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Showing content with the highest reputation on 23/05/17 in all areas

  1. 7 points
    That feeling when you're just waking up, having had no coffee, and miss the "Citadel" part of the post. I just checked each Wurm Online server. :|
  2. 6 points
    As some know (and have been asking!) the goblin leader on deliverance have been found and penned. By common decision from the team, the fight will be open to anyone wishing to get some free blood for mining potions. You can stand nearby, or join the fight if you are able to follow the directives (and not rush in) and have proper gear and skill (two handed weapon, 70FS, plate armor or better) Location - Time - Sunday, 28th May 2017, 20:00 UTC (22:00 CEST) Nota: Forgot to announce it, but of course the loot will be reserved for the Deliverance Hunting Group.
  3. 6 points
    Ok got some daytime pictures!
  4. 6 points
    At last the Port Catnip Lighthouse on Deli has been finished! Will take some more pics in the day x.x
  5. 4 points
    Would it be possible to subdivide this forum into Client and Server so we can immediately see if mods are either client or server based? The mod launcher for the relevant forum stickied to the top of the forum so we can download the latest version of it as well. This would help a lot when trying to find mods since they are not exactly well laid out here. We really need a web page that shows all the current mods, categorised and listed so we can find the ones we want easily. Scrolling through pages and pages of forum posts is not what I'd call user friendly but at least subdividing the forums would be a start.
  6. 4 points
    Perfect timing for rain, just planted the new crops!
  7. 3 points
    My new deed on Deli O20 [22:33:16] The settlement of Crusader Bay has just been founded by Zeiro.
  8. 2 points
    The new wall styles are absolutely lovely, but they are lacking in only one piece: The Wide Oriel The stone brick (with the wood trim) has a lovely oriel with ivy growing on it that has very nice details and adds a bit more color and interest. Is this something that could be added to our bag of tricks for those of us who really love making their deeds as pretty as possible? I feel it would really complement the pottery brick, sandstone, and other new styles so well! Speaking of the new walls, hey, why no ivy accent? The new walls are a little flat in comparison without that little detail. Perhaps some pruning shears (similar to the pliers) to add or remove ivy detail? I recognize some people aren't as fond of it as others may be.
  9. 2 points
    You literally need 1 hops to make 64kg of Beer, and not even all kinds of beer, QL is irrelevant cause you put 50x100ql grains and it averages. So much for hops usefulness I actually don't dislike grape bushes, they are one of less visual-denying bushes of the whole game, i can't say they are pretty, but i kinda like them, so i guess that's more about tastes. And, to be honest, i can't really think about raising a skill almost for the only purpose of having a nicer and more compact-looking grape farm : D
  10. 2 points
    I find that these videos can make Wurm look better than it actually does in game. Yours in fact does this very well. Another thing I particularly liked about yours was the handling of the camera. Normally I can quickly get motion sickness from the way many jerk around back and forth, up and down "looking" at the views but you did it all very smoothly with little shifting around movements. Even moving down the roads sometimes you would just take a fixed view to the side to see the surroundings in passing. So I watched it all with no ill consequences. Quite enjoyable really. I have been on Deliverance since day one and will most likely never see some of these impressive sights and more, since I like to stay within my local area where I can always be safely tucked in bed at the end of the day. Not much of a traveler am I. More one to appreciate and contribute to natures wonders within Wurm. All within the eyes of the beholder and that is what I focus upon as one day slips into the next almost unnoticed, unless viewed within the context of time passed over the years. Safe Travels =Ayes=
  11. 2 points
    Iirc, Rolf sees this as a survival game, thus no exact maps. Not all want their deeds on the community map either. -1
  12. 1 point
