetic tree. Can only be planted on dirt or wood mulch. (Buy them from farming traders.)
Wood Stove: Cook food without electricity. Just needs planks to burn. (Special thanks to Haplo for the code.)
Brazier: Burn wood planks for light. (Special thanks to Haplo for the code.)
Synthetic Tree: It grows extremely quickly in all conditions but cannot spread.
Traders: Wood Economy specific one added.
Fence Gate added.
Bench Saw: Visual effect when used.
An Easter Egg: Can you find it?

Changes:
Wood Walls: Recipe change. Now 2 Metal 5 Planks. Now also transmits power.
Traders: Significantly changed.
Wood Economy Resources: Increased worth of mod related resources. Logs/Planks/etc.
Log Walls: Now return 1 log when destroyed.
Wood Mulch: Now supports the same surfaces that ordinary soil does. Fertility improvement increased to 1.25 (Was 1.2)
Trees: Grow regardless of light level.
Sand: Poverty Grass no longer grows on it. Cacti still does. (Integrated my Grassless Sand Mod)
Simple door: Changed to wooden door. Changed costs, allowed it to transmit power.
Bench Saw: Planks and Wood Mulch are now made separately.

BetterPower+ Compatibility Mini-mod:
NOTES:
This changes the Brazier and Wood Stove so that they can use Coal from BetterPower+.
You must activate this after you have activated both BetterPower+ and Wood Economy.[/list]
Title: Re: [Project] Wood economy
Post by: rsdworker on February 26, 2014, 11:41:35 PM
looks nice idea because wood is more quicker to build and trees can regrow back and again and again
Title: Re: [MOD] (Alpha 2) Wood Economy
Post by: madpluck on February 28, 2014, 10:25:48 AM
Giving this a try; I will let you know my feedback issues! Should I play it by itself or can I use it with some other mods?
Title: Re: [MOD] (Alpha 2) Wood Economy
Post by: FowlJ on February 28, 2014, 12:44:35 PM
I've been playing a little bit with this, and I've not found anything that looks like a real bug, but a couple things I notice with the balance:

- The appearance modifier seems really high. I had a 2 tile wide hallway floored with wood, and despite the whole thing being covered with rock bits from mining, colonists in it were getting the 'beautiful environment' modifier - for it being so easy to gather, that seems a bit much.

- Relating to that last bit, you get a whole lot of wood really quickly. There are plenty of trees around, each of them drops a bunch of logs, those logs get turned into even more planks, and the sawmill works extremely fast. Even if you wanted to build your entire colony out of wood, you'd need remarkably little in the way of time and trees to do so.
Title: Re: [MOD] (Alpha 2) Wood Economy
Post by: TimMartland on February 28, 2014, 02:26:13 PM
No pics, no clicks dude. Sounds awesome though.
Title: Re: [MOD] (Alpha 2) Wood Economy
Post by: JonoRig on February 28, 2014, 05:36:24 PM
This is a nice idea; but i would say a lot of things need balancing, afterall, its only wood; i agree with everything FowlJ says; you harvest way too much wood per tree, the sawmill is way too quick, produces too many planks per 10 logs and all the wood items use very few planks; but i also think the trees are spawning too fast, and most importantly, the wood walls are too strong (600hp, compared to a metal walls 250?) plus, if its possible, i would suggest making it all a bit more flammable; otherwise i think this is an awesome mod, and fits well with the new crafting systems
Title: Re: [MOD] (Alpha 2) Wood Economy
Post by: Nasikabatrachus on February 28, 2014, 06:09:50 PM
Did someone say pics?

Although the textures certainly need work, as you acknowledge, I do like the "Little House on the Prairie" feeling that the wood texture gives to a building:

http://puu.sh/7e5uO.png

Wider view:

http://puu.sh/7e5Tt.png

I noticed some issues with cactus overlap and the blueprint texture:

http://puu.sh/7e5Lh.png
http://puu.sh/7e5Nv.png

One disadvantage the trees have compared to e.g. cactuses is that it's easier to notice that they are occluded by natural rock walls.

My main criticism is that the plank cutting labor time seems to be very low and that a single tree yields a lot more wood than intuitively makes sense.

I think that if trees yielded log debris (i.e. objects like boulders rather than resources) and if each log yielded maybe twenty planks overall the wood economy would feel more realistic.
Title: Re: [MOD] (Alpha 2) Wood Economy
Post by: ItchyFlea on February 28, 2014, 09:38:28 PM
Wood Economy v0.91 has been released.

Download: Wood Economy v0.91 (http://www.mediafire.com/download/tw38a4tij4ph4i1/Wood_0.91.7z)

Changes:
Trees: Now drop 20 Raw Wood instead of 250.
Bench Saw: Takes 10x longer to process wood into planks.
Bench Saw: Changed the Raw Wood -> Planks recipe. Now it's 1 -> 5. Before it was 10 -> 25.
Walls: Dropped HP from 500 to 100
Walls: Removed the Raw Wood cost (The game was ignoring it anyway.)
Wood Floors: Lowered the beauty rating to match smooth stone floors.

Fixes:
Made a proper blueprint texture and removed the flipped metal wall texture.

Known Issues:
Cactus overlaps the tree texture.
Title: Re: [MOD] (Alpha 2) Wood Economy
Post by: madpluck on March 01, 2014, 01:03:42 AM
Well! I agree with all the comments that got made today and am really happy with your changes! This is a great addition to make the world more interactable.
Title: Re: [MOD] (Alpha 2) Wood Economy
Post by: OpposingForces on March 01, 2014, 03:17:48 AM
hello, new here.
might i suggest the addition of wooden fences? would work like sandbags, just cheaper and nicer looking.
Title: Re: [MOD] (Alpha 2) Wood Economy (v.0.9.1)
Post by: TimMartland on March 01, 2014, 06:19:53 AM
You might want to tone down the trees, they are really bright and contrast  a lot with the rest of the games vegetation. Also, the wood seems to put a very fine line around it, making it look kind of strange. Maybe you should add a border, or allow it to interact more with surrounding tiles like the stock paving tiles.
Title: Re: [MOD] (Alpha 2) Wood Economy (v.0.9.1)
Post by: Vas on March 01, 2014, 11:23:37 AM
From the pictures, I'd say you might want to darken the  wood just a little.  It kinda stands out to much.  Also you might want to make the boards a little thinner.  It looks a little strange in it's current state is all I'm saying.  I'll give it a go though.  If you want to make wood thinner, you could just half size the texture file and tile it 2x2.  That'd make the boards thinner for sure and smaller.  Which I feel would fit better with the game.  But darker wood would also be nicer, to more closely take the colors of the game.

