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Difference between revisions of "User:Farmer"

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I was asked to explain how I designed the firework 'Roses are red, this one is blue'. I'm no pyro expert by any means and I'm grateful to others who have provided advice and help on the wiki through the Tales. I'll try to explain as best I can and hope that it gives you an idea of how certain parts interact. If you still have questions feel free to message me. I'm not bothered about decimal places and such, this is just for illustration purposes.
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My idea was to design something that at least faintly resembled a rose and with a few tweaks I think that I got there. Although, there is always room for improvement. The main limit of course is the number of edit slots(12) on the mortar, so I had to improvise a little bit.
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[[Image:rosewhole.png|1500px]]
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'''Stage 0 and Stage 1'''
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This is just a basic hovering platform with the flying frog star in stage 1 hovering for 18 seconds. This time is quite central to the firework as it determines the majority of the flight time it will run. It also affects the frequecy of the repetitions of child rockets. This will become evident at later stages. Stage 1 is hovering just at the base of the bud and petals and at the top of the stalk.
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[[Image:EGenesis Client 2012-07-26 16-47-33.png]]
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'''Stage 2'''
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This is the centre 'bud' of the flower. A Ring formation with high pitch up and tweaking the flight time, in this case 1.2 seconds, to ensure they meet at a point, not before or after. You will notice the reps are set at 19, this means that for every second that the hovering star in stage 1 (parent rocket) is hovering, the child rocket fires. I could have it at 18 reps which would match the 18 seconds exactly but I had some extras and used it up adding another rep.
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This is the key to the whole firework really, '''the ratio of the flight time of the parent rocket to the amount of repetitions of the child rocket'''. At 18 seconds for the parent rocket/ 18 reps of child rocket = one rep every second. Thus, 18 secs of parent/ 36 reps of child = one rep every 0.5 seconds or 18 secs of parent/ 9 reps of child = one rep every 2 seconds. 
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This is how we get the effect of a continuous line. It works best with stars that have long tails because the tail will be connected to the head of the next firing rocket, creating a linear illusion. It can also be used quite nicely with shorter stars to create a machine-gun effect.
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[[Image:stage2.png]]
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'''Stage 3'''
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These are the petals. Quite simply a long-tailed star with a pleasant colour (Hillbilly Blues). You could set however many rockets you wanted, I just thought it looked evenly spaced at 9 rockets. I set the angles and flight times so that each rocket would stop as it collided with the neigbours flight path. Again, launch reps at 18 to match.
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[[Image:stage3.png]]
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'''Stage 4 and Stage 7'''
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This is the stalk of the rose. I needed to have 2 places along the stalk from where I could fire rockets to form the leaves and also the base. To do this I set up 2 stages, also firing from the stage 1 hovering rocket. As you can see, one rocket has a 2.2 second flight time (for leaves) and the other a 3.2 second flight time (for the base). These will link up with stages 5,6 and 8 respectively. I will explain more when we get there. Excuse the stages not being in numbered order but I was tweaking and just left it as is. Again, high reps to create a continuous look.
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[[Image:stage4.png]] [[Image:stage7.png]]
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'''Stage 5 and Stage 6'''
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These are the leaves. Stage 5 is now launched from stage 4 and not stage 2 like all the others up until now, with a short flight time, ring direction and 3 rockets, which results in 3 leaves. Stage 6 is launched from stage 5 but in a backward direction and longer flight time to make a second but fuller loop. So, if you can imagine it: stage 4 launches from 2(the hovering rocket) towards the ground, after 2.2 seconds stage 5 launches from stage 4 into a small loop, after 1.3 seconds stage 6 launches from stage 5 into a loop for 2.1 seconds. This time reps are set at 1 in stages 5 and 6 because stage 4 is already repeating, so every time 4 fires so will 5 and then 6.
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[[Image:stage5.png]] [[Image:stage6.png]]
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'''Stage 8'''
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This is the base. Stage 8 is launched from stage 7, the second bit of the stalk. I used 10 rockets and a simple setup to get the loops. Again, only need 1 rep because stage 7 is already repeating, so every time stage 7 fires, stage 8 fires 10 rockets in a ring direction for 4.1 seconds.
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[[Image:stage8.png]]
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'''Stages 9,10,11'''
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These are just added at the beginning and end for dramatic effect. A sort of grand entrance and exit, if you like. I like to do it as it introduces your firework and then fades it out at the end. Easy to do, just load up lots of stars and experiment with different directions and settings. Fun to do. Stages 9 and 10 are at the start and stage 11 is the ending.
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[[Image:stage9.png]] [[Image:stage10.png]][[Image:stage11.png]]                      [[Image:stage12.png|500px]][[Image:EGenesis Client 2012-07-26 15-53-30.png|500px]]
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That's pretty much it. I hope for it
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[[File:0338.png]]
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== Metal Treatment Recipes  ==
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* [[http://www.atitd.org/wiki/tale6/Http://www.atitd.org/wiki/tale6/User:Farmer/Metal_Treatment_Recipes Metal Treatment Recipes]] <br>
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== Wood treatment Tank Recipes ==
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* [[http://www.atitd.org/wiki/tale6/User:Farmer/Wood_Treatment_Recipes | Wood Treatment Tank Recipes]]
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* [[http://www.atitd.org/wiki/tale6/User:Farmer/paint_Recipes | paint Recipes]]
  