    Felt the need to make this list of mods rather than make a new thread for each new mod. I will also be adding all my future mods to this thread instead of making a new one. Plus its easier for me to track issues from one thread. Bridge Mod Server side mod to allow server operators to modify bridge max width, works well with my infinite wide mine entrances and mine doors mod. https://github.com/ausimus/WurmUnlimited-BridgeMod/releases/latest Modify Gestation Time A server side mod that allows server the ability to modify the time it takes for creatures to give birth. https://github.com/ausimus/Modify-Gestation-Time/releases/latest Infinite Wide Mine Entrances and Mine Doors Server side mod to allow for infinite wide mines with the same mechanics as 2/3 wide. Shouldn't break anything but use at your own risk. Also configurable to allow for doors only on 2-3 wide mine entrances. https://github.com/ausimus/Infinite-Wide-Tunnels/releases/latest Increase Merchant Max Items Enables the ability to modify the max items a merchant can carry default value is 100. https://github.com/ausimus/Increase-Merchant-Max-Items/releases/latest Craft More Things Allows for the creation of an array of new items previously uncraftable. will update with a list shortly. https://github.com/ausimus/wurmunlimited-morecraftables/releases/latest Adamantine and Glimmersteel Transmutation rods Simple mod that adds Glimmersteel and Adamantine to the Rod of Transmutation roll-out. https://github.com/ausimus/wurmunlimited-Ada-GlimmerRods/releases/latest Log wall panels Allows for the creation of mock log facades to imitate the effect of a log home. https://github.com/ausimus/wurmunlimited-WallPaneling/releases/latest No Tree Collision Client side mod to disable tree collisions in Wurm Unlimited. https://github.com/ausimus/wurmunlimited-disabletreecollisions/releases/latest Auto Alerts A server side mod for Wurm Unlimited to automate Server Alerts. Allows for the configuration of a max of 10 alerts Interval of alerts is configurable and obviously the Alert therein. All messages are enabled by default with a 10 second timer as well as a canned message that is the same for each. https://github.com/ausimus/WU-AutoAlerts/releases/latest Poll Spawner This WU server side mod allows the server to randomly spawn items (currently only Rift Items) around the map. They will not spawn on deed, below water, mine entrances, rock, lava, or on slopes > 20. Mostly anything can be configured with it, if i missed a wanted configuration post it here and ill add it to the next version. https://github.com/ausimus/WU-PollSpawner/releases/latest White Lists Restrict who can join your server with White Listing of players by name. To use: Install the mod like any other server mod. (Adding player) Activate a gm wand or ebony wand > right click the wand > click "Add Player to WhiteList". A question will popup asking you to input the players name. (Removing a player) Same as above just instead click "Remove Player from WhiteList". This question popup will also display the current whitelisted players. Players cannot connect to your server until they are whitelisted. If they are removed from the whitelist they will no longer be able to connect. If a player is removed from the whitelist while online they will be kicked from the server. Whitelisted names are stored in a plain text file within the jar directory by default. https://github.com/ausimus/WU-WhiteLists/releases/latest Simple Concrete Allows for the simple creation of concrete using just clay and rock shards. https://github.com/ausimus/WU-SimpleConcrete/releases/latest
  13. 1 point
    It would be really great if we could have some new tameable animals added to Wurm. Here's a list of things I'd love to see new lairs for: Badgers (can help players dig when tamed) Moose (rideable, hitchable) Salamanders (rideable) Polar bears (winter spawns) Snow leopards (winter spawns) Phoenixes (must be kept inside a house with a roof if you want to stop them flying away, have healing powers when tamed) Panthers Ducks/swans Doves Flamingos Sea horses Foxes Rabbits Minotaurs Raccoons Monkeys Camels (spawn in deserts) Pangolins / armadillos Bats Beavers Pandas / red pandas Mammoths Owls Mini dragons (smaller, cuter versions of normal dragons, not nearly as strong and can be tamed and penned without bashing fences; maybe give tiny amounts of loot; can be bred like normal animals) Fairies (prettier versions of goblins, with wings but maybe can't fly) Goats If adding animals is going to be too difficult, it may be easier to change current animals so that they have more functions or variety in the game. Option one: Let more animals spawn from lairs (thus giving champions and other conditions) and bring back old animal lairs that have been missed since they stopped spawning. Here are my ideas: Dogs (bring back lairs) Deer (bring back lairs) Tortoises (new lairs, plus increased spawns) Pigs (new lairs) Sheep (new lairs) Hens/roosters (new lairs) Pheasants (new lairs) Hell hounds (new lairs) Lava fiends (new lairs) Better yet, let all animals spawn from lairs! Option 2: Let more of the current animals be tamed/charmed or dominated. Suggestions: Spiders (tame/charm) Lava spiders (tame/charm) Whales (tame/charm) Anacondas (tame/charm) Dolphins (tame/charm) Octopi (tame/charm) Huge sharks (tame/charm) Sea serpents (dominate) Option 3: Make or bring back