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Difference between revisions of "v0.31 Talk:Wood"

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:They trade tower-cap, don't they? Well, your wagon is usually tower-cap. I'm preety sure it's cause Glumprong and Blood Thorn are [EVIL] woods, and dwarves don't settle in [EVIL] areas. --[[Special:Contributions/174.113.156.80|174.113.156.80]] 16:31, 29 July 2010 (UTC)
 
:They trade tower-cap, don't they? Well, your wagon is usually tower-cap. I'm preety sure it's cause Glumprong and Blood Thorn are [EVIL] woods, and dwarves don't settle in [EVIL] areas. --[[Special:Contributions/174.113.156.80|174.113.156.80]] 16:31, 29 July 2010 (UTC)
 
::Blood thorns aren't evil, they're just found only in the lowest cavern level. Presumably, dwarven civilizations only have access to the 1st cavern layer, which is what prevents them from offering anything other than tower-caps and fungiwood. --[[User:Quietust|Quietust]] 19:59, 29 July 2010 (UTC)
 
::Blood thorns aren't evil, they're just found only in the lowest cavern level. Presumably, dwarven civilizations only have access to the 1st cavern layer, which is what prevents them from offering anything other than tower-caps and fungiwood. --[[User:Quietust|Quietust]] 19:59, 29 July 2010 (UTC)
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== Wood Colors ==
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This isn't particularly important but I'm pretty obsessed with making objects of all the different colors.  So when I realized that fungiwood barrels were brown instead of yellow, I looked into how the colors work.  Apparently most items made out of wood preserve the color and the brightness of the wood, but a certain few items preserve the color but always set the brightness to 0.  These are: barrels, doors, cages, bins, floodgates, and hatch covers.  If you build any of those out of fungiwood, they'll be brown.  If you build anything else out of fungiwood, it will be yellow.  Similarly, tower-cap barrels are light gray and not white.
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I don't know if this is even worth including, or if it should go in carpentry or what, but I figured I'd mention it somewhere so if anyone else thinks it's important enough to include they can.
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Also, bags preserve the brightness of the thread, so it doesn't seem to be related to containers.  --[[Special:Contributions/75.183.164.142|75.183.164.142]] 02:43, 31 July 2010 (UTC)
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:Barrels are just a "division" symbol "÷" with a colored background, and background colors can only be "dark": black, dark red, dark green, dark blue, purple, teal, brown, and ''light'' gray (dark gray is actually "bright black"). --[[User:Quietust|Quietust]] 02:52, 31 July 2010 (UTC)
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::I use a graphics set so I wasn't aware that there was any background stuff going on.  I guess that answers my question.  I still wish I could get brightly-colored barrels, though.  --[[Special:Contributions/75.183.164.142|75.183.164.142]] 04:09, 31 July 2010 (UTC)
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: mod colors if you really wanted to.
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== Underground Saplings ==
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"Underground areas will only start to sprout saplings once you have hit the caverns."
 +
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I've had my last couple of fortresses start growing saplings from the moment I muddied my farming areas, just before I actually built the plots. Is it a bug or not?  I usually irrigate right out of a brook, if it makes a difference.
 +
 +
== Bituminous coal, lignite vs. wood ==
 +
"Bituminous coal without magma triples the effective output of wood, lignite doubles it." I havn't played much, but coal and lignite doubles and matches wood output. Am I missing something? [[User:Taerh|Taerh]] 18:15, 6 September 2010 (UTC)
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:One wood log can be burned to produce one unit of charcoal, good for one metalworking job. If you use that unit of charcoal to process bituminous coal, you get 3 units of coke, enough for 3 metalworking jobs (hence tripling the effective output). --[[User:Quietust|Quietust]] 23:06, 6 September 2010 (UTC)
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:according to [[v0.31:Bituminous coal]] you need a coal for the stone coals -- therefore 3-1 =2 (doubling) and lignate matches by the same math. -- which is correct -- this page or that one?
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::You don't need any fuel to make charcoal, you just need a wood log. You DO need a unit of fuel to make coke, but the output is 3 bars of fuel.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:56, 16 September 2010 (UTC)
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:::In other words, 1 wood log by itself makes 1 unit of fuel, 1 hunk of lignite plus 1 wood log (burned into charcoal) makes 2 units of fuel, and 1 hunk of bituminous coal plus 1 wood log (burned into charcoal) makes 3 units of fuel. --[[User:Quietust|Quietust]] 19:09, 16 September 2010 (UTC)
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::::That math is off, here's how it works. In the case of wood, 1 wood = 1 charcoal. In the case of Bituminous coal, 1 wood = 1 charcoal = 3 coke; the math in this reaction is 1 - 1 + 3. When using Lignite, it's similar; 1 wood = 1 charcoal = 2 coke; 1 - 1 + 2. So bituminous coal triples the effect of wood, because you end up with 3 fuel rather than 1. Lignite doubles the effect of wood, because you end up with 2 fuel rather than 1.--[[User:Eurytus|Eurytus]] 20:09, 16 September 2010 (UTC)
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:::::Um, I'm on a coalless embark at the moment, so I can't verify this with the current version (.31.25), but unless the reactions have changed since v. .31.16 coal does ''not'' "triple wood".. it infinitely multiplies it. All you need is a seam of coal, and ''one'' charcoal, and you can burn the whole seam into coke - using the coke from the seam itself - and carve the rest of your wood into beds.. I see the [[Fuel]] page hasn't changed significantly, so I'm pretty confident this is still true with v. .31.25 [[Special:Contributions/218.186.8.11|218.186.8.11]] 06:08, 8 September 2011 (UTC)
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==Temperature==
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The article states that all woods are functionally identical except for their densities.  But, that's not true.  Nethercaps have a fixed temperature of 10,000 U.  Worth noting?  Has anyone experimented with Nethercaps versus fire or magma?  --[[User:Oddrune|Oddrune]] 04:29, 3 December 2010 (UTC)
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:Yeah - over on the [[Nether-cap]] page and its Talk page. --[[User:DeMatt|DeMatt]] 05:14, 3 December 2010 (UTC)
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== Training Weapons ==
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Wooden training weapons are useful for military training started shortly after embark should you feel the need
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Not sure why I was edited out here:
 +
"Training weapons have uses in arena combat, but military dwarves no longer suffer sparring injuries."
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My point is that live-training exercises against captive opponents raises skills much faster than conventional martial-training. The use of wooden 'training weapons' greatly improves the viability of this practice, as the damage done with each hit is greatly reduced.
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 +
It should also be noted that wooden training weapons are useful for law enforcement.

