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Showing content with the highest reputation on 26/01/17 in all areas

  1. 6 points
    First 2 items will be kept for the finder and penner. All other items rolled. Meet at the center of Gurubears crater. (Theres a 1 tile path going through the mountains from the southeast) that is walkable for anyone. Or take the gurubears crater highway that is being built right now on the southwest side. It takes longer than you think to get there, if you can't make it or are delayed for leaving your village too late i can't help it. We don't want to wait 2 hours for everyone to get there. (Im refering to previous slayings in the crater which were sadly, often delayed). 15 O/P center of the sand crater, no where near sea!
  2. 5 points
    Unlike other people i'm still giving everyone a chance to get their mining potions. It appears this is no longer deemed "normal/fair" going by the standards of other people. Loot is private. Meet on Celebration on the west center island.
  3. 4 points
    100e. 1e for every farming skill essentially
  4. 3 points
    This post is just to share something I recently found out, and which caused frustration before I knew (credit to Evening (CA Channel) for this advice): When you want to move stuff like forges, beds, ovens, crates and so on to upper floors from a bottom floor, Build a ladder. Not a staircase. Not a hole in the floor. ONLY A LADDER WILL WORK. Load your stuff into a wagon and park it directly under the ladder. Go up the ladder, and then embark the wagon from the floor you want your stuff to go to. The whole wagon, animals and all, will move to upper floor where you embarked from (through the ladder). Now ride your wagon around upstairs, and unload your stuff where you want it. When ready to go downstairs again, park the wagon directly over the ladder. Unhitch your animals. Go down the ladder, haul the unhitched wagon downstairs with a rope. Go upstairs again, hitch the animals to your wagon (which is now downstairs) through the hole of the ladder. The animals will appear hitched to the wagon on the bottom floor. This method is great for moving whole wagons full of stuff upstairs, and getting empty wagon down again. On a different note, and in case someone missed this gem: There was a recent change which allows loading full wagons, carts, bsbs and fsbs. You can also drag full drafts and chests between wagons or carts. Great news
  5. 3 points
  6. 3 points
    I am sorry, I normally don't do this, but I have to chip in here. I have been playing for about 3 months now, and I vividly remember my run through the tutorial. Wurm's tutorial was so horrendous that it made me quit less than an hour into the game. Period. Full stop. One of the reasons you are not getting many new members is because of your tutorial. Allow me to explain. Nearly 10 years ago I started my first day in another MMO. This mmo had no tutorial. It told you to shoot an enemy and thats it. So you were forced to turn to the playerbase and ask for questions. They had a nifty rookie channel, not unlike our CA Help channel. That's a no brainer. Ask your fellow players. Unlike WO, however, it had NO tutorial. So from the get go, you had to ask people questions. However, if you are a new player, and a tutorial is provided to you, you will wander over and do the tutorial if you are one of those shy people that like to keep to their own and not bug anyone. Wurm has a tutorial? Well lets try that. Sign tells me to take the sword from the chest... however its a steal action. Cant do it. Confusion strikes. Move on to the combat portion where there is a mannequin. Sign tells me to pick up the weapon and hit the mannequin with it. Can't steal, cant attack. See where I am going with this? By the time the player exits the tutorial, selects a server, and ends up in the main world... they are absolutely clueless, frustrated, and nearly given up on the game. So they walk up to the next person they see... the dude with the refreshments... and find out its an NPC. They wander off their starter village and find a wolf, who eats them because no one told them they had armor on them and weapons. Remember the sword they tried to pick up and couldn't? Well, it would had been handy now with the wolf! If only the game had more clearly explained to them their gear was in their inventory.... So an hour into the game, the player is clueless, confused, frustrated, tired and now dead. I had already given up by this point. If not for my friend's insistence, I would not be here today. You cannot expect new players to whoely depend on CA's which they have no idea they even exist. Your Help channel is not exactly clearly labeled... I mean, what the heck is a CA? Do you think a new player will know that? I was asking for help when I came out of the tutorial. But guess where? Local. Yeah that wouldn't help me much now, would it? I know its Wurm, a cold, desolate place, and its meant to be hard, but if we don't take care of our new people, we will have no game in the future. Take it from a new player who went through hell and back to be here today. Not only is the tutorial useless, but its actually confusing people even more than they would be if there was no tutorial at all. I think this is an important task that the Dev team should tackle. Don't wait until its too late. And @Retrograde, that bit about "those things don't add anything"? You are flat out mistaken. Zoning into a flat brick house is not nearly as impressive as zoning into a palace. Seeing a couple fences and a dirt wall, is not as attractive to someone new as walking through a harbor with caravels, water, beautiful trees and slate roads. If you think looks don't sell, then I wager you need to get out more, because commerce and sales are all about how good things look.
