Difference between revisions of "Wood Treatment Guide"
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Wood treatment is performed in a [[Wood Treatment Tank]], using small amounts of various chemicals to treat from 1 to 500 [[Boards]] at a time. By adjusting the time of treatment (amount) and order of application of these chemicals, the attributes of the boards can be gradually adjusted until they reach a specified goal. | Wood treatment is performed in a [[Wood Treatment Tank]], using small amounts of various chemicals to treat from 1 to 500 [[Boards]] at a time. By adjusting the time of treatment (amount) and order of application of these chemicals, the attributes of the boards can be gradually adjusted until they reach a specified goal. | ||
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{| border="1" cellpadding="3" style="background-color:linen;" | {| border="1" cellpadding="3" style="background-color:linen;" | ||
|- valign="top" | |- valign="top" | ||
− | ! Property !! Very Low<br><= | + | ! Property !! Very Low<br><= 9 !! Low<br>9 < X <= 24 !! Very High<br>>= 61 |
|- | |- | ||
| '''Flexibility''' || Rigid || || Pliable | | '''Flexibility''' || Rigid || || Pliable | ||
Line 40: | Line 39: | ||
=== Treatment Chemicals === | === Treatment Chemicals === | ||
− | Boards in the tank may be treated with any or all of the following resources: [[Ash]], [[Beeswax]], [[Bonemeal]], [[Charcoal]], [[Lead]], [[Lime]], [[Oil]], [[Petroleum]], [[Potash]], [[Saltpeter]], [[Sulfur]] or [[ | + | Boards in the tank may be treated with any or all of the following resources: [[Ash]], [[Beeswax]], [[Bonemeal]], [[Charcoal]], [[Lead]], [[Lime]], [[Oil]], [[Petroleum]], [[Potash]], [[Saltpeter]], [[Sulfur]] or [[Water]]. |
Every 10 seconds of treatment consumes 1 deben of the resource (rounded up). (For example, 385 seconds of beeswax treatment would require 39 deben of beeswax.) | Every 10 seconds of treatment consumes 1 deben of the resource (rounded up). (For example, 385 seconds of beeswax treatment would require 39 deben of beeswax.) | ||
Each chemical has an 'ideal' set of values for the attributes, and will attract the boards' attributes toward these ideals. In the following table, the numbers represent pixels of the blue bar on the tank screen. | Each chemical has an 'ideal' set of values for the attributes, and will attract the boards' attributes toward these ideals. In the following table, the numbers represent pixels of the blue bar on the tank screen. | ||
− | * A value of | + | * A value of 0 means there are no blue pixels left visible on the bar. |
− | * A value of | + | * A value of 72 is the highest possible value, with a fully blue bar. |
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! !! Untreated<br>Boards !! Ash !! Beeswax !! Bonemeal !! Charcoal !! Lead !! Lime !! Oil !! Petroleum !! Potash !! Saltpeter !! Sulfur !! Water | ! !! Untreated<br>Boards !! Ash !! Beeswax !! Bonemeal !! Charcoal !! Lead !! Lime !! Oil !! Petroleum !! Potash !! Saltpeter !! Sulfur !! Water | ||
|- align="right" | |- align="right" | ||
− | | '''Flexibility''' || | + | | '''Flexibility''' || 36 || 56 || 48 || 72 || 16 || 8 || 0 || 56 || 40 || 24 || 64 || 16 || 32 |
|- align="right" | |- align="right" | ||
− | | '''Cuttability''' || | + | | '''Cuttability''' || 36 || 56 || 40 || 32 || 0 || 8 || 24 || 32 || 16 || 64 || 72 || 0 || 48 |
|- align="right" | |- align="right" | ||
− | | '''Flammability''' || | + | | '''Flammability''' || 36 || 0 || 40 || 16 || 48 || 24 || 8 || 48 || 72 || 16 || 56 || 64 || 32 |
|- align="right" | |- align="right" | ||
− | | '''Water Resistance''' || | + | | '''Water Resistance''' || 29 || 24 || 72 || 48 || 40 || 32 || 48 || 56 || 64 || 8 || 16 || 40 || 0 |
|- align="right" | |- align="right" | ||
− | | '''Insect Toxicity''' || | + | | '''Insect Toxicity''' || 26 || 40 || 24 || 32 || 32 || 72 || 8 || 16 || 64 || 32 || 56 || 48 || 0 |
|- align="right" | |- align="right" | ||
− | | '''Human Toxicity''' || | + | | '''Human Toxicity''' || 18 || 48 || 40 || 0 || 8 || 64 || 16 || 32 || 56 || 24 || 8 || 72 || 8 |
|- align="right" | |- align="right" | ||
− | | '''Darkness''' || | + | | '''Darkness''' || 36 || 40 || 24 || 0 || 72 || 64 || 0 || 56 || 48 || 8 || 16 || 40 || 32 |
|- align="right" | |- align="right" | ||
− | | '''Glossiness''' || | + | | '''Glossiness''' || 7 || 0 || 72 || 56 || 16 || 32 || 16 || 56 || 48 || 8 || 48 || 24 || 40 |
