TeeeBOMB

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Everything posted by TeeeBOMB

  1. Yes but, that is not what they said. What they said was: "The maximum number of branded and unbranded animals per deed (PvE) is (number of tiles)/15. " That post on the Branding page is: - Firstly, inaccurate, since u can clearly have more than that number of animals on your deed. - Secondly, its inaccurate because monsters and players also count for that number of living creatures than can lower your deeds tile to creature ratio. - Thirdly, that fact has nothing to do with branding, it's superfluous. Why bring this up here on the branding page? Just randomly adding information about tile to creature ratios on the branding page is completely irrelevant, and can/does lead one to suspect that the tile to creature ratio has something to do with branding. It clearly does not and should be removed from the branding page. But still, thanks read my thread and post on it. I have reworded my original post to try to clear up the issues. PS: I'm ok w/ whatever you guys come up with here. My suggestions are just suggestions to make things "imo" clearer. Muchly appreciate the work you guys do on the Wurmpedia page.
  2. On 24 Jun 2023, it looks like Sidereal updated the "Branding" page (https://www.wurmpedia.com/index.php/Branding) of Wurmpedia to incorrectly state .... * The maximum number of branded and unbranded animals per deed (PvE) is (number of tiles)/15. ** You can see the number of branded animals in Settlement info: The tile per creature ratio of this deed is 45.621952. Optimal is 15.0 or more. This is a good figure. There are 35 creatures currently branded. That was posted as a bullet point in the Description area. The correct way to describe this is: * The maximum number of branded animals per deed (PvE) is (number of tiles)/11. ** You can see the number of branded animals in Settlement info: The tile per creature ratio of this deed is 45.621952. Optimal is 15.0 or more. This is a good figure. There are 35 creatures currently branded. The ** portion is clear, concise, accurate, and should remain unchanged. Unless you would think en-bolding or underlining the There are 35 creatures currently branded portion would make it even clearer. I see it already is in Italic. The number of branded creatures permitted per deed is (number of tiles/11), while the total number of creatures can be on your deed while protecting birthings is (number of tiles/15). But that /15 ratio has nothing to do w/ the branded count, and should (for clarity) be left off of this page. This page covers the topic of branding. Please rewrite that bullet to exclude the main bullet line reference to the /15 ratio, and just have it mention the correct /11 ratio as per my suggestion (above). Thanks your time 🙂
  3. Good idea so longs it don't break Wurm, lol. Same for gates so far's i'm concerned. I got more locked gates than u can shake a stick at.
  4. I was literally just thinking this same thing other day, my alts can not freely use my merchant. +1 Thanks ur thread.
  5. Please do not change the way i look right now. I know, one of you will post, .. we won't change the way you look right now. I know that. Then, when the update shows up, we will look different, and then someone will post, but that's ok, u can change it back. Please do not change the way I look right now. If i like the update and want to change my looks, for the love of God, let me be the decider. If u completely scramble to code so everybody gets their looks changed... of course, I will be one of the one's not happy w/ the roll out of the update. I would like, would be fun, to be able to be fat or too thin, that sort of thing, lol. Height differences changes, will prolly (like in most other games) just create a bunch of 3 meter tall avatars, lol. So, I'm not all that excited about having different heights be an option. But I am interested in keeping the way I look right now. So - please do not change the way I look right now.
  6. This don't sound good to me. Hope it works out though. I actually joined wurm after it was explained to me that people actually had to travel between places. Been here ever since. This honestly sounds like bad juju to me on first read. Once u remove all the 'hard', wurm won't be wurm. That's the truth. I understand you guys are hell bent on changing wurm, and that's how it's going to be. Have at it then.
  7. Foraging/botanizing completely broke. WHY DID YOU DO THIS! I am not getting skill gain when I forage/bot. I WISH YOU GUYS WOULD JUST STOP BREAKING YOUR OWN GAME. I recently found a discussion on another thread about alcohol works, u can gain xp those skills drinking alcohol. WTF. Now. I hope, deep down inside, that it is not, an intended result of that node update, to completely destroy foraging/botanizing. Please, tell me this is broke, and you will fix it. Thanks. I do not care about alcohol. Use it , don't use, don't care. I don't care if Wurm wants all its players drinking alcohol or not. I am not taking any moral stance against being drunk, drunk drivers, or medical costs of treating people who have been hurt/killed drunk people. I don't care. Well, I care, but none of that is for this thread here. This is about a game where the Wurm team .. BROKE FORAGING/BOTANIZING. What I'm saying is.. FORAGING AND BOTANIZING IS BROKE BECAUSE YOU GUYS BROKE IT. My personal foraging/bot skill levels are.. 79/78. I have noticed a HUGE lessening of skill gain that came with your NODE UPDATE. I have foraged/bot for hour s and hours and hours w/ very little skill gain. It would almost be hilarious, IF I DIDN'T REALLY LIKE TO PLAY WURM. Please fix those skills so that I can get xp gain when foraging / botanizing. There is no way drinking alcohol is the only way to get acceptable skill gain for forage/bot skills. I could see gaining a small boost, but making its so u get infinitesimal skill gain w/o alcohol is not right. FIX THIS PLEASE. Thanks
  8. Could be *shrugs*. I may have noticed this b4, but didnt care. I certainly don't specifically recall see'n horse auto de-aging. This is a rare twin traited horse dammit (lol). *patience - deep breaths* I guess i can try to remember to check other horses if this is normal game mechanic. Thanks ur post.