  7. 3 points
  8. 3 points
    I read underappreciated and thought of tracking.
  9. 2 points
    Initial release only has Log works for interior or exterior. Bottom floor only at the moment for exterior until i figure out how to change the Z offset in-game. Interior works fine as its based off of floor level. Highly recommend Move To Center mod a nightmare without (ty Bdew). To place without a headache build on tile you wish to have the panel on, Move to Center, then rotate. The pivot of the models in some situations makes the model appear on the inside of the house if not positioned or rotated correctly, to resolve this select the model inside the house go back out to where the model should be, right click it in your select bar and click Move to Center. The tile adjacent to the house tile that has the panel needs to be flt for the alignment to work properly. Requires server side server-packs mod and the client to be running client side server-packs mod for the models to show. https://github.com/ausimus/wurmunlimited-WallPaneling/releases/latest
  10. 2 points
    +1 Animal transporting - I do not really care how it is implemented at this point anything is better than dragging err leading 4 at a time. Especially when they get stuck in building corners and unlead themselves or we get disconnected and they wander off.
  11. 2 points
    Sounds as if you're thinking of the previous tutorial, that had you chopping a tree and making a few things - to teach the very basics of how to interact. The current tutorial is just walking around and getting a wall of text - the is no real interaction. Given the basic questions that tend to get asked I suspect many don't even bother with the tutorial. IMO, it would be far better to have that wall of text elsewhere as reference material, and have people learn by doing. At least to as a way of learning the basics.
  12. 2 points
    I actually hope that the new tutorial is closer to what wurm really is, since I always thought it's a little weird to have that quest like linear tutorial for wurm, when wurm itself doesn't play like this at all, meaning it gives wrong impression to players. Most people I have met in wurm that are actually staying and not stopping to play after just a few days or weeks, are those who seek the freedom that wurm provides, being able to do whatever you want to do and NOT being led by your hand.
  13. 2 points
    My suggestion is that repairing walls, while using rock shards, should make you gain repairing skill.
  14. 2 points
    After spending the day revisiting shield-training, I don't see an issue with the current system. Logging started 2017-01-25 [14:01:32] Shields increased by 0.0018 to 51.5982 [14:01:32] Large metal shield increased by 0.0011 to 70.2162 [21:51:55] Shields increased by 0.0070 to 53.7975 [21:51:55] Large metal shield increased by 0.0075 to 73.0717 In this 8 hours I spent a total of 225 minutes (3 hours and 45 minutes) shield training. After the first two hours I felt that I had gained a good understanding of how skill gain works, so I started using sleep bonus. As you can see from the time stamped skill ticks above, I have gained the following: 2.86 Large metal shield over 3 hours and 45 minutes is about .75 an hour. 2.20 Shields skill over 3 hours and 45 minutes is about .58 per hour. Given that I didn't start playing yesterday and I already have a considerable amount of skill (50 and 70), I consider these pretty good gains.
  15. 2 points
    There's two checks when you try to load or insert an object into another object: "will this fit at all?" compares the two items' XYZ dimensions, and "is there enough room left for this item?" compares the target item's free volume to the item you're trying to insert. By default, wagons have enough internal volume to hold 1.3 bulk storage bins, but their Z dimension is not big enough for a bulk storage bin to fit. Since the "size" and "volume" runes do different things and none of this relies on real-world physics, the practical difference between the two is that the +volume rune lets a wagon hold more things that it could already hold, but the +size rune lets a wagon hold things it couldn't hold before.
  16. 2 points
    The zinc rune of Magranon (+5% size & vehicle speed) already allows you to load a BSB or FSB into a wagon. The quality of life enhancement from this one rune alone made 1.3 a great patch. Dragging item stacks from one bin to another without inventory/carry limitations would be great, but as it's coded right now, the server creates and destroys up to 100x items per BSB-BSB drag action, and would cause a lot of lag if the numbers were uncapped.
