Sawmills: Difference between revisions
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The MC can purchase lumber rights at Town Hall in Hamilton Square. | [[File:Type17b dark.jpg|right|frameless|687x687px]] | ||
The MC can purchase lumber rights (e.g. [[Darkmere Mill]]) at the [[Town Hall]] in Hamilton Square. | |||
Sawmills are used for harvesting | Sawmills are used for harvesting [[Wood]] and producing [[Gunpowder]] (from charcoal). | ||
The Mill has a maintenance cost associated with it - even when not functioning, as otherwise the forest would reclaim it. This adds to the Maintenance total of the Household Costs section of your Economy report screen, and it increases as the Mill is upgraded. | |||
Available output and extraction rate depends on a wide variety of factors: | Available output and extraction rate depends on a wide variety of factors: | ||
===Lumber availability=== | ===Lumber availability=== | ||
A mill comes with a pre-defined base output of wood. Wood is finite and a mill will eventually become depleted if aggressively logged ( | A mill comes with a pre-defined base output of wood. [[Wood]] is finite and a mill will eventually become depleted if aggressively logged (see below). | ||
Expanding '''lumber plots''' provides access to additional wood and | Expanding '''lumber plots''' provides access to additional wood and increases output/day by a small degree. | ||
===Arboretum=== | ===Arboretum=== | ||
Pausing a sawmill's production will automatically enable a forest regrowth framework that you can upgrade and enhance with | Pausing a sawmill's production will automatically enable a forest regrowth framework that you can upgrade and enhance with [[Dung|Baneclaw Dung]]. | ||
===Accommodations=== | ===Accommodations=== | ||
This factor displays the condition of your mill workers' facilities. Increasing Accommodations | This factor displays the condition of your mill workers' facilities. Increasing Accommodations increases maintenance cost but also raises worker happiness (and output). | ||
*'''Bad:''' Workers sleep in a dilapidated barrack without real beds. | *'''Bad:''' Workers sleep in a dilapidated barrack without real beds. | ||
| Line 22: | Line 25: | ||
===Production=== | ===Production=== | ||
A mill's production capacity determines its daily output. Production capacity is calculated by the | A mill's production capacity determines its daily output. Production capacity is calculated by the Foreman's Skill, number of Workers, and level of Accommodations. | ||
===Wood=== | ===Wood=== | ||
A | A Mill produces [[Wood]], which can be sold in larger batches at [[Redhaven Market|Redhaven market]], or used as [[Crafting]] materials. Wood can also be converted to [[Gunpowder]]. | ||
===Burner === | |||
Installing a burner will automatically convert 20% of daily harvested [[Wood]] units into [[Gunpowder]] units. Burners cost '''$150,000''' to build. If you later want to stop charcoal production, you can dismantle the burner and reclaim '''$50,000''' of its materials. | |||
==Foreman== | |||
Assigning a [[Assignments and Jobs#Mill Foreman|Mill Foreman]] adds his [[Attributes (NPCs)#Discipline|Discipline]], [[Skills (NPCs)#Administration|Administration]] and [[Skills (NPCs)#Science|Science]] to the output modifier pool (Bonus). Without a Foreman the Mill will not function. The Foreman remains a member of your Household. | |||
==Workers and Guards== | |||
Once you have a Foreman, you can assign Guards and Workers to the Mill. It can house up to 75 Workers, and any number of Guards. You can assign any NPC to a Mill (as a Worker or a Guard), as long as they are a [[Convict]], a [[NPC Status (detailed)#Slaves|Slave]] or a [[NPC Status (detailed)#Servants|Servant]]; [[NPC Status (detailed)#Mercenaries|Mercenaries]] and upwards will refuse. | |||
==== Workers ==== | |||
Workers can have any Affection and any skills & attributes. Workers will be unhappy here due to the conditions and dangers associated with sawmills: axe and saw injuries, falling timber, bandits, and dangerous mega-fauna. So regardless of their previous Affection and loyalty they will eventually try to escape. Improving the conditions at the Mill via upgrades will reduce their inclination to escape - as will posting Guards. | |||
==== Guards ==== | |||
Having at least 5 Guards assigned to a Mill will minimize escape attempts. Guards must have [[Happiness and Affection#Affection Grades|Affection]] Friendly+ (i.e. 50+), and either [[Skills (NPCs)#Melee Combat|Melee]] or [[Skills (NPCs)#Ranged Combat|Ranged]] 40+, before they can be assigned here. If their skills re 80+ they will be more effective. | |||
==== Transfers ==== | |||
Individuals can be transferred to the Mill from your Household, via their job assignment: Jobs & Titles > Colonial Properties > "Send Off! (Dar)". This will remove the NPC from your household '''PERMANENTLY''', so be careful who you send! (This is because the game would slow down greatly if it tried to keep track of the hundreds of NPCs you might send to mines, mills, ranches etc.) | |||
Each transfer costs $100 in shipping fees. Weapons and armor equipped by each NPC will be returned to your inventory when they are transferred. | |||
=== | == Effects == | ||
* [[Hunting]] rolls at [[Imogen's Barrow]] are negatively affected by dwindling lumber availability at [[Darkmere]] sawmill. Penalties start when levels drop below 300k, and reach a maximum -65 Hunting modifier at <10k available lumber. | |||
* There's a 1% daily risk of decreasing Ikaanos' [[Prosperity]] by one point (down to 15) if Darkmere Mill has cut down 50%+ of its available lumber. | |||
* [[Nature-lover|Nature-lovers]] (trait) suffer a -2/day Affection drop (down to Neutral) as long as you own an un-paused mill. | |||
== Notes == | |||
'''Variables''': | |||
'''Links''': [[Locations (Ikaanos)#Darkmere|Darkmere]], [[Wood]], [[Gunpowder]], [[Mill Foreman]] | |||
'''Source''': Updated for MoR Version 0.8.5.1 | |||
Latest revision as of 05:43, 24 August 2026

The MC can purchase lumber rights (e.g. Darkmere Mill) at the Town Hall in Hamilton Square.
