World of Banished

Conversations => General Discussion => Topic started by: galensgranny on September 15, 2017, 11:47:37 PM

Title: Making lumber
Post by: galensgranny on September 15, 2017, 11:47:37 PM
I have been searching but did not find the answer.  What building produces lumber - wood planks, that are needed for some buildings?  I do not use Colonial Charter, which has one that can do that.  Is there any way to make lumber boards without Colonial Charter?
Title: Re: Making lumber
Post by: Paeng on September 16, 2017, 12:32:44 AM
Quote from: galensgranny on September 15, 2017, 11:47:37 PMWhat building produces lumber - wood planks, that are needed for some buildings?  I do not use Colonial Charter

Hmmm... good question... I thought that lumber is unique to CC - if you are not using CC, what building requires lumber?

* The new CC modular sets have lumber removed from their requirements, maybe one slipped through?
Title: Re: Making lumber
Post by: embx61 on September 16, 2017, 12:44:28 AM
Maybe the Colonial New England Houses mod from the Pilgrim.

Some of those require Lumber.
Title: Re: Making lumber
Post by: Paeng on September 16, 2017, 12:51:08 AM
Quote from: embx61 on September 16, 2017, 12:44:28 AMMaybe the Colonial New England Houses mod

Does that work without CC though?
Title: Re: Making lumber
Post by: galensgranny on September 16, 2017, 12:55:20 AM
Yes, some of the Colonial Houses need lumber, but also buildings, including the watermill from Necora's Maritimes Sherbrooke Village.  That watermill is said to produce lumber, but it needs lumber to build it!
Title: Re: Making lumber
Post by: embx61 on September 16, 2017, 01:08:09 AM
The Pilgrim I am pretty sure it needs CC.

The mod was originally made as a CC addon.

The Pine set I don't know if Necora has a production building for lumber.
If not the only way to get lumber is to trade for it or load CC.

I like to create a saw mill at some point what produces lumber but this won't help you now.
Title: Re: Making lumber
Post by: galensgranny on September 16, 2017, 01:25:23 AM
Quote from: embx61 on September 16, 2017, 01:08:09 AM
The Pilgrim I am pretty sure it needs CC.

The mod was originally made as a CC addon.

The Pine set I don't know if Necora has a production building for lumber.
If not the only way to get lumber is to trade for it or load CC.

I like to create a saw mill at some point what produces lumber but this won't help you now.


CC takes a long time to load on my computer, and had too much stuff going on, so it was not much fun for me.  Mostly the very, very, very long load time was off putting.

I can wait for your saw mill that will produce lumber, embx61!  :) I hope it won't be an overly long wait.   It might take as long to wait for you as it might take for a trader to finally come along with lumber.

Maybe Necora (http://worldofbanished.com/index.php?action=profile;u=4733) would think about changing that watermill that makes lumber to not needing lumber to build it in the first place. 

It would be good for modders to add a note to their download posts if Colonial Charter mod is necessary, as well as add where one can find buildings that produce materials needed to build or make use of a person's particular mod.
Title: Re: Making lumber
Post by: embx61 on September 16, 2017, 01:31:05 AM
Does Necora have a mill what produces Lumber?

But it needs lumber to build :)

I currently updating the Unified Mod with the latest bug fixes and the latest added stuff. (Almost done)

Then I finish my shoemaker and after this I will create a lumber saw mill.
Title: Re: Making lumber
Post by: galensgranny on September 16, 2017, 01:35:16 AM
Quote from: embx61 on September 16, 2017, 01:31:05 AM
Does Necora have a mill what produces Lumber?

But it needs lumber to build :)

I currently updating the Unified Mod with the latest bug fixes and the latest added stuff. (Almost done)

Then I finish my shoemaker and after this I will create a lumber saw mill.

Yay!  :)

Oh, yes, a shoemaker!  Those poor Bannies are all now tying what is left of the soles of their shoes to their feet with yarn made from sheep wool, or just wearing wool socks.  They need new shoes!
Title: Re: Making lumber
Post by: khemari on September 16, 2017, 01:41:04 AM
QuoteMaybe Necora would think about changing that watermill that makes lumber to not needing lumber to build it in the first place.

Necora's Maritime Pine Set has a small Pine Lumber Cutter that only needs 15 wood [and 5 stone] to build. It's low production but a good startup.

