4Dimensions Forum
General Category => Suggestions & Ideas => Topic started by: Zsijn on June 02, 2012, 05:45:21 pm
-
certain trees load frequently like oaks and pines....you can get the required amount in no time.....others like aspen, cypress, alder load rarer and take awhile to gather the required amount
can we please update the trade point rewards to scale more based on the type of wood turned in? its bad enough they add 1 log to the requirement after completing jobs...i could probably get 27 oaks before i get 10 aspens or dogwoods
-
so...anything on this?
-
If we had a craft system, where the naturall assets in the game would be used in a logical way as base for the crafting, then the different types of trees could have different values, i.e. trees that load more seldom would be worth more than the more frequent ones. This would make skills like lumberjacking, mining and collecting much more interesting and would also provide an interest to players who want to do other things than bashing mobs.
We already have the base for an interesting crafting system in the game. Different types of wood, metals and gems for weapons can be found in the zones, as well as different kinds of fibres (flax, hemp, silk, wool), different kinds of animal hides, skin and fur, different kinds of herbs, roots, fruits and flowers etc. The experienced explorers would know where to find and extract all those things. There is even a Crafter's Alley northwest of Olde Yorke, with all the necessary tools for the various crafts.
This was all designed with the a working craft system as the ultimate goal. If everything that already exists in the game, could be used in an intelligent way as the base for the system, it could add a lot of new aspects to the game and also create a real player run economy. But regrettably none of the coders have ever been interested in creating one.
Since the coders never seemed interested, I have been working in the past on a script based craft system. But it is a rather big and complicated task for one person, especially since I have many other things in the game that need my attention, (as well as my present RL situation). So it never got completed, but the bases for it still exists. We do have many skilled scriptors in the staff, and perhaps some of them could help finish the task.
However, it does make sense that a system as complex as this should be based on code, not scripts,
Once said some time ago that he was working on a coded craft system. What happened to those plans?
-
so what your telling me is my damn aspen logs are going to be worth the same as my oak logs.....great so in the time i can gather 147 oak logs i get 10 aspen....it may not be aspen it may be something else i just recall aspen at the moment.....doesnt seem like it would be that hard of a change to scale it up a bit....plus considering how easy it is to make tps in other areas lumberjacking which can be time consuming should get a bit of a bump....
-
No, that is not what I am telling you.
I am all for that the more rare logs should fetch a better price in TPs at the lumber mill than the very common ones.
But to achieve that, I need a coder to set up a list of the percentage appearance of different kinds of trees in the game, because there are way too many of them for me to count them manually. Especially if someone is out lumberjacking at the same time.
The command 'where tree' currently gives me 806 hits, all blended together. I am not about to sort that list out, and update it every time a builder adds a bunch of new trees to a zone.
What I am saying is that some work is more fitted for coders, other for builders, and some needs a combination of both.
As it is, we builders have done our part, by providing all the raw materials necessary to create an awesome crafting system, or at least a working player economy.
Now we are hoping for the coders to do their part, but regrettably they only seem interested in combat...
-
I tried to look up the data for you, but the way trees is programmed is too convuluted to really read. So I'm going to code my own tree system tomorrow. I'll also put in a little engine for elemental variables which should help us with some of the spell rebalancing, in addition to making lumberjacking also a player trading activity.
Long term, the idea is that crafting, not pikes, should be the main source of badass caster multis.
-
Seriously? You are going to code your own tree system?
We already have a tree system. There are 50 different kinds of trees in it, (vnum 52600-52699), which all produce a different kind of log when you grab an axe and fell them.
These trees are reset in almost every zone in the game, at present there are around 800 of them in the game.
We have a script for the lumbermills to accept logs from the various trees - and you are planning to code your own system, making them all worthless?
It makes me wonder why I ever bother to do anything.
-
why not just update the scripts on accepting the logs in the mill to key and reward off of vnums? load me up on the BP and ill write out the scripts and submit for your review...
-
why not just update the scripts on accepting the logs in the mill to key and reward off of vnums?
Because it's not just a question of making 50 if-checks in the scripts to pay for each log individually. The problem is to calculate the price for each log, based on how many percents of the total number of 1000 trees are for instance oaks and how many are willows. For this you don't need just the vnums of the logs and trees, you need access to almost every zone in the game, since the same 50 tree objects are reset everywhere with a maxload of 999 each. And those zones are not even in the buildport.
That's where I thought a coder could might come in handy, since counting them manually is of course doable, but exceedingly boring.
-
Not to worry, it'll use the same vnums, just make the way tree loading is calculated a lot more sane. What we have right now are complex formulas that probably made sense when they were being coded but that are a bit of a mess to wade through. You won't need to do any more work on your end, it'll be backwards compatible. ;)
-
Does that mean you'll fix the script too?
