ModulesEconomy
Gathering
Fish, hunt and mine with tools that wear out, dig up a treasure chest every 4 hours, and what your finds are worth.
Gathering is part of your Dexy profile: fish with a rod, hunt with a rifle, mine with a pickaxe, and dig up a treasure chest now and then. What you find are goods: you can sell them to the shop, craft with them, plant them, give them away or trade them. Goods count in your net worth at their sell price.
d!gather shows everything at once: each tool with the uses it has left, when each activity is ready again, your farm and your crafts. For the hours you're away, there are expeditions: one to eight hours, the loot when you're back.
Each cast, hunt, swing and dig first answers with Dexy's classic animation (🎣 casting a line, 🔫 taking aim, ⛏️ swinging the pickaxe), and a moment later the same message turns into your finds.
Tools#
Fishing needs a rod, hunting a rifle and mining a pickaxe. Each comes in three grades (basic, sturdy, fine): better ones find rarer things and last longer. Buy them in the shop's Tools aisle (d!eco shop tools), or craft a fine one (see Crafting).
| Tool | Price | Uses | Rare or better finds |
|---|---|---|---|
| Basic rod, rifle | 400 | 50 | 10 % |
| Sturdy rod, rifle | 1,200 | 90 | 17 % |
| Fine rod, rifle | 3,000 | 140 | 25 % |
| Basic pickaxe | 400 | 25 | 10 % |
| Sturdy pickaxe | 1,200 | 45 | 17 % |
| Fine pickaxe | 3,000 | 70 | 25 % |
Every cast, hunt or swing uses one use; at 0 the tool breaks. You can own 3 of each tool. The best tool for an activity is used first, and of those the most worn one. A Mending kit (crafted) gives your most worn tool 25 uses back: d!eco use mending kit.
The activities#
| Activity | How often | What it finds |
|---|---|---|
| Fishing | every 5 minutes | fish, driftwood, shells, the odd sunken treasure, and classic flotsam and curios (a phone, a laptop, a yo-yo, a trophy…) |
| Hunting | every 5 minutes | game, classic farmyard animals, feathers, antlers, honeycomb, mushrooms, clods of dirt (for the soils), and the old game's trophies (horns, teeth, a black rose) |
| Mining | every 10 minutes | two finds a swing: stone, coal, ores and gems |
| Treasure | every 4 hours, no tool | 10 to 30 coins and two finds (keepsakes, trinkets, jewels), sometimes a golden melon seed |
Each find has a rarity: junk, common, uncommon, rare, epic or legendary. The reply says what each one sells for. When nothing happens (no tool, say), the wait isn't used up. A rare-or-better find that's your best so far shows on your activity card.
A Lucky tonic (crafted) makes every roll one tool grade better for 30 minutes: d!eco use lucky tonic. The classic orchard's flowers do the same for their own time (a tulip 15 minutes, a cosmos an hour and a half): d!eco use tulip (see Farming).
What finds are worth#
Each find sells for its price at the shop: junk 1 to 3 coins, common 5 to 9, uncommon about 20, rare about 60, epic about 180, legendary 580 to 700. Sell them with d!eco sell (see Selling goods); the first 1,500 coins of goods you sell each day pay in full.
Your goods are in d!eco inventory, a page per kind: d!eco inventory materials, d!eco inventory catch, d!eco inventory valuables, and your tools with d!eco inventory tools.
Fair play#
- Taking a use, adding the finds and updating your net worth is one change in the database: two commands at once never both spend a tool's last use.
- Waits are per member, the same in every server.
- Nothing is wagered: gathering only ever adds.