|} | |} | ||
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For example: | For example: | ||
* Untreated boards start with a Human Toxicity value of 15 and Darkness of 33. | * Untreated boards start with a Human Toxicity value of 15 and Darkness of 33. | ||
− | * Water has an ideal Human Toxicity value of | + | * Water has an ideal Human Toxicity value of 0 and a Darkness value of 29. |
* Applying Water to the boards will move the Darkness bar quickly (since the ideal value of 29 is close to the starting value of 33). | * Applying Water to the boards will move the Darkness bar quickly (since the ideal value of 29 is close to the starting value of 33). | ||
− | * At the same time, Water will move the Human Toxicity toward | + | * At the same time, Water will move the Human Toxicity toward 0, but at a slower starting rate. |
* Once the Darkness hits 29, the Water will no longer move this bar further down. | * Once the Darkness hits 29, the Water will no longer move this bar further down. | ||
− | * Additional Water will continue to move the Human Toxicity bar, however, (increasingly quickly as it gets closer to | + | * Additional Water will continue to move the Human Toxicity bar, however, (increasingly quickly as it gets closer to 0). |
== K-Values == | == K-Values == | ||
Line 92: | Line 91: | ||
The general idea is that you want to measure the amount of resources (seconds of treatment) required to change one of the bars from a given known starting value to a given known final value. | The general idea is that you want to measure the amount of resources (seconds of treatment) required to change one of the bars from a given known starting value to a given known final value. | ||
* The further apart the two known values are that you are testing, the more accurate the K Value you calculate will be. | * The further apart the two known values are that you are testing, the more accurate the K Value you calculate will be. | ||
− | * In other words, if you only test the Glossiness range from 4 to 13 (difference of 9), you will have a much less accurate result than if you test the full range from | + | * In other words, if you only test the Glossiness range from 4 to 13 (difference of 9), you will have a much less accurate result than if you test the full range from 0 to 72 (difference of 72). |
The formula used to calculate the K Value is: | The formula used to calculate the K Value is: | ||
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=== An Example === | === An Example === | ||
− | We know that an untreated board starts with a '''Glossiness''' of | + | We know that an untreated board starts with a '''Glossiness''' of 7 by looking in the table above. If we used beeswax to shift the glossiness higher, it would eventually reach 72, again according to the table. Thus, the '''Start Value''' will be 7, and the '''End Value''' will be 72. |
# Put a board in the tank. | # Put a board in the tank. | ||
− | # Treat with beeswax, keeping track of how many seconds total are needed to fill the Glossiness bar completely (value | + | # Treat with beeswax, keeping track of how many seconds total are needed to fill the Glossiness bar completely (value 72). |
# Let's assume this takes 460 seconds in this example. This value is the '''ResourceSeconds'''. | # Let's assume this takes 460 seconds in this example. This value is the '''ResourceSeconds'''. | ||
# Calculate the Glossiness K-Value: | # Calculate the Glossiness K-Value: | ||
− | #:<span style="font-family:courier new;">(''' | + | #:<span style="font-family:courier new;">('''72''' - '''7''')<sup>2</sup>/(2*'''460''') = 65<sup>2</sup>/920 = 4225/920 = 4.592391</span> |
− | So the Glossiness K-Value in our example wood treatment tank is: 4. | + | So the Glossiness K-Value in our example wood treatment tank is: 4.592391 |
− | At this point, we can see that the beeswax treatment should have also maxed out the '''Water Resistance''' at | + | At this point, we can see that the beeswax treatment should have also maxed out the '''Water Resistance''' at 72. So to calculate the Water Resistance K-Value, we will need to drop the Water Resistance as low as possible from that high starting point. |
− | The resource Water actually lowers the water resistance, and it will take it all the way to | + | The resource Water actually lowers the water resistance, and it will take it all the way to 0. So our '''Start Value''' is 72, and our '''End Value''' is 0. |