more types/colours. Ideas: Unicorns (multi-coloured for different conditions) Dogs (different breeds) Cats (different breeds, including a non-aggressive house cat (white and fluffy) that can eat fish and meat from unlocked fsbs) Wolves (different colours) Dragons (different colours: gold, pink, purple, silver, etc.) Option 4: More conditions. Maybe make these apply to animals that don't spawn from lairs rather than animals that do. Speedy: extra speed trait, like fleeter movement. Ghostly: can move through walls like fog spiders, though maybe make it just certain types of walls so they don't become a complete pain. Super: champion size but without the extra strength, size applies to rideable animals too. Shy: flees from people like bison, hard to catch. Rare: shiny like rare objects. Helpful: has a random chance of repairing nearby objects. Fertile: males and females can pass on the trait rather than just females. Docile: non-aggressive even for animals that are normally naturally aggro. Chameleon: blends in with background (not including outline, and maybe make the blending not perfect so they're not completely invisible). Option 5: Bring back the lighter colours for conditioned animals! It would be great if each condition had its own subtly different colour, but if that'll be too difficult, I'd be happy to have them back to being slightly lighter than normal - it makes them more interesting and easier to spot. Option 6: Make Christmas animals a yearly thing! I'd love to see more French hens and ring rams, plus some new ones! Additional idea: Create some common, non-aggressive animals that can be killed with low FS. That'll be helpful for new players.
  14. 1 point
    Farm barrel is a tool to sow seeds over a square area of configurable size. You harvest crops directly into the barrel and it can hold a lot, probably more then you can carry. You never have to deal with where to put crops because your inventory only holds 100 items. You can only harvest ripe crops. I tried to maintain overall time required and skill-gained-per-time-spent from farming. I wanted to remove a lot of tedious clicking, dragging and sorting. :Required: Most recient tested version 1.3.5.5 Ago's WurmServerModLauncher. https://github.com/ago1024/WurmServerModLauncher/releases. :Install: *Get one of the archive releases and unpack it into the mods folder. The folder path should look something like this: ~Steam\SteamApps\common\Wurm Unlimited Dedicated Server\mods * Releases are at github: https://github.com/Joedobo27/FarmBarrelMod/releases * Open the properties file and choose what options you want. a few notes: 1. Concerning the container-like-behaviour and item movement that goes on with this mod. I use this rather strange container-like setup in order to avoid having to do a bunch of bytecode changes to WU base container and item movement code. 2. the barrel rounds qualities down to the nearest whole number. (coding issue, let me know if there is a better way) 3. When the barrel's name changes it will deactivate it. If I can figure out how to make it stay active, I will. 4. I tried to make skill gain be uniform for all actions, just like yield. 5. There is a configure option to set the minimum action time. for default WU this is like 3s or 30 for mod's settings. If you have a server with a larger action speed multiplier, I have 10, you may want to use a smaller minimum time. 6. the only lasting effect this mod has is adding a new item, the seed barrel. Disabling it shouldn't do anything more then leave a missing item template behind. 7. To make things easier for me you can't work with seeds or crops in their normal item state. You'll need to empty the barrel into a bulk container and then, using the normal way, withdraw the items. 8. speed runes, woa, rare barrel, and rare action all speed up the action timer. Specifically: woa and runes are like normal, 10% speed reduction per item rarity level, 33% speed reduction per action rarity level. Sowing * Sow a square shaped area with seeds. Activate the barrel containing farm seed, use it on a dirt or farm tile, and choose sow from the menu. It will sow an area based on its configuration settings. * Each time a tile is sown the barrel's weight is reduced. If all of the seeds are used up the barrel's name will rename itself so it no longer has the custom crop tag. * sowing radius is configured with the configure action. The max radius this will support is 15 and that would make a 31x31 square. You can configure the max radius and at what skill levels those unlock in the properties file. You could easily set it up to say a max of 2, so a 5x5 area, at 90 skill if you wanted something more restrictive. Harvesting *Activate the barrel, use it on a ripe farm tile (there are two ripe stages), and choose "harvest" from the menu. You don't need a scythe to harvest grain with this mod. The normal harvest method will also be on the list for non-grain crops. My harvest is listed towards the bottom. I may rename the action to avoid confusion. Harvested crops go directly into the seed barrel and each time you harvest the barrel's weight will go up. If the barrel is empty and after the first harvest it's name will update with a custom naming tag. Basicly, you harvest crops with the barrel and then empty it into the appropriate bulk bin (food in FSB, all else in BSB). The empty action will transfer what is in the barrel into the bin all at once. Farm yield is different then default WU. The idea is to have a uniform yield per a farm action(sow, rake harvest). It's better explained here: http://forum.wurmonline.com/index.php?