Oxygen Not Included

Oxygen Not Included

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Improved Wood Tuning
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19 Jul, 2024 @ 7:07am
8 Jun @ 12:05am
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Improved Wood Tuning

Description
Rebalances the sources and consumers of wood, using the philosophy behind the Frosty Planet Pack DLC.

All changes by this mod are configurable in its options menu (thank you Peter Han!)

Wood Generator
Wood consumption reduced from 600 -> 300 kg per cycle. This makes 1 wood = 1W of power, same as coal, though it takes up more space and outputs drastically more heat and CO2.

Ethanol Distiller
Running power reduced from 240 -> 60W. Assuming wood is converted to EtOH and burned for power, that makes 1 wood ~= 0.73W, up from ~0.43W. Outputs even more heat and CO2, but also polluted dirt and water.

Floxes (Frosty Planet Pack)
Wood income unchanged (60/c). But with wood power buffed, Floxes are now competitive with Hatches. They still produce less power and half the meat, but also eat much less.

Oak Shells
Wood production increased from 85 -> 102 wood per cycle. These meatless critters eat a lot of food, produce barely any sand, and need to swim in ethanol or risk reverting to their old habits. They are basically inferior to pokeshells in every way unless the colony is really strapped for wood. Now they are at least an OK source of power and materials.

Arbor Trees
Wood per harvest reduced from 300 -> 200, considering that wood is now much more valuable.

Bonbon Trees (Frosty Planet Pack)
Wood per harvest increased from 75 -> 100. Still not a great idea to harvest them for wood, but it is at least an option that exists on some miserable world out there.
8 Comments
Gem  [author] 8 Jun @ 12:07am 
@Zergologist Thank you for the report! I have hotfixed this now, since the mod does a lot more than tune oak shells, and the potential wood loss is honestly negligible.
Zergologist 7 Jun @ 4:21pm 
Crashes on the more recent beta patches as the small molts were removed, may or may not want to wait until the Prehistoric Planet Pack releases to fix that.
Zergologist 8 Dec, 2024 @ 4:18pm 
i'm gonna retract my previous statement and make a bug report on the klei forums about it because it seems to be strange how its aligning
Crunkdiddly 7 Sep, 2024 @ 11:54am 
Great implementation. Glad we can configure it but... honestly I'm rather happy with with the settings you set. Using Wood burners is actually a valid consideration now haha
Shannae Darkehart 23 Jul, 2024 @ 2:57pm 
Neat mod. =^.^=

The high CO2 emissions of burning wood is actually very helpful in the maps types using Oxyfern and Alveo Vera for early game O2 production, as these plants take in more CO2 than your dupes will emit by themselves in order to function. I even hooked one up to automation to burn wood and potentially waste power, just to keep the CO2 levels high enough, on my last playthrough.
Gem  [author] 20 Jul, 2024 @ 3:21pm 
@Dragontail This is intentional. All wood-burning buildings release 16% of the mass as CO2. Wood's value comes from the many other uses it has. The power buff is mostly to make floxes not so outclassed by other early game critters.
Dragontail 20 Jul, 2024 @ 2:35pm 
Reduce CO2 production and maybe Id give it a shot, wood burning produces 4 times as much co2 as coal in the Frosty DLC.
Mannerheim 20 Jul, 2024 @ 8:43am 
Based