It's vnum 3369.
-
Doesn't look like I'll be able to get to that tonight, but the good news is we now have working elemental focuses. Fire focuses can cast fire spells with more power than a normal focus (but are standard issue for other elements). They both increase your damage, and increase the effects based on the wood you use, the skill at woodsing, and a few other variables that I'm looking for ideas on. Moves/maxmove would be a kind of cool one, making vitalize a little more useful. The more tired you are the more likely you are to make a mistake with the wood.
I'd also appreciate some ideas on which trees should give which elemental modifiers. Please limit it to one modifier per tree.
-
Would be good if the age of the tree made a difference to the multi. That was always meant to be a factor.
-
Doesn't look like I'll be able to get to that tonight, but the good news is we now have working elemental focuses. Fire focuses can cast fire spells with more power than a normal focus (but are standard issue for other elements).
Sounds great!
Of course, what Zsijn is talking about is the ordinary trees that you trade to the lumbermill, not the magic ones that you make staffs from.
But I suppose a certain number of the ordinary trees turn into magic ones, so the loading percentage should be about equal for both kinds?
I am also not sure that I quite got the part about the elemental focuses.
How do you assign the fire focus to them? Do a certain percentage of all the staffs get it, or is it based on what kind of tree the staff was made from?
Will other focuses get elemental ice or water to counteract the fire spells?
I'd also appreciate some ideas on which trees should give which elemental modifiers. Please limit it to one modifier per tree.
Like I said, there are 50 different kinds of trees, and some of them are a lot more common than others, which I suppose should influence the value of the modifier.
I could post a list of the trees, but that is not much use without the percentage load.
Which elemental modifiers are available?
Are all the available spells sorted under any of the elements fire, water, air, earth?
Also, like Jaros pointed out, the age of the trees should make a difference to the factor - as well as the level of the players woodsing skill.
-
Gonna create a new thread for this and reply to your topic so we don't get too off track with the lumber stuff. I suggest you get Thotter to write you a fancy little lisp script to calculate your tree loading rates for lumberjacking.
-
Well, Thotter did write me a fancy little script to calculate the loading rates for various kinds of trees.
Thanks, Thotter!
The differences are much bigger than I realised, so now I am having some problems with calculating the right price for the logs, since we can only work with full TPs.
As Zsijn pointed out. it makes sense that the more rare kinds would be more valuable, so I've set up a table to calculate the prices in TP. It isn't exact, as mentioned above, and it also doesn't take into cosideration the different reset cycles of the zones.
The result is that the most common logs, (pines and oaks), will pay a lot less than before, while the more rare ones (larch, ironwood, juniper and yew) will pay a lot more.
But a total clearout of all trees in the game will pay about twice as much per loading cycle as before.
No doubt there will be complaints about this change, since lumberjacking will need more consideration on the players side to be really worth the time.
So I thought I'd publish the table here, before I get on to changing the script. (See below)
-----------------------------------------------------------------------------------
-------------------------------------------------------------
VNUM LOG TYPE NUMBER TP TOTAL EARLIER TOTAL
-------------------------------------------------------------
52750 pine log: 106 3 318 1060
52751 oak log: 76 5 380 760
--------------------- ----------------------------------------
52759 beech log: 26 8 208 260
52755 fir log: 22 10 220 202
52768 alder log: 19 12 228 190
-------------------------------------------------------------
52769 birch log: 13 16 208 130
52760 chestnut log: 12 17 204 120
52756 maple log: 11 18 198 110
-------------------------------------------------------------
52757 elder log: 10 19 190 100
52758 elm log: 10 19 190 100
52752 willow log: 10 19 190 100
52762 ash log: 9 20 180 90
-------------------------------------------------------------
52761 spindleberry 7 23 161 70
52753 dogwood log: 6 24 144 60
52763 cypress log: 5 25 135 60
52767 aspen log: 5 25 125 50
-------------------------------------------------------------
52765 larch log: 3 30 90 30
52754 Ironwood log: 2 32 64 20
52764 juniper log: 2 32 64 20
52766 yew log: 1 35 35 10
-------------------------------------------------------------
11903 ebony log: 1 35 35 10
-------------------------------------------------------------
TOTAL NUMBER 356 - 3566 3560
-------------------------------------------------------------
The magic trees also yield logs from the vnum range 52750- 52758. (See table above)
-
i think im the only one that lumberjacks but YAY!...also can you remove the increase by 1 log everytime you turn in a batch? kind of annoying at some point im going to hit more logs in a batch due than what i can carry
also the number of TPS should be multiplied by 10? ie right now 10 oak logs = 10 tps....i assume this would still hold the same and not be 10 oak logs = 1 tp?
