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Showing content with the highest reputation on 23/01/17 in all areas

  1. 3 points
    A while ago we got three more horse colours, and it really got a lot of people enthusiastic about horses again. PLEASE add all the rest too? All the options were great, makes the game more immersive and brings more interest and fun to the game. As a reminder, here are the options we got from Malena a while ago on this forum thread: Edit: As requested before, please make bred hellhorses non aggro on Freedom:
  2. 3 points
    You know we still can't wear bracelets. Soon isn't very soon
  3. 2 points
    hello. Gates (and doors for that matter) currently occupy one tile. could they be wider. here are a few loosely related suggestion threads; http://forum.wurmonline.com/index.php?/topic/68211-large-metal-gate/ http://forum.wurmonline.com/index.php?/topic/69031-harbor-gate/ http://forum.wurmonline.com/index.php?/topic/141021-larger-mine-entrances/
  4. 2 points
    I am giving notice that I have talked with my alliance the BLACK FOREST ALLIANCE and we want to do some clean up around the Lormerer DEED area. This would include removing redundant old roads but not interfering with main roads. Also adding additional signs and directions. Talking to Jpopper and Dracaa to get ideas on how to make the area nicer. Chopping down of random forests and planting Orchards of each fruit type around the Deed. Then also setting up birch pine cedar fir areas for general cutting. We would be looking for donations of sprouts and time and I am taking responsibility for any actions made on this project. Puncher Also I will discuss the possibility of adding some additional lighting to the Deed itself. Mind you not enough to blot out the sun but give a good impression. Any ideas or people that live in the are please contact me. Theory is you cant have people log into a trashed area and expect them to think much of it. Make it nice and people are impressed.
  5. 2 points
    So now that QL of ships affect speed I think the same should apply to carts and wagons. Currently there is no reason to imp your cart or wagon beyond creation ql unless you have it off deed a lot, or battle trolls all the time. I want to go faster, I want a reason to imp my cart beyond 90ql!
  6. 2 points
    not best idea, my FC is only 78 atm still +1 for faster carts/wagons improved to high ql
  7. 2 points
    It is only of as much consequence as you make it to be. You can always concentrate your efforts on your deed instead of the local areas. Or you can see this destruction afterwards as PvE content, in where you bring the beauty back. I see no reason why content should be removed from the game. Games with less to do tend to die off as people get bored and leave.
  8. 2 points
    I've raised this with the dev team to look at
  9. 1 point
    Hello all here is my location on the map https://xanadu.yaga.host/#3839,5665 LARGE CRATES bulk sales ( can make small as well) 10 Large crates is 1 Silver 400 Large Crates in stock ( June 6 2023). Multiple wagoners at deed to deliver. Waterfront property via canal for pick up. (Deed Name is Joyful Resort>>canal Entrance)https://xanadu.yaga.host/#3696,5467 Also Now offering as long as I have in stock Sandstone Slabs 1200 for sale 1 silver per 300 free CRATE free Shipping or can pick up. Now offering 900 lumps of silver with 3 crates for 1.2 Silver QL 33 Now Offering 900 lumps of Iron with 3 crates for 1.2 silver Ql 36 4500 in stock Now offering 900 lumps of lead with 3 crates 1.2 silver ql 39 4500 in stock New Stock 6-10-2023 Offering Imperial Lamps 55 QL ( seems to be best for deed and tunnel) Can send via mail box if Size Rune is applied 12 for 50 copper mail cost would be 12 copper so 60 copper for 12 Imperial lamps What a Deal ( 24 IN STOCK) New Stock 6-10-2023 Are you tired of NOT having a compass to make that waystone for Deed to get that wagoner going or help your friends find the way. Currenty 40 compasses in stock 20 copper each. Can be sent in mail these are all QL 15-38 so mostly for waystones. New stock Small Barrels can be sent via mail 20 in stock 2 copper Each. 6-10-2023 Merchant now up link for items for sale https://imgur.com/gallery/rAGHaH3 Magic terms WOA -- Wind of Ages reduces action timer. COC- Circle of cunning increases skill gain STS--Stone Strike increase success when doing surface mining New Deed starter Kit List below cost at bottom I will trade bulk items for payment ( bricks clay planks etc) Payment made on delivery. Kits in stock ( As many as it takes) Successfully Delivered (4) This is a picture of everything in the kit that is not like nails and planks etc. Larder is below for a picture. Picture link if it keeps removing itself is http://imgur.com/kc27BNF I need to explain why this kit is nice. IF you look down below you will find that as a brand new player you do not have the skills to create many of these things. Also if you have the skills it can be painful and slow. My intent is to make the initial set up in Wurm more bearable for new people but a like investment is required of time and trade-able resources or direct payment with silver. I am open to negotiations but lets be honest this is great for brand new people that do not have time to grind all this out. 6-11-2023 Update removed one forge added in a smelter 6-11-2023 Added in Halter for animal leading The kit!!!! 1 x Forges 70 QL 1x Smelter 1 x Oven 70 Ql 6 x Bulk storage bins 30 QL Bulk Storage Bin https://www.wurmpedia.com/index.php/Bulk_storage_bin OR 4 xBsbs and 1xLarder Larder abilities 15 fine carp tp create . https://www.wurmpedia.com/index.php/Larder 1x Food Storage bin 50QL What it can hold >>>> https://www.wurmpedia.com/index.php/Food_storage_bin 1x Mailbox 50 ql Spirit Mansion wood (see Fopi for courier cast 1 silver) 1 x Large cart 50 QL A player must have 20.1 mind logic to command the large cart. 4 x Large chests ( or coffins depends on person) 30 QL Small crate mixed random QL logs Requires 10 carpentry to create. 