  9. I have a horse was born 8 Feb 2024 in my local: It was about 2 wurm months old that day (8 Feb) when I looked at it: So now, today (25 Feb) I decided to go breed it. I was able to put saddle on it and ride it. But when I got to the male, i did not get a breed option on the male when I had Ironclover on lead. So I examined Ironclover and discovered she had gotten younger in the last 17 RL days (4.8 wurm months): So my horse got younger with no assist. I had her on enchanted grass (2x2 fenced area w/ her mama) her entire life. This seems a problem. Making this post cause it ain't right (lol). Thanks your time, Teeebomb.
  10. 13 Feb 2024, This appears to have been fixed. I tested this leading various animals across various bridges for 30~40 minutes. The only animal came unled was a unicorn when I took a sharp turn at a place 2 bridges connected at one corner. So don't do that. Thanks guys o/
  11. Truth, but I think this one got fixed. My dead color'd horses on Indy seem to have the correct death colors on them now...
  12. My supreme silver staff has no maker name on it to. Should this be a glitch or a suggestion. Either way, very important to fix (imo).
  13. 13 jan 2024 - this is still happening... This like NEVER used to happen, you guys changed something now its happening regularly. I'm pretty sure you know what you recently changed. I do hope u fix this. It is VERY frustrating, so many bridges , i keep loosing my on lead animals. Today its a pig (lol) but one day its gonna be an important animal i care about. Please make it so we can trust bridges to leave our on lead animals on lead.
  14. +1 The reindeer look does work. I really like the reindeer wagoners this season:
  15. If they were cute, they could prolly work some place else 😉
  16. +1 speed boost in winter -1 sorry, no items in my sled, the view the way it is is almost perfect. Absolutely no need to clutter up the view w/ stuffs. Sorry.
  17. +1 post +1 champion huskies so... +2 for me
  18. Just had 2 more foals tragically killed in falling tree accidents. Dead foal colors restored. 🙂
  19. My pile of nets got fixed>> Have to wait for my next tree falling on foal accident to test if my dead foal colors have returned.
  20. A very cool mask!! Just ya, my nose too big for it... Thanks post this thread Xagru!
  21. OMG this sux! how in heck can i know how many festive frags i got dammit (lol). i want to collect bazillions of frags, and be able to count the number of festive frags i got BEFORE i start cleaning. PLEASE FIX THIS PRONTO POST HASTE, if not earlier than that. Thanks (i like the sleigh a lot, would be nice ish to have a better way to get a 2nd one, but making it hard is very Wurm. Can not complain even tho.. well.. its hard to get 2nd one, lol. My last mission took 44 fragments 😞 )
  22. My cool pile of net traps, now looks like an ugly item pile: Also, my dead ebony black foal (falling tree accident 😉 ) looks all white instead of like a dead ebony black dead foal: I used to get different colored dead foals after other *cough* falling tree accidents over here. So ya. Things are not the same since the update. Thanks ur posting this thread here kordethbludscythe!
  23. This has happend to me w/ a pet rat passed away. I think I did /support ticket for it. Wow... back in 2020 looks like: Good luck ! oh - to avoid, u got to actually add ur name in its permissions, with full perms for some reason. Even though you are the dang Mayor. But I was told that is the work around till they get this fixed. Got to do that before death.
  24. Appears to have been corrected 13 Feb 2024 The other day I was leading a bison across a few arched marble bridge spans on Independence. It became unled. I got no idea what happened to it. My event tab said : "[06:58:26] You stop leading an adolescent bison." I did not see the bison anywhere topside or in the water (I did not climb under bridge). Next day I was leading a pig across a different arched marble bridge, and the pig became unled. So i investigated. The pig was nowhere to be seen topside. I swam into the water and climbed up under the bridge , and there was the pig. It had become unled and stopped the instant i entered the bridge. I was under the bridge. So I tried it again. Again, that pig got unled at the instant as I entered that arched marble bridge section and was deposited under the bridge span there. I had to swim under to get that pig again. Here is the bridge i lost the pig at twice on Indy community map 37x43y: This could be major problem. If the animal can not swim and if that tile has 4 bridge spans, I got no idea how u'd get ur animal out of there. For the pig, I was able to climb around to the other edge of that bridge tile and climb up on that ramp. Pig saves. So today/just now i returned to the longer bridge span on Indy community map at 34x40y. My intention was to swim under the bridge and climb up to get that bison. I didn't have to since the bison was there, standing on land there. So i led it and started south. I kept my eyes on it. It became unled as i crossed from land to the flat marble bridge section (shown as single red arrow in below image): This seems similar to that other thread on animals getting unled from buildings to bridges: But in that one a building was involved. So I made a separate thread in case it's a different mechanic. This could turn out to be a major problem for important animals getting stuck under bridges. Thanks for your Time, Teeebomb