Difference between revisions of "Wood"
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− | {{ | + | {{Infobox main|weapon |
− | | | + | | name = Wood |
− | | description = Wood from trees or other fibrous plants. Useful for building structures | + | | image = Woodlog c.png |
+ | | description = 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 = Material | ||
+ | | type2 = Woody | ||
+ | | tech level = Neolithic | ||
+ | | stuff category = Woody | ||
+ | | hp = 150 | ||
+ | | deterioration = 0.5 | ||
+ | | marketvalue = 1.2 | ||
+ | | beauty = -4 | ||
+ | | mass base = 0.4 | ||
+ | | stack limit = 75 | ||
+ | | path cost = 14 | ||
+ | | rotatable = false | ||
+ | | class = Neolithic | ||
+ | <!-- Stat Modifiers --> | ||
+ | | beauty factor = 1 | ||
+ | | beauty offset = 0 | ||
+ | | work to make factor = 0.7 | ||
+ | | work to build factor = 0.7 | ||
+ | | flammability factor = 1 | ||
+ | | max hit points factor = 0.65 | ||
+ | | armor - sharp factor = 0.54 | ||
+ | | armor - blunt factor = 0.54 | ||
+ | | armor - heat factor = 0.4 | ||
+ | | insulation - cold factor = 8 | ||
+ | | insulation - heat factor = 4 | ||
+ | | melee blunt damage factor = 0.9 | ||
+ | | melee sharp damage factor = 0.4 | ||
+ | | melee cooldown factor = 1.0 | ||
+ | | door opening speed factor = 1.2 | ||
+ | | rest effectiveness factor = 1 | ||
+ | <!-- Melee Combat --> | ||
+ | | meleeattack1dmg = 10 | ||
+ | | meleeattack1type = blunt | ||
+ | | meleeattack1part = log | ||
+ | | meleeattack1cool = 2 | ||
+ | | meleeattack1ap = 15 | ||
+ | | MeleeWeaponAverageDPS = 5 | ||
+ | | MeleeWeaponAverageAP = 15 | ||
+ | | mode = Melee | ||
+ | <!-- Technical --> | ||
+ | | defName = WoodLog | ||
+ | | has quality = False | ||
+ | | stuff adjective = wooden | ||
| color = (133,97,67) | | color = (133,97,67) | ||
+ | <!-- Unused --> | ||
| always haulable = true | | always haulable = true | ||
| appearance = Planks | | appearance = Planks | ||
| construct effect = ConstructWood | | construct effect = ConstructWood | ||
− | |||
| draw gui overlay = true | | draw gui overlay = true | ||
| e type = Equipment | | e type = Equipment | ||
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| label = wood | | label = wood | ||
| parent name = ResourceVerbBase | | parent name = ResourceVerbBase | ||
− | |||
| resource readout priority = Middle | | resource readout priority = Middle | ||
− | |||
| selectable = true | | selectable = true | ||
| sound drop = Wood_Drop | | sound drop = Wood_Drop | ||
| sound impact stuff = BulletImpactWood | | sound impact stuff = BulletImpactWood | ||
| sound interact = Wood_Drop | | sound interact = Wood_Drop | ||
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| sound melee hit blunt = MeleeHit_Wood | | sound melee hit blunt = MeleeHit_Wood | ||
| sound melee hit sharp = MeleeHit_Wood | | sound melee hit sharp = MeleeHit_Wood | ||
+ | | thing class = ThingWithComps | ||
| use hit points = true | | use hit points = true | ||
− | | | + | | volume = 1 |
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}} | }} | ||
− | + | {{Info|'''Wood''' is a construction and crafting material vital in the early game.}} | |
− | |||
− | {{Info|Wood | ||
− | + | == Acquisition == | |
+ | Wood can be obtained by harvesting most [[tree]]s, including plants like the [[saguaro cactus|saguaro cacti]], using the [[Orders|Chop Wood]] command. [[Fibercorn]]{{IdeologyIcon}} can also be grown for wood. | ||