-
I've changed the values of different logs a bit, so that the total amount of TP that you get from clearing out all trees in the game is now almost exactly the same as before. It will of course take some more work to get there, since the most common trees are worth a lot less than before, but you'll now also have the option to concentrate on the more rare kinds.
I might consider removing the 1 log/batch increase. But since that was put in to deal with spam lumberjacking, I'm not quite sure of that part.
If nobody has any input on this change, or is opposed to it, I'll go ahead and fix the script tomorrow.
-
spam lumberjacking i dont think is really an issue...but if its a concern would it be possible to make it increase after every 5 batches instead of 1?
-
not sure if this is intended? but logs on the ground show as fir logs but are really different types. might make it less confusing to change
A fir log rests heavily on the ground.
2583H 72943M 23979V (100) 42,631,358TNL>get log
You pick up a heavy maple log.
-
sorry one more item can we remove this? pretty much all the trees in pre-historic forest do this
There is a creaking sound from fibres splintering, as the tree leans slightly.
2717H 72943M 24437V (100) 39,268,504TNL>
You yell 'TIMBER!'
2717H 72943M 24437V (100) 39,268,504TNL>
The tree groans as the leaning increases rapidly.
2717H 72943M 24437V (100) 39,268,504TNL>
The tree disolves into sawdust.
-
one more...elm tree into beech log?!
An old elm tree grows here. ...it is glowing with an inner light
|A lesser galago travels through the trees in leaps and bounds, howling shrilly.
2216H 72943M 24371V (94) 41,775,639TNL>fell tree
You flex your muscles and swing your axe.
2219H 72943M 24371V (94) 41,775,639TNL>
You aim a stroke of the axe at the base of the tree trunk.
2219H 72943M 24374V (96) 41,775,639TNL>
White chips of wood fly in the air as the axe bites into the trunk.
2222H 72943M 24374V (96) 41,775,639TNL>
You keep chopping away at the trunk.
2225H 72943M 24377V (97) 41,775,639TNL>
A spotted leopard has arrived.
2228H 72943M 24377V (97) 41,775,639TNL>
The forest rings with the sound of the rhythmic strokes of the axe.
2231H 72943M 24380V (99) 41,775,639TNL>
You pause for a moment stretching your back.
2237H 72943M 24383V (100) 41,775,639TNL>
Chopping down huge trees is hard work!
2237H 72943M 24383V (100) 41,775,639TNL>
Wiping the sweat from your brow you resume your work with the axe.
2243H 72943M 24389V (100) 41,775,639TNL>
The trunk is almost hewn through now.
2249H 72943M 24389V (100) 41,775,639TNL>
There is a creaking sound from fibres splintering, as the tree leans slightly.
2252H 72943M 24392V (100) 41,775,639TNL>
You yell 'TIMBER!'
2252H 72943M 24395V (100) 41,775,639TNL>
The tree groans as the leaning increases rapidly.
2255H 72943M 24395V (100) 41,775,639TNL>
With a crackle of broken twigs and an earthshattering BOOM! The tree hits the ground.
2258H 72943M 24395V (100) 41,775,639TNL>l
In The Jungle
[ Exits: n e s w ]
The overwhelming jungle growth assaults your senses, the thick, entangling
growth prohibiting most free movement. Long, thick branches creak like old
men's joints as they stretch lazily towards the heavens, forming the abundant
canopy that covers your head. Brightly coloured birds dart in and out between
the trees, their sweet songs echoing all around you.
A beech log rests heavily on the ground.
|A great spotted leopard silently stalks among the undergrowth.
2273H 72943M 24404V (100) 41,775,639TNL>get log
You pick up a heavy beech log.
-
and another...looks like willow logs are not set as takeable. cant pick them up
-
and another...looks like willow logs are not set as takeable. cant pick them up
someone fixed this for me thanks
-
The trees in Prehistoric Forest are not set as trees in the code, and consequently don't yield any logs. Possibly because it's one if iur oldest zones, created long before we made the fellable trees.
I guess we could add some logs to them and add them to the script, is someone feels so inclined.
As for some trees yielding the wrong logs, I'm not sure if that is a building or code error, but I'll have a look at the object file tomorrow.
The anti-spam check was most likely caused by Graham, who used to lumberjasck a lot with some of his old chars, (he likes to do stuff in the most cost-effective way possible). Probably there is no need for the check after we enter the new pricing, so I might remove it - no promises though.
-
As Zsijn reported, for some reason the elm tree yields a beech log.
However, none of the trees have the vnum of the log specified in OLC, and all the rest of them still seem to yield the correct log.
I can only assume that when the trees where created, the logs were meant to be set automatically by the code.
So why is the elm tree different?
P.S.
When I check the elm tree, I find that it actually is possible to set the vnum of the log in OLC.
So I did that now, and hopefully it will fix the problem.
