Difference between revisions of "Wood"

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(Using flashstorm as an example is fine, but given their rarity it might to the wrong conclusion about how likely it is to happen - lots of fire sources.)
m (→‎Analysis: give it a br due to length)
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== Analysis ==
 
== Analysis ==
 
{{Stub|section=1|reason=Acquisition analysis, see table on [[Trees]] for initial basis, but add [[Woodmaker]]}}
 
{{Stub|section=1|reason=Acquisition analysis, see table on [[Trees]] for initial basis, but add [[Woodmaker]]}}
Wooden buildings are quick to construct, wood itself is often easy to get, and most [[scenario]]s at least start with some. This makes wood a useful material for your early [[wall]]s and [[furniture]]. [[Stone blocks]] require a bit of work to create, while [[steel]] is a much more valuable resource early on. Eventually, at least your walls should be replaced with some sort of stone, as a [[flashstorm]], raid, or wildfire could light your entire base on fire. Note that as stone [[door]]s take so long to open and the fire risk of a wooden door surrounded by non-flammable walls and floors is minimal, using wood for doors can be acceptable into the midgame, and even indefinitely if they are not intended to resist attack. There is also no specific need to swap from wooden furniture at any point, though other materials might be selected for their improved availability, durability, beauty as the colony progresses.
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Wooden buildings are quick to construct, wood itself is often easy to get, and most [[scenario]]s at least start with some. This makes wood a useful material for your early [[wall]]s and [[furniture]]. [[Stone blocks]] require a bit of work to create, while [[steel]] is a much more valuable resource early on. Eventually, at least your walls should be replaced with some sort of stone, as a [[flashstorm]], raid, or wildfire could light your entire base on fire.  
 +
 
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Note that as stone [[door]]s take so long to open, and the fire risk of a wooden door surrounded by non-flammable walls and floors is minimial. Using wood for doors can be acceptable into the midgame, and even indefinitely if they are not intended to resist attack. There is also no specific need to swap from wooden furniture at any point, though other materials might be selected for their improved availability, durability against [[drop pod]]s or [[infestation]]s, and beauty as the colony progresses.
  
 
Extremely wood-scarce [[biome]]s, like [[Ice sheet]] or [[Extreme desert]], should conserve wood for a [[campfire]] or [[passive cooler]]s until you can 1. create electric [[heater]]s / [[cooler]]s, or 2. get the necessary [[clothing]] to survive. [[Ruin]]s can be deconsructed for stone/steel, and steel should be used for the furniture instead.
 
Extremely wood-scarce [[biome]]s, like [[Ice sheet]] or [[Extreme desert]], should conserve wood for a [[campfire]] or [[passive cooler]]s until you can 1. create electric [[heater]]s / [[cooler]]s, or 2. get the necessary [[clothing]] to survive. [[Ruin]]s can be deconsructed for stone/steel, and steel should be used for the furniture instead.

Revision as of 06:40, 31 December 2022

Wood

Wood

Wood from trees or other fibrous plants. Useful for building structures and weapons. It is a good fuel for campfires and generators, and can be refined into chemfuel. In a pinch, a piece of wood can be used as a weapon or a leg.

Base Stats

Type
MaterialLumber
Stuff Categories
Woody
Tech Level
Neolithic
Weapon Class
Neolithic
Market Value
1.2 Silver
Stack Limit
75
Mass
0.4 kg
Beauty
-4
HP
150
Deterioration Rate
0.5
Rotatable
False
Path Cost
15 (46%)

Stat Modifiers

Beauty Factor
×1
Beauty Offset
+0
Work To Make Factor
×0.7
Work To Build Factor
×0.7
Max Hit Points
×0.65
Flammability
×1
Armor - Sharp
×0.54
Armor - Blunt
×0.54
Armor - Heat
×0.4
Insulation - Cold
+8 °C (14.4 °F)
Insulation - Heat
+4 °C (7.2 °F)
Melee Blunt Damage
×0.9
Melee Sharp Damage
×0.4
Melee Cooldown
×1.0
Door Opening Speed
×1.2
Rest Effectiveness
×1

Ranged Combat

Mode
Melee

Melee Combat

Mode
Melee
Melee Attack 1
Log
10 dmg (Blunt)
15% AP
2 seconds cooldown
Technical


Wood is a construction and crafting material vital in the early game.

Acquistion

Wood can be obtained by harvesting most trees, including plants like the saguaro cacti, using the Chop Wood command. FibercornContent added by the Ideology DLC can also be grown for wood.

Every default scenario, except for Naked Brutality, starts the player with a select amount of wood. Wood is carried by bulk goods traders, trade ships, and faction bases. A single piece of wood is obtained when extracting a peg leg, wooden hand, or wooden foot.

A woodmaker dryadContent added by the Ideology DLC will generate some wood every 2 days.

Plant yield

The following plants provide the following amounts of wood:

  • Summary

    Wood is used in the following crafting recipes:

  • Product Ingredients Type [Expand]
  • Other uses:

    Deterioration

    Wood deteriorates very slowly when left outdoors - a rate of 0.25 HP/day. For comparison, a wood log will take 10 full years to deteriorate into nothing, before multipliers like rain. So, for all intents and purposes, you can safely leave wood outside. The only real threat is fire.

    As a weapon

    A wood log can be wielded as a melee weapon. It deals more damage per second than a bare fist or beer bottle.

    Attack table

  • Name DPS[1] AP[1] Value [Expand]
    Wood 5 15% 1.2 Silver
    1. Jump up to: 1.0 1.1 Note: This is the actual base average derived from the melee verb system updated in 1.1.2610, it may sometimes disagree with the listed value in the in-game infobox. It may also change depending on the stats and the melee verbs available to the wielder
    2. Chance for attack to be selected, assuming only the weapon's attack verbs are considered. It may change depending on the melee verbs available to the wielder

    Analysis

    Wooden buildings are quick to construct, wood itself is often easy to get, and most scenarios at least start with some. This makes wood a useful material for your early walls and furniture. Stone blocks require a bit of work to create, while steel is a much more valuable resource early on. Eventually, at least your walls should be replaced with some sort of stone, as a flashstorm, raid, or wildfire could light your entire base on fire.

    Note that as stone doors take so long to open, and the fire risk of a wooden door surrounded by non-flammable walls and floors is minimial. Using wood for doors can be acceptable into the midgame, and even indefinitely if they are not intended to resist attack. There is also no specific need to swap from wooden furniture at any point, though other materials might be selected for their improved availability, durability against drop pods or infestations, and beauty as the colony progresses.

    Extremely wood-scarce biomes, like Ice sheet or Extreme desert, should conserve wood for a campfire or passive coolers until you can 1. create electric heaters / coolers, or 2. get the necessary clothing to survive. Ruins can be deconsructed for stone/steel, and steel should be used for the furniture instead.

    Should your colony be visited by an Alphabeaver infestation, watch out! These ravenous genetically-engineered critters will eat every tree on the map if you don't stop them by force!

    Gallery

    Version history