− | + | Every default [[scenario]], except for [[Scenario system#Naked Brutality|Naked Brutality]], starts the player with a select amount of wood. Wood is carried by bulk goods [[trader]]s, trade ships, and [[faction base]]s. A single piece of wood is obtained when extracting a [[peg leg]], [[wooden hand]], or [[wooden foot]]. | |
− | + | A [[woodmaker]] [[dryad]]{{IdeologyIcon}} will generate some wood every 2 days. | |
− | A | ||
− | {| {{STDT| | + | === Plant yield === |
− | ! | + | The following plants provide the following amounts of wood: |
+ | <div><li style="display: inline-table;"> | ||
+ | <div class="mw-collapsible mw-collapsed" style="width:4.5%"> | ||
+ | <div class="mw-collapsible-content" style="width:7000%"> | ||
+ | {| {{STDT| sortable c_08 text-center}} | ||
+ | ! Plant !! Harvest Yield <!--!! Yield/Day<br>(70% Fert) !! Yield/Day<br>(100% Fert) !! Yield/Day<br>(140% Fert) !! Yield/Day<br>(280% Fert)--> | ||
|- | |- | ||
− | + | {{#ask: [[Harvest Product::Wood]] | |
− | | | + | | ?Harvest_Yield |
− | | | + | <!-- |
− | | | + | | ?Harvest_Yield_Per_Day_(70) |
+ | | ?Harvest_Yield_Per_Day_(100) | ||
+ | | ?Harvest_Yield_Per_Day_(140) | ||
+ | | ?Harvest_Yield_Per_Day_(280) | ||
+ | --> | ||
+ | | format = template | ||
+ | | template = Ask Table Formatter | ||
+ | | link = none | ||
+ | | sort = From DLC, Name | ||
+ | }} | ||
|} | |} | ||
+ | </div> | ||
+ | </div> | ||
+ | </li></div> | ||
− | == | + | == Summary == |
− | + | Wood is used in the following crafting recipes: | |
+ | {{Ingredient List}} | ||
+ | Note that [[peg leg]]s, [[wooden hand]]s, and [[wooden foot|wooden feet]] do not exist in item form and are simply added to the pawn during [[surgery]], consuming the wood in the process. When extracting these parts, you simply get the wood back. | ||
− | + | '''Other uses:''' | |
− | Wood is used to refuel [[torch lamp]]s, [[campfire]]s, and | + | * Wood can be used to construct buildings that use the [[Stuff]] system, such as [[wall]]s or [[door]]s. |
+ | * Wood is used to refuel [[torch lamp]]s, [[campfire]]s, [[wood-fired generator]]s, [[Fueled stove]]s and [[Fueled smithy|smithies]], [[brazier]]s,{{RoyaltyIcon}} [[darklight brazier]]s,{{RoyaltyIcon}}{{IdeologyIcon}} and [[darktorch]]es.{{IdeologyIcon}} [[Work#Haul|Haulers]] take care of refueling. | ||
+ | * Wood can be wielded as a [[Weapons#Melee_Weapons|melee weapon]]. It deals more [[DPS|damage per second]] than a bare fist or [[beer]] bottle. | ||
− | == | + | === Deterioration === |
− | + | Wood [[deteriorate]]s 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]]. | |
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− | + | {{Weapon Stats Table}} | |
− | === | + | == Analysis == |
+ | {{Stub|section=1|reason=Acquisition analysis, see table on [[Trees]] for initial basis, but add [[Woodmaker]]}} | ||
− | + | Wood is a useful material for early [[wall]]s and [[furniture]]. Wood builds are quick to construct, wood itself is usually cheap, and most [[scenario]]s start with at least some. In contrast, [[stone block]]s take a bit of work to make, while [[steel]] is more valuable early. Later on, you should replace your walls with some sort of stone. Otherwise, a [[flashstorm]] or [[raid]] could light your entire base on fire. | |
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+ | In contrast, wood is relatively safe for [[door]]s and [[furniture]]. | ||
+ | * Wood doors are the fastest to open until [[autodoor]]s are available. The fire risk of a wooden door, when surrounded by non-flammable walls and floor, is minimal. For comparison, stone doors take a while to open, and [[steel]] doors remain flammable (and slower to open). Using wood for doors can be acceptable into the midgame, and even indefinitely if they are not intended to resist attack. | ||