But of course it doesn't answer the question above.
Why is the elm tree different?
-
We will take a look at it and see what is going on. But I have a felling the code uses the vnum so it might have been mixed up with the wrong vnums.
Prometheus
-
Okay here is what is in the code. Can Molly verify these match up? If not let me know the correct vnums.
Logs:
16. [52750] a heavy pine log
17. [52751] a heavy oak log
18. [52752] a heavy willow log
19. [52753] a dogwood log
20. [52754] a heavy Ironwood log
21. [52755] a heavy fir log
22. [52756] a heavy maple log
23. [52757] a heavy elder log
24. [52758] a heavy elm log
25. [52759] a heavy beech log
26. [52760] a heavy chestnut log
27. [52761] a heavy spindleberry log
28. [52762] a heavy ash log
29. [52763] a heavy cypress log
30. [52764] a heavy juniper log
31. [52765] a heavy larch log
32. [52766] a heavy yew log
33. [52767] a heavy aspen log
34. [52768] a heavy alder log
35. [52769] a heavy birch log
Trees:
81. [52730] the pine tree
82. [52731] the oak tree
83. [52732] the willow tree
84. [52733] the dogwood tree
85. [52734] the ironwood tree
86. [52735] the fir tree
87. [52736] the maple tree
88. [52737] the elder tree
89. [52738] the elm tree
90. [52739] the beech tree
91. [52740] the chestnut tree
92. [52741] the Spindleberry tree
93. [52742] the Ash
94. [52743] the cypress tree
95. [52744] the juniper tree
96. [52745] the larch tree
97. [52746] the yew tree
98. [52747] the Aspen tree
99. [52748] the alder tree
100. [52749] the birch tree
Prom
-
Actually I have a few more than that set as trees and logs in OLC. (see lists below)
The ones in red are type container, not tree, so although they do have a log set in OLC, they don't yield it if chopped down.).
The blue ones are type trees that also have logs, but these were not on Thotters percentage list.
The green ones are the "seasonal" treas, that grow in the orchard south of Olde Yorke. These will load one of four types, based on the season (winter, spring, summer, autumn), and only the autumn ones that bear fruit are type containers. The other three season types are type tree, and they all yield the same log.
Maybe some of the blue ones on the lists below aren't added to the code?
And I still don't see what makes the elm tree any different from the rest.
TREES
1) [52700] the cherry tree [container](base-material)
2) [52701] the apple tree [container](base-material)
3) [52702] the pear tree [container](base-material)
4) [52703] the plum tree [container](base-material)
5) [52704] the orange tree [container](base-material)
6) [52705] the apricot tree [container](base-material)
7) [52706] the mulberry tree [container](base-material)
8 [52707] the almond tree [container](base-material)
9) [52708] the lemon tree [container](base-material)
10) [52709] the laurel tree [container](base-material)
11) [52710] the walnut tree [container](base-material)
12) [52711] the Judas tree [tree](base-material)
- 13) [52712] the olive tree [container](base-material)
14) [52713] the cypress tree [tree](base-material)
15) [52714] the cedar tree [tree](base-material)
16) [52715] the plane tree [tree](base-material)
17) [52716] the carob tree [tree](base-material)
18) [52717] the almond tree [tree](base-material)
19) [52718] the cherry tree [tree](base-material)
20) [52719] the cherry tree [tree](base-material)
21) [52720] the cherry tree [tree](base-material)
22) [52721] the apple tree [tree](base-material)
23) [52722] the apple tree [tree](base-material)
24) [52723] the apple tree [tree](base-material)
25) [52724] the pear tree [tree](base-material)
26) [52725] the pear tree [tree](base-material)
27) [52726] the pear tree [tree](base-material)
28) [52727] the plum tree [tree](base-material)
29) [52728] the plum tree [tree](base-material)
30) [52729] the plum tree [tree](base-material)
31) [52730] the pine tree [tree](base-material)[/color]
32) [52731] the oak tree [tree](base-material)
33) [52732] the willow tree [tree](base-material)
34) [52733] the dogwood tree [tree](base-material)
35) [52734] the ironwood tree [tree](base-material)
36) [52735] the fir tree [tree](base-material)
37) [52736] the maple tree [tree](base-material)
38) [52737] the elder tree [tree](base-material)
39) [52738] the elm tree [tree](base-material)
40) [52739] the beech tree [tree](base-material)
41) [52740] the chestnut tree [tree](base-material)
42) [52741] the Spindleberry tree [tree](base-material)
43) [52742] the Ash [tree](base-material)
44) [52743] the cypress tree [tree](base-material)
45) [52744] the juniper tree [tree](base-material)
46) [52745] the larch tree [tree](base-material)
47) [52746] the yew tree [tree](base-material)