Edit:
In my very first map gen, it seems that trees have spawned on geysers, and in deserts.  That should be tweaked too.  xP  They also kinda stick out like a sore thumb, but not as bad as the wood.  Maybe lower the saturation of the image a bit?  Try and get close to the same color palate as the game?
Title: Re: [MOD] (Alpha 2) Wood Economy (v.0.9.1)
Post by: Architect on March 01, 2014, 11:55:20 AM
How have you edited the terrain generation? I've been looking to do that and i cannot figure out how... Also, how are you managing to create new instances after set periods of time? Another thing I'm struggling with.
Title: Re: [MOD] (Alpha 2) Wood Economy (v.0.9.1)
Post by: ItchyFlea on March 01, 2014, 08:27:52 PM
The trees are, in a small sense, a modified Saguaro Cactus. The new ones that pop up are using the same mechanism the Saguaro cactus uses to create new instances of itself. Just at a lower rate. Feel free to poke around in the Trees.xml file to see what I've done. :)
Title: Re: [MOD] (Alpha 2) Wood Economy (v.0.9.1)
Post by: NephilimNexus on March 01, 2014, 09:06:31 PM
One thing I noticed is that my colonists never cut down trees on their own.  I have to tell them to cut down each tree manually.  Which is odd.
Title: Re: [MOD] (Alpha 2) Wood Economy (v.0.9.1)
Post by: ItchyFlea on March 01, 2014, 09:57:05 PM
Quote from: NephilimNexus on March 01, 2014, 09:06:31 PM
One thing I noticed is that my colonists never cut down trees on their own.  I have to tell them to cut down each tree manually.  Which is odd.
That's intended. You cannot plant new trees yourself, you have to wait for the trees themselves to reproduce. (They are slow to do so, which is intended.) If you were to cut down all the trees on the map, you'd be left in a world where you only have a finite amount of wood to use. Currently, if you leave at least 1 fully grown tree in the world, it's infinite.
Title: Re: [MOD] (Alpha 2) Wood Economy (v.0.9.1)
Post by: Ember on March 02, 2014, 08:54:40 PM
looking good an its nice to have something other than stone or metal
though I'm finding the colors to be a bit too saturated in my opinion, especialy the trees.
try de-saturate the colors a bit
Title: Re: [MOD] (Alpha 2) Wood Economy (v.0.9.1)
Post by: ItchyFlea on March 02, 2014, 11:26:03 PM
I've got someone working on the textures for me, as I'm really bad at making textures myself. The Benchsaw is a good example.  :)
The next version will hopefully include those textures, a few little tweaks, and other additions.
Title: Re: [MOD] (Alpha 2) Wood Economy (v.0.92)
Post by: ItchyFlea on March 06, 2014, 05:47:34 PM
A new version has been released. This version is not compatible with previous versions. You will need to make a new colony, as the game will crash/behave strangely if you attempt to open a save file from 0.91 while running 0.92. Hopefully this is the only time this will occur.

Whats new in this version:
V0.92:
Additions:
Log Walls: Defensive Wood Log Wall. Requires 3 logs to build. 350HP
Wooden Picket Fences: A nice wood picket fence to keeping animals out of your growing areas. Can be shot over. 50HP, 30% Cover.

Changes:
Wood Panel Walls: These replace wood walls. They require 1 log and 7 Planks to build. 100HP.
Trees: Now spawn in groups. Kinda like mini-forests.
Trees: Now drop 25 Logs (Increased from 20)
Renamed RawWood into Logs
Lowered the time it takes to turn a log into 5 planks. (Was 250, Now 200)

NEW TEXTURES!
Extra special thanks to Josh Carter for the textures.
Title: Re: [MOD] (Alpha 2) Wood Economy (v.0.92)
Post by: Vas on March 06, 2014, 06:33:06 PM
I like the update, but there would be one small change I think would make fences look better, I took this from your screenshot and did a quick paint.exe edit.
(http://ft.trillian.im/33c7a0bfe47d003fba21abe70f086db0347d1d99/6nSLq7hmjQr8fPvBIfSq36zFem203.jpg)
It doesn't look as good when the planks are on both sides, this texture I rigged up in paint, looks like a wooden fence, that you would be able to shoot over.  The texture now looks like a double double sided privacy fence which you'd have to stand on boxes to shoot over.  :P

Just a texture swap suggestion is all.  It can still use planks in it's construction, or logs.  The dark wood walls I saw in the image look more like they'd be constructed from planks as well.  So maybe the fence can use logs and the wall can use logs and planks?  Not sure.  I've just avoided using these wood walls because of how they clash with the game and look, I still use the floors.  :P
Title: Re: [MOD] (Alpha 2) Wood Economy (v.0.92)
Post by: ItchyFlea on March 06, 2014, 07:13:36 PM
A few things are still using placeholder textures. Log Walls and Fences are using placeholder textures. The Wood Walls are using an in-progress texture. There's probably a couple of other things that I'm forgetting right now.  :)

EDIT:
The screenshot I posted is showing how the wood walls link up with normal metal walls. It doesn't show the log walls (which are using a darker coloured version of the fence texture.)
Title: Re: [MOD] (Alpha 2) Wood Economy (v.0.92)
Post by: Vas on March 06, 2014, 07:28:32 PM
Quote from: ItchyFlea on March 06, 2014, 07:13:36 PM
A few things are still using placeholder textures. Log Walls and Fences are using placeholder textures. The Wood Walls are using an in-progress texture. There's probably a couple of other things that I'm forgetting right now.  :)

EDIT:
The screenshot I posted is showing how the wood walls link up with normal metal walls. It doesn't show the log walls (which are using a darker coloured version of the fence texture.)

I thought the log walls might look like those wood walls you have there, only darker or maybe with bark texture instead.  Maybe you can use log floors, where you have a dark colored wood or even bark texture on the floors for a more beautiful finish.  :P

P.S.  Spell check says Coloured isn't a word.  xP  Why do people put ou instead of just o all the time? xD
Title: Re: [MOD] (Alpha 2) Wood Economy (v.0.92)
Post by: ItchyFlea on March 06, 2014, 08:50:00 PM
Because in my country colour is spelled with ou, same with armour and probably many other words. I'm in New Zealand.  :)
Title: Re: [MOD] (Alpha 2) Wood Economy (v.0.92)
Post by: Ember on March 06, 2014, 08:51:16 PM
Quote from: Vas on March 06, 2014, 07:28:32 PM

P.S.  Spell check says Coloured isn't a word.  xP  Why do people put ou instead of just o all the time? xD

it depends on where your spell check is from, color is the american way, and I believe colour is the European way, or whatever it actually is called
Title: Re: [MOD] (Alpha 2) Wood Economy (v.0.92)
Post by: StorymasterQ on March 06, 2014, 09:45:13 PM
Quote from: Ember on March 06, 2014, 08:51:16 PM
Quote from: Vas on March 06, 2014, 07:28:32 PM

P.S.  Spell check says Coloured isn't a word.  xP  Why do people put ou instead of just o all the time? xD

it depends on where your spell check is from, color is the american way, and I believe colour is the European way, or whatever it actually is called

Whereas Technicolor® is always spelled that way because it's a Registered trademark. The more you know! :D
Title: Re: [MOD] (Alpha 2) Wood Economy (v.0.92)
Post by: letharion on March 07, 2014, 07:10:31 PM
So, I have this tree issue....

