Difference between revisions of "Irrigation(Recipes)"

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This page has all of the current base [[Landscaping]] recipes as of 3/8/2019.
+
This page has all of the current base [[Irrigation]] recipes as of 3/8/2019.
 +
 
 +
==Irrigation Recipes==
 +
These recipes are available to all characters as long as they have the irrigation skill and their overall character level is at or above the recipe level.
  
==Landscaping Recipes==
 
 
{| class="wikitable sortable" style="border: 1px solid #c6c9ff; border-collapse: collapse;" cellspacing="0" cellpadding="1" border="1" width="90%"  
 
{| class="wikitable sortable" style="border: 1px solid #c6c9ff; border-collapse: collapse;" cellspacing="0" cellpadding="1" border="1" width="90%"  
 
|-
 
|-
 
! Level
 
! Level
 
! Title
 
! Title
! Materials Amount
+
! Material Amount
! Materials Type
+
! Material Type
 
! Description
 
! Description
! Special Requirements
 
 
! Notes
 
! Notes
 
|-
 
|-
 +
| description
 +
| 1
 +
| 0
 +
|
 +
| Long elaborate description of the room details.
 +
|
 +
|-
 +
| title
 
| 1
 
| 1
| Plains
+
| 0
| 1000
+
|  
| Vegetation
+
| Brief 1-6 word description of a room.
| Turns a place into a flat green one.
 
 
|  
 
|  
|
 
 
|-
 
|-
 +
| demolish
 
| 1
 
| 1
| Description
 
 
| 0
 
| 0
 
|  
 
|  
| Long elaborate description of the room details.
+
| Demolishes something, which has different effects.
 +
|
 +
|-
 +
| barrier
 +
| 1
 +
| 100
 +
| Rock
 +
| Blocks entry or exit between two places.
 +
|
 +
|-
 +
| wading pool
 +
| 5
 +
| 100%
 +
| Currency
 +
| Turns an outdoor room into a small pond that can be walked over without swimming.
 +
| (see end notes)
 +
|-
 +
| lake
 +
| 10
 +
| 300%
 +
| Currency
 +
| Turns an outdoor room into a fresh water surface.
 +
| (see end notes)
 +
|-
 +
| sea
 +
| 15
 +
| 600%
 +
| Currency
 +
| Turns an outdoor room into a salty water surface.
 +
| (see end notes)
 +
|-
 +
| fresh underwater
 +
| 17
 +
| 255%
 +
| Currency
 +
| Adds a deep fresh under-water room below a Lake.
 +
| (see end notes)
 +
|-
 +
| salty underwater
 +
| 17
 +
| 255%
 +
| Currency
 +
| Adds a deep salt under-water room below a Lake.
 +
| (see end notes)
 +
|-
 +
| beach
 +
| 20
 +
| 500%
 +
| Currency
 +
| Turns an outdoor room into a beach where boats may enter, but not sailing ships.
 +
| (see end notes)
 +
|-
 +
| no current
 +
| 22
 +
| 0
 +
|
 +
| Removes any artificial currents from a water surface.
 +
|
 +
|-
 +
| slow current
 +
| 22
 +
| 50%
 +
| Currency
 +
| Adds a slow artificial current to a swimmable room.
 +
| (see end notes)
 +
|-
 +
| light current
 +
| 23
 +
| 100%
 +
| Currency
 +
| Adds a light artificial current to a swimmable room.
 +
| (see end notes)
 +
|-
 +
| water current
 +
| 25
 +
| 150%
 +
| Currency
 +
| Adds an artificial current to a swimmable room.
 +
| (see end notes)
 +
|-
 +
| strong current
 +
| 27
 +
| 200%
 +
| Currency
 +
| Adds a strong artificial current to a swimmable room.
 +
| (see end notes)
 +
|-
 +
| dock
 +
| 30
 +
| 100%
 +
| Currency
 +
| Turns an outdoor water room into a sea port that sailing ships may use.
 +
| (see end notes)
 +
|-
 +
| restore sealife
 +
| 33
 +
| 0
 +
|
 +
| Makes a water room able to produce any normal resources available to that type of environment.
 +
|
 +
|-
 +
| seaweed field
 +
| 38
 +
| 500
 +
| Seaweed
 +
| Makes a water room only produce seaweed resources.
 +
|
 +
|-
 +
| catfish hatchery
 +
| 43
 +
| 500
 +
| Catfish
 +
| Makes a water room only produce catfish resources.
 +
|
 +
|-
 +
| trout hatchery
 +
| 48
 +
| 500
 +
| Trout
 +
| Makes a water room only produce trout resources.
 +
|
 +
|-
 +
| salmon hatchery
 +
| 53
 +
| 500
 +
| Salmon
 +
| Makes a water room only produce salmon resources.
 +
|
 +
|-
 +
| tuna hatchery
 +
| 58
 +
| 500
 +
| Tuna
 +
| Makes a water room only produce tuna resources.
 +
|
 +
|-
 +
| shrimp hatchery
 +
| 63
 +
| 500
 +
| Shrimp
 +
| Makes a water room only produce shrimp resources.
 +
|
 +
|-
 +
| carp hatchery
 +
| 68
 +
| 500
 +
| Carp
 +
| Makes a water room only produce carp resources.
 +
|
 +
|-
 +
| yellowfin hatchery
 +
| 73
 +
| 1000
 +
| Tuna
 +
| Makes a water room only produce yellowfin resources.
 +
|
 +
|-
 +
| crab hatchery
 +
| 78
 +
| 1000
 +
| Shrimp
 +
| Makes a water room only produce crab resources.
 
