Talk:Tree: Difference between revisions

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(→‎Raw tree spawning data: Cleared - Not pursuing.)
(→‎Growth level vs Damage: Finalize (more or less).)
 
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I'll try to reveal all necessary information related to carpentry and tree planting as i'm lumberjack in big faction city. If i'm wrong somwhere feel free to update. --[[User:Podpalacz|Podpalacz]] ([[User talk:Podpalacz|talk]]) 02:00, 30 September 2015 (EDT)
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I added a bunch of tree pictures, though I still haven't gotten them all. Cleaned up some formatting too. (I need to replace Aspen and Elm with their actual pictures because I messed up the names the first time around. Trees are hard. So many trees.) Also, does anybody mind if I take out Native Biomes? That's Legacy info, and even though trees might get new native biomes eventually, they're not in there now and they would be wildly different I suspect. [[User:Cerulean19|Cerulean19]] ([[User talk:Cerulean19|talk]]) 20:30, 5 October 2015 (EDT)
==Tree Heath Tree==


:i was planning on using the native biomes section for where they're generated (for the bushes page anyway). but i'm realizing that's a ton of work as there's a LOT of biomes now, and it's not really that hard to find them. up to you i guess.:p
IG(''I Guess'') these tree's products are referred to as "Briarwood", not uhh
:BTW are you sure that fir trees give 2 logs? i just cut two fully grown ones from my tree farm and they both gave only 1..? maybe logs don't spawn if they're blocked by other objects or something. --[[User:Turtlesir|Turtlesir]] ([[User talk:Turtlesir|talk]]) 14:01, 24 October 2015 (EDT)
Tree Heath Tree. Might need some changing around of information. {{Unsigned|WowGain|26 November 2020‎}}
::tried out chopping down a tree onto a bunch of objects, the logs just spawned on top of them, so firs are 1 log. i'll edit it in the list. --[[User:Turtlesir|Turtlesir]] ([[User talk:Turtlesir|talk]]) 14:47, 24 October 2015 (EDT)


:Where there some related in-game name changes ?
:Are you actually reading MW-talk replies ? (''I mentioned something about how to properly sign talk posts last time'').
:--[[User_talk:MvGulik|<i><font color="#666" size="2px">.MvGulik.</font></i>]] 09:09, 26 November 2020 (UTC)


trees confirmed to take around 150-155 hours (6 days and 6-12 hours) on wald terrain to fully mature: spruce, fir, hazel, pine, king's oak, poplar, birch, cork oak, mulberry, conker, apple. --[[User:Turtlesir|Turtlesir]] ([[User talk:Turtlesir|talk]]) 15:43, 27 October 2015 (EDT)
:>Tree Heath Blocks are referred to as Block of Briarwood ingame.
:Seems that part completely bypassed me. Not sure about potential solutions. (''Hm, where did put that seed ...'') --[[User_talk:MvGulik|<i><font color="#666" size="2px">.MvGulik.</font></i>]] 19:48, 29 January 2021 (UTC)


: Not sure about also renaming/moving the "Tree Heath Tree" page to "Briarwood Tree", ... due to the seed using "Tree Heath".
:(''would fix the block & board part on the page'')
:--[[User_talk:MvGulik|<i><font color="#666" size="2px">.MvGulik.</font></i>]] 13:02, 7 February 2021 (UTC)




<nowiki>{{#ask: [[Category:Trees]] | mainlabel=Trees | headers=plain | link=subject | format=table | limit=500 | order=asc | sep=&nbsp;/&nbsp;
==Native biomes (Mayflower)==
| ?location  = Terrain
| ?bark      = Bark
| ?branch    = Branches
| ?log        = Logs
| ?block      = Blocks
| ?board      = Boards
| ?seed      = Seeds
| ?bough      = Boughs
| ?other      = Other
}}</nowiki>


