Lumberjacking: Difference between revisions

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There are 4 types of forest found, with the following wood types included in each. As per GM [[Kodius]], the materials that can be found are entirely dependent on the climate of the area. So while a wood may be included in a grouping, province & terrain influence actual availability. A [[Post:Statistics_-_06/16/2015_-_00:06|post]] was also made by GM [[Kodius]] on wood type rarity. Additionally, rare-spawn wood sticks that are produced during the felling of a common or uncommon forest room can drop independent of the forest type group currently being harvested.
There are 4 types of forest found, with the following wood types included in each. As per GM [[Kodius]], the materials that can be found are entirely dependent on the climate of the area. So while a wood may be included in a grouping, province & terrain influence actual availability. A [[Post:Statistics_-_06/16/2015_-_00:06|post]] was also made by GM [[Kodius]] on wood type rarity. Additionally, rare-spawn wood sticks that are produced during the felling of a common or uncommon forest room can drop independent of the forest type group currently being harvested.


* Boreal forests tend to be found in the coldest of climates where snowfall can be substantial. Only the heartiest of trees can survive there. Larch and Tamarak are two species of tree found there.
* [[Boreal]] forests tend to be found in the coldest of climates where snowfall can be substantial. Only the heartiest of trees can survive there. Larch and Tamarak are two species of tree found there.
* Coniferous forests tend to exist nearer areas with warm summer and cold winters. This includes drier inland areas and coastal areas seeing heavy rainfall. Many coniferous trees feature needle-like leaves that provide greater protection from the varied climate.
* [[Coniferous]] forests tend to exist nearer areas with warm summer and cold winters. This includes drier inland areas and coastal areas seeing heavy rainfall. Many coniferous trees feature needle-like leaves that provide greater protection from the varied climate.
* Deciduous forests are often centrally located, between the frigid boreal forests and the sweltering tropics. These forests are distinct due to the trees' leaves exhibiting a renewal cycle in time with the four seasons.
* [[Deciduous]] forests are often centrally located, between the frigid boreal forests and the sweltering tropics. These forests are distinct due to the trees' leaves exhibiting a renewal cycle in time with the four seasons.
* Finally there are tropical forests that reside in areas of high heat and rainfall. Some of these trees even live partially or completely submerged in water. Often rarer and somewhat exotic, the wood from these trees can be quite beautiful.
* [[Tropical]] forests that reside in areas of high heat and rainfall. Some of these trees even live partially or completely submerged in water. Often rarer and somewhat exotic, the wood from these trees can be quite beautiful.




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{|
{|
| colspan="2" |
| colspan="2" |

===Deciduous===
|-
| valign="top" |
* [[apple (wood)|Apple tree]]
* [[ash (wood)|Ash tree]]
* [[aspen|Aspen tree]]
* [[birch|Birch tree]]
* [[cherry (wood)|Cherry tree]]
* [[elm|Elm tree]]
* [[hickory|Hickory tree]]
* [[maple|Maple tree]]
* [[oak|Oak tree]]
* [[osage|Osage tree]]
* [[walnut|Walnut tree]]
* [[willow|Willow tree]]
|}
|
{|
| colspan="3" |


===Coniferous===
===Coniferous===
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* [[spruce|Spruce tree]]
* [[spruce|Spruce tree]]
* [[yew|Yew tree]]
* [[yew|Yew tree]]

|}
|
{|
| colspan="3" |

===Deciduous===
|-
| valign="top" |
* [[apple (wood)|Apple tree]]
* [[ash (wood)|Ash tree]]
* [[aspen|Aspen tree]]
* [[birch|Birch tree]]
* [[cherry (wood)|Cherry tree]]
* [[elm|Elm tree]]
* [[hickory|Hickory tree]]
* [[maple|Maple tree]]
* [[oak|Oak tree]]
* [[osage|Osage tree]]
* [[walnut|Walnut tree]]
* [[willow|Willow tree]]
|}
|}
|
|

Revision as of 13:23, 17 June 2015

Incomplete Article
  • This article is incomplete, which means that while it is not a stub, it still lacks certain data or information.


