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User:DisShovel
Philosopher Prince
Constestant for Oracle of Slack
I'd rather be schroomin..
Also: Bacon!
Acid Research
I am researching acid ecology in the game because it seems to influence the spawn and movement of some mushrooms. See below.
What I have learned so far:
1) Acid 'spots' are naturally occurring
2) The spots dissipate over a relatively short period of time i.e. An Egypt day
What I hope to learn:
1) do the spots more or just fluctuate in place?
2) What is the min/max range of acid?
3) Do player actions or buildings effect the levels? If so which buildings or actions and under what conditions?
A theory of Dung Rot Spawn.
Clues:
In T4 we measured elevated acid levels on most locations where dung rots spawned, often between 8k and 10k. They seemed to deplete the acid over the coarse of several nights (levels would fall), and then the spawn would disappear. This is partially based upon what little has been said by Teppy on the matter. You can find that here: http://www.atitd.org/wiki/tale4/Mushroom_Theories
The name: Dung Rots.. because among the things that produce elevated acid levels are (we can test this):
Camel Pens
Sheep Pens
Tubs that are rotting dung (needs more testing)
Fire Pits
Metal work (it is unclear which buildings are contributing to this)
Metal Treatment
Naturally occurring for reasons unknown
It usually takes a large organization to own enough pens to have an effect. A single or few pens or buildings don't seem to produce much acid.
How we can test
You'll need ecology 2 (cheap skill) and a boat load of cabbage juice.
1) measure every sight where Dung Rots are found. Preferably every night they spawn, but even after the fact might be useful.
2) measure the areas around large concentrations of animal pens, heavily used firepits, and metal working buildings.
Record and share you findings.
Also note that PoT are often found at or near the same spots.. so measurements of those might help in finding one or both of these mushroom types.
Thanks for your help and interest... happy Schroomin'