  17. 2 points
    Once the bridge section gets planned, maybe organise a weekend for people to come help. I'm a bit far away be doing little jobs here and there, but I'd definitely come down and help out for a weekend.
  18. 2 points
    Apologies for slow responses - RL has been a bit mad of late. It's possible I've misread this, but my read is that containers used for heat-based recipies (i.e. ones that don't involve using a tool on something) do not affect things by their QL. I will have another work through when I have a few hours spare and see if I reach the same conclusion. For a queen to migrate, the basic check for migration is a 1-in-3 chance. If there are two queens (noisy hive), that's enough. For a single queen, there is a further RNG check, with the chance being inversely proportional to the distance between the hives. The check is done about once per RL day (I think - more info to follow). There should be a good range of difficulties available. See my previous answers. Although it's possible, I'm not aware of a change to that. It's more likely that you used a slightly different combination of ingredients - for example, cream and butter have the same name, regardless of whether they came from cows, sheep or bison, but they will give different results (the name thing is a bug, in this case). The state of ingredients can also make a difference. The tile yields for a particular tile will be the same regardless of distance from the hive (so long as they fall within the hive's influence area). There is no 'reset' for the timer when a hive is opened - the RNG is not affected by this. It's also not affected by sugar. Having sugar in domestic hives doesn't hurt, since it'll increase your honey yields once the bees are in (as they'll eat sugar rather than some of their own honey), but it's not required for migration. Opulence makes the food effective QL higher than it actually is. For most foods, this only increases how much it will reduce your hunger, but there are a few other minor effects. It doesn't affect CCFP. I'm not entirely sure I understand your log data, but the intention is that every character should be able to get every affinity. It's possible, however, that there are inherant patterns that aren't obvious from the algorithm, but which emerge in practice. Your results are further complicated by the fact that food IDs aren't contiguous (they share an ID pool with basically everything, including all the non-food item types), and the skill IDs, although contiguous, are not in the same order internally as they appear in the skill list. This means that although skills may appear 'next to' each other, their IDs may not be. You will certainly see loops, as the number of skills is far less than the number of possible meals. You could also face the following scenario: let's say you're making two meals, each of which can use any veg as an ingredient (among other variables). You fix everything else, and just vary which veg you use for each meal. If the combination of other ingredients lands you on (say) skill 20 for meal A with veg 1, and meal B lands you on skill 20 with veg 4, if veg 2 and 3 follow veg 1's ID, and veg 5 and 6 follow veg 4's ID, they will give the same skills (i.e. meal A/veg 1 = meal B/veg4, meal A/veg 2 = meal B/veg 5, etc). I apologise if this doesn't make a lot of sense - I'm struggling to find an easy way to explain it. Just be aware that the IDs of things isn't contiguous, and the skill IDs don't go in the same order as the skill list. If the affinities given are clustering, to the point where certain affinities are impossible (or insanely difficult) for certain characters, that would be a bug. Having said that, proving this would require some serious simulation and / or a much better understanding of maths and stats than mine. I will say that given the problem space, having only explored hundreds of possible combinations, you're still comfortably in the realms of unlucky RNG (or poor choices of recipe).
  19. 2 points
    As a Newspring guy I am very much looking forward to the bridge and have some dirt waiting to contribute. Sending message when ready to bring it over.