== Found on ... ==
[[Red Plain]], at least near where I live, has plenty of Mayflower Trees. Note that in a later world (the case while writing this) Mayflower Trees might become depleted as they're chopped down for their peculiar wood.<br>
--[[User:Vatas|Vatas]] ([[User talk:Vatas|talk]]) 09:30, 17 December 2020 (UTC)


Just a nagging thought that passed by at this end. The older the world, the higher the potential for running into transplanted user-planted tree(s). --[[User_talk:MvGulik|<i><font color="#666" size="2px">.MvGulik.</font></i>]] 18:24, 30 September 2020 (UTC)
:Think I got 'some' Red Plains nearby I can check out. Although those are probably already heavily grazed by players already. ''To bad Ender is currently not showing ground data.'' O yea, Where most of them not user-planted? --[[User_talk:MvGulik|<i><font color="#666" size="2px">.MvGulik.</font></i>]] 10:53, 17 December 2020 (UTC)
:Seems "Inspect" (''currently, as in "might change at some point in time"'') only works on user grown trees and bushes, as potential easy way to detect which is which. (''checked against Ender client only'') --[[User_talk:MvGulik|<i><font color="#666" size="2px">.MvGulik.</font></i>]] 10:27, 5 October 2020 (UTC)


== Terraforming by tree. ==
::They aren't planted by players, they all gave q10 seeds and can't be inspected. That was a valid question though, and that thing about inspection should probably be mentioned somewhere. --[[User:Vatas|Vatas]] ([[User talk:Vatas|talk]]) 14:05, 17 December 2020 (UTC)


{{quote|As they grow, trees will naturally convert the ground tiles around them into ... }}<br>
:::Somewhere [[Tree#Notes|it is]]. ;) --[[User_talk:MvGulik|<i><font color="#666" size="2px">.MvGulik.</font></i>]] 19:31, 17 December 2020 (UTC)
;None forest tile case
 
(''preliminary observations'')<br>
 
The tile the tree(''center'') is standing one, or the tiles its covering(''hitbox''), seems to have no special higher change to be converted. (''unclear if enclosing the tree with pavement has any effect on this. Probably not.'')<br>
==Laurel Tree==
Dirt and Grass (''user created'') terrain ''seems'' to have a general higher change of being converted than other none-forest ground terrains. (''plowed field probably also'')
 
<br>--[[User_talk:MvGulik|<i><font color="#666" size="2px">.MvGulik.</font></i>]] 18:32, 2 October 2020 (UTC)
In World 13, I can confirm that Laurel Trees are found in the Ox Pasture, but have yet to find any in Wald or Red Plain. I have not visited the other areas.
:Actually. It seems the tree-center-tile itself has a significant lower chance of being converted. Observed cases could have been done by nearby planted trees, or potential by the terrain itself (''although the workings and specifics of terrain-creep is still unclear to me'').
Has anyone seen the Laurel Tree in the other listed areas (Dry Flat, Red Plain, Wald, Shady Copse, Sour Timber)? --[[User:Orionbeta|Orionbeta]] ([[User talk:Orionbeta|talk]]) 16:57, 26 April 2021 (UTC)
 
 
Also not seen any Laurel in: Highground, Sombre Bramble, (Dry Weald, Lichen Wold, Pine Barren). ''()=>Not truly scanned nearby terrains''.
 
== Found On ... ==
 
When to (or not) linkup a particular tree with a particular terrain advisory guide lines.<br>
*Using the fixed visible-objects area to do spot-checks is probably best.<br>
*Generally ignoring/skipping terrain patched that are more or less not filling the visible-objects area. (''probably needs a custom client for this'')<br>
The easy cases are of course tree's that are clearly plenty-full on a given terrain.<br>
So where left with the not so clear cases. The bottom case being:
* Seeing a particular tree, even just one per visible-objects area, in different patches at different locations (''same terrain-type of course''). "Linkup"
For the truly randomly placed trees without any preferred terrain. Which should stand out in not complying to that bottom case, and in doing so for whatever terrain there found on. "Don't linkup"<br>
... I guess one could add some general frequency indication to this (''general visible-objects area tree-count''). "(~1)".."(~2)" ie: sparse...kinda sparse, "(3+)" generally available. "(6+)" plentiful.<br>
 
O yea. Be wary about trees near terrain borders and active of decayed away claims.
 
