description 1 10 0 DESC NA - - description Long elaborate description of the room details. title 1 15 0 TITLE NA - - title Brief 1-6 word description of a room. demolish 1 25 0 DIR OUTDOOR WATERONLY DEMOLISH Swamp - demolishing Demolishes something, which has different effects. barrier 1 25 100 DIR WALL NA - barrier @x1 Blocks entry or exit between two places. wading pool 5 100 100 VALUE OUTDOOR ROOM ShallowWater 0 pond Turns an outdoor room into a small pond that can be walked over without swimming. lake 10 225 300 VALUE OUTDOOR ROOM WaterSurface 0 lake Turns an outdoor room into a fresh water surface. sea 15 325 600 VALUE OUTDOOR ROOM SaltWaterSurface 0 sea Turns an outdoor room into a salty water surface. fresh underwater 17 90 255 VALUE DOWNONLY WATERSURFACEONLY FRESHWATER STAIRS UnderWater 0 underwater Adds a deep fresh under-water room below a Lake. salty underwater 17 90 255 VALUE DOWNONLY WATERSURFACEONLY SALTWATER STAIRS UnderSaltWater 0 underwater Adds a deep salt under-water room below a Lake. beach 20 200 500 VALUE OUTDOOR ROOM Shore 0 shore Turns an outdoor room into a beach where boats may enter, but not sailing ships. no current 22 150 0 WATERONLY DIR DELEFFECT WaterCurrents() no current Removes any artificial currents from a water surface. slow current 22 150 50 VALUE WATERONLY DIR ROOMEFFECT WaterCurrents(min=1 max=20 chance=99 @dir) slow current Adds a slow artificial current to a swimmable room. light current 23 150 100 VALUE WATERONLY DIR ROOMEFFECT WaterCurrents(min=1 max=15 chance=99 @dir) light current Adds a light artificial current to a swimmable room. water current 25 150 150 VALUE WATERONLY DIR ROOMEFFECT WaterCurrents(min=1 max=10 chance=99 @dir) water current Adds an artificial current to a swimmable room. strong current 27 150 200 VALUE WATERONLY DIR ROOMEFFECT WaterCurrents(min=1 max=5 chance=99 @dir) strong current Adds a strong artificial current to a swimmable room. fish hatchery 28 100 500 FISH WATERONLY ROOMEFFECT ResourceOverride(Fish) seeding fish Makes a water room only produce fish resources. dock 30 300 100 VALUE WATERSURFACEONLY ROOM SeaPort 0 dock Turns an outdoor water room into a sea port that sailing ships may use. restore sealife 33 25 0 WATERONLY DELEFFECT ResourceOverride()Prop_CommonTwister() normal resources Makes a water room able to produce any normal resources available to that type of environment. iceshelf 35 400 500 VALUE OUTDOOR WATERSURFACEONLY ROOM IcePlains 0 ice shelf -BASECLASS +Druid Turns an outdoor water room into an icy plain. seaweed field 38 100 500 Seaweed WATERONLY ROOMEFFECT ResourceOverride(Seaweed) planting seaweed Makes a water room only produce seaweed resources. shrimp hatchery 63 100 500 SHRIMP WATERONLY SALTWATER ROOMEFFECT ResourceOverride(Shrimp) seeding shrimp Makes a water room only produce shrimp resources. trout hatchery 48 100 500 TROUT WATERONLY FRESHWATER ROOMEFFECT ResourceOverride(Trout) seeding trout Makes a water room only produce trout resources. salmon hatchery 53 100 500 SALMON WATERONLY FRESHWATER ROOMEFFECT ResourceOverride(Salmon) seeding salmon Makes a water room only produce salmon resources. tuna hatchery 58 100 500 TUNA WATERONLY SALTWATER ROOMEFFECT ResourceOverride(Tuna) seeding tuna Makes a water room only produce tuna resources. catfish hatchery 43 100 500 CATFISH WATERONLY FRESHWATER ROOMEFFECT ResourceOverride(Catfish) seeding catfish Makes a water room only produce catfish resources. carp hatchery 68 100 500 CARP WATERONLY FRESHWATER ROOMEFFECT ResourceOverride(Carp) seeding carp Makes a water room only produce carp resources. yellowfin hatchery 73 100 1000 TUNA WATERONLY SALTWATER ROOMEFFECT ResourceOverride(Tuna)Prop_CommonTwister(@remove)Prop_CommonTwister(skill=Fishing,Trawling mask=tuna name="a pound of yellowfin" display="a pound of yellowfin is here" material=tuna subtype=yellowfin) seeding yellowfin Makes a water room only produce yellowfin resources. crab hatchery 78 100 1000 SHRIMP WATERONLY SALTWATER ROOMEFFECT ResourceOverride(Shrimp)Prop_CommonTwister(@remove)Prop_CommonTwister(skill=Fishing,Trawling mask=shrimp name="a pound of crab" display="a pound of crab is here" material=shrimp subtype=crab) seeding crab Makes a water room only produce crab resources. druidic monument 13 200 1000 ROCK UNDERWATERONLY ITEM DruidicMonument druidic monument -ANYCLASS +Mer Constructs a spiritual druidic monument.