48) [52747] the Aspen tree [tree](base-material)
49) [52748] the alder tree [tree](base-material)
50) [52749] the birch tree [tree](base-material)
LOGS
51) [52750] a heavy pine log [wood](base-material)
52) [52751] a heavy oak log [wood](base-material)
53) [52752] a heavy willow log [wood](base-material)
54) [52753] a dogwood log [wood](base-material)
55) [52754] a heavy Ironwood log [wood](base-material)
56) [52755] a heavy fir log [wood](base-material)
57) [52756] a heavy maple log [wood](base-material)
58) [52757] a heavy elder log [wood](base-material)
59) [52758] a heavy elm log [wood](base-material)
60) [52759] a heavy beech log [wood](base-material)
61) [52760] a heavy chestnut log [wood](base-material)
62) [52761] a heavy spindleberry log [wood](base-material)
63) [52762] a heavy ash log [wood](base-material)
64) [52763] a heavy cypress log [wood](base-material)
65) [52764] a heavy juniper log [wood](base-material)
66) [52765] a heavy larch log [wood](base-material)
67) [52766] a heavy yew log [wood](base-material)
68) [52767] a heavy aspen log [wood](base-material)
69) [52768] a heavy alder log [wood](base-material)
70) [52769] a heavy birch log [wood](base-material)
71) [52770] a reserve log [wood](base-material)
72) [52771] an olive log [wood](base-material)
73) [52772] a heavy cypress log [wood](base-material)
74) [52773] a heavy cedar log [wood](base-material)
75) [52774] a heavy plane log [wood](base-material)
76) [52775] a carob log [wood](base-material)
77) [52776] an almond log [wood](base-material)
78) [52777] a cherry tree log [wood](base-material)
79) [52778] a heavy apple tree log [wood](base-material)
80) [52779] a pear tree log [wood](base-material)
81) [52780] a heavy plum tree log [wood](base-material)
82) [52781] an orange tree log [wood](base-material)
83) [52782] an apricot tree log [wood](base-material)
84) [52783] a mulberry tree log [wood](base-material)
-
The script on the lumbermill mob has been changed, to correspond with the new pricing fpr the logs.
I have also added the blue and green logs from the lists on my former post to the script,
However, I am pretty sure that this last additions also need some addition to the code, for those logs to actually load.
So could some coder please look into this?
What I am talking about are the following vnums:
VNUM TREE LOADS LOG
52711 the Judas tree 52770
52713 the cypress tree 52772
52714 the cedar tree 52773
52715 the plane tree 52774
52716 the carob tree 52775
52717 the almond tree 52776
----------------------------------------
VNUM TREE LOADS LOG
52718 the cherry tree 52777
52719 the cherry tree 52777
52720 the cherry tree 52777
52721 the apple tree 52778
52722 the apple tree 52778
52723 the apple tree 52778
52724 the pear tree 52779
52725 the pear tree 52779
52726 the pear tree 52779
52727 the plum tree 52780
52728 the plum tree 52780
52729 the plum tree 52780
-
I will see what I can do. I might need to pass this to Thotter or Once.
Prom
-
give beech cog
You put a heavy beech log on the conveyor belt
Cogwell rubs his greedy little hands together.
Cogwell says, 'Great, that makes 9 loads so far,
And this one is just what I needed for the latest
There you go, we pay good price for timber any time!
it seems broken...just turned in 2 sets of logs for 0 tps...also it was beech logs for both sets and it stuck at 9 per load not sure if that was intended or amended
-
Weird.
I just copied the old script and added the vnums at the end.
:(
I cannot spot what is wrong with it myself, but hopefully Thotter or Graham can take a look.
The script vnum is 3369.
-
I think I see it
-
Yup, Hayato spotted the bug. :)
So the script should work now, feel free to test.
-
And I think I have the ranges for trees and the logs correct. I had to change the range for trees and then there is an addition for the logs ie it was 20 now it is 38. Not sure if the logs and trees will line up since the code uses vnums from building. So cross fingers that it works better :)
Prometheus
-
still doesnt work...you guys owe me some tps....ive turned in 3 sets now
2 beech
1 alder
1644H 72530M 24621V (100) 13,864,607TNL>give log cog
You put a heavy alder log on the conveyor belt and it gets taken into the mill.
Cogwell rubs his greedy little hands together.
Cogwell says, 'Great, that makes 9 loads so far,
And this one is just what I needed for the latest construction order!
There you go, we pay good price for timber any time!
-
elm tree also now yield almond logs...lol...
A large elm tree grows in the deep soil.
2240H 74009M 25451V (88) 50,535,949TNL>fell tree
You can't chop trees without a good axe!
2240H 74009M 25454V (89) 50,535,949TNL>swap
You are not dual wielding WEAPONS.