+ | * There is no specific need to replace wooden furniture, as furniture is usually safe from attack. Like with doors, furniture in an otherwise nonflammable room is usually safe from fire. Other materials might be selected for their improved availability, durability against [[drop pod]]s or [[infestation]]s, and beauty as the colony progresses. | ||
− | + | Colonies in extreme and wood-scarce [[biome]]s, like the [[ice sheet]] or [[extreme desert]], should conserve wood as much as possible. It should be used for [[campfire]] or [[passive cooler]]s until you can 1. create electric [[heater]]s / [[cooler]]s, or 2. get the necessary [[clothing]] to survive. For construction, [[ruin]]s can be deconstructed for stone/steel, and steel should be used for 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! They will not eat wood on the ground or wooden buildings, however. | ||
− | + | === As a weapon === | |
− | + | Wood is the one of worst melee weapons in the game, barely beating out a bottle of [[beer]] and a plain, unarmed punch. Even a good-[[quality]] [[eltex staff]]{{RoyaltyIcon}}, which is more of a psycasting tool than a weapon, has higher damage and AP. In most cases, players should at least craft a [[club]], rather than using a log as a weapon. Even swinging a gun or bow as a melee weapon will do only slightly less damage, while still allowing you to shoot as enemies approach. | |
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+ | However, any weapon is superior to no weapon. If you have no other weapons available, and do not have the supplies or time to spare to create even a club, then equipping a log is better than having a colonist fight entirely unarmed. | ||
− | + | == Gallery == | |
− | + | <gallery> | |
− | + | Woodlog a.png|One wood | |
− | + | Woodlog b.png|Partial stack | |
− | + | Woodlog c.png|Full stack | |
− | + | </gallery> | |
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+ | == Version history == | ||
+ | * [[Version/0.4.460|0.4.460]] - Wood logs and wood planks merged into wood. | ||
+ | * [[Version/0.10.785|0.10.785]] - Now carried by [[traders]] | ||
− | [[ | + | {{Nav|materials|wide}} |
− | [[Category: | + | {{Nav|weapon|wide}} |
+ | [[Category:Material]] [[Category:Lumber]] | ||
+ | [[Category:Equipment]] [[Category:Weapons]] [[Category:Neolithic Weapons]] | ||
+ | [[Category:Melee Weapons]] [[Category:Blunt Weapons]] [[Category:Improvised Weapons]] |
Latest revision as of 23:41, 28 September 2024
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
- Stuff Categories
- Woody
- Tech Level
- Neolithic
- Weapon Class
- Neolithic
- Stack Limit
- 75
- Mass
- 0.4 kg
- Beauty
- -4
- HP
- 150
- Deterioration Rate
- 0.5
- Rotatable
- False
- Path Cost
- 14
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
- Mode
- Melee
Melee Combat
- Mode
- Melee
- Melee Attack 1
- Log
10 dmg (Blunt)
15% AP
2 seconds cooldown - Melee Average DPS
- 5
- Melee Average AP
- 15%
- defName
- WoodLog
- Has Quality
- False
- Color
- (133,97,67)
- Stuff Adjective
- wooden
Wood is a construction and crafting material vital in the early game.
Acquisition[edit]
Wood can be obtained by harvesting most trees, including plants like the saguaro cacti, using the Chop Wood command. Fibercorn 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 dryad will generate some wood every 2 days.