The logging or lumberjack system is used to produce wood for engineering and other crafts.

Locations

Grove Location Tree Types
NTR Wilderness Zoluren, NTR near the Viper/Rock Guardian trail entrance coniferous
Dragoon Camp Zoluren, 2 rooms on the west side of the brook west of Crossing tropical
Cougar Hunting Area Zoluren, west of the brook out the west gate of Crossing deciduous
Leth Deriel Zoluren, Forest of Night Blood Nyad/Blood Dryad hunting north of Leth Deriel boreal, tropical, coniferous
Leth Deriel Zoluren, Grove of the White Laurel estate holder toad hunting area deciduous
Seordav Telga Therengia, Ker'Leor Gypsy Marauder hunting area over the felled tree coniferous
Gallows Woods Therengia, Ker'Leor estate holder Foest Geni hunting area boreal
North Road, Beech Grove Therengia, road between El Bain's Stop & Langenfirth, aka Danduwen Forest boreal
Mistwood Forest Therengia, Mistwood Forest, North Road to the rope bridge deciduous
Mistwood Forest Deer Trail Therengia, Mistwood Forest, warcat & bandit hunting area deciduous
Mistwood Forest Therengia, Mistwood Forest, north of the river by Rossman's deciduous
Mistwood Forest Road Therengia, Mistwood Forest, Riverhaven west gate to Nightreaver Unyns coniferous
Haven Castle Therengia, Riverhaven, path out the north gate deciduous
Obsidian Pass Ilithi, Obsidian Pass
The Gash Ilithi, The Gash, snowbeast hunting north of the gondola coniferous, deciduous
Undergondola Ilithi, Dark Woodlands, red leucros hunting & Bulen Ond Alcas coniferous, tropical, deciduous
Dragon's Spine Ilithi, Dragon's Spine, estate holder Frostweaver hunting area boreal
Dragon's Breath Forest Ilithi, A Dark Path, Near Jademist River, north of Shard coniferous
Wyvern Forest Wyvern Forest
Whistling Woods Ilithi, Whistling Woods, rock troll hunting south of Shard deciduous, tropical
Whistling Woods Ilithi, Whistling Woods, adan'f hunting area south of Shard tropical
Wylder Spring Ilithi, Wylder Spring, Jackal/Kobald hunting past the east gate gap deciduous
Southern Trade Route Ilithi, Edge of the Wood & Dragon's Breath Forest, along the road from the gondola to Shard coniferous
Western Road Ilithi, Wyvern Wood, out the Shard west gate towards Horse Clan coniferous
Darkling Wood Ilithi, Darkling Wood, eidolon steed hunting out the Shard south gate deciduous, tropical
Fang's Shadow Ilithi, Fang's Shadow, area between serpents and gremlins outside Fang Cove (Estate holder only) tropical
Also: See Category:Groves.

Forest Groupings

There are 4 types of forest found, with the following wood types included in each. As per GM Kodius, the materials that can be found are entirely dependent on the climate of the area. So while a wood may be included in a grouping, province & terrain influence actual availability. A post was also made by GM Kodius on wood type rarity. Additionally, rare-spawn wood sticks that are produced during the felling of a common or uncommon forest room can drop independent of the forest type group currently being harvested.

  • Boreal forests tend to be found in the coldest of climates where snowfall can be substantial. Only the heartiest of trees can survive there. Larch and Tamarak are two species of tree found there.
  • Coniferous forests tend to exist nearer areas with warm summer and cold winters. This includes drier inland areas and coastal areas seeing heavy rainfall. Many coniferous trees feature needle-like leaves that provide greater protection from the varied climate.
  • Deciduous forests are often centrally located, between the frigid boreal forests and the sweltering tropics. These forests are distinct due to the trees' leaves exhibiting a renewal cycle in time with the four seasons.
  • Tropical forests that reside in areas of high heat and rainfall. Some of these trees even live partially or completely submerged in water. Often rarer and somewhat exotic, the wood from these trees can be quite beautiful.


