Talk:Tree

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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

This data is based on world 15. World 16 has a new tree feature that changes things.

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. (probably the last, although it makes no effective difference.)
  • Tree damage is permanent and will not change on its own. For both mature and growing trees. (there might be some exception, unless I just forgot to pre-chop one tree.)
    • No side effects seen so far on final tree produced resources for damaged/pre-chopped trees.

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


  • System-chat displayed growth value advised.
  • Trees with same growth level can give slightly different damage progressions. ie: Game displays some rounded value of the actual used value.


  • Maximum damage at which point one should stop chopping to keep the tree.

Calc Test (Edit & Preview only)

SaveThreshold: 59