--[[User_talk:MvGulik|<i><font color="#666" size="2px">.MvGulik.</font></i>]] 10:59, 24 August 2022 (UTC)
 
== Growth vs Logs ==
 
{| class="wikitable"
|+ Logs vs Tree growth table.
! Max//Out !!1!!2!!3!!4
|-
!1
|≥ 50.00%||---
|-
!2
|≥ 25.0%||≥ 75.0%||---||---
|-
!3
|≥ 16.6&#773;%||≥ 50.0%||≥ 83.3&#773;%||---
|-
!4
|≥ 12.5%||≥ 37.5%||≥ 62.5%||≥ 87.5%
|}
* These values don't translate well to what the game reports. One problem (Ender client) is that two values are reported for tree growth, one on screen and one in system-chat, which can have different values. System chat can be the same as the screen value (''so far only seen for n*10 values ...''), or it reports a screen+1 value.
-- (''example: A king oak at 12/13 growth dropped 3 branches instead of a log. Options: 1) its >12.5% instead of ≥12.5%, ... what values are pushed to the client(?)'')
 
Note that chopping down a growing tree can give logs that returns more than the standard blocks per log for that tree.<br>
Example: While a full grown beech tree will return two logs, each log containing 50% of the maximum blocks for the beech. But a beech at 70.5% growth will only return one log, that log now contains 70.5% of the tree maximum blocks.<br>
--[[User_talk:MvGulik|<i><font color="#666" size="2px">.MvGulik.</font></i>]] 17:48, 26 February 2024 (UTC)
 
== Growth level vs Damage ==
* The damage a mature tree receives depends on the used axe. ([[Stone Axe]]/[[Tinker's Throwing Axe]]: 2%/hit, [[Metal Axe]]: 2.5%/hit, [[Woodsman's Axe]]: '''?'''%/hit)
** Character strength and axe quality don't mater in this. (''?:Woodsman's Axe - assuming the same)'')
* The damage to growing trees scale linear to its growth level. So at 50% growth a stone axe will do 4% damage, and 100% damage at 2% growth.
** Either growing trees have less hit-points, or the applied damage is scaled up.
* Tree damage seems permanent. For both mature and growing trees.
** No side effects seen so far on tree produced resources on damaged/pre-chopped trees.
Ergo: Its possible to get rid of a large part of the tree hit-points early in its growth phase. (''but with the risk of accidentally copping it down for real ofc. So keep a save margin when doing this.'')

Latest revision as of 09:46, 26 July 2024

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Tree Heath Tree

IG(I Guess) these tree's products are referred to as "Briarwood", not uhh Tree Heath Tree. Might need some changing around of information. —Preceding unsigned comment added by WowGain (talkcontribs) 26 November 2020‎

Where there some related in-game name changes ?
Are you actually reading MW-talk replies ? (I mentioned something about how to properly sign talk posts last time).
--.MvGulik. 09:09, 26 November 2020 (UTC)
>Tree Heath Blocks are referred to as Block of Briarwood ingame.
Seems that part completely bypassed me. Not sure about potential solutions. (Hm, where did put that seed ...) --.MvGulik. 19:48, 29 January 2021 (UTC)
Not sure about also renaming/moving the "Tree Heath Tree" page to "Briarwood Tree", ... due to the seed using "Tree Heath".
(would fix the block & board part on the page)
--.MvGulik. 13:02, 7 February 2021 (UTC)


Native biomes (Mayflower)

Red Plain, at least near where I live, has plenty of Mayflower Trees. Note that in a later world (the case while writing this) Mayflower Trees might become depleted as they're chopped down for their peculiar wood.
--Vatas (talk) 09:30, 17 December 2020 (UTC)