# Apply lots of water to the board from the previous example until the water resistance bar is completely gone. | # Apply lots of water to the board from the previous example until the water resistance bar is completely gone. | ||
# Let's say that took 593 seconds of water treatment exactly. | # Let's say that took 593 seconds of water treatment exactly. | ||
# Calculate the Water Resistance K-Value: | # Calculate the Water Resistance K-Value: | ||
− | #:<span style="font-family:courier new;">(''' | + | #:<span style="font-family:courier new;">('''0''' - '''72''')<sup>2</sup>/(2*'''593''') = -72<sup>2</sup>/1186 = 5184/1186 = 4.3709949</span> |
So the Water Resistance K-Value in our example wood treatment tank is: 4.3709949 | So the Water Resistance K-Value in our example wood treatment tank is: 4.3709949 | ||
− | Now we can see on the chart that the '''Insect Toxicity''' should currently be | + | Now we can see on the chart that the '''Insect Toxicity''' should currently be 0 (no bar visible). We therefore want to raise Insect Toxicity as high as possible to get a good calculation. |
− | Lead is what raises the Insect Toxicity the most (to | + | Lead is what raises the Insect Toxicity the most (to 72) but it is a fairly valuable resource, so isn't very desirable for testing. We can also see from the chart that Petroleum would raise it to 61 but is also a valuable resource. However, the chart says that Saltpeter will raise the Insect Toxicity to 53 and is a cheap material so we will use that. |
− | Thus, our '''Start Value''' is | + | Thus, our '''Start Value''' is 0, and our '''End Value''' is 53. However, since the bar will not be maxed out, we can't use that clue to let us know when we've reached 53. Since it won't go any higher than 53 though, we know that when the bar stops going up we've reached 53. |
# Apply lots of saltpeter, keeping an eye out for when the bar stops moving. | # Apply lots of saltpeter, keeping an eye out for when the bar stops moving. | ||
# Lets say for this example this takes us 374 seconds of saltpeter. | # Lets say for this example this takes us 374 seconds of saltpeter. | ||
# Calculate the Insect Toxicity K-Value: | # Calculate the Insect Toxicity K-Value: | ||
− | #:<span style="font-family:courier new;">(''' | + | #:<span style="font-family:courier new;">('''0''' - '''53''')<sup>2</sup>/(2*'''374''') = -56<sup>2</sup>/748 = 3136/748 = 4.1925133</span> |
So the Insect Toxicity K-Value in our example wood treatment tank is: 4.1925133 | So the Insect Toxicity K-Value in our example wood treatment tank is: 4.1925133 | ||
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== Finding Recipes == | == Finding Recipes == | ||
− | Once you have your K-Values, you can use a simulator to find a new recipe for a given type of boards. | + | Once you have your K-Values, you can use a simulator to find a new recipe for a given type of boards. Another option is simply using the Wood Treatment Tank instead of calculating anything - few materials are that expensive, as you get up to 10s of treatment per deben of material and watching the bars move can be fun and helpful to visualize exactly how the process is working. |
'''REMEMBER:''' The closer the value for some attribute is to what the "ideal" for the treatment chemical is, the more effect it will have. | '''REMEMBER:''' The closer the value for some attribute is to what the "ideal" for the treatment chemical is, the more effect it will have. | ||
− | '' | + | This section here was labeled To Be Added, but that's pretty much the most important thing - keep in mind that a particular treatment having a very high value for one attribute, for a board recipe that calls for a very low value for that attribute, or vice versa, is not necessarily a '''bad''' thing - it's often exactly what you want, when it drives your other value(s) in a direction they need to go more quickly. |
+ | |||
+ | A maxxed-out ideal value in a treatment will move a bar already at or near it's minimum for that attribute (an often desired final state) the *least* compared to treatments that have an absolute lower ideal value for that attribute - but a lower ideal value that is nevertheless higher from where you are at present in the treatment for that value. Vice versa is also true: If you want a high final state, and are getting close, consider treatments with a very low value for that attribute when you've got the other attributes dialed in. | ||