/topic/146351-wip-farm-barrel-mod/&do=findComment&comment=1579527 Configure Open a r-click menu on the barrel (regardless of what is active) and there should be "configure" in the list. This will open a window that lets you set how large of a sow radius the barrel will use. There aren't any restrictions on settings here other then the max values supported. It's when a toon goes to sow that the skill checks, available seed, compatible tiles available....etc come into play. The supply value is how many seeds will be put in the barrel for the supply action. Supply Activate the barrel and use it on a crop (seed state or crop state) in a bulk container. In other words, target the crop inside a bulk container. It will transfer the lesser of the set supply quantity or the available crop count minus one. (I subtract one because I'm lazy; I don't have to deal with partial item nor deal with destroying the bulk item in the bin). The barrel will be renamed to have a custom tag for whatever the seed is inside it. The farm barrel automatically converts crops to their seed equivalent. If you click on a pumpkin it will put pumpkin seed in the barrel and reduce the pumpkin count in the bin all the while preserving the proper item counts for both seed and crop. You can only have one type of crop in the barrel at once (it's a code restriction problem, let me know if there is a better way). You can have seeds in a barrel and then target the same type of crop to fill it with more of the same seeds. You can also target seeds of the same crop type. Empty This will put the crops inside the barrel directly into the bulk container. The barrel will rename itself and remove the custom crop tag. Examine Works like the normal examine [16:14:30] A tool used to sow seed over an area. You can barely make out the signature of its maker, '.ac.'. [16:14:30] The barrel is set to sow a 1 square area and the supply amount is 50. It has 28 of sugar beet at 26 quality. [16:14:30] It could be improved with a log. I'm not sure about these: * Harvesting an area has an issue I'm not sure how to deal with. Crops don't get ripe at the same time always. I could make it so the harvest barrel only harvests ripe crops...idk * Raking an area could be done but it's likely the toon would often run out of stamina. I could extend the rake times for area rake to offset the times we'd wait for stamina regeneration...idk. * I'd like to figure out a way to harvest crops and put them directly into a harvest barrel that is inside a dragged vehicle. Likewise, it would be good if the same thing could be done for the seed barrel, sow with seeds that are in a barrel that's inside a dragged vehicle. source: https://github.com/Joedobo27/FarmBarrelMod/blob/master/src/com/Joedobo27/farmbarrelmod/FarmBarrelMod.java
  15. 1 point
    I am looking to buy any of the following affinities. Prices will be offered depending on the affinity (Varies). Funds are limited but I am always looking for more affinities. If you have an affinity not listed here but you think it might be worth something to me, send me a pm and feel free to ask. Travel arrangements can be provided. Please contact for details if interesteed.
  16. 1 point
    Complaining about Citadel here will not help you. I told people multiple times that this company is worst. Problems will continue over and over and over.
  17. 1 point
    Detects arrows on the ground in a 100 tile radius lol
  18. 1 point
    yeah i got pretty lucky i guess, found some within 15 minutes of looking.
  19. 1 point
    So once you build that fence you no longer have a tile border you can click on for planting a lamp in a corner border or say a trellis on the main border. If you want a lamp planted or trellis added you need to plant these items before building the fence, or tear down the fence and then plant them and then rebuild the fence. Only option currently is to eyeball the placements and even that does not work well with the fence sitting in the way. In this picture my lamps were all willy nilly and I started building the fences and ended up tearing out the first one when I realized I had to replant all the lamps to sit nice and neat on the corner tiles.
