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Making lumber

Started by galensgranny, September 15, 2017, 11:47:37 PM

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The Pilgrim

The next step on the agenda is a sawmill and smaller sawpit for the colonial mod. RL and this freaking hurricane have thrown my planning off. Finally got power back today and will take a week to get caught up with work, then I should be back in track.

brads3

WB pilgrim.i actually thought when you started the colonials ,you intended to step things up and do some chains.log cabins,to plank or slab houses and barns, to higher end townhouses,etc.

The Pilgrim

@brads3   I have always intended moving forward with chains and more buildings and such, but have just been overwhelmed lately. Hell, I just got a message letting me know that I never uploaded the version that eb made for me and I could have sworn I did. I will fix that later tonight.

RedKetchup

i can also add a Lumber District to the Forester Center :)
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elemental

Quote from: Paeng on September 16, 2017, 08:29:29 AM

As much as I understand the reason for this, I feel with Galensgranny... I know how painful it can be waiting for a trader to bring things that you need for a certain building, and no other way to get it... with my luck I may have to wait 20 or 30 years  ???    :)   


Specialised traders help with this. If you aren't using CC then EB has also made a set of specialised trade docks. First visit you request the trader brings whatever you need every time, next time he visits you will have your lumber.

RedKetchup

#20
what's about an extra Forest Center District ?

Lumbermill District
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Necora

I really like the windmill lumber mill. I was researching lumber cutting earlier and came across 'De Salamander' a late 1700s mill in the Netherlands... although you'd definitely need lumber to build it ;)


Tom Sawyer

Funny picture. Looks like a historical windmill put on this hall but probably an original construction.

I also like the idea of lumber. Still not sure how to implement it in a nice way.

Paeng

Quote from: Tom Sawyer on September 17, 2017, 12:01:34 AMI also like the idea of lumber. Still not sure how to implement it in a nice way.

I really like the 2-step approach... first build a tiny sawpit fed by logs, slow and little output. Ultimately the player can construct a larger sawmill...

To me, some of the "Tiny" workplaces should be done like this... their output ought be slow and tiny too, and should need to be replaced by larger outfits for heavier production.
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Tom Sawyer

Yep, this sounds like the best solution for lumber. It creates a kind of progress without making lumber to a new technology like a have it with brickmaking. Would be a bit strange to have to achieve this material by trading. I also thought about a simple action tool for "Hewing Logs" to make lumber in a primitive way and a sawmill for high productivity then. So I think @Necora is on a right track with his lumberjack as workplace and the mill to be built from lumber as advanced construction.

RedKetchup

so you guys what were the number you've put in this lumber craft chain ?

how many logs it takes to make that 5-6 lumber ? (5 un-educ, 6 educ) 1 log ? 2 log ?
and what is the working time (working units) it takes to process it ?
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embx61

#26
In CC lumber has a trade value of 4.

It not going to be easy to make the numbers right as more logs is a bit crazy to get only 1 lumber out of a log.

But 1 log value 1 to create 2 lumber is already a 700% profit educated is if set at 1/2.

Another input item would be good as I already tinkering with this for the upcoming saw mill.

All I can think at the moment is maybe Iron Tools as it substitute the cutting blades what had to be replaced after so many cuts. (I understand that blades are not sharpened/replaced after just 1 log but mod limitations not let us do it another way)  Or Iron instead of tools (Maybe better because it is somewhat easier to get then tools even when it have to produced from smelters) as input for the same reasons.

So for example 1 log + 1 Iron = Input Value 6 creates 2/3 lumber is +2 or +6 profit. 3/4 Output is +6 and + 10 and so on.
It is up to you what you consider the right output numbers taken the Iron into account and work times.

Another way is to do as above but for example 10 logs and 1 Irons as input which create more lumber but worktime work req increased a lot.

It takes a good while to get the lumber but it will generate about 20 to 30 at a time and only 1 Iron as input instead of 10 what makes it somewhat realistic as to replace the cutting blades.
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RedKetchup

bah i downloaded the lumber files that @kralyerg  provided us.

in the raw material file the output was 5 to 6 lumber (un,ed) but the raw material files doesnt say from how many log it came from (which stated in the CC lumber mill template)

in wait of the answer, i ll put 1 log which gives 5-6 lumber
(i also need to know the number of work unit to process a batch of lumber from logs)
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embx61

6 logs input according to the CC spreadsheet with output 4/5

Work required 2 Worktime 4.
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RedKetchup

Quote from: embx61 on September 17, 2017, 07:08:04 PM
6 logs input according to the CC spreadsheet with output 4/5

yeah sorry, 4/5 output (thats was in my raw material - i mis-remembered it as 5/6 but it is really 4/5)
so i need to put 6 logs as input ?
know how many work units ?

2 for total 4 ? thats crazy super super fast !!!
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