+ | |||
+ | This is counter-intuitive, but can be key to cheap and speedy recipes. Worked Example of one approach: Need a Hard Fireproof board? There are many viable approaches. This is one: | ||
+ | |||
+ | Starting from scratch, you can reduce the Flammability and Cuttability with a dose of Bone Meal. Very cheap, moves both bars quickly, but not all the way on either. 40s on my tank was good. The obvious next step would be Lime - favorable, low values for both attributes, near on Cuttability, not too far on Flammability - so try that. Ten seconds should be plenty to see good movement in Flammability and Cuttability. You may be able move one or both of the bars a little farther with more lime, but who wants to spend more lime? | ||
+ | |||
+ | Next up? Well, lead will go in the right direction for Cuttability, but wrong for Flammability - it's low, but close to where the bar is now and in the wrong direction, so it will increase Flammability quickly as it lowers Cuttability. Lead's also annoying to make. Try throwing Petroleum on instead - just enough to reach its Cuttability value. Watch how slowly Flammability increases compared to how quickly Cuttability decreases. You may undo a tick of Flammability at most. | ||
+ | |||
+ | Next will depend on your tank's actual values, but you may be able to get away with solely using cheap, plentiful Charcoal in small increments to get the exact timing right - if not, consider the highly flammable Sulfur. It's not perfect, and it's not as cheap as charcoal, but it will do almost nothing to increase Flammability and a great deal to decrease Cuttability. Exactly what you want. With a combination of the two, you will need no more Lime. | ||
+ | |||
+ | If you have terrible luck with K-Values, a touch of Ash may be called for - again, this has a low value that is near what you have for one attribute you want (Flammability), and a high value that is *not* near what you have for the other attribute you want to keep low (Cuttability). You may even want to skip the lime to begin with, depending on how you value Ash, and possibly try a Petrol-heavier approach with more Ash near the end, given the relative costs of each. | ||
+ | |||
+ | Whether you're working in a simulator you've painstakingly calibrated, or the actual treatment tank because simulators are boring and then you have to ACTUALLY do the treatment anyway afterwards, too, finding an ideal recipe for how you value your ingredients, and the time taken to treat the boards, simply requires experimentation. The first take might be more expensive than it needs to be, but hey, you got there! Optimization can come next. | ||
+ | |||
+ | It is extremely difficult, if not impossible, to ever take Treated Boards to a state that cannot be recovered to the desired attributes even in an actual Wood Treatment Tank, though some rare serious mistakes may be costlier to fix than throwing the boards out and trying again. | ||
+ | |||
+ | Hopefully this was somewhat more enlightening than the words "To Be Added", but older guides are probably equally as good if not better. This IS written for T9, at least, so it acknowledges the existence of Bonemeal. | ||
+ | |||
=== Simulator === | === Simulator === | ||
Larame has recreated and updated for T8 the Wood Treatment Simulator as a Google Sheets Doc,<br> | Larame has recreated and updated for T8 the Wood Treatment Simulator as a Google Sheets Doc,<br> | ||
− | which can be accessed here: https://docs.google.com/spreadsheets/d/1QrI4b_EZ7rr3SX9Gg8iBeIaTaenprCRpCF6wZUTPgXg | + | which can be accessed here: https://docs.google.com/spreadsheets/d/1QrI4b_EZ7rr3SX9Gg8iBeIaTaenprCRpCF6wZUTPgXg<br> |
''' To use the sheet, and to make changes, you will need to make a copy. | ''' To use the sheet, and to make changes, you will need to make a copy. | ||
[[Category:Guides]] | [[Category:Guides]] | ||
+ | |||
+ | {{L|en}} |
Latest revision as of 16:44, 13 May 2021
Wood treatment is performed in a Wood Treatment Tank, using small amounts of various chemicals to treat from 1 to 500 Boards at a time. By adjusting the time of treatment (amount) and order of application of these chemicals, the attributes of the boards can be gradually adjusted until they reach a specified goal.