  20. 1 point
    Sorry but I would say no as well. I have zero issues with TC (or any other PMK) but the only case where it would fit in my view is an area with a long long long inhabitance history of a group and where the wider community already casually refers the area after the group name.
  21. 1 point
    Back in the days Serenity had the playerbase of Indy, i am not happy with a playerbase of 30ish lol
  22. 1 point
    In my experience sometimes you need to start or end on specific sides. Especially when going from the ground to a different building level. So try starting at the building and if that doesn't work then start at the ground.
  23. 1 point
    Nice one Finn, that was the size of my cats. The next cat I want sis a maincoon. Another one of them cats that think they are a dog, but not as high maintenance as a dog.
  24. 1 point
    I'm sorry, Iberis - but I'm not really happy with that idea. We should refrain from naming areas on Freedom servers after PMKs on PVP servers. I would hate to see unnecessary conflicts and drama from the PVP realm spill over to our peaceful island - even if it starts with just a name. So, please: no. Please keep PVP and PVE separate! If you are unhappy with "Dragon Cove" (as I am too) I am sure we can come up with a better and more fitting (neutral) name. (It isn't a "cove" after all, more like a Sound or a Firth...)
  25. 1 point
    [09:45:50] The items silently disappear from the spirit castle. You expect them to arrive in less than ten minutes. Shovel sent. Thank you Amantnovi
  26. 1 point
    i'd also love to see crates fit corpses. pretty please?
  27. 1 point
    I'll +1 the revival of this thread, especially since we added even more priests and have fewer players to buddy up with. I'd personally like to see linking for any spell, not just common spells. Are the gods so fickle that they won't share favor with another god, just because the spell differs? Mana is mana, right?
  28. 1 point
    Every few weeks there seems to be something new now. If you haven't played for a number of months, you may have missed the cooking update. It was a massive update, with tons of new cooking and non-cooking relating objects, many recipes, new foods, even stuff like bee keeping, wax sealing and such. There are also glyphs you can make now, which slightly affect equipment. We have herb farming now, various new racks for crates, herb gardens, alchemy benches, etc. The underground has received some updates... you can not only make buildings underground now but also decorate the caves and reinforce in various new ways. And - as mentioned above - we have new walls and building materials, as well as new paving materials. We also have a few new bushes for more variety. And last week we got the almanac. All that just off the top of my head, so dive right in and explore. If you liked Wum before, you'll love it even more now.
  29. 1 point
    I completely expected this to be for locating pheasants, chickens, and wildcats.
  30. 1 point
    There is no need for more species atm. Bestiary now needs more quality instead. Lairs are a bonus but I would stick only with lair buidling species, like pheasants. Besides dolphins and whales the animals on your list are simply too dumb to be tamed. Are dolphins not yet tameable? +1 for some additional traits and colours. For dogs for example they could introduce a herding trait which makes the dog move grazers of packed/short grass tiles to other tiles.
  31. 1 point
    As always when I see sales threads without pictures, I would like to point out that if I'm looking for a deed to buy, I want to see pictures of what I'm going to buy before getting in touch with the seller, so it may be a good idea to help your sale along to add a few screenshots to the post as well
  32. 1 point
    Re: Gestation Mod - In case the note in the separate mod thread isn't noticed. You have to use a version prior to Apr. 9. A feature that was added after that is causing the problem.
  33. 1 point
    to raise gardening skill without having to go out and garden - by improving trellises? That's why I have them, and I wish forestry had something similar.
  34. 1 point
    I'd like to have wurm themed coffee mugs.
  35. 1 point
    I've updated the WurmServerModApi to include common from 1.3.5.5 and to have coloring for orange trees, rock salt, and sandstone. Something I did a while back and updated today is an easy way to grab this package into your own projects! I've been using Jitpack, which does a just-in-time maven packaging for Github repositories. Information on how to pull this into your own projects can be found here: https://jitpack.io/#codeclubab/WurmModServerApi/1.3.5.5 I'll be working on a TravisCI config that will automatically ping Jitpack on releases in the future. The best part about this is that WurmServerModApi includes common, which is quite nice when working on standalone projects (such as MapViewer). No need to drag in a jar file as it's built into this package. For future updates, I will be trying to time updates to this package with updates to WU. This way beta and live will exist as they do in Steam and the version of the WurmServerModApi and included common will match the version of WU available. That should help anyone using this package in the future.