  

Latest revision as of 13:03, 16 November 2014

I was asked to explain how I designed the firework 'Roses are red, this one is blue'. I'm no pyro expert by any means and I'm grateful to others who have provided advice and help on the wiki through the Tales. I'll try to explain as best I can and hope that it gives you an idea of how certain parts interact. If you still have questions feel free to message me. I'm not bothered about decimal places and such, this is just for illustration purposes.

My idea was to design something that at least faintly resembled a rose and with a few tweaks I think that I got there. Although, there is always room for improvement. The main limit of course is the number of edit slots(12) on the mortar, so I had to improvise a little bit.


Rosewhole.png


Stage 0 and Stage 1

This is just a basic hovering platform with the flying frog star in stage 1 hovering for 18 seconds. This time is quite central to the firework as it determines the majority of the flight time it will run. It also affects the frequecy of the repetitions of child rockets. This will become evident at later stages. Stage 1 is hovering just at the base of the bud and petals and at the top of the stalk.

EGenesis Client 2012-07-26 16-47-33.png


Stage 2

This is the centre 'bud' of the flower. A Ring formation with high pitch up and tweaking the flight time, in this case 1.2 seconds, to ensure they meet at a point, not before or after. You will notice the reps are set at 19, this means that for every second that the hovering star in stage 1 (parent rocket) is hovering, the child rocket fires. I could have it at 18 reps which would match the 18 seconds exactly but I had some extras and used it up adding another rep. This is the key to the whole firework really, the ratio of the flight time of the parent rocket to the amount of repetitions of the child rocket. At 18 seconds for the parent rocket/ 18 reps of child rocket = one rep every second. Thus, 18 secs of parent/ 36 reps of child = one rep every 0.5 seconds or 18 secs of parent/ 9 reps of child = one rep every 2 seconds. This is how we get the effect of a continuous line. It works best with stars that have long tails because the tail will be connected to the head of the next firing rocket, creating a linear illusion. It can also be used quite nicely with shorter stars to create a machine-gun effect.

Stage2.png


Stage 3

These are the petals. Quite simply a long-tailed star with a pleasant colour (Hillbilly Blues). You could set however many rockets you wanted, I just thought it looked evenly spaced at 9 rockets. I set the angles and flight times so that each rocket would stop as it collided with the neigbours flight path. Again, launch reps at 18 to match.


Stage3.png


Stage 4 and Stage 7

This is the stalk of the rose. I needed to have 2 places along the stalk from where I could fire rockets to form the leaves and also the base. To do this I set up 2 stages, also firing from the stage 1 hovering rocket. As you can see, one rocket has a 2.2 second flight time (for leaves) and the other a 3.2 second flight time (for the base). These will link up with stages 5,6 and 8 respectively. I will explain more when we get there. Excuse the stages not being in numbered order but I was tweaking and just left it as is. Again, high reps to create a continuous look.