Hope this helps ;D
Title: Re: Making lumber
Post by: galensgranny on September 16, 2017, 05:22:18 AM
I added Necora's Pine Set, and yes, it has a Lumber Cutter that does not need lumber to build it.  However, the Pine Set changes things about the game, adding many different things.  I would play a game with all those new and different things, but I am wanting a Lumber Cutter that could be used by itself in a more simple game play.
Title: Re: Making lumber
Post by: Necora on September 16, 2017, 06:26:01 AM
Hey @galensgranny a lumber mill that needs lumber... seems odd right? There is a reason though, that building is big and powerful in terms of lumber and firewood output, it seems odd that it would need only logs and stone to build. So I added the lumber for a) realism and b) the to make it harder to build the building without either trading for the lumber (which you can always do btw) or making lumber via smaller, slower ways such as the pine set.

There will be a lumber shed in the Port Royal set which I'm currently going through final tests of, and there is also a way to get it in the maritimes offshore fishers (already released), neither of these sets change much about the actual game like the pine set does.
Title: Re: Making lumber
Post by: Paeng on September 16, 2017, 08:29:29 AM
Quote from: Necora on September 16, 2017, 06:26:01 AMto make it harder to build the building without either trading

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  ???    :)   

I'd rather pay a really high price for the materials, as long as I can get the ingredients locally... e.g. to build a sawmill could maybe cost like several hundreds of logs - that would make very early construction harder, too - but still within a reasonable timeframe.




Title: Re: Making lumber
Post by: brads3 on September 16, 2017, 08:54:36 AM
what about a 2 tier system?? 1 is slab lumber,which is squared of logs can be made in a small yard pit. the other is the traditional or modern lumber but requires a sawmill that needs iron to be built.1 can be accessed earlier in game since you don't need to build the iron chain and reserves for.this allows other housing options.
Title: Re: Making lumber
Post by: Necora on September 16, 2017, 10:28:25 AM
The issue is how I've split up the maritimes mods (they were initially meant to be 1 cohesive mod). The 'simple' lumber production buildings just happen to fall into other sets (pine, port royal) with other 'simple' industrial buildings, which is their kind of theme. Sherbrooke was meant as more 'advanced' buildings. That is why I didn't include a 'simple' way of producing lumber, I assume it would be used with other mods to get this resource (and others) or other wise just trade (which I know can be annoying). I am in the process of re-imagining some of the mods, including the use of lumber rather than wood (in the other topic here http://worldofbanished.com/index.php?topic=2003.15 ). I have the idea for a small industry set which will include a basic wood working (among others) work places that won't change any other aspects of the game (basically - I'm bored of making the same building many times for different themes (there are 3 small lumber cutters now, all doing the same thing, but in different sets) and want to consolidate the basic industry into 1 thing).
Title: Re: Making lumber
Post by: The Pilgrim on September 16, 2017, 10:46:25 AM
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.
Title: Re: Making lumber
Post by: brads3 on September 16, 2017, 12:04:33 PM
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.
Title: Re: Making lumber
Post by: The Pilgrim on September 16, 2017, 01:30:55 PM
@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.
Title: Re: Making lumber
Post by: RedKetchup on September 16, 2017, 03:03:52 PM
i can also add a Lumber District to the Forester Center :)
Title: Re: Making lumber
Post by: elemental on September 16, 2017, 03:14:09 PM
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.
Title: Re: Making lumber
Post by: RedKetchup on September 16, 2017, 08:52:49 PM
what's about an extra Forest Center District ?

Lumbermill District
Title: Re: Making lumber
Post by: Necora on September 16, 2017, 09:27:15 PM
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 ;)

(https://upload.wikimedia.org/wikipedia/commons/thumb/4/48/Sawmill_%27Salamander%27_in_Leidschendam%2C_Netherlands.jpg/800px-Sawmill_%27Salamander%27_in_Leidschendam%2C_Netherlands.jpg)
Title: Re: Making lumber
Post by: Tom Sawyer on September 17, 2017, 12:01:34 AM
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.
Title: Re: Making lumber
Post by: Paeng on September 17, 2017, 03:38:52 AM
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.
Title: Re: Making lumber
Post by: Tom Sawyer on September 17, 2017, 04:10:44 AM
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.
Title: Re: Making lumber
Post by: RedKetchup on September 17, 2017, 06:34:21 PM
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 ?
Title: Re: Making lumber
Post by: embx61 on September 17, 2017, 06:58:45 PM
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.
Title: Re: Making lumber
Post by: RedKetchup on September 17, 2017, 07:03:35 PM
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)
Title: Re: Making lumber
Post by: embx61 on September 17, 2017, 07:08:04 PM
6 logs input according to the CC spreadsheet with output 4/5