On the positive side, a wall of trees completely breaks raider pathing/logic, so I'm safer than ever.

Apologies for crappy image quality, the forum restricted file size, so I lowered the quality significantly.

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 2) Wood Economy (v.0.92)
Post by: ItchyFlea on March 07, 2014, 07:46:23 PM
Quote from: letharion on March 07, 2014, 07:10:31 PM
So, I have this tree issue....
On the positive side, a wall of trees completely breaks raider pathing/logic, so I'm safer than ever.
Apologies for crappy image quality, the forum restricted file size, so I lowered the quality significantly.
Ummm....  :o
Trees should be flammable. Try a forest fire.

EDIT: Looks like I made the tree life expectancy a little to high. I've cut the time in half, which might help prevent this from occurring in future versions. Hopefully this doesn't break compatibility...  :-\
Title: Re: [MOD] (Alpha 2) Wood Economy (v.0.92)
Post by: DarkXess on March 08, 2014, 05:59:19 AM
Thanks for posting your release. Please update your release post with our download links too :)

You can find our mirror here:

(http://www.modsaholic.com/forums/site_pics/downloadbut.png) (http://www.modsaholic.com/forums/index.php/files/file/534-wood-economy/)
Title: Re: [MOD] (Alpha 2) Wood Economy (v.0.92)
Post by: letharion on March 08, 2014, 08:02:22 AM
Quote from: ItchyFlea on March 07, 2014, 07:46:23 PMTrees should be flammable. Try a forest fire.
No can do, every time I try the storyteller decides (due to low population count?) that fires are bad and soon starts to rain. I tried uping the flammability, but numbers about 4 doesn't seem to do much. I tried as high as 1000, but it didn't help.

Quote from: ItchyFlea on March 07, 2014, 07:46:23 PMEDIT: Looks like I made the tree life expectancy a little to high. I've cut the time in half, which might help prevent this from occurring in future versions. Hopefully this doesn't break compatibility...  :-\

Cool, I'll report back if I encounter more issues. :)
Title: Re: [MOD] (Alpha 2) Wood Economy (v.0.92)
Post by: harpuea on March 08, 2014, 01:07:10 PM
The tree grows too fast! By the time of a long game, my map is being invested with trees. I can't burn them down fast enough. Also, I can't sell the logs either.

I request that you either slow their growth or make them available for trade. To make it even better, add a variety of furniture that uses use logs as fuel. A log fire light, a cooking stove, etc. That way you can even cook and have light even during a solar flare. 
Title: Re: [MOD] (Alpha 2) Wood Economy (v.0.92)
Post by: ItchyFlea on March 08, 2014, 07:52:18 PM
I agree the tree growth is a problem come late game. 0.93 should help alleviate that problem. Buying and selling logs/planks with traders is planned, and may be included in 0.93. (Highly likely now that I think about it.)

I like the idea of being able to use logs as fuel/light source, especially during solar flares. Although those will be tricky to implement in Alpha 2.
Title: Re: [MOD] (Alpha 2) Wood Economy (v.0.93)
Post by: ItchyFlea on March 08, 2014, 11:25:14 PM
A new version has been released. This version is not compatible with previous versions. You will need to make a new colony, as the game will crash/behave strangely if you attempt to open a save file from 0.91 or 0.92 while running 0.93. While I hope this doesn't occur in the future, I cannot guarantee it.

Please post what you think about the prices of Logs, Planks and Mulch with traders.

Whats new in this version:
V0.93:
Additions:
Mulch Pile - Byproduct of processing Logs into Planks. 25HP
Planks, Logs and Wood Mulch can be traded with Farming and Industrial Traders. (Mulch only with Farming trader)
Wood Mulch - New terrain type. Improves soil fertility by 20%. Can only be placed on soil. Spreads Mulch Filth.

Changes:
Logs & Planks: Now use the health system. 50HP.
Turning Logs into Planks produces 1 wood mulch pile.
Trees: Various small tweaks.

Fixes:
Cactus no longer draws over tree texture.

NOTES:
It takes 2 Mulch Piles to improve soil.
Additions are using placeholder textures.
Title: Re: [MOD] (Alpha 2) Wood Economy (v.0.93)
Post by: Zack_Wester on March 09, 2014, 09:19:59 AM
Can you make one version of the WallWood(wood wall) that cost one additional metal and have an power conduct in it like the metal wall.?
Hate when I build an wooden Hut/house and I cant drag the power line in whit out turning it into an mess or make it ugly.
Title: Re: [MOD] (Alpha 2) Wood Economy (v.0.93)
Post by: ps0705 on March 09, 2014, 12:19:27 PM
Has anyone been able to download the latest version, 0.93? After clicking the download button on the mediafire-page, it tries to connect but doesn't download any file.
Title: Re: [MOD] (Alpha 2) Wood Economy (v.0.93)
Post by: Oragepoilu on March 09, 2014, 12:19:45 PM
Hi,

Trees often kill raiders in my save,

because they grow while in same time don't spread much => this lead to a lot of pathfinding issue (they can't go trought trees)

So I can't really play unless I cut "line" of tree inside forest and build something like Stone Tile to avoid them growing everywhere ....

(well, it turn that it's the best defense atm - cost nothing and kill by starvation raiders)

No idea how it could be avoided tought.
Title: Re: [MOD] (Alpha 2) Wood Economy (v.0.93)
Post by: ItchyFlea on March 09, 2014, 04:39:25 PM
Quote from: Oragepoilu on March 09, 2014, 12:19:45 PMHi,
Trees often kill raiders in my save,
because they grow while in same time don't spread much => this lead to a lot of pathfinding issue (they can't go trought trees)
So I can't really play unless I cut "line" of tree inside forest and build something like Stone Tile to avoid them growing everywhere ....
(well, it turn that it's the best defense atm - cost nothing and kill by starvation raiders)
No idea how it could be avoided tought.
I thought I had fixed that. Can you please upload your save so I can take a look and test a few things?
Title: Re: [MOD] (Alpha 2) Wood Economy (v.0.93)
Post by: Oragepoilu on March 09, 2014, 07:08:18 PM
Quote from: ItchyFlea on March 09, 2014, 04:39:25 PM
Quote from: Oragepoilu on March 09, 2014, 12:19:45 PMHi,
Trees often kill raiders in my save,
because they grow while in same time don't spread much => this lead to a lot of pathfinding issue (they can't go trought trees)
So I can't really play unless I cut "line" of tree inside forest and build something like Stone Tile to avoid them growing everywhere ....
(well, it turn that it's the best defense atm - cost nothing and kill by starvation raiders)
No idea how it could be avoided tought.
I thought I had fixed that. Can you please upload your save so I can take a look and test a few things?