  20. 1 point
    Changes and Features: Lootable Rift creature recipes will now go directly into the inventory of a participant rather than drop on the corpse of the creature. The deity transfers for Nahjo and Libila PMKs offered with the 1.3 patch will end on February 1. /transfer will be disabled and GMs will no longer accept in game requests for transfers. Show Village Plan via the settlement token will mark perimeter and underwater tiles differently to village tiles to allow mayors to identify the village borders easier. Improved decay reduction on larder contents when filled with snowballs Added search by listing in cookbook, you can now search by ingredient, cooker, or containers. Improved flower and enchanted grass honey production for hives. Bug Fixes: Bugfix: Completed barrel racks will no longer have the add to crafting window option in the right click menu. Bugfix: Removed rarity from milking. Bugfix: A player will no longer get stung by bees when boarding a vehicle containing an active hive, even if they do not have a lit smoker. However, a commander will still get stung as bees do not take kindly to being relocated. Bugfix: Fillets of fish will no longer lose weight after being placed in bulk containers. Bugfix: Fixed a few issues with marking and writing recipes. Bugfix: Beehives will no longer be productive in mines, nor can they be pushed underground. Bugfix: Fixed an issue with a few ‘pasta’ recipes. Bugfix: Fixed an issue where fireworks were not giving the proper number for ‘uses left’. Bugfix: Fixed a few issues with bee hives and smoker mechanics: Dormant hives will only sting if you try to load or unload them without a lit bee smoker. Dormant hives may be opened without the use of a lit bee smoker. Active Domestic hives will now sting regardless if they are locked or not without a lit bee smoker. Bugfix: Fixed so that wild hives on deed abide by deed permissions for removing both honey and wax. Bugfix: Fixed triggers for a few achievements which were not working properly. Bugfix: You can no longer milk using sealed containers. Bugfix: Fix for wild hives not being removed in winter and thereby reappearing in the same place the following spring. Bugfix: Fix for capitalization issues with missions. Bugfix: Honey inside a domestic hive will properly average after the hive has been improved. Bugfix: Fix for single queens in domestic hives migrating to other domestic hives – no matter what quality. Bugfix: Due to the large size of some vegetables and the inability to squish them and other ingredients into pottery jars, you may also try pottery bowls for some of those recipes. Bugfix: Removed certain creatures from kill missions and adjusted kill quantities of other creatures. Bugfix: Corrected an issue with mission respawning on Freedom when missions are completed or failed. This should resolve the issue, but we will continue to monitor for any missing missions. Bugfix: Fix for a few items not taking decay on deed when they should. This includes: Animals on a spit Christmas trees Snowmen Bugfix: Removed additional means of teleporting with artifacts in inventory. Bugfix: Removed mission ruler and added a title for the Won the Game achievement. Bugfix: Fixed an issue where the taste option on food would not appear if nothing was activated. Bugfix: Fix for vinegar recipes not properly being added to the cookbook in some instances. Bugfix: Removed goat cheese from any recipes that used it as an ingredient as it was too rare (from easter eggs). Bugfix: Fixed an issue where newly discovered named recipes were not updating some cookbooks. Bugfix: You can no longer unload internal cargo from loaded vehicles as it resulted in ghosted containers taking up space. Bugfix: Resource gathering rune now works correctly with surface mining. Bugfix: Fixes for a few text and spelling errors. Bugfix: Fighting in defensive stance will no longer give occasional aggressive fighting ticks. Bugfix: When planting an herb or spice in a pottery planter, the planted pot will have the quality/damage as the empty planter. Bugfix: Fix to prevent rank gain from all mission types, battlecamp conquering, and HotA pillar conquering. Guard tower conquering now gives 1 rank, the rest trigger rank decay prevention. Bugfix: Flags should no longer take damage while in inventory or on merchants. Bugfix: You will no longer be able to plan a bridge which spans perimeter tiles unless you have village permissions to do so. Bugfix: Addressed an issue with the timer and messaging for conquering battle camps. Bugfix: Changed the way a number of recipes were updated and sent to the client. Bugfix: Recipe fixes for the distilled liquors so that they are correctly recorded in the cookbook. This means that some existing recipes will need to be deleted from cookbooks due to bad recipe data, the recipes affected are the fruit and berry gins and brandies. Bugfix: Planter racks were intended to hold 30 planters so the size has been reduced as was intended. If your rack currently has more than 30 planters, if you remove one it will not go back in and when you plant in one, it will fall to the ground. Bugfix: Fixed a number of cooking recipe and ingredient issues: Creams and butter have their milk type in names. Split fruit juices into individual recipes. Corrected some unnecessary specifications of raw ingredients. Removed some optional ingredients from recipes, as they were unable to be used.
  21. 1 point
    I can't wait to see how this looks. If it really works... THANKS!!!
