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From A Tale in the Desert
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| + | ==Acidity Tests== |
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| + | | First time flax returned zero count in my camp, I tested acidity. It ranged from 3-7k, with the highest under my camel pen. Where I could still grow flax, the acidity was only 1, so it appeared that acidity was the culprit. Not so. Our firepits had been used a couple days prior. The no flax area was a circle around these pits ranging from 20-35 cords, with tree timers also up to 81 seconds. But I continued to monitor the acidity. After the flax returned to the entire camp (firepits not used), acidity went as high as 17k. And I was able to plant flax fine in this 17k acidity. What I was also able to do was grow carrots all day, ie, the carrot wave ran extensively while the acidity was high. When acidity drops to 1, carrots return only 1 carrot. Conclusion, firepits bad, acidity good--for carrots anyway. Of course, further testing is needed. I also plant only nile green and have never had a problem with this flax as long as the firepits remain unused. --Tedra |
Revision as of 17:20, 2 March 2009
Clinker Disposal Facilities
PBPW Adn Public Clinker Disposal Site(Open) and Public Cement/Concrete Facility(Open)
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ADN 260,6354 (Near the large limestone deposit in the western desert)
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Mining/Smelting pollution test results and remedies
Day 1:built a copper mine at the corner of my compound
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Day 3: Noticed I could not grow flax, 6 out of 10 tadpoles die. Likely cause was either the smelting or mining.
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Day 4: Did NOT use the mine but continued smelting. By the end of the day 3 out of 10 tadpoles died.
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Day 5: Did NOT use the mine but continued to smelt at my compound. This morning 1 out of 10 tadpoles died, by the end of the day all tadpoles survived. I am still smelting as I write this post
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Note: At 1 tadpole death flax was able to be grown.
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What we can conclude from this is that smelting has no effect on pollution at this early stage in the tale. Mines do NOT have any effect on pollution, but rather the USE of the mine does.
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Possible remedies would be to plan flaxxing and plant flax days prior to mining days. Mine extensively on a mining day, then do not touch for 2 days and flaxxing will return to normal.
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The pollution radius seems to be about 20 to 30 co-ordinates from the USED mine, therefore allowing flaxxing in that area beyond the radius.
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Pollution does NOT affect the growth of vegetables only flax at this time, it is too early in the tale to know if it effects barley or wheat.
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Animal reproduction does not seem to be affected by pollution either.
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Submitted by Diania
Stillwater Tests
We currently have a sheep pen and a camel pen right next to each other. Acidity test shows 8k+ directly on the sheep pen, slowly dropping off to zero roughly 40-50 co-ordinates awayin all directions.
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Firepits - we placed 4 firepits and happily started grilled foods and charcoal making. ==TWO DAYS== (real life days) later our wood timers doubled on the nearby trees and flax growing said 'bad soil'. The area affected is roughly 20 coords in all directions.
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We moved our firepits into the desert, and the area is slowly recovering naturally. Tree timers are dropping by roughly 10 seconds per real life day - roughly 1 game month to fully recover.
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We tested our animal pens. Currently we have 1x camel pen and 1x sheep pen right next to each other. The soil in the area directly under the pens tested as 8k + acidity. ! This effected an area roughly 40-50 co-ords in all directions. At the 40 c-ord mark pollution was down to 300 acidity. We havn't had time to fully test the area to get the exact range, nor do we know if it is the sheep or camel pen causing the acidity.
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I've concluded after multiple examples that acidity is caused by using Forges near water. - Darien (02/04/09)
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Please post if you're finding acidity elsewhere. - Darien
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More testing needed please - Baldanah
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Falcon Bay Tests
Flax is no longer plantable at my CP. I have a copper vein and a tin vein on either side of my CP, both about 20 coords away. There is heavy metal pollution, but the acidity is still 0 around my CP. I have a firepit but it has only been fired a few times. I don't have to walk far to plant flax as of yet. Just outside the two ore veins.
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I have a camel and a sheep pen right next to each other too, but the acidity under both of them is 0. Same with my firepit.
I'll keep checking the acidity to see if anything changes.
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Just noticed that herbs aren't spawning in the area anymore. I used to find at least 1 a day by my CP.
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Trees and thorns are still on the same timer aswell. - Theridion
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I just built and started using a normal glass bench in my cp yesterday. Today I can't get any flax. Current acidity level is 1 and heavy metal is undectable. Aarys
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Meroe Tests
"Shakes a tadpole" Hello! Is this thing working? I occationally have no flax harvests near my compound. But heavy metal tests show nothing and acidity is 1. For fun, I also did a test on my clinker dump spot. 100% survival rate on tadpoles there too. Tula
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Acidity Tests
First time flax returned zero count in my camp, I tested acidity. It ranged from 3-7k, with the highest under my camel pen. Where I could still grow flax, the acidity was only 1, so it appeared that acidity was the culprit. Not so. Our firepits had been used a couple days prior. The no flax area was a circle around these pits ranging from 20-35 cords, with tree timers also up to 81 seconds. But I continued to monitor the acidity. After the flax returned to the entire camp (firepits not used), acidity went as high as 17k. And I was able to plant flax fine in this 17k acidity. What I was also able to do was grow carrots all day, ie, the carrot wave ran extensively while the acidity was high. When acidity drops to 1, carrots return only 1 carrot. Conclusion, firepits bad, acidity good--for carrots anyway. Of course, further testing is needed. I also plant only nile green and have never had a problem with this flax as long as the firepits remain unused. --Tedra
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