Work required 2 Worktime 4.
Title: Re: Making lumber
Post by: RedKetchup on September 17, 2017, 07:11:23 PM
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 !!!
Title: Re: Making lumber
Post by: embx61 on September 17, 2017, 07:12:16 PM
See above :)

Work required 2 Work time 4. Why so low don't ask me but a majority want everything easy  :P  :)
Title: Re: Making lumber
Post by: Necora on September 17, 2017, 07:14:37 PM
I put an input of 4 logs, output of 4:5 lumber. Work time 4, work required 2. This is for the sherbrooke mill, the largest one I made. I think that is equivilent of the CC large mill.

Then, smaller 'basic' work shops have a work time and work required of 10, I think similar to the CC sawpit.
Title: Re: Making lumber
Post by: RedKetchup on September 17, 2017, 07:16:31 PM
Quote from: Necora on September 17, 2017, 07:14:37 PM
I put an input of 4 logs, output of 4:5 lumber. Work time 4, work required 2. This is for the sherbrooke mill, the largest one I made. I think that is equivilent of the CC large mill.

Then, smaller 'basic' work shops have a work time and work required of 10, I think similar to the CC sawpit.

ok so you guys have some different numbers....
so i guess i can put my numbers... like maybe ... 5 logs for 4-5 lumbers for 6 working units ?
Title: Re: Making lumber
Post by: Necora on September 17, 2017, 07:21:49 PM
My numbers might be old for CC though, that was made when they were on 1.6 so perhaps it was changed for 1.7.

It would be good to have a consensus, but I don't mind what you chose ;)
Title: Re: Making lumber
Post by: embx61 on September 17, 2017, 07:22:51 PM
From the CC spreadsheet 1.76. all the inputs/outputs are the same for all.

Lumber Yard   (Maximum Workers = 2; Work Required = 4; Work Time = 4)                  
Sawmill   (Maximum Workers = 3; Work Required = 2; Work Time = 4)                  
Waterwheel Sawmill   (Maximum Workers = 3; Work Required = 2; Work Time = 4)                  


Title: Re: Making lumber
Post by: Necora on September 17, 2017, 07:38:17 PM
Well why don't we go with that?
Title: Re: Making lumber
Post by: RedKetchup on September 17, 2017, 08:04:23 PM
so i did test a full year at :

3 workers on a limit of 3
5 logs = 4/5 lumber
3 work units required for a float time of 4 ...

they can go* through over 1500 logs over a year lol
note that i never made or used any lumbermill before today ^^ but you arent careful... you can lose a stockpile of 2000 logs... in matter of a year hehe
Title: Re: Making lumber
Post by: Necora on September 17, 2017, 08:10:11 PM
That is a lot of lumber... I was going to replace wood with lumber in building construction, but even then you can build 50 houses or so in a year (provided you have the wood). I would like it slower I think...

I like your lumber models btw.
Title: Re: Making lumber
Post by: RedKetchup on September 17, 2017, 08:11:44 PM
Quote from: Necora on September 17, 2017, 08:10:11 PM

I like your lumber models btw.

thanks you , i even added some details :)
like the trunk with the handsaw and some lumber next to the building..
Title: Re: Making lumber
Post by: Abandoned on September 18, 2017, 04:37:48 AM
@RedKetchup , please tell me that all these beautiful buildings you are making are not going to require a production chain of lumber? If all the great new sets are going to require iron ore production and lumber chains I think Banished will soon be losing more member. 

And please no one tell me "if you don't like it don't use it"   I won't.
Title: Re: Making lumber
Post by: RedKetchup on September 18, 2017, 04:44:20 AM
Quote from: Abandoned on September 18, 2017, 04:37:48 AM
@RedKetchup , please tell me that all these beautiful buildings you are making are not going to require a production chain of lumber? If all the great new sets are going to require iron ore production and lumber chains I think Banished will soon be losing more member. 