Stage4.png Stage7.png


Stage 5 and Stage 6

These are the leaves. Stage 5 is now launched from stage 4 and not stage 2 like all the others up until now, with a short flight time, ring direction and 3 rockets, which results in 3 leaves. Stage 6 is launched from stage 5 but in a backward direction and longer flight time to make a second but fuller loop. So, if you can imagine it: stage 4 launches from 2(the hovering rocket) towards the ground, after 2.2 seconds stage 5 launches from stage 4 into a small loop, after 1.3 seconds stage 6 launches from stage 5 into a loop for 2.1 seconds. This time reps are set at 1 in stages 5 and 6 because stage 4 is already repeating, so every time 4 fires so will 5 and then 6.


Stage5.png Stage6.png


Stage 8

This is the base. Stage 8 is launched from stage 7, the second bit of the stalk. I used 10 rockets and a simple setup to get the loops. Again, only need 1 rep because stage 7 is already repeating, so every time stage 7 fires, stage 8 fires 10 rockets in a ring direction for 4.1 seconds.

Stage8.png


Stages 9,10,11

These are just added at the beginning and end for dramatic effect. A sort of grand entrance and exit, if you like. I like to do it as it introduces your firework and then fades it out at the end. Easy to do, just load up lots of stars and experiment with different directions and settings. Fun to do. Stages 9 and 10 are at the start and stage 11 is the ending.

Stage9.png Stage10.pngStage11.png Stage12.pngEGenesis Client 2012-07-26 15-53-30.png

That's pretty much it. I hope for it


0338.png

Metal Treatment Recipes

Wood treatment Tank Recipes


List of Vegetables

Cabbage

Yield Location Gardener Date/Time
12 598, -783 Flowbar
20 254, -308 Zen 10:07am
20 4300, -732 (pond north of CotS chariot) Avanya
20 -4302, -442(north of CotS Chariot) sana

Obtained halved cabbage yield standing next to one person when growing (not three, not four, not six. Worked with both genders.) -Indra

Carrots

Yield Location Gardener Date/Time
10-15 4150. 3881 farmer Carrots yielding 10 at 2pm until 3pm yielding 15. in sinai

Carrot sweet spots are moving across the map, with a max yield in the center of something like 12-16, dropping down to 1 the further away from the center of the sweet spot you get (the drop might be 1 carrot less for every 2-3 coords away from the sweet spot). The sweet spot is moving slowly, so growing a batch (takes a couple of minutes9 and moving a couple of coordinates in the direction the sweet spot is moving will give a maximum yield every time.

Around my compound carrot sweet spots pass by in the SW direction. -Flowbar

Garlic

Garlic yield is avatar dependent.

Yield Location Gardener
18 0,4300 Tunnen

Leeks

Yield Location Gardener
8 1326 -860 (near University of Worship in Seven Lakes) Eugie
11 4267, 2936 AbesGhost
13 625, -715 (just west of S Lead in Seven Lakes) MrStoned
14 near MV U Lead Ay
21 250, -300 (Seven Lakes)
19 4290, -765 (CotS Chariot) Avanya
20 4302, -442 (north of CotS Chariot) Avanya
21 4668, -216 (north of CotS Chariot)
25 260, -480 (Seven Lakes) Ptonum


I just got a 1/2 yield on my first harvest of leeks (6 instead of 13). It is possible the 'cursed tree' effects leeks as well as onions, or there is some other step that I took which was close to what was needed to produce a seed but not quite. I grew and dried a large amount of papyrus today, I can't think of anything else I did out of the norm. I have also experinced the half yield after woodgathering. Other possible actions, gathering resin and brewing beer. Naia

Onions

Yield Location Gardener
7 near -500, -500 (West of S Harmony Seven Lakes) MrStoned
10 4267, 2936 AbesGhost
12 1113,275 Stoneyard
13 0,0 Stoneyard
13 4108, 3913 (Sinai, just east of UArt)
14 4071, -314 (UoArt in CotS)
15 -78, 4265 (Sarch in 4 corners about 2 mins run form cs)
0 -78, 4265 (Sarch in 4 corners about 2 mins run form cs)

