This page has all of the current base Landscaping recipes as of 3/8/2019.
Landscaping Recipes
Level
|
Title
|
Materials Amount
|
Materials Type
|
Description
|
Special Requirements
|
Notes
|
1
|
Plains
|
1000
|
Vegetation
|
Turns a place into a flat green one.
|
|
|
1
|
Description
|
0
|
|
Long elaborate description of the room details.
|
|
|
35
|
Kes Grove
|
250
|
Carrots
|
Makes an cave room only produce kes resources.
|
Delver
|
This is a special type of carrot that is grown in caves.
|
|
|
|
|
|
|
|
Draft List
Delete this list after putting into table format.
description 1 10 0 DESC NA - - description Long elaborate description of the room details.
title 1 15 0 TITLE NA - - title Brief 1-6 word description of a room.
demolish 1 25 0 DIR OUTDOOR WATERONLY DEMOLISH Swamp - demolishing Demolishes something, which has different effects.
barrier 1 25 100 DIR WALL NA - barrier @x1 Blocks entry or exit between two places.
wading pool 5 100 100 VALUE OUTDOOR ROOM ShallowWater 0 pond Turns an outdoor room into a small pond that can be walked over without swimming.
lake 10 225 300 VALUE OUTDOOR ROOM WaterSurface 0 lake Turns an outdoor room into a fresh water surface.
sea 15 325 600 VALUE OUTDOOR ROOM SaltWaterSurface 0 sea Turns an outdoor room into a salty water surface.
fresh underwater 17 90 255 VALUE DOWNONLY WATERSURFACEONLY FRESHWATER STAIRS UnderWater 0 underwater Adds a deep fresh under-water room below a Lake.
salty underwater 17 90 255 VALUE DOWNONLY WATERSURFACEONLY SALTWATER STAIRS UnderSaltWater 0 underwater Adds a deep salt under-water room below a Lake.
beach 20 200 500 VALUE OUTDOOR ROOM Shore 0 shore Turns an outdoor room into a beach where boats may enter, but not sailing ships.
no current 22 150 0 WATERONLY DIR DELEFFECT WaterCurrents() no current Removes any artificial currents from a water surface.
slow current 22 150 50 VALUE WATERONLY DIR ROOMEFFECT WaterCurrents(min=1 max=20 chance=99 @dir) slow current Adds a slow artificial current to a swimmable room.
light current 23 150 100 VALUE WATERONLY DIR ROOMEFFECT WaterCurrents(min=1 max=15 chance=99 @dir) light current Adds a light artificial current to a swimmable room.
water current 25 150 150 VALUE WATERONLY DIR ROOMEFFECT WaterCurrents(min=1 max=10 chance=99 @dir) water current Adds an artificial current to a swimmable room.
strong current 27 150 200 VALUE WATERONLY DIR ROOMEFFECT WaterCurrents(min=1 max=5 chance=99 @dir) strong current Adds a strong artificial current to a swimmable room.
dock 30 300 100 VALUE WATERSURFACEONLY ROOM SeaPort 0 dock Turns an outdoor water room into a sea port that sailing ships may use.
restore sealife 33 25 0 WATERONLY DELEFFECT ResourceOverride()Prop_CommonTwister() normal resources Makes a water room able to produce any normal resources available to that type of environment.
iceshelf 35 400 500 VALUE OUTDOOR WATERSURFACEONLY ROOM IcePlains 0 ice shelf -BASECLASS +Druid Turns an outdoor water room into an icy plain.
seaweed field 38 100 500 Seaweed WATERONLY ROOMEFFECT ResourceOverride(Seaweed) planting seaweed Makes a water room only produce seaweed resources.
shrimp hatchery 63 100 500 Shrimp WATERONLY SALTWATER ROOMEFFECT ResourceOverride(Shrimp) seeding shrimp Makes a water room only produce seaweed resources.
trout hatchery 48 100 500 Trout WATERONLY FRESHWATER ROOMEFFECT ResourceOverride(Trout) seeding trout Makes a water room only produce seaweed resources.
salmon hatchery 53 100 500 Salmon WATERONLY FRESHWATER ROOMEFFECT ResourceOverride(Salmon) seeding salmon Makes a water room only produce seaweed resources.
tuna hatchery 58 100 500 Tuna WATERONLY SALTWATER ROOMEFFECT ResourceOverride(Tuna) seeding tuna Makes a water room only produce seaweed resources.
catfish hatchery 43 100 500 Catfish WATERONLY FRESHWATER ROOMEFFECT ResourceOverride(Catfish) seeding catfish Makes a water room only produce seaweed resources.
carp hatchery 68 100 500 Carp WATERONLY FRESHWATER ROOMEFFECT ResourceOverride(Carp) seeding carp Makes a water room only produce seaweed resources.
yellowfin hatchery 73 100 1000 Tuna WATERONLY SALTWATER ROOMEFFECT ResourceOverride(Tuna)Prop_CommonTwister(@remove)Prop_CommonTwister(skill=Fishing,Trawling mask=tuna name="a pound of yellowfin" display="a pound of yellowfin is here" material=tuna subtype=yellowfin) seeding yellowfin Makes a water room only produce seaweed resources.
crab hatchery 78 100 1000 Shrimp WATERONLY SALTWATER ROOMEFFECT ResourceOverride(Shrimp)Prop_CommonTwister(@remove)Prop_CommonTwister(skill=Fishing,Trawling mask=shrimp name="a pound of crab" display="a pound of crab is here" material=shrimp subtype=crab) seeding crab Makes a water room only produce seaweed resources.
druidic monument 13 200 1000 ROCK UNDERWATERONLY ITEM DruidicMonument druidic monument -ANYCLASS +Mer Constructs a spiritual druidic monument.