  36. 1 point
    Some pics from exploring the wonders of chaos today memes and macros macedon deed that was a staging point for a hom raid looking down towards hom a really cool road on a huge mt
  37. 1 point
  38. 1 point
    I looked back and the only previous mention of this was back in 2009, but I recently brought my tamed champ wild cat into the mine structures and placed it into a pen. Within moments of un-taming the silly thing warped through a wall and has taken to residing inside the commons building. I have put it back in the pen 3 times now, and it continues to move back into the main building, this is not an inconvenience, but could become one if the guard hell hounds figure out the cat's trick. Any suggestions?
  39. 1 point
    I'm going to add your post to this thread as it may be a similar situation: http://forum.wurmonline.com/index.php?/topic/146990-bug-dog-walks-out-of-building-which-has-locked-doors/ I'll also add your details to the bug and let the devs sort it out (or we may have to tame them, lead them underground and see if they can warp out).
  40. 1 point
    So I've spent the past couple of days running around Deliverance and some of the tunnels and deeds are amazing! I've created a video with some of my favourite things I came across
  41. 1 point
    Will the new bridges require stone equivalent masonry skill, marble equivalent, or higher? I have brought this up a few times, pavement that matches the bridges, fences that match the bridges...and why don't bridges and houses match?
  42. 1 point
    I'm making progress on this. For some reason some things only work with new custom actions. I tried to reuse "empty" to transfer seed from a barrel into a bin and just couldn't get it to work. Okay now, the reason for this update is I'd like to change this mod's harvest quantity metrics. As a short story, a few years ago in WO, Tich nerfed farming with the 1.1 change. Basically the idea was if you rake more you'll get more yield. But the cost of that was no-rake folks got nerfed. Further, the bonuses from raking didn't scale equality so planting more fields was actually better then raking more. I tried my hardest to point out that farming yield (and skill gain for that matter) should scale equally based on effort done. And it shouldn't matter what that kind of effort was done. Thus a sow, rake, and harvest should all contributed equally using time as a equalization bases. Now I can make what I wanted be so! Basically I'd change farming yield for this mod's harvest action so it's calculated with modified-skill / 15 equals the yield for two actions. Modified skill is a kinda a weighted average of skill and rake quality. The end result is a person would see higher yield harvest. but it would also make thing equal so you could farm however you wanted an know you're not doing something less efficient. Note that the yield would have a minimum function so yield is never less then 2, even if without raking. Here is a brief summary table: Farm barrel is a supplementary system so player could still use the default WO ways. I won't be removing it or changing that in anyway.
  43. 1 point
    As title says, looking for someone to make some tweaks to the LMCs so they can be lockpickable off deed.
  44. 1 point
    Since you refuse to get your head out of your 4th point of contact, I'll stop trying. If you want to have fun you can have fun, if you want to complain, go ahead and complain. BTW, "carefree pvp" is a bit of an oxymoron, and I spent 1.5 years on chaos without leaving the server. If it weren't for players that chose to hack into forums outside the game in the attempt to call themselves winners, I'd still be there.
  45. 1 point
    We're always happy to add the local geographical names and while doing the road mapping in that area a couple of years back, that was the name the locals wanted on it Skyefox (CA Indy) Cartographers of Indy Co-Administrators - The Albia Roads Map of Indy
  46. 1 point
    Did you just assume our gender?
  47. 1 point
    How is it some of the server ads here get like 50 views and others have like 25k views??? How can the difference be so drastic?? Is there some other place people are posting to this forum?? Just curious thanks
  48. 1 point
    Deed owners to decide if ghost templars or vanilla guards. + Deed guards with bows? + Better pathing so they don't run around or through fences? Anything like it would mean alot. Thanks! Kind regards Nirnan
  49. 1 point
    +info: Not branded troll walked out too, but it took him almost a week compared to branded's 1 day.
  50. 1 point
    I've reproduced this on test and will open a bug report. The dogs I put inside an above ground house did not escape. In the underground house I put 2 cows (1 branded) and a dog (branded). The dog escaped, the cows are still there. Thanks for the report.
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