Seed Yield Table

Seed Name Time Location Gardener
Onion Peret III-17,9:10AM 670, -565 ( Seven Lakes) Saros

Yield looks like a diagonal wave pattern to me. For example @ the CS in Sinai it's always 4. Going west slowly increases yield until you reach the coast line (west of UThought @2220 5010). Going east had the same effect only it went up to 13. Didn't venture farther than 4463 3758 though. Going north or south doesn't seem to have (much) effect on yield. --entux

Seeds can be reproduced by harvesting wood from a certain, avatar specific tree (not tree type!) prior to planting the onion seed. The tree may change over time. Some other trees are will give half yield on the next harvest, these trees are not cursed or bad, they enable you to ping the tree that will give you extra seeds. Half yields will only occur if you have harvested wood from a tree that is close to your specific seed tree. (I disagree, I find "cursed" trees that give half yield here and there, but not in the vicinity of my seed generating tree. -Flowbar)

I did a test while bored growing onions:
Stout Palm followed by Bottle tree(a) followed by Bottle tree(b)= cursed
Bottle Tree(b), followed by Bottle Tree(a), followed by Stout Palm =cursed
Stout palm followed by Bottle tree(a) = not cursed
One of the Bottle trees was cursed to me but not the other, Bottle tree(b)

Cucumbers

Watermelons

Watermelons

Theory http://www.atitd.org/wiki/tale6/Talk:Vegetable


Peppers

Pepper yield changes every Egypt day. To find out which watering pattern gives the highest yield, try finding which watering makes the plant grows fastest. Pepper is harvestable after the plant reaches a certain size. You'll want to water it in such a way as to make it grow the fastest. This will take about eight watering. Thanks Asnath!

Found this recipe: 211-142 for a yield of 18 /Catote (male)

The first day I was getting 19 yield for 346761. Other people in regional chat confirmed they were getting the same yield for the same sequence, as well as a couple people in other regions I mentioned it to during the phoenix race. The following day the recipe no longer worked. I believe it is a global recipe that changes every so often (per egypt day?) --LehmanHotep 15:17, 11 December 2011 (EST)

I grew an extra pepper seed, but no idea how. It was the first time I grew peppers, so might have been anything I'd done since start of tale. Mebala


Eggplants

Bonus Towers

== Some towers give a large (3x) bonus to vegetable yields for one random type of vegetable when grown near the tower. Here is a map of== towers with known bonuses.

NAME FARMER Age:20

Gender: man-type-person I'm a crazy person who loves critters and nature. So far, I like breeding scarabs most and am quickly growing flaxs keeping track of crossbreeding and a cc maser


farmer Biz29.gif kuupid

trade info

chat farmer for CHARCOAL: 1cc = 2 wood

Personal Information:

I love herbs I love to forage herbs I love to smoke herbs for fumeology points I love to farm I love giving herbs as gifts to friends and people I just met I love it when I am just going to do some material "shopping" and find an herb on the side of theroad I love when herbs randomly pop up near my cp I love finding herbs that I've never foraged or seen before I love finding rare herbs I love finding large groupings of herbs


this is not my first tale but I'm a hard worker & As long as there is an ATITD, I will be here. To date, I have been married four times in atntd . First to bambi in t4b & second time wuzz in t5 to bambi and third time to kuupid four time kuupid in t6 Both kuupid & bambi i care for deeply I'm a proud player



I have been a player since Tale 3 but it is only in Tale 4 that I have really gotten deeply involved in some of the tougher puzzles in the game. & I am big on levels & tests. I help out with research when I can and I am always willing to help others,

My first big interest was digs backwhen i wuzz call kull now im call farmer name says it all im in to all farmeing part of the game like Viticulture (wine and grape growing), flaxs work and I still work on new wines,when i can finding new flavors, and creating better hybrids off and on. like crossbeeding all There are still many mysteries to resolve in that field.

Lately, my main interest has been enjoy playing hear with egyptian

I love helping others. It's my passion in this game. Helping them acheive their goals, have fun and join in building our community makes this game truly fulfulling for me.==