Lumberjacking

Give your feedback and submit any ideas!
Post Reply
Paulon
Posts: 14
Joined: Mon Feb 15, 2021 8:51 am

Lumberjacking

Post by Paulon »

I've not quite GMed the skill yet (98.1, expecting to be finished tomorrow) but so far I've failed to find any higher skill required wood, just the standard default logs. By contrast, with mining I found most new ore types almost as soon as I could mine them, and found veins of the two I didn't find quickly within a few days of practice and poking about the area. I'm not sure if my results for lumberjacking are as expected or not, but they are very different to the mining example.

I can see three possibilities.

1) I've had the absolute worst run of luck in skill history, with over 22k boards stored, none anything but standard. The only solution to that is to keep on working further afield until I find a tree which gives something different. *pictures the MASH scene in the mess with everyone chanting "We want something else!"*

2) I am, for at least the third or fourth time since starting playing, completely missing something that everyone else finds intuitively obvious. If that's the case, some enlightenment for this idiot would be greatly appreciated. Equip axe, use axe on tree, get logs. Optionally use axe on logs to get boards. Seems simple, but if anyone could manage to mess it up, I could probably pull it off.

3) There's something wonky with the scripting for lumberjacking.

Personally I'm hoping it's Option 2, because that's the easiest to get fixed.
User avatar
warped
Posts: 16
Joined: Mon Jan 25, 2021 5:17 pm

Re: Lumberjacking

Post by warped »

Nothing's wonky, it's 'working as intended'.

At least, as-intended, based on the official servers. The fancy-woods aren't accessible unless the UO-era is set to Mondain's Legacy or higher:

Code: Select all

if ( Core.ML )
{
    res = new HarvestResource[]
    {
        new HarvestResource(  00.0, 00.0, 100.0, 1072540, typeof( Log ) ),
        new HarvestResource(  65.0, 25.0, 105.0, 1072541, typeof( OakLog ) ),
        new HarvestResource(  80.0, 40.0, 120.0, 1072542, typeof( AshLog ) ),
        new HarvestResource(  95.0, 55.0, 135.0, 1072543, typeof( YewLog ) ),
        new HarvestResource( 100.0, 60.0, 140.0, 1072544, typeof( HeartwoodLog ) ),
        new HarvestResource( 100.0, 60.0, 140.0, 1072545, typeof( BloodwoodLog ) ),
        new HarvestResource( 100.0, 60.0, 140.0, 1072546, typeof( FrostwoodLog ) ),
    };


    veins = new HarvestVein[]
    {
        new HarvestVein( 49.0, 0.0, res[0], null ), // Ordinary Logs
        new HarvestVein( 30.0, 0.5, res[1], res[0] ), // Oak
        new HarvestVein( 10.0, 0.5, res[2], res[0] ), // Ash
        new HarvestVein( 05.0, 0.5, res[3], res[0] ), // Yew
        new HarvestVein( 03.0, 0.5, res[4], res[0] ), // Heartwood
        new HarvestVein( 02.0, 0.5, res[5], res[0] ), // Bloodwood
        new HarvestVein( 01.0, 0.5, res[6], res[0] ), // Frostwood
    };

    lumber.BonusResources = new BonusHarvestResource[]
    {
        new BonusHarvestResource( 0, 83.9, null, null ),    //Nothing
        new BonusHarvestResource( 100, 10.0, 1072548, typeof( BarkFragment ) ),
        new BonusHarvestResource( 100, 03.0, 1072550, typeof( LuminescentFungi ) ),
        new BonusHarvestResource( 100, 02.0, 1072547, typeof( SwitchItem ) ),
        new BonusHarvestResource( 100, 01.0, 1072549, typeof( ParasiticPlant ) ),
        new BonusHarvestResource( 100, 00.1, 1072551, typeof( BrilliantAmber ) )
    };
}
else
{
    res = new HarvestResource[]
    {
        new HarvestResource( 00.0, 00.0, 100.0, 500498, typeof( Log ) )
    };

    veins = new HarvestVein[]
    {
        new HarvestVein( 100.0, 0.0, res[0], null )
    };
}
It's an easy change to make it available though, if the powers-that-be decide it should be changed.

And yeah, I've been bit by the non-intuitive thing myself. Last time I played UO, the log->board change was done via the carpentry crafting menu. Never would have thought to use the darn axe on the log :/
..-. .. ... ....
Paulon
Posts: 14
Joined: Mon Feb 15, 2021 8:51 am

Re: Lumberjacking

Post by Paulon »

OK, thanks. The reason I was assuming it would be active is because the Carpentry menus are all set up with the options to use the other wood types. Interestingly, Bowcraft doesn't seem to have a similar option.
Jarvin
Posts: 5
Joined: Tue Feb 23, 2021 7:11 am

Re: Lumberjacking

Post by Jarvin »

Maybe I'll bump into you chopping trees in the woods after all these years!

I'm slowly working on Lumberjacking at the moment, too! :D
Paulon
Posts: 14
Joined: Mon Feb 15, 2021 8:51 am

Re: Lumberjacking

Post by Paulon »

When I'm doing craft stuff, I'm usually either around the Minoc mines for the gathering of the obvious resources, or west of Vesper. Not lumberjacking much right now, just burning through the piles of boards I got working on the skill to try to GM carpentry. After that... not sure whether to go for 75 blacksmithing or tailoring for deed making.
User avatar
houstondragon
Site Admin
Posts: 30
Joined: Sun Jan 24, 2021 5:18 pm
Location: Atlanta, GA
Contact:

Re: Lumberjacking

Post by houstondragon »

I'm enabling this, so we'll see how it works :D
Houston Dragon, Admin and Historian
-==(UDIC)==-
Paulon
Posts: 14
Joined: Mon Feb 15, 2021 8:51 am

Re: Lumberjacking

Post by Paulon »

Non Serious Mode Active: Now I'm torn. I figure on needing 5-10k more logs to finish Carpentry, and now there'll be a batch of new sorts to slow down the 'jacking when I need ordinary boards. But there'll also be new sorts of boards to have fun with. Should I be happy or sad?

Seriously though, thanks for that update. It'll be fun to see what I can do furniturewise with the new stuff, and give incentive to work on Bowcraft too if the colored wood use is active there.
Post Reply