Wulfmaer

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Everything posted by Wulfmaer

  1. Or Command + Shift + 5 to choose a entire screen, window, or an area to either screen shot or record.
  2. Have also had that problem, it seems to be related to display scaling to 4k or 5k and possibly also running windowed. In System Settings changing the display resolution from the default to the native resolution of your display should solve the screenshot problem, but will make everything else a lot smaller. The Advanced button has an option to display resolutions as a list, rather than the larger text, default, more space options. I don't remember there being a Wurm setting that addresses this.
  3. Rosetta handles wurm. But, thought I'd ask. Good news about getting better graphics on the Mac, soon. Thanks.
  4. Is this going to include the work you mentioned some years ago so that those of us on macOS are not stuck with the legacy version (2.1) of openGL? And will finally get to see distant trees, writing on signs and all the other good things? Oh, and while the client is being worked on, how about an Apple Silicon version?
  5. Any news when this will be available on Test?
  6. Good to see you back out and exploring across Xanadu.
  7. Let's hope that this update doesn't break our key binding setups.
  8. Rift on old deed (Vanilla Mountain ?) - there is an old safe pen with altar and water, but it is inside the rift area. Fo Colossus is a tile or two up the cliff. Rift Start Time: https://www.wurmnode.com/server/xanadu
  9. There were some seaweed nodes in the Hammerlake North Tunnel (L13-J13 Xanadu) when I ran through it a earlier to check on the reported blockage there.
  10. Just ran an alt through the tunnel, all looks normal! I don't see anything blocking the northern end.
  11. Those graphs are quite misleading, in that the figure reported is an average of the lag over the time period in the graph title. The way that MRTG appears to have been configured is not reporting max lag, so you end up with averages of averages over each longer time period. See MRTG, and RRDtool for the underlying datastore, docs.
  12. How did I miss that? Must be going blind. Thanks
  13. I see the Christmas event patch notes are up, but not yet in forum. The don't seem to include any mention of the resource node update being included in this update. Hopefully this is just an oversight in the creation of the notes.
  14. My only real issue with the hover outlines is the distance they become visible is far too close, only 4 tiles! It would be nice if the outline appeared at a slightly longer distance. Add an extra setting alongside the tree, item & creature, and structure render distance custom graphics settings - something that could also be tuned via a console `setoption` command without needing a client restart would be even better.
  15. Resource nodes are appearing underwater - appearing to float at some point above the bottom, but are unable to be interacted with. Image taken at https://xanadu.yaga.host/#3119,709
  16. Rift Dec 3rd

    Rift Location (P15): https://xanadu.yaga.host/#3509,5732 Rift Start Time: https://www.wurmnode.com/server/xanadu Looks to be an old rift site, there is an Fo altar on the south side.
  17. Using a charcoal on a tile that has a snow pile works. And yes, it appears to need a snow pile that has at least 3 snowballs worth of snow.
  18. It wasn't possible on the test server, just from the pile of snow nodes.
  19. Lore on Cut Grass (Hay, wet) - From most to least likely, the following resource nodes could appear here under current conditions: Animal burrow and mineral debris. Farm tiles I've looked at give the same lore. Will keep an eye to see if it changes as the tiles get closer to harvest.
  20. On a slope that is too steep to make a hay tile, using a scythe to cut grass does not destroy the node.
  21. You do realise that not addressing PvP is neglecting to fully address player retention.
  22. With the current system, when with enough skill for forage/botanize to find multiple items, if you are attacked as long as you don't make any combat actions the forage/botanize will will complete all its actions before you start fighting. Of course whatever is targetting you will be trying to hit you during that time - not sure if a hit is landed that the timer is interrupted (something to check later today).
  23. It depends. For that new test character a fairly random walk between nodes as they don't have the skill to ride. For the 10x10 plots also on foot while collecting items, as it would be too much faff to keep jumping on/off a horse, but a horse to move between areas. On live I've been leading horse and using satchels in saddle bags to hold all the items.
  24. A brief comparison using a new character on both test/live - so starting with 1.0 foraging skill. With the new system: foraging 10 nodes, I travelled 0.3km, got 26 items, and 1.733047 skill. botanizing 10 nodes, I travelled 0.38km, got 28 items, and 2.127670 skill With the current system: To find 26 items with foraging, I travelled 0.24km and got 2.151703 skill, but it took 44 actions as not every action gave anything (in the same way not every tile could be foraged). The distance travelled includes a short distance over steppe to get to tiles that could be foraged. To find 28 items with botanizing, I travelled 0.17km and got 2.028097 skill, taking 28 actions. At the starting level, skill gain doesn't look that much different. But, there is a world of difference in the usefulness of the items found, with only a few vegetables from the botanizing nodes I found.
  25. Glove enchant/runes having an effect is nice. Looking at the two test (10x10) areas mentioned earlier, it looks as if the node have either despawned since Friday, or been wiped, and new nodes spawned. Now having: In area 1 - wild grasses, vines, and wildflowers. In area 2 - 2 x thicket, 3 x briar parch, wildflowers, 3 x mints, wild grasses, and nightshades. It is noticeable that all these nodes are botanizing ones. It is also very noticeable that current forage items are now found by botanizing. This really does raise the question of why are there two skills. The number of skill ticks I saw on test is a long way down to the number I am seeing with the current system. About a quarter of the ticks in total over those two 10x10 areas compared with a single 10x10 on live (11 vs 42).