Each wood treatment tank works slightly differently (see #K-Values below), so recipes are usually tank-specific. However, because treatment resources come from the player's inventory (and boards are usually removed from the tank immediately), tanks are often made Public, with tested recipes listed on the wiki.
If you have a recipe already, just put your boards in the tank and apply the chemicals in the order given, for the length of time given. Remember:
- Only plain boards may be put into the tank.
- If the boards have no named properties, they can be removed from the tank as plain boards (reset to untreated board attribute values).
- While any boards you have put into the tank may be altered repeatedly, you cannot alter them again once they have been removed.
- Volume counts. 10 seconds of treatment costs the same as 1 second (1 deben of resource for every 10 seconds, rounded up); 500 boards cost the same to treat as 1.
- If it isn't mentioned in the requirements, it doesn't affect you. That is, if you need "Rigid boards", any board type with "Rigid" in the description works. Rigid Glossy, Rigid Blond, Rigid Black, all would work.
Board Attributes and Properties
During the treatment process, boards are measured on 8 scales: Flexibility, Cuttability, Flammability, Water Resistance, Insect Toxicity, Human Toxicity, Darkness and Glossiness.
When the value of an attribute becomes particularly high or low, the board will gain the associated property, as noted below.
Property | Very Low <= 9 |
Low 9 < X <= 24 |
Very High >= 61 |
---|---|---|---|
Flexibility | Rigid | Pliable | |
Cuttability | Hard | Soft | |
Flammability | Fireproof | Volatile | |
Water resistance | Rotproof | ||
Insect Toxicity | Termite-prone | Termite-resistant | |
Human Toxicity | Nontoxic | ||
Darkness | White | Blond | Black |
Glossiness | Glossy |
Boards may have (and generally will need) more than one property. Thus, one of the goals of wood treatment is to find the appropriate balance among attributes to achieve the desired set of properties.
NOTE: Boards with extra properties will be accepted by the building construction site. In other words, rigid hard blond boards can be used in buildings requiring rigid hard boards.
Treatment Chemicals
Boards in the tank may be treated with any or all of the following resources: Ash, Beeswax, Bonemeal, Charcoal, Lead, Lime, Oil, Petroleum, Potash, Saltpeter, Sulfur or Water.
Every 10 seconds of treatment consumes 1 deben of the resource (rounded up). (For example, 385 seconds of beeswax treatment would require 39 deben of beeswax.)
Each chemical has an 'ideal' set of values for the attributes, and will attract the boards' attributes toward these ideals. In the following table, the numbers represent pixels of the blue bar on the tank screen.
- A value of 0 means there are no blue pixels left visible on the bar.
- A value of 72 is the highest possible value, with a fully blue bar.
Untreated Boards |
Ash | Beeswax | Bonemeal | Charcoal | Lead | Lime | Oil | Petroleum | Potash | Saltpeter | Sulfur | Water | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Flexibility | 36 | 56 | 48 | 72 | 16 | 8 | 0 | 56 | 40 | 24 | 64 | 16 | 32 |
Cuttability | 36 | 56 | 40 | 32 | 0 | 8 | 24 | 32 | 16 | 64 | 72 | 0 | 48 |
Flammability | 36 | 0 | 40 | 16 | 48 | 24 | 8 | 48 | 72 | 16 | 56 | 64 | 32 |
Water Resistance | 29 | 24 | 72 | 48 | 40 | 32 | 48 | 56 | 64 | 8 | 16 | 40 | 0 |
Insect Toxicity | 26 | 40 | 24 | 32 | 32 | 72 | 8 | 16 | 64 | 32 | 56 | 48 | 0 |
Human Toxicity | 18 | 48 | 40 | 0 | 8 | 64 | 16 | 32 | 56 | 24 | 8 | 72 | 8 |
Darkness | 36 | 40 | 24 | 0 | 72 | 64 | 0 | 56 | 48 | 8 | 16 | 40 | 32 |
Glossiness | 7 | 0 | 72 | 56 | 16 | 32 | 16 | 56 | 48 | 8 | 48 | 24 | 40 |
The attraction behaves like a magnet; a strong effect when the attribute is already close, and much weaker when the attribute is far from the ideal. Once the attribute reaches the ideal value for that chemical, further application of that chemical will not move the bar any further.