2240H 74009M 25457V (89) 50,535,949TNL>rem axe
You stop using a lumber axe.
2240H 74009M 25460V (91) 50,535,949TNL>rem dagger
You stop using a Blood stained dagger.
2240H 74009M 25460V (91) 50,535,949TNL>wield axe
You wield a lumber axe.
2240H 74009M 25463V (91) 50,535,949TNL>fell tree
You flex your muscles and swing your axe.
2240H 74009M 25463V (92) 50,535,949TNL>
You aim a stroke of the axe at the base of the tree trunk.
2240H 74009M 25466V (92) 50,535,949TNL>
White chips of wood fly in the air as the axe bites into the trunk.
2240H 74009M 25469V (92) 50,535,949TNL>
You keep chopping away at the trunk.
2240H 74009M 25472V (93) 50,535,949TNL>
The forest rings with the sound of the rhythmic strokes of the axe.
2240H 74009M 25481V (96) 50,535,949TNL>
You pause for a moment stretching your back.
2240H 74009M 25484V (96) 50,535,949TNL>
Chopping down huge trees is hard work!
2240H 74009M 25487V (97) 50,535,949TNL>
Wiping the sweat from your brow you resume your work with the axe.
2240H 74009M 25493V (99) 50,535,949TNL>
The trunk is almost hewn through now.
2240H 74009M 25494V (100) 50,535,949TNL>
There is a creaking sound from fibres splintering, as the tree leans slightly.
2240H 74009M 25494V (100) 50,535,949TNL>
You yell 'TIMBER!'
2240H 74009M 25494V (100) 50,535,949TNL>
The tree groans as the leaning increases rapidly.
2240H 74009M 25494V (100) 50,535,949TNL>
With a crackle of broken twigs and an earthshattering BOOM! The tree hits the ground.
2240H 74009M 25494V (100) 50,535,949TNL>l
Sherwood Forest
[ Exits: n e s w ]
From the trail, you've entered the forest. If you venture any further
from here you might easily get lost. However, the trail still is close to the
west, why not get back there for safety's sake? To the north is a small, almost
invisible path leading east - west among the trees. Even that might be a bit
safer than this dark and threatening forest.
An almond log rests heavily on the ground.
2240H 74009M 25494V (100) 50,535,949TNL>get log
You pick up an almond log.
-
lol maple = plane log....looks like all the logs are off
Sherwood Forest
[ Exits: n e s w ]
As you turn your back to the trail in the west and enter the dark and
dense forest, you feel cold thrills going up your spine. The ancient trees
seem to lean over you in a threateningly way. There is a very small path to
the north. Maybe better to stick to that at least? - or even better to
stay on the trail?
A tall maple tree displays its ornamental 3-lobed leaves.
2240H 74009M 25494V (100) 50,535,949TNL>
With a crackle of broken twigs and an earthshattering BOOM! The tree hits the ground.
2240H 74009M 25494V (100) 50,535,949TNL>l
Sherwood Forest
[ Exits: n e s w ]
As you turn your back to the trail in the west and enter the dark and
dense forest, you feel cold thrills going up your spine. The ancient trees
seem to lean over you in a threateningly way. There is a very small path to
the north. Maybe better to stick to that at least? - or even better to
stay on the trail?
A plane log rests heavily on the ground.
2240H 74009M 25494V (100) 50,535,949TNL>get log
You pick up a heavy plane log.
2240H 74009M 25494V (100) 50,535,949TNL>
the auctioneer auctions, 'a scorched gr
-
alder and birch trees turn to saw dust
dogwood = olive log
oak = birch log
willow = judas tree log
elder = carob log
spindleberry = pear log
pine = alder log
cypress = orange log
judas tree = turned into a birch tree lololol
-
I'm not sure what is happening here...
Coders, please undo what you did to the logs.
This seems to be screwed beyond reason now!
If necessary, I can of course set the logs to all the trees in OLC. None of the old ones are at present.
But it shouldn't really be necessary, since the whole tree concept worked fine in the past, perhaps with the exception of the elm/beech issue.
Just let me know what is happening and what I need to do.
-
The key question to answer here is how many vnums off are the logs from where they're supposed to be. Once you have that you just fix the offset.
-
lumberjacking is fun right now...its like lets see what log we can get....any shot you can fix the award process so i can start turning things in again...pretty soon im going to have a truckload of logs in my house...