4 x Large crates Requires 60 carpentry to create Building Materials 150 xSmall nails 150 x Large nails 250 x Planks 50 QL or less 25 ribbons 30 QL or less 250x iron lump 50QL or less 25kg Tar Random QL Animals Halter Smithing 1 Small Anvil 70 QL 1 large Anvil 70 QL Fluid storage 1 Bucket Random QL 2 Large Amphora Random QL There is a 6% creation chance at 34 Pottery skill. 2 Small Amphora Random QL At least 14 Pottery is required to create as well as to continue building small pottery amphora. 5 x Small barrels Random QL 4 Clay jars Random QL Lighting 10 50 QL Imperial Lamps You need 10 digging skill to plant a lamp, and the lamp must have at least 10 effective quality. 50QL Lantern Personal storage 4 Backpacks Random QL Bed creation 2 sheets 3 furs for bed Sheets can be very hard to make with low skill Cost 10 silver for the kit payment or bulk goods pickup on delivery
  10. 1 point
    Action Timers Fix Fixes many action timers that ignore the action time multiplier setting Affected actions: All spells, Flatten, Level, Sow, Sacrifice, Pray, Meditation, Alchemy, Destroying, Rummaging, Breeding, Bow and fishing rod stringing/unstringing, Painting and removing paint Download and source code: https://github.com/bdew-wurm/timerfix/releases ======================================================================================================= Treasure Chest Claim Allows players to "claim" random treasure chests, unlocking the chest and rewarding the players with some karma Download and source code: https://github.com/bdew-wurm/chestclaim/releases ======================================================================================================= Better Digging Changes dirt from digging/flattening/leveling to drop on the ground instead of going to the inventory of the player. Allows dirt from digging/flattening/leveling/dredging to go into a vehicle being dragged or ridden. If there are crates in it's cargo - it can automatically go into those. Uses dirt from the ground, a vehicle and even crates inside the vehicle when leveling. Allows overriding which actions can be performed from a mount or vehicle. Allows overriding amount of clay dug per action. Almost everything is configurable. Warning: This mod is probably incompatible with the other digging-like-mining mods, and should fully replace their functionality. Having multiple mods of this type will likely lead to crashes, dupes and/or weird ######. Download and source code: https://github.com/bdew-wurm/betterdig/releases ======================================================================================================= Better Farming Adds ability to cultivate, sow, farm, harvest, harvest and replant in a bigger area Cultivate - works like normal, use shovel on tile Sow - activate any container containing stuff that can be planted and click on tile Farm - works like normal, rake on tile Harvest - will only harvest ripe tiles, requires scythe for grains. Harvested crops will be auto-combined in inventory to make one big item (even those that can't be normally combined). Harvest and replant - same as harvest but will use 1 produced item to immediately replant the tile By default at 50 skills you can do 3x3, at 70 skill 5x5 and at 90 skill 7x7 area (configurable, can add even bigger areas) Adds ability to mass plant and harvest planter racks Pick all - right click a planter rack with harvestable planters, requires 30 gardening skill (configurable). Plant all - activate a container and click a planter rack with empty pots, requires 50 gardening skill (configurable). Length of action is roughly equivalent to doing the same area manually Skill gain, stamina drain, tool damage, etc. is processed separately for every tile in the area Tiles that are not valid for the action or unreachable will take 0.1 second to skip. Compatible with ago's cropmod - extraHarvest config parameter will affect harvest yields Enables planting in planters for additional items (configurable): Nettles, sassafras, woad, cocoa bean, nutmeg, Blueberry, lingonberry, raspberries All mushrooms Downloads and source code: https://github.com/bdew-wurm/betterfarm/releases ======================================================================================================= Move To Center Adds 2 entries under Move menu that allow moving items to the center or corner of a tile. Download and source code: https://github.com/bdew-wurm/movetocenter/releases ======================================================================================================= Movement Tweaks Allows server admins to tweak many things related to movement of players, mounts and vehicles Speeds Weight limits for players Min/Max heights, depths and slopes Wind impact for boats Loading ranges Required skills Global speed modifier for creatures moving on their own (not as mounts or hitched) Global boat speed multiplier (that allows going over the normal speed cap for boats) and optional bonus for sea god (e.g. Vynora) followers Fix for delay in speed traits starting to