For example:
- Untreated boards start with a Human Toxicity value of 15 and Darkness of 33.
- Water has an ideal Human Toxicity value of 0 and a Darkness value of 29.
- Applying Water to the boards will move the Darkness bar quickly (since the ideal value of 29 is close to the starting value of 33).
- At the same time, Water will move the Human Toxicity toward 0, but at a slower starting rate.
- Once the Darkness hits 29, the Water will no longer move this bar further down.
- Additional Water will continue to move the Human Toxicity bar, however, (increasingly quickly as it gets closer to 0).
K-Values
If you are just following a known recipe for a specific tank, you can skip this section.
K-Value is a term that was invented during Tale 1. It refers to the rate of speed at which a given bar will raise/drop for a particular wood treatment tank.
- Each attribute (Flexibility, Cuttability, etc.) will have a different K Value.
- Every Wood Treatment Tank has a different set of K Values.
Once you calculate the K Values for your specific tank, you can then use a simulator to predict with about 99%+ accuracy the results of any given recipe.
Calculating K Values
The general idea is that you want to measure the amount of resources (seconds of treatment) required to change one of the bars from a given known starting value to a given known final value.
- The further apart the two known values are that you are testing, the more accurate the K Value you calculate will be.
- In other words, if you only test the Glossiness range from 4 to 13 (difference of 9), you will have a much less accurate result than if you test the full range from 0 to 72 (difference of 72).
The formula used to calculate the K Value is:
(2 * ResourceSeconds)
NOTE: To Test K Values you only need 1 board to be loaded into the treatment tank.
An Example
We know that an untreated board starts with a Glossiness of 7 by looking in the table above. If we used beeswax to shift the glossiness higher, it would eventually reach 72, again according to the table. Thus, the Start Value will be 7, and the End Value will be 72.
- Put a board in the tank.
- Treat with beeswax, keeping track of how many seconds total are needed to fill the Glossiness bar completely (value 72).
- Let's assume this takes 460 seconds in this example. This value is the ResourceSeconds.
- Calculate the Glossiness K-Value:
- (72 - 7)2/(2*460) = 652/920 = 4225/920 = 4.592391
So the Glossiness K-Value in our example wood treatment tank is: 4.592391
At this point, we can see that the beeswax treatment should have also maxed out the Water Resistance at 72. So to calculate the Water Resistance K-Value, we will need to drop the Water Resistance as low as possible from that high starting point.
The resource Water actually lowers the water resistance, and it will take it all the way to 0. So our Start Value is 72, and our End Value is 0.
- Apply lots of water to the board from the previous example until the water resistance bar is completely gone.
- Let's say that took 593 seconds of water treatment exactly.
- Calculate the Water Resistance K-Value:
- (0 - 72)2/(2*593) = -722/1186 = 5184/1186 = 4.3709949
So the Water Resistance K-Value in our example wood treatment tank is: 4.3709949
Now we can see on the chart that the Insect Toxicity should currently be 0 (no bar visible). We therefore want to raise Insect Toxicity as high as possible to get a good calculation.
Lead is what raises the Insect Toxicity the most (to 72) but it is a fairly valuable resource, so isn't very desirable for testing. We can also see from the chart that Petroleum would raise it to 61 but is also a valuable resource. However, the chart says that Saltpeter will raise the Insect Toxicity to 53 and is a cheap material so we will use that.
Thus, our Start Value is 0, and our End Value is 53. However, since the bar will not be maxed out, we can't use that clue to let us know when we've reached 53. Since it won't go any higher than 53 though, we know that when the bar stops going up we've reached 53.
- Apply lots of saltpeter, keeping an eye out for when the bar stops moving.
- Lets say for this example this takes us 374 seconds of saltpeter.