Sorry but you'r request lead me to 3 problems :

-I'v already placed some Stone tiles to avoid any problem, in all the area where there are some trees
-I'm using some other mods, so it may become hard to test anyway mainly because mod don't allow often to "update" unless you start a new game, so it's not the last version
-I have no idea what ppl here use to upload file.

btw, it also kill squirrel, boomrat, bufalo, travelers, drop pod. All by starvation of course.

I could try to use the newest version with another save and test a bit (doing the same i do, and see if the same event occur) but i still wonder how you may have fixed that ? Making growing tree not possible when there is another tree nearby ? Almost sure it's not possible; Avoid spawming near tree ? Even if possible, could lead to mroe problem than it solve.
Title: Re: [MOD] (Alpha 2) Wood Economy (v.0.93)
Post by: ItchyFlea on March 09, 2014, 09:37:09 PM
One of the tweaks I made to trees in 0.93 was to have them allow pawns to path through them if there is no other viable route for them to take. If you are using a previous version of the mod, that will be why pawns are getting stuck. Trees in 0.92 and below all completely block pathing.
Title: Re: [MOD] (Alpha 2) Wood Economy (v.0.93)
Post by: bolti1703 on March 10, 2014, 01:47:06 AM
just one question. i am the first official addon maker for wood economy? if so ,whats the prize?  ;D http://ludeon.com/forums/index.php?topic=2413.0
Title: Re: [MOD] (Alpha 2) Wood Economy (v.0.93)
Post by: bolti1703 on March 10, 2014, 02:56:47 AM
ok, im the first official unofficial addon maker  ;D
Title: Re: [MOD] (Alpha 2) Wood Economy (v.0.93)
Post by: Oragepoilu on March 10, 2014, 05:25:19 AM
Quote from: ItchyFlea on March 09, 2014, 09:37:09 PM
One of the tweaks I made to trees in 0.93 was to have them allow pawns to path through them if there is no other viable route for them to take. If you are using a previous version of the mod, that will be why pawns are getting stuck. Trees in 0.92 and below all completely block pathing.

hu, i would never tought that could be possible atm.

Well, i'll have to update & make a new game then. Thx for you'r reply.
Title: Re: [MOD] (Alpha 2) Wood Economy (v.0.93)
Post by: bolti1703 on March 11, 2014, 09:29:42 AM
Another unofficial add on http://ludeon.com/forums/index.php?topic=2511.0
Title: Re: [MOD] (Alpha 2) Wood Economy (v.0.93)
Post by: Vas on March 13, 2014, 06:42:06 AM
Just a quick thought I just now had.  You should (in Alpha 3) try to make it so trees spread and grow more rarely on certain map seeds.  Possibly with story tellers even.  So if someone chooses a difficult story teller, maybe trees will spread half as much and grow twice as slow.  Maybe a randomized event that will delete anywhere between 15% - 80% of the trees on the map, event would be Wood Rot, or Termites, or something like that and would always take a randomized value between 15% to 80% of the trees on the map.  Always leaving a minimum of 3 trees (1 tree on Randy or other difficult story tellers).

How does this sound for an added difficulty for Wood Economy?

Another thought I had, was a tree farm.  Using growing areas to grow trees.  It'd be nice if you could make it so trees can only grow 3 blocks apart, like they take a 3x3 grid each tree, and it grows in the center always and another tree must have it's own 3x3 grid with no tree grids in it before it can grow.  I often seen trees growing directly next to each other creating large unwalkable areas and such or even just looking bad.  So it'd be nice if they had to have 2 blocks free space between them always.
Title: Re: [MOD] (Alpha 2) Wood Economy (v.0.93)
Post by: ItchyFlea on March 13, 2014, 07:48:02 AM
Quote from: Vas on March 13, 2014, 06:42:06 AM
Another thought I had, was a tree farm.  Using growing areas to grow trees.  It'd be nice if you could make it so trees can only grow 3 blocks apart, like they take a 3x3 grid each tree, and it grows in the center always and another tree must have it's own 3x3 grid with no tree grids in it before it can grow.  I often seen trees growing directly next to each other creating large unwalkable areas and such or even just looking bad.  So it'd be nice if they had to have 2 blocks free space between them always.
You wouldn't believe how many times I've tried this in Alpha 2.
I don't know which approach I would consider closer. The game going rainbow colours upon completion of placing a sapling, or just the outright black screen when trying to start the game.  :)

As for unwalkable areas, that's been fixed in 0.93. Trees don't block movement anymore. But I do agree that they don't look all that good when next to each other. Although there isn't much I can do about that at the moment. Might be able to do it in Alpha 3.

EDIT: I like the idea of Wood Rot.
Title: Re: [MOD] (Alpha 2) Wood Economy (v.0.93)
Post by: Kirid on March 13, 2014, 08:35:46 AM
I didn't really set out intending to mod your mod, But I did. I was testing workshops not shaped like a rectangle and came up with this
(http://i1301.photobucket.com/albums/ag117/Kirid420/Chop_zpsceed9d26.png) (http://s1301.photobucket.com/user/Kirid420/media/Chop_zpsceed9d26.png.html)
It still needs a little work, I'm not to good with this art angle yet.
But it makes little trees instead of logs when harvested, then the chopping block turns them into logs. Just adds a pointless step really..
Title: Re: [MOD] (Alpha 2) Wood Economy (v.0.93)
Post by: HawkWinters on March 13, 2014, 06:09:41 PM
Would it be possible to add a brazier or sconce that would use wood as fuel to stay lit?  It could provide light (not as effective as a regular light) and a status booster (because everyone loves wood burning things.)  Plus it would work well with a castle theme. 
Title: Re: [MOD] (Alpha 2) Wood Economy (v.0.93)
Post by: letharion on March 14, 2014, 05:34:23 PM
Quote from: HawkWinters on March 13, 2014, 06:09:41 PM
Would it be possible to add a brazier or sconce that would use wood as fuel to stay lit?  It could provide light (not as effective as a regular light) and a status booster (because everyone loves wood burning things.)  Plus it would work well with a castle theme.

Awesome! Idea! Light without electricty; there's to little low tech among the mods curretly.
Title: Re: [MOD] (Alpha 2) Wood Economy (v.0.93)
Post by: ItchyFlea on March 14, 2014, 09:30:28 PM
Anything that uses wood for fuel can't be added until Alpha 3 comes out, because there is no way (that I know of) to make things use fuel via XML.
So far, what I want to add when Alpha 3 comes out are:
Of course, all of those depend on whether or not I can learn to code C# in time.  :)
Title: Re: [MOD] (Alpha 2) Wood Economy (v.0.93)
Post by: StorymasterQ on March 16, 2014, 08:50:43 PM
Quote from: ItchyFlea on March 14, 2014, 09:30:28 PM
  • Brazier
Oh god, I thought you said brassiere. Don't mind me and my dirty mind.
Title: Re: [MOD] (Alpha 2) Wood Economy (v.0.93)
Post by: ItchyFlea on March 17, 2014, 12:17:55 AM
Well, I think it's safe to say I'm not going to learn C# in time. Anybody willing to do some free C# coding work when Alpha 3 is released?