Boreal

Coniferous

Deciduous

Tropical

  • A table-formatted list with the crafting properties of each type can be found on the Crafting Materials page.

Tools

  • Axes: Any weapon with the noun "axe" or "greataxe" should be usable to fell trees. The higher the slice of the axe, the greater chance of an RT reduction.

Basics

Survey the Grove

The first step to logging is to find an appropriate area and WATCH FOREST to determine what trees can be found there.

WATCHing will also allow seeing how much material is left to be logged in a given room.

WATCH FOREST DANGER will allow an attempt to make a dangerous situation safer in any single room.

WATCH FOREST CAREFULLY will allow an attempt to locate more material.

The materials that can be found are entirely dependent on the climate of the area. Rare materials verified in Prime 6/16.

Logging

Once you have located suitable area, hold your axe in either hand (other hand must be empty), simply proceed to CHOP TREE.

Trees take a number of chops to fall, after which they can produce several pieces of wood on subsequent chops. You can receive various sizes of wood pieces which include:

  • wood stick - 1 piece
  • wood branch - 2 pieces
  • wood limb - 3 pieces
  • wood log - 4 pieces
  • thick wood log - 5 pieces
Syntax: COUNT WOOD

Material Storage

Once a material is found that is worth keeping, either pick it up by hand, or PUSH it to the side to have a nearby attendant store it for a small fee. If attendants are not available in the logging location, deed packets purchasable from either crafting society allows deeding of materials by PUSHing the material with the packet. Note that deed packets will require ten minutes to pass before the material becomes available for use within any crafting society.

Attendants charge 10% of the material's appraised value, while deeds from a packet cost a flat 1 silver lirum per deed. For more valuable materials, it's cheaper to use a packet even if attendants are available.

Dangers

The more activity in a given area, the greater the chance of a mishap. The type of dangers is practically dependent upon the stone type of the area.

The dangers have a variety of results, such as either direct damage, outright death, or just destruction of all chop-able materials in the area.

"Mining and Lumberjacking are dangerous. But you can completely avoid the danger 100% of the time if you slow down.

The danger messaging occurs a number of seconds after the danger spawns. If you immediately chop back-to-back, you may miss it and trigger the disaster (or make it worse)."

Explosion

  • Room Message: You notice an unusual smell drifting through the area.
  • WATCH FOREST Message: Studying the forest, you are certain that continued lumberjacking will be slightly dangerous because an unusual smell hints at an explosion danger.
  • Fail message: Chopping towards the tree, your hurling axe accidentally collides with nearby stone, setting off a blast that launches debris flying in all directions. The shatterd tree clips your head as it falls, sending the whole world black!
The world slowly comes into focus again, followed swiftly by a throbbing headache.
End up prone with an internal head bleeder/external head cuts & bruises

--- Also ---

  • Room Message: Unknown
  • WATCH FOREST Message: Studying the forest, you are certain that continued lumberjacking will be slightly dangerous because an unusual smell hints at an explosion danger.
  • Fail message: >chop tree

You swing your {axe} towards the tree and and are rewarded with a detonation of sharp wood fragments! Jagged wood lodges into you, leaving bloody gashes and quickly deepening bruises, while the force of the impact knocks you clear off your feet. It would appear you missed some caustic fungus growing around the trunk. Roundtime: 16 sec.

Short stun, External and internal bleeders

Collapse

  • Room Message: A loud cracking sound resonates from somewhere closeby.
  • WATCH FOREST Message: Studying the forest, you are certain that continued lumberjacking will be slightly dangerous because the trees look unsound and in danger of collapse.
  • Fail message: The trunk suddenly snaps and begins to topple towards you. Your footing gives way as you stumble backwards and right into its path. The loud thud of the tree bouncing against your the ground seems other-wordly loud. The peaceful sound of the forest that replaces it would be comforting, if only you were able to move! Although unharmed, the rolling trunk has you pinned solidly in place.
The thick tree trunk shifts, further constraining your movement.
The weight of the trunk pressing in seems to squeeze the air out of your lungs.
The remaining air seems stale and your labored breathing rasps loudly in your own ears.
You can feel your vision narrowing.
Breathing becomes continually more challenging. If someone doesn't help you soon, you may be in serious trouble.
And then death...
  • note: you are able to talk when pinned, but not yell or do any actions.