- Calculate the Insect Toxicity K-Value:
- (0 - 53)2/(2*374) = -562/748 = 3136/748 = 4.1925133
So the Insect Toxicity K-Value in our example wood treatment tank is: 4.1925133
Continue in this fashion until you have determined all 8 K-Values.
Finding Recipes
Once you have your K-Values, you can use a simulator to find a new recipe for a given type of boards. Another option is simply using the Wood Treatment Tank instead of calculating anything - few materials are that expensive, as you get up to 10s of treatment per deben of material and watching the bars move can be fun and helpful to visualize exactly how the process is working.
REMEMBER: The closer the value for some attribute is to what the "ideal" for the treatment chemical is, the more effect it will have.
This section here was labeled To Be Added, but that's pretty much the most important thing - keep in mind that a particular treatment having a very high value for one attribute, for a board recipe that calls for a very low value for that attribute, or vice versa, is not necessarily a bad thing - it's often exactly what you want, when it drives your other value(s) in a direction they need to go more quickly.
A maxxed-out ideal value in a treatment will move a bar already at or near it's minimum for that attribute (an often desired final state) the *least* compared to treatments that have an absolute lower ideal value for that attribute - but a lower ideal value that is nevertheless higher from where you are at present in the treatment for that value. Vice versa is also true: If you want a high final state, and are getting close, consider treatments with a very low value for that attribute when you've got the other attributes dialed in.
This is counter-intuitive, but can be key to cheap and speedy recipes. Worked Example of one approach: Need a Hard Fireproof board? There are many viable approaches. This is one:
Starting from scratch, you can reduce the Flammability and Cuttability with a dose of Bone Meal. Very cheap, moves both bars quickly, but not all the way on either. 40s on my tank was good. The obvious next step would be Lime - favorable, low values for both attributes, near on Cuttability, not too far on Flammability - so try that. Ten seconds should be plenty to see good movement in Flammability and Cuttability. You may be able move one or both of the bars a little farther with more lime, but who wants to spend more lime?
Next up? Well, lead will go in the right direction for Cuttability, but wrong for Flammability - it's low, but close to where the bar is now and in the wrong direction, so it will increase Flammability quickly as it lowers Cuttability. Lead's also annoying to make. Try throwing Petroleum on instead - just enough to reach its Cuttability value. Watch how slowly Flammability increases compared to how quickly Cuttability decreases. You may undo a tick of Flammability at most.
Next will depend on your tank's actual values, but you may be able to get away with solely using cheap, plentiful Charcoal in small increments to get the exact timing right - if not, consider the highly flammable Sulfur. It's not perfect, and it's not as cheap as charcoal, but it will do almost nothing to increase Flammability and a great deal to decrease Cuttability. Exactly what you want. With a combination of the two, you will need no more Lime.
If you have terrible luck with K-Values, a touch of Ash may be called for - again, this has a low value that is near what you have for one attribute you want (Flammability), and a high value that is *not* near what you have for the other attribute you want to keep low (Cuttability). You may even want to skip the lime to begin with, depending on how you value Ash, and possibly try a Petrol-heavier approach with more Ash near the end, given the relative costs of each.
Whether you're working in a simulator you've painstakingly calibrated, or the actual treatment tank because simulators are boring and then you have to ACTUALLY do the treatment anyway afterwards, too, finding an ideal recipe for how you value your ingredients, and the time taken to treat the boards, simply requires experimentation. The first take might be more expensive than it needs to be, but hey, you got there! Optimization can come next.
It is extremely difficult, if not impossible, to ever take Treated Boards to a state that cannot be recovered to the desired attributes even in an actual Wood Treatment Tank, though some rare serious mistakes may be costlier to fix than throwing the boards out and trying again.
Hopefully this was somewhat more enlightening than the words "To Be Added", but older guides are probably equally as good if not better. This IS written for T9, at least, so it acknowledges the existence of Bonemeal.
Simulator
Larame has recreated and updated for T8 the Wood Treatment Simulator as a Google Sheets Doc,
which can be accessed here: https://docs.google.com/spreadsheets/d/1QrI4b_EZ7rr3SX9Gg8iBeIaTaenprCRpCF6wZUTPgXg
To use the sheet, and to make changes, you will need to make a copy.