  22. 1 point
    People of Exodus, Everyone's favorite PVP Kingdom-in-Exile has made a new friend. A venerable black drake of a friend. Unfortunately for him, he's slated to be killed in a ritualistic manner this Saturday. He understands that Wurm is like that sometimes, and he's cool with it. In thanks and recognition to the people of Exodus for their warm welcome to our Kingdom, we offer this slaying to the public, under the terms described below. We encourage any and all Wurmers to join us. Freedomers, Trader Drainers, Sermon Alts, Current and Ex-Chaos friends and enemies, and everyone's aged fat dog are welcome to tag along. We may even open up a channel in our VoIP for the slaying for anyone that wants to come hang out. *Please note this is not our dragon. Copyright complaints should be directed to Nadroj Fighters: 70FS, 70ql weapon, 40 weaponskill, armor on during fight. Competent healers are welcome too (competency to be determined by one of my delegates) Bystanders: All are welcome to come watch the fights and get free blood/hide! Our alt pen will actually be in local of the unique, which is helpful. Loot: The dragon bone and Valrei tome (1% chance of drop) will become property of Mol Rehan. For the remaining loot, we will do a number of /random rolls equal to the number of items butchered. Each winner gets to choose 1 item. Limit 1 item per person. Each individual Dragon Meat will be treated as a separate item. There will be unlimited slots, one per RL person. Every fighter who is signed up with qualifying stats and gets on the twitter kill list will be given a raffle slot. Everyone is welcome to attend to get blood from the unique. (You need to be in local range, and be a premium player) Rally Point: Exodus- S11 coastal. The coast is in local of the fight, so BYO Alt Boat. Arium refused to build the alt pen and has been summarily executed. Sign-up Sheet: https://docs.google.com/spreadsheets/d/1_a8Se01yT_AHKgzL-_eo9_wFoWSW2-c7nDHfzRyBgfA/edit?usp=sharing Time: Saturday, January 28 6pm US Eastern
  23. 1 point
    I just wanted to "Suggest" we all thank the dev's for a number of small updates not enumerated in the patch notes: cleaning up a number of small icon's that have been ?'s for so long. Your work has not gone un-noticed. Felled trees becoming stripped trunks and not the full tree. Please feel free to list any other changes you've noticed.
  24. 1 point
    +1 for any form of transport option for animals that can not swim. Islands with bridges to the mainland dont feel like real islands for me... so I always avoid to connect mine.
  25. 1 point
    Animal crates. Can they moo? If so then +1 Otherwise how are we mooving these cattle?
  26. 1 point
    Fixed with today's update: http://forum.wurmonline.com/index.php?/topic/150421-patch-notes-26jan17/
  27. 1 point
    Wouldn't it make more sense to have less items, less clutter in the game by having 1 rack hold 100 planters? Can you please explain how this is a good change?
  28. 1 point
    Yea we have ratios for a reason. I cleaned a fallen deed yesterday of horses that hadnt escaped yet. They had a huge area deeded and penned. All they did was breed and put in the pastures. Didn't kill off low speed or sick animals. Kept them all and rebred them. So many bad traits. I killed about 50 horses in pasture area alone. Most had 1 or more bad traits. Almost all were 4speed and below. That's not including the 2x1 pens I'm opening to kill off bad horses and take ok ones for people on server. That's another 70 or so horses. That many animals on server with no use but to breed and collect is bad. Huge lag and messes with spawn rates. Its no wonder Cele steppes were in such bad shape for spawns. Most people don't collect animals like you are planning. Ratios need a little reworking but not what you are asking. If you want to breed, do as others suggested. Keep breeders in deed. Kill off any bad traited. If you dont feel safe with off beed pens, build off deed buildings. We can plant thatch inside and enchant grass inside. They are safer and can't be stolen by bashing a fence. good luck but be prepared for lag and wild creatures spawning to drop.
  29. 1 point
    Item was sent, thanks Steve
  30. 1 point
    Ask for Mr. Persson, you can him find at Bispmotalagatan 7A, 1tr, 591 30 Motala, Sweden.
  31. 1 point
    Ok so I appreciate the explanation that its working with the new UI And I get its going to teach wurm to new players better which is great. But right now what your doing is by having this current tutorial you are hoping and praying that they meet somebody in game like the AMISH that are capable of teaching new people how the game works. That is putting a pretty big burden on your player base without so much as a Please help us. Maybe I have a misunderstanding of Wurms gaming model. I thought the way games worked was to Bring in players to teach the game. Then by adding in a good experience they premium up and are added to the game community offering a financial reward to Code club and providing the ability to do other things. Have I misunderstood this model? Because if its just to blow off new players now and hope the new UI and Gold 2 integration work then I guess thats that. Btw most people just as a fact are Visual based not text or hearing. Its great that we have a chat channel where the whole structure can see it. But people want visual information which is why body language is so important in conversations.