The Fence Gate and Wood Door are technically already covered by the addition of simple doors on Feb 25th, as noted in the RimWorld changelog (https://docs.google.com/document/d/1_rCdGYp3nbSUXFG4Ky96RZW1cJGt9g_6ANZZPOHyNsg/pub)
Title: Re: [MOD] (Alpha 2) Wood Economy (v.0.93)
Post by: letharion on March 17, 2014, 03:43:32 AM
Quote from: ItchyFlea on March 17, 2014, 12:17:55 AMAnybody willing to do some free C# coding work when Alpha 3 is released?

I'm definitely willing to do some free work to benefit this awesome game and mod, however, time is short, and my C# is a bit rusty. Let's take a look at it when the alpha comes out, and we'll see what happens. :)
Title: Re: [MOD] (Alpha 2) Wood Economy (v.0.93)
Post by: xiuhte1 on March 18, 2014, 05:30:40 AM
people how i can make the trees to spread and grow faster? because im playing with other mods that actually make basic defences and tecnology for later game  8) so i was hoping use the wood as primary source of defence but given the low rate of trees and grow speed the colony dies in day 15 or 23  :'( (i'm playing on the hardest of the hardest xD) so what i need to change in the trees xml ??
Title: Re: [MOD] (Alpha 2) Wood Economy (v.0.93)
Post by: ItchyFlea on March 18, 2014, 06:24:20 PM
You could always buy wood from traders while waiting for trees to grow and spread.

I strongly advise against modifying the mod files. But, if you feel you need to, open up the trees.xml file and increase the value of these fields to achieve what you're after:

<wildCommonality> - Affects how many trees are present when you start a new world.
<growthPer20kTicks> - Affects how quickly the trees grow.
<seedEmitAveragePer20kTicks> - Affects how quickly trees spread.
Title: Re: [MOD] (Alpha 2) Wood Economy (v.0.93)
Post by: xiuhte1 on March 19, 2014, 04:52:50 AM
thx i just gona change the amount of trees in the begining because in all new map only get few trees 8 or 10 13max in a oasis  :P
Title: Re: [MOD] (Alpha 2) Wood Economy (v.0.93)
Post by: Zack_Wester on April 10, 2014, 04:45:26 PM
Do we have an ETA on when this is Alpha 3 ready or is it already?
Title: Re: [MOD] (Alpha 2) Wood Economy (v.0.93)
Post by: OmegaConstruct on April 10, 2014, 05:31:29 PM
A3 version should be coming soon. I've been helping test it, and I believe it is one or two tweaks away from release. I can't wait for the final A3 version either! :)
Title: Re: [MOD] (Alpha 2) Wood Economy (v.0.93)
Post by: ItchyFlea on April 10, 2014, 08:35:53 PM
Should be up in a few hours. Just doing some checking to make sure all is well before release.
Title: Re: [MOD] (Alpha 3) Wood Economy (v.0.94)
Post by: ItchyFlea on April 10, 2014, 10:06:34 PM
v0.94 has been released. This updates the mod to work with Alpha 3, and includes several new features.
Check the changelog to see a breakdown of these new features.

I have also included a mini-mod that adds some compatibility with BetterPower+, so that the Coal resource added can be used to fuel the Brazier and Wood Stove.

Note about the Brazier: It has an interaction square (the yellow O) so that the colonists can fill it with firewood. You can rotate it with the Q and E keys. It's currently using a placeholder texture, so won't look too good when rotated I'm afraid.
Title: Re: [MOD] (Alpha 3) Wood Economy (v.0.94)
Post by: ble210 on April 16, 2014, 03:59:06 PM
any eta on the 3f version?
Title: Re: [MOD] (Alpha 3F) Wood Economy (v.0.94.1)
Post by: ItchyFlea on April 16, 2014, 05:45:26 PM
Updated to 0.94.1. The mod now works with Alpha 3F.  :)
Also updated the BetterPower+ Compatibility patch.
Title: Re: [MOD] (Alpha 3F) Wood Economy (v.0.94.1)
Post by: daft73 on April 16, 2014, 05:49:50 PM
Quote from: ItchyFlea on April 16, 2014, 05:45:26 PM
Updated to 0.94.1. The mod now works with Alpha 3F.  :)
Also updated the BetterPower+ Compatibility patch.
Thank you fine sir, you are much faster than my espresso maker..I need to update to the ItchyFlea model.
Title: Re: [MOD] (Alpha 3F) Wood Economy (v.0.94.1)
Post by: ItchyFlea on April 16, 2014, 06:29:17 PM
While I'd love to take the credit, it's Haplo who deserves it. He does the C# code, which is what needed updating for this mod to work with Alpha 3F.
Title: Re: [MOD] (Alpha 3F) Wood Economy (v.0.94.1)
Post by: ble210 on April 16, 2014, 06:32:20 PM
Quote from: ItchyFlea on April 16, 2014, 05:45:26 PM
Updated to 0.94.1. The mod now works with Alpha 3F.  :)
Also updated the BetterPower+ Compatibility patch.

Woohoo!
Title: Re: [MOD] (Alpha 3F) Wood Economy (v.0.94.1)
Post by: daft73 on April 16, 2014, 06:36:35 PM
Quote from: ItchyFlea on April 16, 2014, 06:29:17 PM
While I'd love to take the credit, it's Haplo who deserves it. He does the C# code, which is what needed updating for this mod to work with Alpha 3F.
;D..Well then I'd like to change my order to the Haplo model ::)
Title: Re: [MOD] (Alpha 3F) Wood Economy (v.0.94.1)
Post by: AntiMatter on April 17, 2014, 03:22:24 AM
Quote from: ItchyFlea on April 16, 2014, 06:29:17 PM
While I'd love to take the credit, it's Haplo who deserves it. He does the C# code, which is what needed updating for this mod to work with Alpha 3F.

i like to see this. it shows good modmanship and good spunk (DIRTY WORD!!!! EWWWW!!!!)

and i also love this mod (even though i don't use it, it's a great mod)
Title: Re: [MOD] (Alpha 3F) Wood Economy (v.0.94.1)
Post by: keensta on April 22, 2014, 02:05:44 PM
You've seem to have set the wrong encoding for one of your files. That my save file editor caught when trying to load the data check the image below to see what one.

http://prntscr.com/3cf0ly
Title: Re: [MOD] (Alpha 3F) Wood Economy (v.0.94.1)
Post by: Kirid on April 22, 2014, 03:24:23 PM
I'm having some major overgrowth problems. I got an almost entirely sand map. Poverty grass is entirely extinct, and pincushion cacti have taken over the whole map. I'm not 100% certain, but I think this has to do with the grassless sand mod. Without the grass, there is nothing to keep the cacti in check.