work when mounting up (optional, can be disabled in config) Configurable Multiplier to horse, hell horse, unicorn strength stat for purposes of speed calculation and carried weight Configurable multiplier to speed trait effect on speed calculation and carried weight Extremely configurable - default settings match vanilla but everything is changeable from the config Example config (from my own server) here: https://github.com/bdew-wurm/movemod/blob/master/altconfig/movemod.properties Download and source code: https://github.com/bdew-wurm/movemod/releases ======================================================================================================= Hitching Limits Allows control over what animals can be hitched to carts/wagons Change settings to allow older non-domestic animals to be hitched, including greenish/champions. Change settings to allow weaker animals to be hitched (Want to feel like Cinderella? get a mice rat-powered cart!) Everything is configurable. Default config matches vanilla settings. Example modified config here: https://github.com/bdew-wurm/hitchlimits/blob/master/altconfig/hitchlimits.properties Download and source code: https://github.com/bdew-wurm/hitchlimits/releases ======================================================================================================= No Build Limit Removes skill requirement on planning building from all players, allowing building of (almost) any size. Download and source code: https://github.com/bdew-wurm/nobuildlimit/releases ======================================================================================================= Set Height Adds a new command (usable by GM with power level 5 only) Usage: #setheight <height> [radius] Will set height of tile to specified value (in dirts) Radius is optional, by default will change the tile you stand on; with radius 1 - will do 3x3; with radius 2 - 5x5 and so on. Will happily turn your server into a parking lot, mess up houses, mines, etc. Use with care. Download and source code: https://github.com/bdew-wurm/setheight/releases ======================================================================================================= HotS Fixes Allows mycelium on PVE server and fixes it's spreading Removes ore-cap on non-freedom PVE/home servers Allows casting of fungus and rite of death by BL priests on PVE servers Disables basshing houses without permission on HotS PVE servers Everything can be toggled from config Download and source code:https://github.com/bdew-wurm/hotsfixes/releases ======================================================================================================= Fix Guards Fixes villages spawning infinite number of templars due to a database error To use, as a GM go to the village in question and type #fixguards You should see "Done" in event window when it's done, and some guards will either poof or will be assigned to the village correctly, after that no more extra guards should spawn Might cause a small lagspike if you have a lot of creatures on the server, as it checks all of them Download and source code: https://github.com/bdew-wurm/fixguards/releases ======================================================================================================= Bind To All Interfaces Makes the server bind all it's sockets (external, intraserver and RMI if enabled) to all available interfaces, regardless of specified IP. Useful for running the server inside VM's with no public IP, docker containers, etc. If the 2 lines above don't make any sense you probably don't need this mod Download and source code: https://github.com/bdew-wurm/bindmod/releases ======================================================================================================= Highway Portals Player craftable portals that allow teleporting between deeds on the same highway network. Start by crafting an Inactive town portal (mortar+marble brick to start). Place the portal on your deed, right click it and activate. You can teleport to other villages with portals that are part of the same highway network if either… That village has “Highway routing” enabled in settings. (Portals in villages with this setting are considered public and anyone can teleport to them). You are a citizen of the village. You have “pass gates” permission in the village. Rules: Portals need to be at least 10 QL to work. Portals can only be activated on deed that you own or are allowed to manage. Portals must be placed on a relatively flat ground and outside buildings. Portals can’t be placed on bridges. Only 1 portal can be active in a village. You can drag items and lead animals through portals. You can go through a portal riding a vehicle or mount, but you will be dismounted. The mount/vehicle will teleport with you but you’ll have to remount. Passengers will be removed from vehicles when teleporting and will have to teleport manually to follow. Download and source code: https://github.com/bdew-wurm/hwportals/releases ======================================================================================================= Taxidermy Adds craftable taxidermy kits that can be used to preserve corpses as decorations. Preserved corpses count as decorations, can be planted and won't decay on deed. Creation of taxidermy kits and preserving both use Fine Carpentry skill. Stronger creatures are harder to preserve and a failure can damage or even destroy the body. When preserving you can choose to use lying model (the normal corpse), butchered model (assuming it exists in the game, otherwise