Yiraia

Members
  • Content count

    355
  • Joined

  • Last visited

Community Reputation

137 Good

1 Follower

About Yiraia

  • Rank
    Villager
  • Birthday 03/18/98

Profile Information

  • Gender
    Male
  • Location
    Eastern Coast of United States
  • Interests
    Chemistry, Teaching, and Pumpernickel

Recent Profile Visitors

654 profile views
  1. Not really, thanks for saying in your opinion. The outer most tiles would be considered seawater and then a test can be made every server reset to see what tiles connect to the sea tiles. I don't know the most efficient way to do it, but out of the top of my head i would do the following: For the first time try, make the outermost water tiles sea water, and everything else fresh water. Then make a function that makes every sea water tile make an adjacent water tile seawater as well, and if the tile is not water, then keep it as fresh water. Have a loop and make this function occur until no changes to water tiles are made. That would make canals get seawater from the ocean, and the lakes to get seawater from canals. Lakes that aren't connected to the outermost sea tiles won't be converted to salt water. Only difficulty i can imagine would be canals that include tunnels, I hear the mining world is just a second world but idk what to believe o.o
  2. they are differentiated. Try fishing in the ocean vs fishing at a shore/lake. Would be cool if anything connected to the ocean was considered salt water (even canals and lakes they connect too)
  3. you push things that are inside of inventories? This is good to know for crates, but EX: a bunch of tools inside a bin that i didn't place with enchant names. If i re-enchant them i have to take them, rename them, and then place it back. I know its a small issue but it gets annoying when you have a situation with a bunch of tools in a container.
  4. +1 as long as water comes with quality
  5. There are moments i can take things, but i cant rename them. So i take them and then CAN rename them, and then put them back. Can permissions to take tie to permissions or renaming? very annoying having to pick things up or load them in a cart to rename them. Sometimes you even have to unload a crate, reload a crate, then name it (unless im dumb and missed a step which is most likely the issue)
  6. damn it im in town square still, stupid lag
  7. There are moments i can take things, but i cant rename them. So i take them and then CAN rename them, and then put them back. Can permissions to take tie to permissions or renaming? very annoying having to pick things up or load them in a cart to rename them. Sometimes you even have to unload a crate, reload a crate, then name it (unless im dumb and missed a step which is most likely the issue)
  8. -1, Nothing against minotaurs but the additions of any more aggressive monsters will make as much significance as the addition of a new recipe UNLESS the monster has a new drop or a new fighting mechanic
  9. +1 to the idea of having more tamed pets, but -1 to your method. While many would say adopting mechanics from another game should be frowned upon, i really like the way Mortal online has their taming. I would like pets to have points that are based of their combat rating, and tamers to have a certain amount of points available based off of taming skill. so somebody with 40 skill wouldnt choose just 2 animals. Instead they can tame up to a certain amount of combined combat rating. Only problem that could bring is a lvl 70 tamer with an army of wildcats instead of two hell hounds... well whether or not thats a problem or awesome is arguable.
  10. I would never pay for spirit templars, Prefer walls over 1 extra silver a month. But from experience in other towns that have templars killing hell horses, it would be nice.
  11. https://www.niarja.com the graph advises otherwise high school classrooms maintain a better population throughout the day.
  12. +1, and now that you have mentioned it, I think im gonna put a wardrobe where the door to my walk-in closet is for a narnia feeling.
  13. These lamps made no difference. all 20 ql, and just as good as the farm on the left. Ambient light option would be nice, I want the wurld dark and have wurm players light the way!