Screenshot (http://i1301.photobucket.com/albums/ag117/Kirid420/Screenshots/Killitwithfire.png) of the bottom left corner of my current colony. It was taken in the middle of a controlled burn using god-mode lighting strikes, using godmode to keep it from raining also. This is the second time I have had to clear my map of pincushions this way. This time I am burning every last one.
Title: Re: [MOD] (Alpha 3F) Wood Economy (v.0.94.1)
Post by: ItchyFlea on April 22, 2014, 05:30:32 PM
The encoding thing was done on purpose, because I was curious if that actually affected anything in-game. I've changed it back to 8 for the next version.

I'll look into the pincushion cactus overgrowth, as that mostly defeats the purpose of the grassless sand mod.
Title: Re: [MOD] (Alpha 3F) Wood Economy (v.0.94.1)
Post by: brunoenrico on April 23, 2014, 09:20:20 PM
Could somebody explain to me how to plant a new tree at this mod?
Title: Re: [MOD] (Alpha 3F) Wood Economy (v.0.94.1)
Post by: ItchyFlea on April 23, 2014, 09:36:47 PM
You need to buy saplings from either a farming vessel or a wood economy vessel to plant a 'Tree Sapling', which is in the Furniture tab.
The saplings have a base cost of 15 silver each, but depending on the vessel, and the social skill of whoever is using the comms console, they could cost up to around 30 silver each.
They grow much faster than normal trees, taking around 5 days to fully mature, whereas natural trees take about 15 days. :) There are a few differences between planted trees and natural trees, the most significant being a fully grown natural tree gives you 25 logs, and one you've planted yourself only gives 15 when fully grown.
Title: Re: [MOD] (Alpha 3F) Wood Economy (v.0.94.1)
Post by: Vas on April 23, 2014, 09:55:37 PM
I'd like to be able to start my own forest with them, and not auto dig these trees up.  is that possible?  Just have these home grown trees not harvest themselves, and not grow new ones beside them?  So your trees can live for very long periods of time unless you harvest them, and they won't spread.  it would be like you fence in an area and plant a perfect grid of trees like a bio-habitat or something and only harvest them when you need wood, or they naturally die much later than they do now, maybe 45 game days is their max and then you get no wood back.
Title: Re: [MOD] (Alpha 3F) Wood Economy (v.0.94.1)
Post by: ItchyFlea on April 23, 2014, 10:14:17 PM
The ones you plant yourself are like that. They aren't capable of spreading anywhere, and their lifetime is the same as a natural tree.
Not sure what you mean by harvest themselves though, as they aren't able to do that now. They do die off though after being fully grown for about 20 days.
Title: Re: [MOD] (Alpha 3F) Wood Economy (v.0.94.1)
Post by: ItchyFlea on April 24, 2014, 12:18:25 AM
Quote from: Vas on April 23, 2014, 10:15:59 PM
Odd, never noticed how long they lasted, i just go back and see dead trees and stacks of 15 wood.

Also, Please change any floor tiles to use
      <DesignationCategory>Floors</DesignationCategory>
Instead of
      <DesignationCategory>Structure</DesignationCategory>
I've already done this in my copy of your mod.  :P
A fresh download of the current public version does not contain that category. Making the suggested change would break the mod.
Title: Re: [MOD] (Alpha 3F) Wood Economy (v.0.94.1)
Post by: Stankor on April 24, 2014, 04:20:26 AM
Shouldn't harvested trees give you a sapling or two so you can replenish them on your own? I don't like being dependent on traders for single use trees, farming is about living off the land.
Title: Re: [MOD] (Alpha 3F) Wood Economy (v.0.94.1)
Post by: ItchyFlea on April 24, 2014, 04:48:10 AM
Ideally yes. That will be coming in a future version.
Title: Re: [MOD] (Alpha 3F) Wood Economy (v.0.94.1)
Post by: Haplo on April 24, 2014, 12:13:40 PM
Hmm, what you do have there is the testers version of the alpha 4 translation build.
Your shown menu is integrated there, but not in the alpha 3 builds.
Even the newest alpha 3 build, 0.3.413 (aka alpha 3f) still has the old architect structure with bigger buttons and without the category Floors...
Title: Re: [MOD] (Alpha 3F) Wood Economy (v.0.94.1)
Post by: Darkfirephoenix on April 24, 2014, 01:58:04 PM
Hrmmm Wood economy... Sounds nice but like in RL the trees sometimes take too long to grow if you need wood NOW. Maybe add another plant? Bamboo for example grows like crazy, spreads like crazy and it's as durable and usefull as wood is, if not even more durable... It's just an idea.

But I like the "low-tech" idea of your mod! ;)
Title: Re: [MOD] (Alpha 3F) Wood Economy (v.0.94.1)
Post by: Haplo on April 24, 2014, 02:03:55 PM
Quote from: Vas on April 24, 2014, 01:46:32 PM
Odd, shouldn't an Alpha 4 have a different version number all together then?
Normally yes, it would be 0.4.xxx. But there was a bit of confusion with the first versions..
I think since 412 or so Tynan corrected them.
Title: Re: [MOD] (Alpha 3F) Wood Economy (v.0.94.1)
Post by: daft73 on April 24, 2014, 02:12:29 PM
Quote from: Darkfirephoenix on April 24, 2014, 01:58:04 PM
Hrmmm Wood economy... Sounds nice but like in RL the trees sometimes take too long to grow if you need wood NOW. Maybe add another plant? Bamboo for example grows like crazy, spreads like crazy and it's as durable and usefull as wood is, if net even more durable... It's just an idea. But I like the "low-tech" idea of your mod! ;)
Well it is SciFi, and who's to say whether or not they have been able to speed up the process..but I do like the concept of bamboo. In all reality we might be able to assume the intrepid explorers may bring bits of home to start new colonies with.
Title: Re: [MOD] (Alpha 3F) Wood Economy (v.0.94.1)
Post by: Cala13er on April 24, 2014, 02:15:23 PM
Quote from: Vas on April 24, 2014, 11:52:24 AM
Quote from: ItchyFlea on April 24, 2014, 12:18:25 AM
A fresh download of the current public version does not contain that category. Making the suggested change would break the mod.
Odd, isn't Alpha 3 public?  Cause I have Alpha 3 and I have floors category.
(https://dl.dropboxusercontent.com/u/30270697/floors.png)
Version 0.3.409 at the top corner.