you get generic meat and bones pile) and "animated" mode that looks like the creature standing and doing it's idle animation. By default "animated" costs 1000 karma in addition to the kit, this can be configured. You can disable crafting entirely from the config, in case you only want GMs to be able to spawn the items, or sell them on vendors or whatever. Technical details for GM spawning: Download and source code: https://github.com/bdew-wurm/taxidermy/releases ======================================================================================================= Archaeology Tweaks The mod absolutely requires modlauncher 0.38 or higher, and the new JA version that comes with it, if you try to run with a lower version your server will crash with weird a** errors on startup. Allows server admins to add/remove items to archaeology drops using a config file Optional configurable tweaks to loot distribution Optional replacement archaeology journal system This was originally made before the vanilla system and wasn't planned to release in the mod after buda told me it will become part of the base game, but considering how badly the vanilla system was implemented i'm keeping it in If enabled existing vanilla journals will still work but new ones will not be craftable, instead the recipe will produce a modded version Reports can be written on blank sheets of paper, either in a journal or in your inventory. They will be written automatically if you have an empty sheet once you find things when investigating. Unlike vanilla reports can be freely moved in, out and between journals. To add paper just drop it into the journal. Reports can be copied by activating and selecting an empty paper sheet If you activate a journal and click another one you can "merge" them, this will copy all missing reports and fill in any missing data from one journal to the other. This makes sharing information between players extremely easy. Having reports on a deed will make finding better fragments more likely while investigating on it, the bonus scales with the quality of the report Check out the config file after installing, there are plenty of settings in there! Downloads and source code: https://github.com/bdew-wurm/archeotweaks/releases/ ======================================================================================================= Waxed Food Allows preserving food items using beeswax Preserved food items are no longer edible or usable in recipes but turn into decorations instead They can be planted/secured and will not go into piles They won't decay on deed and decay veeeery slowly in general They can be painted Waxing uses beeswax - 10% of the weight of the original item Quality and Rarity of the original item is preserved Downloads and source code: https://github.com/bdew-wurm/waxed/releases ======================================================================================================= No Damage Not recommended for normal servers! Removes all damage from items, walls, roofs, floors, fences and bridges from all sources. With this mod nothing will ever decay, bashing is impossible (except GMs) Any attempt to damage anything will reset it to 0 damage, unless it's 100 damage in one tick (this is to allow GMs to still remove walls, etc). Downloads and source code: https://github.com/bdew-wurm/nodamage/releases ======================================================================================================= bdew server mod tools (WU 1.9+) This is a library that will be used by my (and possibly other people's) mods. For users there is nothing interesting here, just install it if you're told some mod requires it. For developers there's some documentation in process of being written here, or check the source code Downloads: https://github.com/bdew-wurm/bdew_server_mod_tools/releases ======================================================================================================= Fishy tweaks Everything can be configured in config file! Added on screen notification when a fish bites (when rod fishing) or spawns (spear fishing) Caught fish can be automatically stored When fishing from the ground this will try to store the fish in any keep net that the player has open When fishing from a boat it will try to store in attached keep net, or crates/FSBs for larger ships or ship hold When fishing with a net and none of the above apply the fish will be moved from the net to player inventory Added passive skill gain ticks during fishing actions Spear fishing no longer misses if you click too far from the fish Instead - if you click close you will get a bonus to your skill check Nimbleness cast on spears makes fish with them easier Wind of Ages and Blessing of the Dark casts on rods/spears/nets and their QL make fishing with them faster Timers for various stages of the fishing and lore actions can be changed Lore action will display a detailed report on all that you can currently catch after 40 skill After 60 skill you will be able to look up detailed report on each fish, see what it likes and how it affects your chances Requires bdew server mod tools! Downloads: https://github.com/bdew-wurm/fishytweaks/releases/tag/v1.0 ======================================================================================================= Installation (for all mods above) Install Ago's Server Mod Loader Download zip file Extract zip file to your server folder All mods are open source and are licensed under LGPLv3 Want to support my modding? Consider throwing some money my way!
