/** * TIMBER GOODS: the five bench recipes of Woodwork 31-40 (wave 3, 2026-10-19; COVERAGE_1_40.md section 6, "Held back for wave 3"). Woodwork 31-40 had five * actions (the beech and oak trees, the steel quiver and arrows, the oak bow). These add five more, all made at a work bench with a carving knife from the * band's own woods, all plain trade goods (no gear, nothing worn, nothing eaten): * * Woodwork 31 Ash Cart Spokes 2 ash wood -> 4 spokes (the carters' wheels) * Woodwork 32 Ash Bow Staves 6 ash wood + 2 nettles -> 2 staves (the fletchers' blanks) * Woodwork 36 Beech Cart Wheel 8 beech wood + 1 iron bar -> 1 wheel (a whole wheel, iron-tyred) * Woodwork 37 Beech Duckboards 6 beech wood + 3 nettles -> 4 boards (the Thaw's wet walkways) * Woodwork 40 Oak Cask 8 oak wood + 1 iron bar -> 1 cask (ship's stores, hooped) * * They are what the five wood-spoilt errands ask for (timberErrands.ts) and they sell to shops for a little (a repeat that never beats the logs by much). * This file is a LEAF (no imports), so woodwork.ts can list the recipes and timberErrands.ts can name the goods without a cycle. Levels, counts, XP and prices * are PLACEHOLDERS for the balance pass (James, 2026-10-12: balance last). Drawn as plain bag items until models of their own (upgrades list). */ export declare const ASH_SPOKES_KIND = "ashcartspokes"; export declare const ASH_STAVES_KIND = "ashbowstaves"; export declare const BEECH_WHEEL_KIND = "beechcartwheel"; export declare const BEECH_DUCKBOARDS_KIND = "beechduckboards"; export declare const OAK_CASK_KIND = "oakcask"; export declare const TIMBER_GOOD_KINDS: readonly ["ashcartspokes", "ashbowstaves", "beechcartwheel", "beechduckboards", "oakcask"]; export type TimberGoodKind = (typeof TIMBER_GOOD_KINDS)[number]; export declare const TIMBER_GOOD_NAMES: Readonly>; /** The Woodwork level each is made at. Every one sits at or above the level its wood can be felled (ash 30, beech 35, oak 40). */ export declare const TIMBER_GOOD_LEVELS: Readonly>; /** What one craft turns out, and what it takes. XP is worked out in woodwork.ts from the logs spent. */ export declare const TIMBER_GOOD_RECIPES: Readonly; }>>; /** The XP of a craft is this many times the felling XP of the logs it spends (the bow ladder's 1.8, a little lower for plain goods). */ export declare const TIMBER_GOOD_XP_PER_LOG_XP = 1.6; /** What a shop pays for one (a PLACEHOLDER: the logs are worth 6 a piece at most). */ export declare const TIMBER_GOOD_SELL_PRICES: Readonly>; export declare function isTimberGoodKind(kind: string | null | undefined): kind is TimberGoodKind; //# sourceMappingURL=timberGoods.d.ts.map