Plant yield[edit]
The following plants provide the following amounts of wood:
Plant | Harvest Yield |
---|---|
Bamboo tree | 10 |
Birch tree | 27 |
Burned stump | 4 |
Cecropia tree | 18 |
Chopped stump | 4 |
Cypress tree | 60 |
Drago tree | 25 |
Maple tree | 27 |
Oak tree | 46 |
Palm tree | 18 |
Pine tree | 27 |
Poplar tree | 27 |
Saguaro cactus | 15 |
Smashed stump | 4 |
Teak tree | 60 |
Willow tree | 27 |
Gray pine tree | 8 |
Pebble cactus | 6 |
Polux tree | 30 |
Rat palm tree | 8 |
Witchwood tree | 8 |
Bonsai tree | 2 |
Fibercorn | 2 |
Gauranlen tree | 35 |
Timbershroom | 25 |
Anima tree | 25 |
Summary[edit]
Wood is used in the following crafting recipes:
Note that peg legs, wooden hands, and wooden feet do not exist in item form and are simply added to the pawn during surgery, consuming the wood in the process. When extracting these parts, you simply get the wood back.
Other uses:
- Wood can be used to construct buildings that use the Stuff system, such as walls or doors.
- Wood is used to refuel torch lamps, campfires, wood-fired generators, Fueled stoves and smithies, braziers, darklight braziers, and darktorches. Haulers take care of refueling.
- Wood can be wielded as a melee weapon. It deals more damage per second than a bare fist or beer bottle.
Deterioration[edit]
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.
Attack table
Feature | Toggle |
---|---|
Attacks |
Wood | Log (Blunt) | Human: Left & rigth fist (Blunt) | HP | Value | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
DPS[1] | AP[1] | Dam. | Cool. | AP | DPS | Chance[2] | Dam. | Cool. | AP | DPS | Chance[2] | ||
4.78 | 14.25% | 10 | 2s | 15% | 5 | 75% | 8.2 | 2s | 12% | 4.1 | 2× 12.5% | 150 | 1.2 |
- ↑ 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 if the weapon is wielded by some other than a baseline human. - ↑ Chance for attack to be selected, assuming the weapon is wielded by a baseline human. It may change depending on the melee verbs available to the wielder
Analysis[edit]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Acquisition analysis, see table on Trees for initial basis, but add Woodmaker. |
Wood is a useful material for early walls and furniture. Wood builds are quick to construct, wood itself is usually cheap, and most scenarios start with at least some. In contrast, stone blocks take a bit of work to make, while steel is more valuable early. Later on, you should replace your walls with some sort of stone. Otherwise, a flashstorm or raid could light your entire base on fire.
In contrast, wood is relatively safe for doors and furniture.
- Wood doors are the fastest to open until autodoors are available. The fire risk of a wooden door, when surrounded by non-flammable walls and floor, is minimal. For comparison, stone doors take a while to open, and steel doors remain flammable (and slower to open). Using wood for doors can be acceptable into the midgame, and even indefinitely if they are not intended to resist attack.
- There is no specific need to replace wooden furniture, as furniture is usually safe from attack. Like with doors, furniture in an otherwise nonflammable room is usually safe from fire. Other materials might be selected for their improved availability, durability against drop pods or infestations, and beauty as the colony progresses.
Colonies in extreme and wood-scarce biomes, like the ice sheet or extreme desert, should conserve wood as much as possible. It should be used for campfire or passive coolers until you can 1. create electric heaters / coolers, or 2. get the necessary clothing to survive. For construction, ruins can be deconstructed for stone/steel, and steel should be used for 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! They will not eat wood on the ground or wooden buildings, however.
As a weapon[edit]
Wood is the one of worst melee weapons in the game, barely beating out a bottle of beer and a plain, unarmed punch. Even a good-quality eltex staff, which is more of a psycasting tool than a weapon, has higher damage and AP. In most cases, players should at least craft a club, rather than using a log as a weapon. Even swinging a gun or bow as a melee weapon will do only slightly less damage, while still allowing you to shoot as enemies approach.
However, any weapon is superior to no weapon. If you have no other weapons available, and do not have the supplies or time to spare to create even a club, then equipping a log is better than having a colonist fight entirely unarmed.