Sawmills are used for harvesting Wood and producing Gunpowder (from charcoal).
The Mill has a maintenance cost associated with it - even when not functioning, as otherwise the forest would reclaim it. This adds to the Maintenance total of the Household Costs section of your Economy report screen, and it increases as the Mill is upgraded.
Available output and extraction rate depends on a wide variety of factors:
Lumber availability
A mill comes with a pre-defined base output of wood. Wood is finite and a mill will eventually become depleted if aggressively logged (see below).
Expanding lumber plots provides access to additional wood and increases output/day by a small degree.
Arboretum
Pausing a sawmill's production will automatically enable a forest regrowth framework that you can upgrade and enhance with Baneclaw Dung.
Accommodations
This factor displays the condition of your mill workers' facilities. Increasing Accommodations increases maintenance cost but also raises worker happiness (and output).
- Bad: Workers sleep in a dilapidated barrack without real beds.
- Poor: Workers sleep in a simple barrack but enjoy separate beds.
- Average: A common dorm room with comfortable beds, privacy curtains and a nearby entertainment room.
- Good: Single rooms for each worker with a comfortable bed, a chest and a closet for clothes. The entertainment room also sports a fully equipped kitchen with a coffee maker.
Production
A mill's production capacity determines its daily output. Production capacity is calculated by the Foreman's Skill, number of Workers, and level of Accommodations.
Wood
A Mill produces Wood, which can be sold in larger batches at Redhaven market, or used as Crafting materials. Wood can also be converted to Gunpowder.
Burner
Installing a burner will automatically convert 20% of daily harvested Wood units into Gunpowder units. Burners cost $150,000 to build. If you later want to stop charcoal production, you can dismantle the burner and reclaim $50,000 of its materials.
Foreman
Assigning a Mill Foreman adds his Discipline, Administration and Science to the output modifier pool (Bonus). Without a Foreman the Mill will not function. The Foreman remains a member of your Household.
Workers and Guards
Once you have a Foreman, you can assign Guards and Workers to the Mill. It can house up to 75 Workers, and any number of Guards. You can assign any NPC to a Mill (as a Worker or a Guard), as long as they are a Convict, a Slave or a Servant; Mercenaries and upwards will refuse.
Workers
Workers can have any Affection and any skills & attributes. Workers will be unhappy here due to the conditions and dangers associated with sawmills: axe and saw injuries, falling timber, bandits, and dangerous mega-fauna. So regardless of their previous Affection and loyalty they will eventually try to escape. Improving the conditions at the Mill via upgrades will reduce their inclination to escape - as will posting Guards.
Guards
Having at least 5 Guards assigned to a Mill will minimize escape attempts. Guards must have Affection Friendly+ (i.e. 50+), and either Melee or Ranged 40+, before they can be assigned here. If their skills re 80+ they will be more effective.
Transfers
Individuals can be transferred to the Mill from your Household, via their job assignment: Jobs & Titles > Colonial Properties > "Send Off! (Dar)". This will remove the NPC from your household PERMANENTLY, so be careful who you send! (This is because the game would slow down greatly if it tried to keep track of the hundreds of NPCs you might send to mines, mills, ranches etc.)
Each transfer costs $100 in shipping fees. Weapons and armor equipped by each NPC will be returned to your inventory when they are transferred.
Effects
- Hunting rolls at Imogen's Barrow are negatively affected by dwindling lumber availability at Darkmere sawmill. Penalties start when levels drop below 300k, and reach a maximum -65 Hunting modifier at <10k available lumber.
- There's a 1% daily risk of decreasing Ikaanos' Prosperity by one point (down to 15) if Darkmere Mill has cut down 50%+ of its available lumber.
- Nature-lovers (trait) suffer a -2/day Affection drop (down to Neutral) as long as you own an un-paused mill.
Notes
Variables:
Links: Darkmere, Wood, Gunpowder, Mill Foreman
Source: Updated for MoR Version 0.8.5.1