  11. 1 point
    No, this is not another topic for animals to cross servers!!! Here is my plight: I own an island deed. - Wow... that's great! What's so bad about that? - Well, here's the thing: As a breeder, I like to have a diversity of animals and own different types of animals on my deed. I like to breed 5-speed horses and hell horses, but I also like to breed 5-speed bulls and war-traited pigs and all kinds of other "useless" well-traited animals just for fun or my own private enjoyment. Unfortunately on an island deed, my possibility to breed a variety of animals is extremely limited. Now, in a realm like Wurm where bulk storage bins and knarrs filled with large crates are standard, I feel like the lack of possibility to transport animals in crates is extremely annoying and unnecessary. I therefore have this proposal: Implement Animal Transport Boxes A possible crafting recipe: 1x Iron Fence Bars, 5x Large Nails, 50 Planks // Uses Fine Carpentry - Possible Skill Requirement To Build: 50 A possible variation: 3 different types of transport boxes, one small, one medium and one large depending on the size of the animal one wishes to transport. A possible loading capacity: Large Cart - 2 // Corbita - 5 // Cog - 3 // Knarr - 8 // Caravel - 10 A possible error message when trying to cross servers: You are not allowed to cross servers with animals on board. Please unload all animal transport boxes before trying to cross servers. Now, with this system, animal transport boxes would help people not only transport animals to island deeds that have no possible way of obtaining animals that can't swim at this point in time, but it would also solve another important issue: Currently, when trading with horses or other animals, if one gets disconnected while leading horses for example, the horses are un-lead and by the time one reconnects they might have run off into all different directions. With this system in place, animals would be safely loaded into ships and trading would be safer. If not animal transport boxes, maybe at least let us hitch animals to large carts and ships so they don't get lost when we get disconnected while sailing with them. Some Suggestions Added By Thorinoakshield
  12. 1 point
    So I heard hunting is the best method now since pen training is no longer really viable due to the new update. I hunted for roughly 3 hours and gained .46 shield skill. My current shield skill is 43.41. This includes killing 16 trolls, 23 steppe horses, 7 spiders, 15 wolves, 9 cave bugs and 6 bison. The shield I'm using is 70ql with 87coc. The trolls, spiders and horses were killed with sleep bonus activated. Now I'm not sure how many people have messed around with the new shield skill update but if you have any suggestions please message me. Outside of buying an account with 70 shield skill it almost seems impossible to gain unless you hunt 24/7. I don't mind this aspect at all, its just annoying that the skill ticks are sorta inconsistent, especially since you can only gain skill potentially every 4 seconds while blocking.
  13. 1 point
    Those interested in the Wurmian sky should make a note of an upcoming conjunction of all three of Wurm's large moons. Best viewing will be at about 20:00 on Wrath day, week 3 of the Raven; moons will be nicely grouped in the Eastern sky shortly after sunset at that time. But any time within a few (Wurm) days before and after best viewing the sky should still look interesting. This will occur more or less in the middle of Apple season so if you are out and about harvesting apples, get out from under the trees somewhere with a view of the Eastern horizon. According to my forecasting It is 20:00:00 on Wrath day in week 3 of the Raven's starfall in the year of 1063. Jackal: alt=+17.7, azm=-92.3 Seris: alt=+32.2, azm=-74.0 Valrei: alt=+11.0, azm=-85.9 This event is probably as good as they ever get. Assuming of course that the new client retains the current moon positions if it is released in the interim. Last time I looked the test client showed the moons in different places than the production client. FYI the corresponding terrestrial time is approximately 2017-01-23T08:07:13.750-0600. So early afternoon for western Europe and morning for central USA.
  14. 1 point
    Starting bid:30s Increments:1s Buyout: Offer something Sniper: 2 hours [13:43:46] A tool for mining. This is a very rare and interesting version of the item. It could be improved with a lump. [13:43:46] You can barely make out the signature of its maker, '.ar.ox'. [13:43:46] Wind of ages has been cast on it, so it will be quicker to use. [85] [13:43:46] A single bronze rune of Libila has been attached to it, so it will gather resources at a higher quality level (10%) [13:43:46] Circle of Cunning has been cast on it, so it will increase skill gained with it when used. [77] [13:43:46] It has been imbued with special abilities, and it improves mining max ql [99] Note: picture says it has 100 imbue, but it only has 99
  15. 1 point
    An isometric map is totally useless as a community map, because it would be hard to place settlements and roads correctly. For example: a straight road would have to be drawn as a bumpy curved line if it goes over mountains, distances cannot be measured properly on an isometric map, mountains hide parts of the map. etc... etc... And it's much more than a "background": settlements and roads would have to be placed differently on an isometric map, because of the isometric distortions. Please keep the flat map!