Latest revision as of 16:19, 17 February 2012

Exotic Woods[edit]

Given the relative expansion of underground wood-bearing substances, which possess unusual properties or colors, and the utility of some woods for certain products over others (blood thorn and glumprong for ballista bolts, feather-tree for barrels, buckets, sparring weapons, etc.), would it be worth expanding this article to talk about that in more detail? I've also been playing a bit with trading (i.e. you can trade for feather tree wood but not glumprong); trying to see if Dwarf civilizations will trade blood thorn logs or the like, but haven't had any luck. Guess they don't hit those deep down caverns, eh? -- Ancient History 22:38, 22 July 2010 (UTC)

They trade tower-cap, don't they? Well, your wagon is usually tower-cap. I'm preety sure it's cause Glumprong and Blood Thorn are [EVIL] woods, and dwarves don't settle in [EVIL] areas. --174.113.156.80 16:31, 29 July 2010 (UTC)
Blood thorns aren't evil, they're just found only in the lowest cavern level. Presumably, dwarven civilizations only have access to the 1st cavern layer, which is what prevents them from offering anything other than tower-caps and fungiwood. --Quietust 19:59, 29 July 2010 (UTC)

Wood Colors[edit]

This isn't particularly important but I'm pretty obsessed with making objects of all the different colors. So when I realized that fungiwood barrels were brown instead of yellow, I looked into how the colors work. Apparently most items made out of wood preserve the color and the brightness of the wood, but a certain few items preserve the color but always set the brightness to 0. These are: barrels, doors, cages, bins, floodgates, and hatch covers. If you build any of those out of fungiwood, they'll be brown. If you build anything else out of fungiwood, it will be yellow. Similarly, tower-cap barrels are light gray and not white.