BLARG, EDITED OUT *SPOILER*
Title: Re: [MOD] (Alpha 3F) Wood Economy (v.0.94.1)
Post by: Darkfirephoenix on April 24, 2014, 02:24:15 PM
Quote from: daft73 on April 24, 2014, 02:12:29 PM
Well it is SciFi, and who's to say whether or not they have been able to speed up the process..but I do like the concept of bamboo. In all reality we might be able to assume the intrepid explorers may bring bits of home to start new colonies with.

Yes they may have speed up the growth rate of the trees, but that would mean that you have to manipulate/breed the trees so that this happens, and someone who crash-lands has only emergency equip and such manipulated tree seed would be expensive. So I would imagine that they would put an plant in wich is extremly usefull in many aspects: Bamboo grows like crazy, spreads like crazy (I already said that), you would have to dig out the roots to stop it from growing, it's durable and you can even eat it. I imagine that most ppl would choose such an usefull plant over an tree anytime, or? ;)

Maybe you could even let trees drop food too? Apples etc. That would make them even more useful! :D
Title: Re: [MOD] (Alpha 3F) Wood Economy (v.0.94.1)
Post by: daft73 on April 24, 2014, 02:32:17 PM
Quote from: Cala13er on April 24, 2014, 02:15:23 PM
Quote from: Vas on April 24, 2014, 11:52:24 AM
Quote from: ItchyFlea on April 24, 2014, 12:18:25 AM
A fresh download of the current public version does not contain that category. Making the suggested change would break the mod.
Odd, isn't Alpha 3 public?  Cause I have Alpha 3 and I have floors category.
......
Version 0.3.409 at the top corner.

Vas, you should probably remove that image. I read a while ago that Tynan doesn't want testers to leak information about alpha 4, and seeing as you're showing people about the new architect menu. That's exposing it.
..That said, don't you think you may want to alter your post Cala13er.. ;) :-X
Title: Re: [MOD] (Alpha 3F) Wood Economy (v.0.94.1)
Post by: Cala13er on April 24, 2014, 07:48:52 PM
Quote from: daft73 on April 24, 2014, 02:32:17 PM
Quote from: Cala13er on April 24, 2014, 02:15:23 PM
Quote from: Vas on April 24, 2014, 11:52:24 AM
Quote from: ItchyFlea on April 24, 2014, 12:18:25 AM
A fresh download of the current public version does not contain that category. Making the suggested change would break the mod.
Odd, isn't Alpha 3 public?  Cause I have Alpha 3 and I have floors category.
......
Version 0.3.409 at the top corner.

Vas, you should probably remove that image. I read a while ago that Tynan doesn't want testers to leak information about alpha 4, and seeing as you're showing people about the new architect menu. That's exposing it.
..That said, don't you think you may want to alter your post Cala13er.. ;) :-X

Good idea ;)
Title: Re: [MOD] (Alpha 3F) Wood Economy (v.0.94.1)
Post by: zkullz on April 26, 2014, 09:23:23 PM
When downloading the file I can not unzip the file for it is not a .zip file it is a .7z file. Any help with this please?
Title: Re: [MOD] (Alpha 3F) Wood Economy (v.0.94.1)
Post by: ItchyFlea on April 26, 2014, 11:06:51 PM
.7z is the extension used by 7Zip. Most archive programs should be able to unzip it, although I've only tested WinRAR. You can download 7Zip for free, here: http://www.7-zip.org/
Title: Re: [MOD] (Alpha 3F) Wood Economy (v.0.94.1)
Post by: Cala13er on May 02, 2014, 09:02:10 AM
Itchy, what's the easter egg? I've not seen it yet.
Title: Re: [MOD] (Alpha 3F) Wood Economy (v.0.94.1)
Post by: Celthric Aysen on May 02, 2014, 09:04:33 AM
Quote from: Cala13er on May 02, 2014, 09:02:10 AM
Itchy, what's the easter egg? I've not seen it yet.
That's why its an Easter egg....
Title: Re: [MOD] (Alpha 3F) Wood Economy (v.0.94.1)
Post by: Cala13er on May 02, 2014, 09:06:00 AM
Quote from: Blackjack1000K on May 02, 2014, 09:04:33 AM
Quote from: Cala13er on May 02, 2014, 09:02:10 AM
Itchy, what's the easter egg? I've not seen it yet.
That's why its an Easter egg....

Well I don't play RimWorld without my modpack, so if I've seen it, I may have thought some other mod added it or something.
Title: Re: [MOD] (Alpha 3F) Wood Economy (v.0.94.1)
Post by: Celthric Aysen on May 02, 2014, 09:08:51 AM
Quote from: Cala13er on May 02, 2014, 09:06:00 AM
Quote from: Blackjack1000K on May 02, 2014, 09:04:33 AM
Quote from: Cala13er on May 02, 2014, 09:02:10 AM
Itchy, what's the easter egg? I've not seen it yet.
That's why its an Easter egg....

Well I don't play RimWorld without my modpack, so if I've seen it, I may have thought some other mod added it or something.
Well that's for you to figure out,
Besides you could always take a look at the files :P
Title: Re: [MOD] (Alpha 3F) Wood Economy (v.0.94.1)
Post by: Cala13er on May 02, 2014, 09:12:53 AM
Quote from: Blackjack1000K on May 02, 2014, 09:08:51 AM
Quote from: Cala13er on May 02, 2014, 09:06:00 AM
Quote from: Blackjack1000K on May 02, 2014, 09:04:33 AM
Quote from: Cala13er on May 02, 2014, 09:02:10 AM
Itchy, what's the easter egg? I've not seen it yet.
That's why its an Easter egg....

Well I don't play RimWorld without my modpack, so if I've seen it, I may have thought some other mod added it or something.
Well that's for you to figure out,
Besides you could always take a look at the files :P

That would be cheating :P
Title: Re: [MOD] (Alpha 3F) Wood Economy (v.0.94.1)
Post by: Celthric Aysen on May 02, 2014, 09:22:59 AM
Not if your looking at the Def files "Legit"
Title: Re: [MOD] (Alpha 3F) Wood Economy (v.0.94.1)
Post by: Kirid on May 02, 2014, 02:38:20 PM
Kind of a simple issue I've been biting my toungue over.

BetterPower+ overwrites the powered door and simple door to cost wire, then Wood Econ overwrites the simple door to cost wood planks and adds wood gate.
So I end up with is powered door(75 metal+5 wire) wooden door(1metal+5planks) and wooden fence gate. The simple door that costs wire was written over.

It's not a huge problem most of the time. But it makes starting some maps very difficult. Especially if it is a big desert map with only one group of trees across the map.
I either have to spend tons of resources to build all powered doors, or wait until power is set up, sawbench built, trees cut, and planks made until I can build a cheap door.
I just think the BP + Wood compatibily mod should seperate the def for the simple wood or metal door.
Title: Re: [MOD] (Alpha 3F) Wood Economy (v.0.94.1)
Post by: bolti1703 on May 16, 2014, 09:09:46 AM
hi ItchyFlea

i have improved the brazier again...just try it. it now smokes and throw sparks :-D
all credits goes to you of course


[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 3F) Wood Economy (v.0.94.1)
Post by: murlocdummy on May 26, 2014, 12:49:56 AM
This is a pretty good mod.  The wood economy seems to work rather well, and the textures don't completely clash with the overall style of the vanilla game.