-
Add 1in set of aspen logs turned in nd no reward
-
12) [52711] the Judas tree [tree](base-material)
13) [52712] the olive tree [container](base-material)
14) [52713] the cypress tree [tree](base-material)
15) [52714] the cedar tree [tree](base-material)
16) [52715] the plane tree [tree](base-material)
17) [52716] the carob tree [tree](base-material)
18) [52717] the almond tree [tree](base-material)
19) [52718] the cherry tree [tree](base-material)
20) [52719] the cherry tree [tree](base-material)
21) [52720] the cherry tree [tree](base-material)
22) [52721] the apple tree [tree](base-material)
23) [52722] the apple tree [tree](base-material)
24) [52723] the apple tree [tree](base-material)
25) [52724] the pear tree [tree](base-material)
26) [52725] the pear tree [tree](base-material)
27) [52726] the pear tree [tree](base-material)
28) [52727] the plum tree [tree](base-material)
29) [52728] the plum tree [tree](base-material)
30) [52729] the plum tree [tree](base-material)
31) [52730] the pine tree [tree](base-material)
32) [52731] the oak tree [tree](base-material)
33) [52732] the willow tree [tree](base-material)
34) [52733] the dogwood tree [tree](base-material)
35) [52734] the ironwood tree [tree](base-material)
36) [52735] the fir tree [tree](base-material)
37) [52736] the maple tree [tree](base-material)
38) [52737] the elder tree [tree](base-material)
39) [52738] the elm tree [tree](base-material)
40) [52739] the beech tree [tree](base-material)
41) [52740] the chestnut tree [tree](base-material)
42) [52741] the Spindleberry tree [tree](base-material)
43) [52742] the Ash [tree](base-material)
44) [52743] the cypress tree [tree](base-material)
45) [52744] the juniper tree [tree](base-material)
46) [52745] the larch tree [tree](base-material)
47) [52746] the yew tree [tree](base-material)
48) [52747] the Aspen tree [tree](base-material)
49) [52748] the alder tree [tree](base-material)
50) [52749] the birch tree [tree](base-material)
51) [52750] a heavy pine log [wood](base-material)
52) [52751] a heavy oak log [wood](base-material)
53) [52752] a heavy willow log [wood](base-material)
54) [52753] a dogwood log [wood](base-material)
55) [52754] a heavy Ironwood log [wood](base-material)
56) [52755] a heavy fir log [wood](base-material)
57) [52756] a heavy maple log [wood](base-material)
58) [52757] a heavy elder log [wood](base-material)
59) [52758] a heavy elm log [wood](base-material)
60) [52759] a heavy beech log [wood](base-material)
61) [52760] a heavy chestnut log [wood](base-material)
62) [52761] a heavy spindleberry log [wood](base-material)
63) [52762] a heavy ash log [wood](base-material)
64) [52763] a heavy cypress log [wood](base-material)
65) [52764] a heavy juniper log [wood](base-material)
66) [52765] a heavy larch log [wood](base-material)
67) [52766] a heavy yew log [wood](base-material)
68) [52767] a heavy aspen log [wood](base-material)
69) [52768] a heavy alder log [wood](base-material)
70) [52769] a heavy birch log [wood](base-material)
71) [52770] a Judas tree log [wood](base-material)
72) [52771] an olive log [wood](base-material)
73) [52772] a heavy cypress log [wood](base-material)
74) [52773] a heavy cedar log [wood](base-material)
75) [52774] a heavy plane log [wood](base-material)
76) [52775] a carob log [wood](base-material)
77) [52776] an almond log [wood](base-material)
78) [52777] a cherry tree log [wood](base-material)
79) [52778] a heavy apple tree log [wood](base-material)
80) [52779] a pear tree log [wood](base-material)
81) [52780] a heavy plum tree log [wood](base-material)
82) [52781] an orange tree log [wood](base-material)
83) [52782] an apricot tree log [wood](base-material)
84) [52783] a mulberry tree log [wood](base-material)
Only the bolded ones should be matched. Any non bolded log types should be manually set in OLC.
The offset seems to be +20. Aka Prom, revert your change please :P
-
I've set all the "non-coded" logs in OLC now.
So the code needs to first check for any vnum set in OLC.
And then, if that doesn't exist, go to the default, which is tree vnum +20.
Could one of you coders please fix this?
Also Hayato has fixed Cogwell's script, so at least that should work now, at least it did for the oak logs that I tested it with..
Might be a good idea if Zsijn tested it with the rest of the logs.
-
Can i get reimbursed my 53x tps for turning in while broken?
-
Spindlebwrry works ill test more later
-
they all work....but trees still dont line up right yet....its still dropping the wrong logs for the wrong trees
-
plum trees are also not fellable...
-
Several trees are not fellable, they are in fact containers, not trees.
For instance apple, pear, plum, cherry, orange, apricot, mulberry, olive, laurel, hazel, almond, walnut etc, which all yield some kind of fruit or twig.
Some trees are also portals or climb objects.
It would be nice if all these other type trees would also be fellable to yield timber, but that would take an addition to the code.
And since the coders apparently still haven't even fixed the line up of the logs, I don't see that happening any time soon.