  32. 1 point
    Holy, over 1g already.
  33. 1 point
    [16:09:03] You start to destroy the "Colossus of Pinejons". [16:09:32] The "Colossus of Pinejons" falls apart with a crash. w00t! I bashed it dead. Yes, confirmed. You can bash a Colossus if it is on deed. Its permission based as any other item on deed. My friend and I both bashed it consistently until it died and the mayor character was doing insane amounts of damage to it. It seems to follow normal object rules as any other item on deed, like a wall or something. Thanks for your help guys, RIP Pinejon Colossus. Thanks Mavv, you saved me 15 silver. @Wilczan make sure the Colossus is on deed, not perimeter and that you have permissions to destroy items/buildings (unsure which) and you should be able to bash it no problems. It will be even easier if you are the mayor of the deed. This happened in Freedom, on the Celebration server.
  34. 1 point
  35. 1 point
  36. 1 point
    np you have me to check everything and make sure all is right
  37. 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
  38. 1 point
    Deed's http://screenshot.sh/m8Tdz49E97Izr Amun Ra is mine vilage New Hope is Payu ( my brother ) Oracle ( is mine and Payu ) new DUMP indi https://drive.google.com/drive/folders/0B6J_aGQ6URL8S3YtYl9pV1hjZHM you can see there is road. its start on Q 25 and going to S 22. size 1/2/1 ( 0/3/0 ) Dragon Mountain: I had in mind that .On this mountain respawn 3x dragon's and I wanted to name this the Dragon Mountain My suggestions http://screenshot.sh/oAkCBGQZ1zq2J
  39. 1 point
    I used to think we couldn't grow crops in winter, and I needed to have my FSB good and ready for winter. Was kind of bummed that wasn't the case. Hearty meals, darker ales, a lot could be done with your idea, I just wonder how effective it would be with a 5 day winter I really like the idea though, would just want more of it so it's more like you said, "winter is coming."
  40. 1 point
  41. 1 point
    Whether you're catholic, muslim, atheist or satanist ALWAYS +1 animal boxes. +1, it will probably get stuck and forgotten somewhere anyway
  42. 1 point
  43. 1 point
    can we please update zone (Y50-Y52 / x56-x62) This all space change from 2015 / big update zone was last december New Village - Oracle ( port ) Q25 (51y 62x) - New Hope Q24 (51y 61x) - http://screenshot.sh/n8ezGUqjxGllE - Amun Ra Q23 (52/53y 59x) - http://screenshot.sh/m19aATd9W7mX5 New Road on step - http://screenshot.sh/ovY2tNZdpPpRw
  44. 1 point
    Ok ok I'll stop.. but in all seriousness, wouldn't it make sense to give newbies an "aura" that keeps valrei mobs off them for the first 24hrs of game time, kinda like the normal reduced aggro one? Should be enough to reach safety at least.
  45. 1 point
    I think I fail to see how this makes MySQL inherently insecure. The setup you choose is what makes it insecure.
  46. 1 point
    Please add my village, Oceanside Retreat, to your map. It's on the SE corner of 9x, and between 12y and 13y (a few tiles South and East of that guard tower, which is mine). On the ingame map, it's the NW corner of F9.
  47. 1 point
    Can't take a screenshot atm, not at pc, but i renamed the shelves some time ago. Right click the shelf and rename i think it was... It did work, it was before christmas tho, maybe an update has broken something? 7.6 Storage This part has some misinformation. Chopped vegs and herbs can be stored in FSB. Diced meat can be stored, minced cannot. Flour, dough goes into FSB, Bread or crumbs does not. (I wish i could store the crumbs, they are dry ingredient :(, same goes for choclate)
  48. 1 point
    Can add grass and port and the connecting tunnel/road between them
  49. 1 point
    As the owner of this structure no longer plays, the entire bridge may vanish soon.
  50. 1 point
    Well I've decided to take my writing ideas elsewhere.
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