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278 bytes added ,  20:42, 15 February 2020
→‎Unaffected Tools: adding copper pan to zero-energy list
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<section begin="proficiency" />Proficiency refers to the amount of [[energy]] required to use a specific tool.  Each increase in [[Skills|skill]] decreases energy requirements for specific tools by 0.1 points. (The game keeps track of fractional amounts of energy, but in the user interface they are rounded to the nearest integer.)
 
<section begin="proficiency" />Proficiency refers to the amount of [[energy]] required to use a specific tool.  Each increase in [[Skills|skill]] decreases energy requirements for specific tools by 0.1 points. (The game keeps track of fractional amounts of energy, but in the user interface they are rounded to the nearest integer.)
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At skill level 0, each [[Pickaxes|Pickaxe]], [[Axes|Axe]], and [[Hoes|Hoe]] uses 2 energy. Each [[Tools#Fishing Poles|Fishing Pole]] uses 8 energy. The starter [[Watering Cans|Watering Can]] uses 2 [[energy]].
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At skill level 0, each successful use of a [[Pickaxes|Pickaxe]], [[Axes|Axe]], or [[Hoes|Hoe]] costs 2 energy. Unsuccessful uses (e.g., attempting to chop a [[Large Log]] with the starter axe) cost 1 energy. Each cast of the [[Tools#Fishing Poles|Fishing Pole]] costs 8 energy, even if the cast fails (e.g., the fishing line does not land in water). The starter [[Watering Cans|Watering Can]] uses 2 [[energy]].
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Fully charging an upgraded watering can increases its energy cost by 2 points per upgrade, but each increase in [[Skills|skill]] decreases those energy requirements by another 0.1 points per upgrade.  At Farming Level 0, the starter can uses 2 energy, and the iridium can uses 10 energy.  At Farming Level 10, the starter can uses 1 energy, and the iridium uses 9 energy (10 minus .1 per skill level).  Using an upgraded can to water one tile costs the same energy as the starter watering can.  Attempting to use an empty watering can doesn't cost energy. Filling a watering can never uses energy.
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Powering up an upgraded watering can increases its energy cost by 2 points per power-up; each increase in [[Skills|skill]] decreases the energy requirement by 0.1 points (regardless of power level).  At Farming Level 0, the starter can uses 2 energy to water one tile; the iridium can at maximum power uses 10 energy to water eighteen tiles.  At Farming Level 10, the starter can uses 1 energy; the iridium at maximum power uses 9 energy (10 minus .1 per skill level).  Using an upgraded can to water one tile costs the same energy as the starter watering can.  Attempting to use an empty watering can doesn't cost energy. Filling a watering can never uses energy.
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Upgrading an Axe, Pickaxe, or Hoe does not decrease the amount of energy required to use it.  The increased efficiency of the Axe, Pickaxe, or Hoe, however, will result in less overall energy being used for the same task than a lower-level tool.   
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Upgrading an Axe, Pickaxe, or Hoe does not alter the amount of energy required to use it.  The increased efficiency of the Axe, Pickaxe, or Hoe, however, will result in less overall energy being used for the same task than a lower-level tool.   
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Note that all Hoes use the same energy (2 points at Farming Level 0, and 1 point at Farming Level 10), whether fully-charged or used to till one tile of soil.
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Note that all Hoes use the same energy (2 points at Farming Level 0, and 1 point at Farming Level 10), whether powered-up or used to till one tile of soil.
    
All fishing poles use the same energy:  8 points at Fishing Level 0, and 7 points at Fishing Level 10.
 
All fishing poles use the same energy:  8 points at Fishing Level 0, and 7 points at Fishing Level 10.
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** [[Weapons#Dagger|Daggers]]
 
** [[Weapons#Dagger|Daggers]]
 
** [[Weapons#Slingshot|Slingshots]]
 
** [[Weapons#Slingshot|Slingshots]]
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* [[Copper Pan]]
    
The following tools always consume 4 points of energy:
 
The following tools always consume 4 points of energy:

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