-
oh lol...except some are fellable in the orchard....they just yield the wrong logs....i thought it was a bug plum were not
-
The trees in the orchard are "seasonal", so they are type tree in the seasons winter, spring and summer, and then turn to containers in autumn, so they can bear fruit.
Observant of you to notice though, although you didn't get the full extent. :)
-
trees still dont line up to logs
-
can we get more trees in the orchard? only 4 is kind of lame takes forever to actually get enough from there to make stuff....also would be cool if prehistoric forest trees were fellable considering how hard the area most of the trees are in
-
The orchard is run by a script that loads different trees for each season, and also purges any already existing trees at each reset, so it would be too complicated having it load more than one per room.
You'll have to do your main lumberjacking somewhere else. There are after all hundreds of trees all over the place.
By the way, do the fruit trees load the right log? If so, at least something works with that code, (I've set those manually).
And if you see Thotter before me, point him to this thread and ask him to fix the damn logs in the code. Should be a pretty simple operation according to Graham's post.
-
only the singable trees load right the rest dont...also just foudn this issue...apprently some trees dont work
In An Old Spruce Forest
[ Exits: e s w ]
The terrain is rocky and uneven in this spruce forest, where ancient firs stand
like guardians, side by side. The snow lies heavy on the boughs and twigs,
weighing them down till they touch the snowdrifts on the ground. There are no
roads in this forest and no paths, although several tracks, both animal and
human criss-cross the virgin sheet of snow.
A large fir tree grows here, its boughs heavy with snow.
3512H 67290M 25190V (100) 174,241,704TNL>look tree
The fir is majestic, tall and straight, the boughs heavy with snow.
3512H 67290M 25190V (100) 174,241,704TNL>fell tree
3512H 67290M 25193V (100) 174,241,704TNL>
You need a lumber axe to fell this tree.
3512H 67290M 25193V (100) 174,241,704TNL>eq
You are using:
<worn on head> a darkly shrouded hood ...it is glowing with an inner light
<worn on face> a safety pin through the cheek
<worn over eyes> some seriously cool sunglasses with blue, tinted, circular lenses
<in upper left ear> a gold and diamond earring bearing the symbol of Slaanesh ...it is glowing with an inner light
<in lower left ear> a gold and diamond earring bearing the symbol of Slaanesh ...it is glowing with an inner light
<worn around neck> a *sparkling DIAMOND* collar ...it is glowing with an inner light
<worn about body> the bat wings of Rahkz ...it is glowing with an inner light ...it is humming with energy
<worn on body> a set of doctors whites
<used as crest> a tri-coloured golden Viking's emblem in the form of Odin's Triangle
<covering arms> a pair of sacred wampum bracelets
<worn on right wrist> the emerald bracelet of Cyrene
<worn on left wrist> a jewelled wristcuff
<worn on hands> a Henna hand tattoo
<on right finger> a gold signet ring
<on left finger> a thick gold ring with $$ engraved in it
<wielded> a lumber axe
-
also..looking in your trees...
The plum tree is heavy with fruit.
1325H 67676M 26872V (98) 10,619,611TNL>look in tree
the plum tree (here):
[#---------] - max 600
-------------------------
( 3) a red cherry
-
LOL - a bum plum.
I'll fix that at least, wonder if all the fruit trees are loading the wrong crop. :P
-
Okay I'm undoing one of my changes to the code. The offset was 20 I made it 38 since we added stuff but I am setting that back to 20 and see what happens. My internet access is going to be iffy after Tuesday so I might not be able to do much more.
Prom
-
Thanks Prom!
Zsijn please test it out :P
-
Re: old spruce forest fir trees
Those are actually cleverly hidden containers. But there is a fell tree script attached to them, which is a legacy script from when lumberjacking was scripted. This is interesting though, since it actually makes it possible for any items to be "felled" as long as that script is attached. I've updated the script to check for the correct lumber axe, but I'd like you to test it for me Zsijn, and tell me if it behaves in any unexpected ways.
If it ends up behaving oddly, we may have to shelf that script and any trees that are containers will remain 'unfellable'. However if this is successful, we can just attach the fell tree script to all containers as a temporary work around.
I'd still much rather define a new item type called "tree container" that can act as both and has it's own specific behaviors in the code, but that is a story for another day, really.
-
trees line up with logs right now...ill let you know next time i see a fir tree thats acting funny
-
Well, it's just the trees in the spruce forest by mount winter/ice castle
If any of them work, then that means the script works fine.
-
hm apple trees turn to sawdust instead of logs can we fix pleasE?
-
any chance you could also file a typo report next time you come across a tree with an issue? it'll save the room num and save a lot of time hunting after the tree you're referring to.
As far as I can see, every apple tree is set with the correct log. Do other fruit trees share this issue?
-
ebony tree turns to sawdust