Think I got 'some' Red Plains nearby I can check out. Although those are probably already heavily grazed by players already. To bad Ender is currently not showing ground data. O yea, Where most of them not user-planted? --.MvGulik. 10:53, 17 December 2020 (UTC)
They aren't planted by players, they all gave q10 seeds and can't be inspected. That was a valid question though, and that thing about inspection should probably be mentioned somewhere. --Vatas (talk) 14:05, 17 December 2020 (UTC)
Somewhere it is. ;) --.MvGulik. 19:31, 17 December 2020 (UTC)


Laurel Tree

In World 13, I can confirm that Laurel Trees are found in the Ox Pasture, but have yet to find any in Wald or Red Plain. I have not visited the other areas. Has anyone seen the Laurel Tree in the other listed areas (Dry Flat, Red Plain, Wald, Shady Copse, Sour Timber)? --Orionbeta (talk) 16:57, 26 April 2021 (UTC)


Also not seen any Laurel in: Highground, Sombre Bramble, (Dry Weald, Lichen Wold, Pine Barren). ()=>Not truly scanned nearby terrains.

Found On ...

When to (or not) linkup a particular tree with a particular terrain advisory guide lines.

  • Using the fixed visible-objects area to do spot-checks is probably best.
  • Generally ignoring/skipping terrain patched that are more or less not filling the visible-objects area. (probably needs a custom client for this)

The easy cases are of course tree's that are clearly plenty-full on a given terrain.
So where left with the not so clear cases. The bottom case being:

  • Seeing a particular tree, even just one per visible-objects area, in different patches at different locations (same terrain-type of course). "Linkup"

For the truly randomly placed trees without any preferred terrain. Which should stand out in not complying to that bottom case, and in doing so for whatever terrain there found on. "Don't linkup"
... I guess one could add some general frequency indication to this (general visible-objects area tree-count). "(~1)".."(~2)" ie: sparse...kinda sparse, "(3+)" generally available. "(6+)" plentiful.

O yea. Be wary about trees near terrain borders and active of decayed away claims.

--.MvGulik. 10:59, 24 August 2022 (UTC)

Growth vs Logs

Logs vs Tree growth table.
Max//Out 1 2 3 4
1 ≥ 50.00% ---
2 ≥ 25.0% ≥ 75.0% --- ---
3 ≥ 16.6̅% ≥ 50.0% ≥ 83.3̅% ---
4 ≥ 12.5% ≥ 37.5% ≥ 62.5% ≥ 87.5%
  • These values don't translate well to what the game reports. One problem (Ender client) is that two values are reported for tree growth, one on screen and one in system-chat, which can have different values. System chat can be the same as the screen value (so far only seen for n*10 values ...), or it reports a screen+1 value.

-- (example: A king oak at 12/13 growth dropped 3 branches instead of a log. Options: 1) its >12.5% instead of ≥12.5%, ... what values are pushed to the client(?))

Note that chopping down a growing tree can give logs that returns more than the standard blocks per log for that tree.
Example: While a full grown beech tree will return two logs, each log containing 50% of the maximum blocks for the beech. But a beech at 70.5% growth will only return one log, that log now contains 70.5% of the tree maximum blocks.
--.MvGulik. 17:48, 26 February 2024 (UTC)

Growth level vs Damage

  • The damage a mature tree receives depends on the used axe. (Stone Axe/Tinker's Throwing Axe: 2%/hit, Metal Axe: 2.5%/hit, Woodsman's Axe: ?%/hit)
    • Character strength and axe quality don't mater in this. (?:Woodsman's Axe - assuming the same))
  • The damage to growing trees scale linear to its growth level. So at 50% growth a stone axe will do 4% damage, and 100% damage at 2% growth.
    • Either growing trees have less hit-points, or the applied damage is scaled up.
  • Tree damage seems permanent. For both mature and growing trees.
    • No side effects seen so far on tree produced resources on damaged/pre-chopped trees.

Ergo: Its possible to get rid of a large part of the tree hit-points early in its growth phase. (but with the risk of accidentally copping it down for real ofc. So keep a save margin when doing this.)