Dangerous Flora & Fauna

  • Room Message: A monotonous buzzing sound fills the air.
  • WATCH FOREST Message: Studying the forest, you are certain that continued lumberjacking will be slightly dangerous because odd noises reveal potentially dangerous insects or plants nearby.
  • Fail message: Your <axe> crashes into the wood and punches through with surprisingly little resistance. A blanket of warmness creeps up your legs and interrupts your inspection of the hollow trunk. You suddenly have trouble standing up, and notice flames teasing your kneecaps. A blanket of fire ants marches steadily higher, consuming more of your body with each step. Frantically you paw at them with now-melting hands. Like an inch-worm, you wiggle your torso away from the log. Exhausted, your prop your back up against a log and find yourself unable to breath. The whole interior of your chest sizzles and pops as though atop a bonfire. A pinprick of light is all that remains of the world before it too extinguishes entirely.
And death...

BUGS

Please use this space to document any logging system bugs. This is not an official page on which to report bugs; it is intended to be a central list for the convenience of the DR community.
To report a bug, please ASSIST or use the BUG command in-game, or post on the appropriate DR message board.
When you make an entry below, please include a timestamp --~~~~ (the squiggly lines button in the command bar just above the edit window) just like you would on a talk page.
If/when the bug is resolved, please go back and strikethrough your entry by enclosing it with <s> and </s> to indicate the issue has been closed.

watch forest danger used in a room where it was already used

If you successfully remove a danger via WATCH FOREST DANGER, if another danger appears in the same room it can't be removed.

--TEVESHSZAT (talk) 17:43, 3 May 2015 (CDT)

Appears to no longer be an issue. --MCBRIDEJ (talk) 17:56, 14 June 2015 (CDT)

watch forest danger not working

You look at the forest around you.
You see evidence of mature trees and are certain a decent number remains to be found.
Studying the forest, you are certain that continued lumberjacking will be slightly dangerous because odd noises reveal potentially dangerous insects or plants nearby.
This area contains a deciduous forest.
You are certain that oak trees can be harvested here.
Loggers stand ready to trade wood in for deeds. Just PUSH any lumberjacked wood, and they'll take care of the rest.
Roundtime: 9 sec.

>watch forest danger
You watch the surrounding trees for signs of danger.
You scan the area for danger and find nothing of concern lurking within the nearby forest. Roundtime: 5 sec.

--TEVESHSZAT (talk) 17:43, 3 May 2015 (CDT)

Appears to no longer be an issue. --MCBRIDEJ (talk) 17:56, 14 June 2015 (CDT)

Deeds of Lumber Not Showing Volume

Shows all the unique lumber stats but not how much lumber there actually is. --TEVESHSZAT (talk) 18:45, 6 May 2015 (CDT)

Fixed when released to prime. --MCBRIDEJ (talk) 17:54, 14 June 2015 (CDT)

Use drawknife typo

The log is ready to be carved with a drawknife to scrape off the bark to/and smooth its surface. Sawing it further wouldn't be productive.

Missing a "to" or an "and" or something in this sentence. --MCBRIDEJ (talk) 20:52, 14 May 2015 (CDT)

Can't deed sticks/branches/limbs

Fixed when released to prime. --MCBRIDEJ (talk) 17:43, 14 June 2015 (CDT)

Cutting wood inside a container.

> cut limb with saw

You begin sawing the ends of the limb, removing the jagged edges from where it was chopped down.

Roundtime: 9 sec.

R> tap my limb

You tap a partially-cut bamboo limb inside your zaulguum-skin backpack.

I can cut up a limb while it is in my backpack. --MCBRIDEJ (talk) 21:52, 14 May 2015 (CDT)


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