Concept Design - Wood Mills
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Re: Concept Design - Wood Mills
Actually without the tree's wood, you can't complete the game
Koub - Please consider English is not my native language.
Re: Concept Design - Wood Mills
i just find it funny that the best way to clear trees is shooting them. after the shot gun theres not a whole lot of use for it. if you could have set up a deforestation to clear trees from resources have robots cut down trees to take to a mill. and then to combat pollution you should be able to set up plantations which could then be cut down and planted again.
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Re: Concept Design - Wood Mills
Flamethrower to remove trees.
My mod makes wood a required resource, so there's several methods to get them. Including a Greenhouse mod.
Still, Trees do need some thought in the base game.
My mod makes wood a required resource, so there's several methods to get them. Including a Greenhouse mod.
Still, Trees do need some thought in the base game.
Re: Concept Design - Wood Mills
I would be neat to designate an area as forest, have construction robots (or forestry robots) plant seedlings and later harvest trees. The greenhouse is a nice thing but how do 10-30 trees fit into such a tiny building?
Re: Concept Design - Wood Mills
I think growing trees to solve the pollution problem is a big point. I imagine an "climate neutral factory"
So I'm happy if it will implemented soon, regardless if there are other uses of wood or not.
It would be very nice if the existing woods slowly spread out, while active planting will lead to faster results in renaturizing forests or tree farming.
So I'm happy if it will implemented soon, regardless if there are other uses of wood or not.
It would be very nice if the existing woods slowly spread out, while active planting will lead to faster results in renaturizing forests or tree farming.
Re: Concept Design - Wood Mills
I really wish there was early game wood related content, which
1, lets you get rid of trees fast
2, also uses it as a resource
There are mods like nanobots, but Id prefer a "wood mill" which automatically cuts down trees in a certain radius.
Btw.:
The trees in the current state of the game are highly problematic because
1, you have a lot of trees in your starting area. Getting rid of them is very tedious and unsatisfying(if you destroy them) and the trivialize biter attacks by absorbing all the pollution
2, you spawn in desert with no trees. You have space, but early biter attacks are extremly annoying, because they come from all sides while you need to build up.
1, lets you get rid of trees fast
2, also uses it as a resource
There are mods like nanobots, but Id prefer a "wood mill" which automatically cuts down trees in a certain radius.
Btw.:
The trees in the current state of the game are highly problematic because
1, you have a lot of trees in your starting area. Getting rid of them is very tedious and unsatisfying(if you destroy them) and the trivialize biter attacks by absorbing all the pollution
2, you spawn in desert with no trees. You have space, but early biter attacks are extremly annoying, because they come from all sides while you need to build up.
Re: Concept Design - Wood Mills
I agree that wood should have some more significance in vanilla Fatorio.
For example, I really like how it is used in Bob's Mods.
Also, in the following threads, it has been suggested to be able to build wood walls in the early game:
viewtopic.php?f=6&t=41888 Iron/Steel/Wood Walls?
viewtopic.php?f=6&t=50746 Palisade or wooden wall
For example, I really like how it is used in Bob's Mods.
Also, in the following threads, it has been suggested to be able to build wood walls in the early game:
viewtopic.php?f=6&t=41888 Iron/Steel/Wood Walls?
viewtopic.php?f=6&t=50746 Palisade or wooden wall