|  
 
|  
|
+
|}
 +
 
 +
==Druid-only Irrigation Recipes==
 +
These recipes are available to characters with some [[Druid(Base)|Druid]] levels (in any druid subclass) as long as they have the irrigation skill and their overall character level is at or above the recipe level.
 +
 
 +
{| class="wikitable sortable" style="border: 1px solid #c6c9ff; border-collapse: collapse;" cellspacing="0" cellpadding="1" border="1" width="90%"
 
|-
 
|-
 +
! Level
 +
! Title
 +
! Material Amount
 +
! Material Type
 +
! Description
 +
! Notes
 +
|-
 +
| iceshelf
 
| 35
 
| 35
| Kes Grove
+
| 500%
| 250
+
| Currency
| Carrots
+
| Turns an outdoor water room into an icy plain.
| Makes an cave room only produce kes resources.
+
| (see end notes)
| Delver
+
|}
| This is a special type of carrot that is grown in caves.
+
 
 +
==Mer-only Irrigation Recipes==
 +
These recipes are available to characters with some [[Mer(Druid)|Mer]] levels as long as they have the irrigation skill and their overall character level is at or above the recipe level.
 +
 
 +
{| class="wikitable sortable" style="border: 1px solid #c6c9ff; border-collapse: collapse;" cellspacing="0" cellpadding="1" border="1" width="90%"
 
|-
 
|-
 +
! Level
 +
! Title
 +
! Material Amount
 +
! Material Type
 +
! Description
 +
! Notes
 +
|-
 +
| druidic monument
 +
| 13
 +
| 1000
 +
| Rock
 +
| Constructs a spiritual druidic monument.
 
|  
 
|  
|
 
|
 
|
 
|
 
|
 
|
 
 
|}
 
|}
  
===Draft List===
+
==Notes==
Delete this list after putting into table format.
+
* For recipes with Currency as the material type, the cost is a percent of the base property value (price) in local currency.
 
+
** The actual irrigation cost will be displayed in "irrigate list" when on the property.
description 1 10 0 DESC NA - - description Long elaborate description of the room details.
+
** The base property value equivalent in gold coins can be found in the Price column of the [[Property(CoffeeMUD)#Property Dealer Locations|Property Dealers]] table.
title 1 15 0 TITLE NA - - title Brief 1-6 word description of a room.
+
** Charisma does not affect the irrigation cost.
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.
 

Revision as of 18:01, 26 April 2019

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This page has all of the current base Irrigation recipes as of 3/8/2019.

Irrigation Recipes

These recipes are available to all characters as long as they have the irrigation skill and their overall character level is at or above the recipe level.

Level Title Material Amount Material Type Description Notes
description 1 0 Long elaborate description of the room details.
title 1 0 Brief 1-6 word description of a room.
demolish 1 0 Demolishes something, which has different effects.
barrier 1 100 Rock Blocks entry or exit between two places.
wading pool 5 100% Currency Turns an outdoor room into a small pond that can be walked over without swimming. (see end notes)
lake 10 300% Currency Turns an outdoor room into a fresh water surface. (see end notes)
sea 15 600% Currency Turns an outdoor room into a salty water surface. (see end notes)
fresh underwater 17 255% Currency Adds a deep fresh under-water room below a Lake. (see end notes)
salty underwater 17 255% Currency Adds a deep salt under-water room below a Lake. (see end notes)
beach 20 500% Currency Turns an outdoor room into a beach where boats may enter, but not sailing ships. (see end notes)
no current 22 0 Removes any artificial currents from a water surface.
slow current 22 50% Currency Adds a slow artificial current to a swimmable room. (see end notes)
light current 23 100% Currency Adds a light artificial current to a swimmable room. (see end notes)
water current 25 150% Currency Adds an artificial current to a swimmable room. (see end notes)
strong current 27 200% Currency Adds a strong artificial current to a swimmable room. (see end notes)
dock 30 100% Currency Turns an outdoor water room into a sea port that sailing ships may use. (see end notes)
restore sealife 33 0 Makes a water room able to produce any normal resources available to that type of environment.
seaweed field 38 500 Seaweed Makes a water room only produce seaweed resources.
catfish hatchery 43 500 Catfish Makes a water room only produce catfish resources.
trout hatchery 48 500 Trout Makes a water room only produce trout resources.
salmon hatchery 53 500 Salmon Makes a water room only produce salmon resources.
tuna hatchery 58 500 Tuna Makes a water room only produce tuna resources.
shrimp hatchery 63 500 Shrimp Makes a water room only produce shrimp resources.
carp hatchery 68 500 Carp Makes a water room only produce carp resources.
yellowfin hatchery 73 1000 Tuna Makes a water room only produce yellowfin resources.
crab hatchery 78 1000 Shrimp Makes a water room only produce crab resources.

Druid-only Irrigation Recipes

These recipes are available to characters with some Druid levels (in any druid subclass) as long as they have the irrigation skill and their overall character level is at or above the recipe level.

Level Title Material Amount Material Type Description Notes
iceshelf 35 500% Currency Turns an outdoor water room into an icy plain. (see end notes)

Mer-only Irrigation Recipes

These recipes are available to characters with some Mer levels as long as they have the irrigation skill and their overall character level is at or above the recipe level.

Level Title Material Amount Material Type Description Notes
druidic monument 13 1000 Rock Constructs a spiritual druidic monument.

Notes

  • For recipes with Currency as the material type, the cost is a percent of the base property value (price) in local currency.
    • The actual irrigation cost will be displayed in "irrigate list" when on the property.
    • The base property value equivalent in gold coins can be found in the Price column of the Property Dealers table.
    • Charisma does not affect the irrigation cost.