  16. 1 point
    What i could do are simply to make one of each. Afterall its a simple thing to change the "background" of the map.
  17. 1 point
    Hello respected team: I am a Chinese players, there are many people around me all like this game, game rich content and delicate design, deeply attracted by us. But because there is no official Chinese, many people can't play. Here, I with a wurm fan's identity to obtain development team, joined the official Chinese, is a wish of the Chinese players.
  18. 1 point
  19. 1 point
    I'm honestly going for both but weapon skill is easier compared to shield skill now.. I don't mind grinding at all but when you spend 2-3 hours of grinding and don't gain anything hardly its terrible.. Compared to the old system the current gains are terrible especially if hunting is the only viable way of gaining skill now.
  20. 1 point
    I'll try again whenever I next go hunting, the times I did hunt I was actually going for weaponskill over shieldskill like Jaz. I just had my skiller shield on too hoping that'd get me some shieldskill on the side, and I would shieldbash every mob after cooldown until it died. I guess being high in shieldskill already might explain partly why, could be the skillgain curve is a little too steep as you get higher skill?
  21. 1 point
    yes sure ty very much
  22. 1 point
    Bump. Made this thread last year, rewrote it now for clarity.
  23. 1 point
    Easy "balance" is myc taking ccfp to 50%. If you wanted 100% ccfp then you could just stay off myc for 20 mins and take a bite of a nice food Easy max nutrition and half ccfp or max ccfp, a choice aka balance
  24. 1 point
    +1 and +1 for a view of the Belvedere Palace (I work like 5min away from it)
  25. 1 point
    First off, What the heck is this exploit business you're talking about? Second, why are your trying to detoure other players from using the site based just your own personal opinion? If you don't like like it, don't use it. On the subject of the ModDB, It looks good and I may put some of my mods on it. There is nothing bad about it and it surely wouldn't hurt to put a mod there and in WO forums mods section.
  26. 1 point
    The History cable channel has a pretty interesting show called "Hunting Hitler" where they are referring to a lot of CIA files they have obtained as reference for leads to follow. Maybe they are within the released files you have noted here. The show is based upon a sort of crackpot theory that Hitler never died in that bunker and escaped through some European countries (Spain maybe) and then was shipped over to South America, hiding in several countries there over time. =Ayes=
  27. 1 point
    Update Issued at 2017-01-22 @ 23:35 GMT (UTC) (January 22nd, 2017) Slightly delayed by a few hours with the uploading of this week's update, as we were importing a major improvement that incorporates part of Rolf's terrain dump map. Major Change: SE Indy - Imported the terrain for SE Indy from Rolf's Dump map, from the east side of Elysian Bay to the SE Coast line, including inland and coastal geographic features. - Finally completed the roads survey of SE Indy from Elysian Bay to the SE Coast (with a few small parts that will need a return visit by a survey team). - Finally found and properly located the mine containing the Pillar of Strength mission marker. - per a forum request named a prominent mountain "Smocza Gora" on the east side of the SE Steppe, as most of the locals in the area are Polish and we do have features with German and Spanish names on the Indy map, given the multi cultural nature of the population on Indy. This update has other few minor updates. North West Inner Sea (23x, 22y; I13) - Removed the guard tower icon and calling range indicator as the tower is no longer there North East Inner Sea (35x, 40y; H17) - Added the farm extension at Pest Harbour North Inner Sea (30x, 15y; F16) - Removed the Public Trader symbol as it is no longer there North Central Indy (35x, 23y; J17) - Added a new guard tower and calling range indicator Our thanks to a forum submission and a guided tour of the SE Steppe area by Kenshi, who showed five more mission marker locales in the South East, and told us where we could find a sixth, so we could position them on the map. Songs Reliquary - a shrine at 52x, 58y -(east side Elysian Bay, North of Krondor) Passage to Island - a pylon at 52x, 58y -(east side of Elysian Bay, North of Krondor) Inbetween Hand - a temple at 58x, 48y -(East side of Indy, SW side of Devil's Horn Mountain) -(which unfortunately has a question mark bag for a model) Symbol of Strength - a shine at 58x, 47y -(East side of Indy, SW side of Devil's Horn Mountain) Shard Mirror - a spirit gate at 61x, 51y -(just off the ESE Coast of Indy, in deed of New Hope) Wake to Mantra - a spirit gate at 11x, 56y -(SW side Kinoss Bay, inland and SW of Sunstone Seaport) As always, we have removed disbanded deeds and added those submitted to the Albia Roads Map of Indy forum. Wurm is waiting.... Skyefox and Hughmongus Cartographers of Indy Co-Administrators - The Albia Roads Map of Indy
  28. 1 point
    There's been an update. I present to you, for your viewing pleasure, http://imgur.com/a/UVm4s
  29. 1 point
    I have a pickaxe to sell! 90QL Rare C97 W92 I was thinking 10s or best offer. Thanks // Dor
  30. 1 point
    Seris and Valrei are sneaking up on Jackal from below the Eastern horizon so we don't get to watch them moving into position. Shortly after I write this both Seris and Valrei will disappear from the daytime sky and be hidden from sight in the vicinity of the Eastern pole until they rise to join Jackal starting on Luck day of Week III. The daily Almanac for Raven 1063 is available here.