I don't know if this is even worth including, or if it should go in carpentry or what, but I figured I'd mention it somewhere so if anyone else thinks it's important enough to include they can.

Also, bags preserve the brightness of the thread, so it doesn't seem to be related to containers. --75.183.164.142 02:43, 31 July 2010 (UTC)

Barrels are just a "division" symbol "÷" with a colored background, and background colors can only be "dark": black, dark red, dark green, dark blue, purple, teal, brown, and light gray (dark gray is actually "bright black"). --Quietust 02:52, 31 July 2010 (UTC)
I use a graphics set so I wasn't aware that there was any background stuff going on. I guess that answers my question. I still wish I could get brightly-colored barrels, though. --75.183.164.142 04:09, 31 July 2010 (UTC)
mod colors if you really wanted to.

Underground Saplings[edit]

"Underground areas will only start to sprout saplings once you have hit the caverns."

I've had my last couple of fortresses start growing saplings from the moment I muddied my farming areas, just before I actually built the plots. Is it a bug or not? I usually irrigate right out of a brook, if it makes a difference.

Bituminous coal, lignite vs. wood[edit]

"Bituminous coal without magma triples the effective output of wood, lignite doubles it." I havn't played much, but coal and lignite doubles and matches wood output. Am I missing something? Taerh 18:15, 6 September 2010 (UTC)

One wood log can be burned to produce one unit of charcoal, good for one metalworking job. If you use that unit of charcoal to process bituminous coal, you get 3 units of coke, enough for 3 metalworking jobs (hence tripling the effective output). --Quietust 23:06, 6 September 2010 (UTC)
according to v0.31:Bituminous coal you need a coal for the stone coals -- therefore 3-1 =2 (doubling) and lignate matches by the same math. -- which is correct -- this page or that one?
You don't need any fuel to make charcoal, you just need a wood log. You DO need a unit of fuel to make coke, but the output is 3 bars of fuel.--208.81.12.34 18:56, 16 September 2010 (UTC)
In other words, 1 wood log by itself makes 1 unit of fuel, 1 hunk of lignite plus 1 wood log (burned into charcoal) makes 2 units of fuel, and 1 hunk of bituminous coal plus 1 wood log (burned into charcoal) makes 3 units of fuel. --Quietust 19:09, 16 September 2010 (UTC)
That math is off, here's how it works. In the case of wood, 1 wood = 1 charcoal. In the case of Bituminous coal, 1 wood = 1 charcoal = 3 coke; the math in this reaction is 1 - 1 + 3. When using Lignite, it's similar; 1 wood = 1 charcoal = 2 coke; 1 - 1 + 2. So bituminous coal triples the effect of wood, because you end up with 3 fuel rather than 1. Lignite doubles the effect of wood, because you end up with 2 fuel rather than 1.--Eurytus 20:09, 16 September 2010 (UTC)
Um, I'm on a coalless embark at the moment, so I can't verify this with the current version (.31.25), but unless the reactions have changed since v. .31.16 coal does not "triple wood".. it infinitely multiplies it. All you need is a seam of coal, and one charcoal, and you can burn the whole seam into coke - using the coke from the seam itself - and carve the rest of your wood into beds.. I see the Fuel page hasn't changed significantly, so I'm pretty confident this is still true with v. .31.25 218.186.8.11 06:08, 8 September 2011 (UTC)

Temperature[edit]

The article states that all woods are functionally identical except for their densities. But, that's not true. Nethercaps have a fixed temperature of 10,000 U. Worth noting? Has anyone experimented with Nethercaps versus fire or magma? --Oddrune 04:29, 3 December 2010 (UTC)

Yeah - over on the Nether-cap page and its Talk page. --DeMatt 05:14, 3 December 2010 (UTC)

Training Weapons[edit]

Wooden training weapons are useful for military training started shortly after embark should you feel the need

Not sure why I was edited out here: "Training weapons have uses in arena combat, but military dwarves no longer suffer sparring injuries."

My point is that live-training exercises against captive opponents raises skills much faster than conventional martial-training. The use of wooden 'training weapons' greatly improves the viability of this practice, as the damage done with each hit is greatly reduced.

It should also be noted that wooden training weapons are useful for law enforcement.