And please no one tell me "if you don't like it don't use it"   I won't.

no it require a couple of stone, and some wood. around same price as all the other district to be built. (32 wood, 6 stones)

this building purpose is to be able to get lumber from logs with a building that doesnt require lumber from merchant to be built.
this is for the people who need lumbers in order to build some buildings that require lumber in the material requirement. for example, some of Necora and CC buildings.

if you dont need lumber in your game, this lumbermill is totally optional.
Title: Re: Making lumber
Post by: Abandoned on September 18, 2017, 04:50:10 AM
 :) good to know, thanks Red, I would hate not to be able to use your great new NMT buildings, they are fantastic.
Title: Re: Making lumber
Post by: RedKetchup on September 18, 2017, 04:52:23 AM
Quote from: Abandoned on September 18, 2017, 04:50:10 AM
:) good to know, thanks Red, I would hate not to be able to use your great new NMT buildings, they are fantastic.

not planning for the moment to make buildings that need lumbers.
Title: Re: Making lumber
Post by: Abandoned on September 18, 2017, 04:56:21 AM
 :)
Title: Re: Making lumber
Post by: Paeng on September 18, 2017, 01:12:26 PM
Quote from: Abandoned on September 18, 2017, 04:37:48 AMrequire iron ore production and lumber chains I think Banished will soon be losing more member.

That's a quite daring assumption...  :)

Anyway - what's the big problem? For ore all you need is a smelter. And for lumber a sawmill... Two simple buildings without much of a chain, but a lot more realistic play.

And it's already been discussed to supply low-level or cheap versions for easy startups.  ;)

Title: Re: Making lumber
Post by: Abandoned on September 18, 2017, 01:18:45 PM
The big problem, more steps, more workers needed.   ???
Title: Re: Making lumber
Post by: brads3 on September 18, 2017, 01:32:46 PM
yes and no. i don't think we want to get it over-complicated or overwhelming like CC's building materials. we don't need to now that we have more building requirement options.i don't think it should replace and redo all the mods that are out already. i think there is room for both the easy to make buildings plus more advanced buildings.
       1 of the reasons i threw out the idea of slab lumber was to give more optioons that could be made early without iron.many of the mods we have now have a look or texture that is more fitting of a slab-lumber than just logs.realistically,the amount of time to slab all the logs to build many of the mods we have is not taken into consideration. not that we always play by that rule either.
    i don't think normally a player is going to start a map with the idea to build NECORA's sherbrooke houses from start.you would build up to that point. you would build a forest area to supply the logs and therefore the lumber.those 1st houses would b made using logs.so your settlement grows into a village and then into a city. it is a process.by the time you have enough foresters to produce the logs for the lumber,you would have more population.
Title: Re: Making lumber
Post by: galensgranny on September 19, 2017, 02:31:09 AM
So glad to see all these ideas for making lumber!  :)   I really wanted to be able to build Necora's houses and the colonial houses, still within the basic game and not adding a whole big mod set that I didn't want, just for the sawmill.

After Necora mentioned there was a sawmill (that didn't need lumber to make it), in his Maritimes offshore Fishers set, I used that.  But still, it would be good for there to be a sawmill not part of a themed set.  Those themed sets add other elements, and right now I don't prefer that, having my worker's list and inventory lists full of things I don't want.

Quote from: RedKetchupwhat's about an extra Forest Center District ?

Yes, I like that idea!  Your pictures of your plan look great!




Title: Re: Making lumber
Post by: RedKetchup on September 19, 2017, 06:04:56 AM
NMT30Series: Forest Center for 1.0.7 - 3.2 UPDATE:
http://worldofbanished.com/index.php?action=downloads;sa=view;down=358 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=358)

- Added Lumber as new resource. Lumber is mainly used in some mods like CC or Necora Mods. It doesnt have any purpose in NMT3.0 mods. Lumber and the Lumbermill is totally optional.
- Added a new district: Lumbermill District. A NMT30FC lumbermill district makes Lumber, a new resource, from logs. Cost 32 wood and 6 stones to build, this new building can employ up to 3 cutters.
- Added also the Lumbermill as a standalone 6x6 tiles.
- Added a maximum of 2 herbalists in the Herbalist District and standalone.