  31. 1 point
    Thank you so much! I really appreciate all the hard work you put into providing this thread for the community
  32. 1 point
    The day the Earth stood still.
  33. 1 point
    There is aneasier way to do it without deleting the server folder, use the rebuilddb.bat what that does s, it rebuilds all the database files back to their originalstate, you can find them in the sqlite folders.
  34. 1 point
    Hello friends I write this little guide because unti today, i saw often people asking how to connect servers on citadel. Thats not very hard, citadel have also a guide for this in there website, maybe for some it is too complicated. For all they need a second helping hand, this is my little guide (compact, no pics, and easy explained) First you need all maps that you like to connect, on the same IP as your loginserver is, if not, just ask Citadel for moving the new server. Than you can begin. The 1. Step - some little fails that can happen if you are too glad to have a new server Have you tried if the new server is running as single? if yes the config for the mapfolder is correct and you can go to step two -> connect if not, there could be some issues: no given server id look at: configuration files / service settings / text editor for: This Server ID=1234 # This is this servers id, do not edit.......... you CAN edit it, if there is no number given wrong configuration configuration files / server.txt / configuration editor crashed map files maybe while uploading, some files are corrupt, load up a zip and unzip it on server missing files look at the original creative map which files you need and/or clean the database with rebuild-dbs.bat the correct map is not selected in the comandline manager... At the comandline manager click on select/selected, in gamemode select your map(folder)name Step 2 if step 1 is working: On both servers in GP stop the servers get all datas you need for the connection from both servers (Server ID, internal and external server port, rmi port, rmi registration port - note it on a paper, you can find it at configuration files / service settings / text editor ) In "Configuration Files" "Service Settings" "configuration editor" type in the correct datas, dont forget to save (Ports id´s ip´s who s login and who not, Mapname, all in the right directions) then click on "update database before starting server" (but dont restart it) In file manager jump into your mapfolder and edit the wurm.ini file, the last line must be USE_INCOMING_RMI=TRUE If not, add/edit the line and save the file Go to point 3 and do the same with the other map config Download both wurmlogin.db (in different folders) Get the SQlite Browser if you havent it (its for editing the wurmlogin databases) in the database 1 jump to "Servers" and add a new line, type in just the id of the 2. server in the first field in the database 1 jump to "serverneighbours" first field is the server-id that depends on the wurmlogin.db that you have open, second field is the sewrver-id from the neighbour, in third field type in the direction in CAPS write changes and close the program, then open the other wurmlogin.db Do the same with the wurmlogin.db vice versa from the new map upload the databases and start both servers look at the webconsole whats happen and if the second server will connect to the loginserver If all looks fine, login with your GM-char, activate your wand go to specials/transpher north-south-west.east whereever your new map is, you should land on the new map without issues. I hope i was able to help you, if you have more questions just poke me Eject
  35. 1 point
    This could be interesting if we had servers with different seasons (some servers with very short or no winter and other servers with long harsh winters), so that those who are attracted by the survival element could choose to settle on "survival" servers and those who prefer the "eternal summer" could simply choose to settle on "easy" servers.