I never did figure out how to use the Firewood Stove, though.  I assume that it's just unfinished and will be functional in some future update.
Title: Re: [MOD] (Alpha 2) Wood Economy
Post by: gabepombo on May 26, 2014, 02:19:09 AM
Quote from: OpposingForces on March 01, 2014, 03:17:48 AM
hello, new here.
might i suggest the addition of wooden fences? would work like sandbags, just cheaper and nicer looking.
Tim's safety is at risk
http://www.menscience.com/blog/uploaded_images/Young-smiling-asian-man-745813.jpg

EDIT by ItchyFlea: Removal of IMG tag on irrelevant image.
Title: Re: [MOD] (Alpha 3F) Wood Economy (v.0.94.1)
Post by: ItchyFlea on May 26, 2014, 03:28:21 AM
Quote from: murlocdummy on May 26, 2014, 12:49:56 AM
This is a pretty good mod.  The wood economy seems to work rather well, and the textures don't completely clash with the overall style of the vanilla game.
Thank you.  :)

Quote from: murlocdummy on May 26, 2014, 12:49:56 AM
I never did figure out how to use the Firewood Stove, though.  I assume that it's just unfinished and will be functional in some future update.
Is it functional, but a little odd in how it works. I haven't used it for a while myself, so I might be slightly off with this:
Your colonists will try to always ensure that it contains 10 planks to use as fuel (It's default storage priority is 'Important'). When you want to use it, set up a bill for food, then when your cook is ready, click on the start fire button. It'll burn long enough for a cook to make about 10 simple meals.
Title: Re: [MOD] (Alpha 3F) Wood Economy (v.0.94.1)
Post by: murlocdummy on May 26, 2014, 04:47:08 AM
Quote from: ItchyFlea on May 26, 2014, 03:28:21 AM
Quote from: murlocdummy on May 26, 2014, 12:49:56 AM
This is a pretty good mod.  The wood economy seems to work rather well, and the textures don't completely clash with the overall style of the vanilla game.
Thank you.  :)

Quote from: murlocdummy on May 26, 2014, 12:49:56 AM
I never did figure out how to use the Firewood Stove, though.  I assume that it's just unfinished and will be functional in some future update.
Is it functional, but a little odd in how it works. I haven't used it for a while myself, so I might be slightly off with this:
Your colonists will try to always ensure that it contains 10 planks to use as fuel (It's default storage priority is 'Important'). When you want to use it, set up a bill for food, then when your cook is ready, click on the start fire button. It'll burn long enough for a cook to make about 10 simple meals.

Well, the good thing is that Wood Economy is going to be implemented in the vanilla game, which should fix the bugs that I've been having with it.  It seems to work when it wants to, sometimes screwing with my pawns whenever I build it.  Maybe I should just keep stockpiles of berries sitting around instead of relying on the Firewood Stove.  The rest of the mod seems to work correctly, though.
Title: Re: [MOD] (Alpha 3F) Wood Economy (v.0.94.1)
Post by: Haplo on May 26, 2014, 05:01:56 AM
Can you tell us, what the pawns do to be srewed?

The normal procedure of it should be like this:
You build it => The pawns will fill it with firewood (Planks) up to 10 => The amount of firewood inside is shown in the description => You need to manually ignite it. When thats done, you can use it as a normal stove as long as the fire is burning.

At least this is how it should work...
Title: Re: [MOD] (Alpha 3F) Wood Economy (v.0.94.1)
Post by: murlocdummy on May 26, 2014, 05:05:47 AM
Quote from: Haplo on May 26, 2014, 05:01:56 AM
Can you tell us, what the pawns do to be srewed?

The normal procedure of it should be like this:
You build it => The pawns will fill it with firewood (Planks) up to 10 => The amount of firewood inside is shown in the description => You need to manually ignite it. When thats done, you can use it as a normal stove as long as the fire is burning.

At least this is how it should work...

Some of my pawns are trying to carry food items into the stove, leading to them picking up food items and dropping them right next to themselves.  They do this repeatedly, and it lags the game immensely.  The stove also doesn't accept planks until I reload the game.  The thing is a real pain to deal with.
Title: Re: [MOD] (Alpha 3F) Wood Economy (v.0.94.1)
Post by: Haplo on May 26, 2014, 05:36:25 AM
That's strange. I've tried it, but can't reproduce it :(
Can you tell me what other mods you've installed?
Or better do you have the output_log.txt file?
Title: Re: [MOD] (Alpha 3F) Wood Economy (v.0.94.1)
Post by: murlocdummy on May 26, 2014, 01:12:36 PM
Quote from: Haplo on May 26, 2014, 05:36:25 AM
That's strange. I've tried it, but can't reproduce it :(
Can you tell me what other mods you've installed?
Or better do you have the output_log.txt file?

I get the job-giving loop error alot whenever I play, regardless of mods.
https://www.mediafire.com/?t6uhslv0oebbesu

I think that Inventory Panel gave me some issues with Armory when the textures didn't load properly.
The real game breaking problem is just the pawns running amok with job-giving loops.  I never figured out how to fix those.  I usually just start a new game with a whole new set of mods and forget about the old games.  The pawns going mad is pretty much the end of the game for me much of the time.
Title: Re: [MOD] (Alpha 3F) Wood Economy (v.0.94.1)
Post by: jaredis1 on May 26, 2014, 01:21:57 PM
May I make a addon for my mod and your mod?
Title: Re: [MOD] (Alpha 3F) Wood Economy (v.0.94.1) - Discontinued.
Post by: ItchyFlea on June 03, 2014, 06:33:52 AM
Since this isn't going to be updated to Alpha 4 for obvious reasons, I might as well mention what the easter egg was. :)

I gave one of the def files this name: If looks like a duck, sounds like a duck, then devours your soul, well, it's a duck, just not a very nice one.
Got that from FlowerChild, the developer of the Minecraft Mod: Better Than Wolves (http://www.minecraftforum.net/topic/253365-152-sspsmp-better-than-wolves-now-with-hardcore-sinkholes-total-conversion-v499999a0c-marsupial-upd-may-23rd/)
Title: Re: [MOD] (Alpha 3F) Wood Economy (v.0.94.1)
Post by: Celthric Aysen on June 03, 2014, 06:39:45 AM
i told you people to look at the def files and you guys didn't listen :P
Title: Re: [MOD] (Alpha 3F) Wood Economy (v.0.94.1)
Post by: Rannzou on August 25, 2014, 04:22:38 AM
ok