(http://worldofbanished.com/gallery/37_19_09_17_6_01_13.jpeg)
Title: Re: Making lumber
Post by: Goblin Girl on September 19, 2017, 07:56:34 AM
Quote from: Abandoned on September 18, 2017, 04:37:48 AM
@RedKetchup , please tell me that all these beautiful buildings you are making are not going to require a production chain of lumber? If all the great new sets are going to require iron ore production and lumber chains I think Banished will soon be losing more member. 

And please no one tell me "if you don't like it don't use it"   I won't.
FYI, Kralyerg created a mod called Iron is Iron.  It takes iron ore out of CC.  Like you, I found the iron ore chain needlessly complicated.  Lumber I don't mind so much, because it's only one step.  But the iron ore forced a new town to burn through the iron ore laying on the ground way to quickly, because of course when you have low population you can't waste workers on a fuel refiner and smelter. 

Also, I typically micromanage the sawmill to keep a supply of about 200 lumber. 
Title: Re: Making lumber
Post by: RedKetchup on September 19, 2017, 08:00:44 AM
usually all my blacksmith can smelt iron ore to iron. it is 1 step and no need any extra building. and what i find extremly nice of it, it occupy them between the needs of making tools.

when i reach the 50 tools, i switch my BS to smelt iron. and once my tools reach down below 15-20 tools, i ask him back to go back to tools till i get 50. i find it very natural to occupy his time between batch of tools
Title: Re: Making lumber
Post by: Goblin Girl on September 19, 2017, 08:09:52 AM
Quote from: RedKetchup on September 19, 2017, 08:00:44 AM
usually all my blacksmith can smelt iron ore to iron. it is 1 step and no need any extra building.

Wait.  The CC blacksmith can smelt iron?  Or only yours?  If this is the case, then I guess I missed this change because I've been using Iron is Iron for...I dunno, 2 years I guess.
Title: Re: Making lumber
Post by: RedKetchup on September 19, 2017, 08:22:48 AM
Quote from: Goblin Girl on September 19, 2017, 08:09:52 AM
Quote from: RedKetchup on September 19, 2017, 08:00:44 AM
usually all my blacksmith can smelt iron ore to iron. it is 1 step and no need any extra building.

Wait.  The CC blacksmith can smelt iron?  Or only yours?  If this is the case, then I guess I missed this change because I've been using Iron is Iron for...I dunno, 2 years I guess.

mine
Title: Re: Making lumber
Post by: Goblin Girl on September 19, 2017, 08:31:37 AM
Ah.  But yours isn't updated yet.   :D

OK.  I will keep Iron is Iron running until you update your lovely blacksmith.  You're kind of my hero right now.  :)
Title: Re: Making lumber
Post by: RedKetchup on September 19, 2017, 08:37:08 AM
Quote from: Goblin Girl on September 19, 2017, 08:31:37 AM
Ah.  But yours isn't updated yet.   :D

OK.  I will keep Iron is Iron running until you update your lovely blacksmith.  You're kind of my hero right now.  :)

this one should be do the work :)

http://worldofbanished.com/index.php?action=downloads;sa=view;down=207 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=207)

it is the last item on the list of the menu
Title: Re: Making lumber
Post by: Goblin Girl on September 19, 2017, 08:52:59 AM
Quote from: RedKetchup on September 19, 2017, 08:37:08 AM

this one should be do the work :)

http://worldofbanished.com/index.php?action=downloads;sa=view;down=207 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=207)

it is the last item on the list of the menu
Thank you!
Title: Re: Making lumber
Post by: brads3 on September 19, 2017, 08:59:31 AM
1 way to not over use the iron ore is to use stone tools.in the beginning of games with less population the tool needs are not that high.with the blacksmith mod,you have wood tools and stone tools as options.this allows time to build a reserve of iron ore before you build a mine.it also can be used to create a buffer to prevent running ouyt of tools later in game. i leave the mini BS. making stone tools even later in game. when i want higher grade tools for mines i build a BS closer to their area and up the limit.this way the mini keeps producing even if iron ore runs low.
Title: Re: Making lumber
Post by: AzemOcram on September 19, 2017, 02:39:54 PM
I like having Lumber as a requirement for advanced wood buildings. Why not have stone bricks as a requirement for stone walls? Surface stone and quarries would produce stone, which can be used for foundations and chimneys of wood buildings. Then you have a stonecutter turn the stone into stone bricks.