  36. 1 point
    I have mixed feelings on something like this. While I'm all for complexity & realism in some things, in others I'm against. I think where the line is, for me, is whether the complexity leans more towards being voluntary for the fun of those who enjoy it, as opposed to being required for those who don't. I think sometimes realism in a game can go too far and suck the fun out of a game if care isn't taken. I'd be for something like this as long as there's no adverse effect on characters for not doing X and/or Y. Adding perqs for characters who do, I have no problem with, and it sounds like it could add another layer of fun for those who would enjoy it. Like the way they added bonuses into the new cooking system, for instance, yet your character will be fine if you don't happen to enjoy worrying about what you eat. I prefer carrots to sticks.
  37. 1 point
    just let mcy give 100%ccfp lib/BL are shafted enough as is
  38. 1 point
  39. 1 point
    It's possibly more that making sure something has a checked end date rather than left in and forgotten It's been a pretty long time now since the reason for the faith swap so I don't think anyone at this point would be using it for it's intended purpose, so why leave it in?
  40. 1 point
  41. 1 point
    sounds like your new village settings are wrong? make sure your role has "allow actions on allied deeds" checked
  42. 1 point
    Fixed and kept the spirit of the note
  43. 1 point
    That's actually a very decent package for that price, quite well thought. If you don't mind a suggestion, you could replace a couple bsbs with a larder and maybe 1-2 crates for logs? And if you have spare pelts, those are always in demand, you could add one to the package.
  44. 1 point
    Also if you turn on the name change feature then traders in WU by default sell the name change certificates - 5s each ( I think from memory).
  45. 1 point
    Missing as in "not worth sending/charging for". The ones i sent are the only ones i'm sending. Many things like fried veggies or fried meat are not worth the hustle / charging for.
  46. 1 point
    Hello! As the cooking update got live yesterday, I decided to make a thread about all the known and yet undiscovered recipes ans descriptions for new crafted items. I'm updating this thread as long as I make the items and get details. Everyone can use this same thread by posting yet unknown items and their details. Bee hive Starting items: wood plank, shaft Creation chance 97% with 65 fine carpentry (used 41ql shaft, 40ql plank) Total materials: 11 wood planks, 4 shafts, 1 small iron nails Message when created: [12:36:36] You create an empty bee hive in front of you on the ground. Can be picked up by hand, weights 60kg. Image below: Larder Starting items: wood plank, shaft Total materials: 20 wood planks, 4 shafts, 2 iron ribbons, 3 small nails, 5 lead lumps Creating chance 48% with 65 fine carpentry (used 41ql shaft, 40ql plank) Message upon creation: [12:27:34] You create a larder in front of you on the ground. Message upon examine: [12:27:37] A cool area for storing food. Can be picked up by hand, weights 45,50kg. Bee smoker Starting items: 1kg iron lump (glowing from the heat), iron ribbon Total materials: 1kg iron lump (glowing from the heat), 3kg leather, 2 iron ribbons Creation chance 97% with 60 blacksmithing (used 63ql iron and 39ql iron ribbon) Message upon examine: [12:52:08] A device used in beekeeping to calm honey bees. It is designed to generate smoke from the smouldering of various fuels, hence the name. It could be improved with a lump.
  47. 1 point
    Will we get Orks, Dwarves, Gnomes & Elves too? Have fun!
  48. 1 point
    Unless the difference is HUGE ican't see many people wasting star gems on this, some cool ideas in the bunch i'm just looking at that particular bit and thinking "star gems are crazy rare as is without deliberately melting them thanks..."
  49. 1 point
    A while back, butterflygirl25 started a thread about new horse colors and as many of you may remember, I chimed in with some suggestions. Well I'm happy to say that I've been having some chats and there is a teensy weensy eensy possibility that we might get one or two new horse colors at some point. I've asked if it's ok to set up this poll to get an idea of what new colors folks would like to see in the game and got the OK. So check 'em out and vote for your favorite! If you could only get one, what would it be? Disclaimer: Most likely there would be no time for making any special code for the behavior of any possible new colors, so the second question about breeding and spawning behavior is only out of my personal curiousity. So don't go gettin' yerselves all werked up! *grins*
  50. 1 point
    I think they should be able to wear barding and shoes, and their natural armor and barding should stack. A mount doesn't have to be able to be killed in two shots, and a lot of people are reluctant to PvP because their mounts can be killed in two hits. IMO, hell horses should have stayed the way they were, all you needed was 60 longbow, but people whined because they didn't want to grind archery. It would be nice to have another hell horse like mount, especially since it has to be tamed and will be attacked my mobs most of the time.
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