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Found 106 results

  1. Let's add minotaurs to wurm! They can spawn in caves from Minotaur Mazes as their lair, able to be dominated, and can't exist outside caves (won't walk out, will stop being led, etc.).
  2. It would be great if we could have more lairs around! Having more conditioned animals would be great both for breeders who want to collect them, and for fighters who want the higher fight skill associated with certain conditions. Plus it would just make the game more interesting with more variety. Lairs are also useful if you want a specific animal for some reason - missions, grinding taming, breeding - as you can just keep checking that spot until more of the animal you want spawns. Plus you can move them, or destroy them, which gives players more control over which animals spawn and where. Here are some ideas: Dog Cave Tortoise Cove Hell Hound Hole Hen Hut (for hens and roosters) Pig Sty Pheasant Nest Sheep Hideout Deer Point I think eventually we should have all animals spawning from lairs, but it may be easier just to start with a seven or eight and see how that goes.
  3. Please can we change the programming so that animals can cross server borders? I'm sure it's been said before, but I'm mentioning it again because it's quite a big thing and would be particularly helpful to breeders such as myself not having to start again on every new server we go to. I understand the programming part is easier said than done, and obviously this isn't going to happen overnight, but I'm hoping this issue could be given a higher priority in future. I suppose it would make sense for creatures that can't swim not to be able to cross, but we should at least be able to lead creatures over on a boat like we can do to different parts of our own servers.
  4. Since we've had so many awesome updates to caves, deeds now have the option of doubling their size by letting villagers create homes and keep animals underground. I think the deed caps should reflect this, and double as well. So for example, say a deed has a maximum of 50 citizens and 20 animals (arbitrary numbers) without doubling the deed upkeep for more citizens, let's make it so that they deed can have 50 citizens and 20 animals above ground, and 50 citizens and 20 animals below ground, making the total 100 citizens and 40 animals
  5. -PLS REMEMBER, THE SUGGESTED ABILITYS & CREATURES DOES NOT HAVE TO BE EXACTLY AS SUGGESSED. THEY CAN BE CHANGED OR SOME OF THEM CAN BE PUT IN USE- I was gonna post this as a reply but then i realised i went off-topic so decided to make a new one. 1) I would like to see more neutral creatures; zebra, antelope, sheep, squirrel, rabbit, hedgehog, monkey (not gorilla), badger, mole, turtle, frog, koala, ostrich, peafowl, maybe even penguins in winter... (btw i dont see the reason why kittys are agressive, weasel could be more logical) 2) Maybe even some dangerous but neutral animals as well; elephant, rhino, giraffe... 3) Here come the best part. I want some animals in sea / lakes. its way too safe to travel with boats or ships. only a few animals can swim and those arent threatening at all if ur not walking. Shark (not a bear shark), Dolphin, Eel, Jellyfish, Seal, Whale, octopus, stingray, king crab, swordfish... can even add some piranha in random lakes. 4) If u want to add more fantasy, try; Dinasours, put back the Zombies, or some mystical creatures wich would only appear when fog is very intense... 5) Some extra hostile creatures could be nice. 6) And as a last suggestion, some new abilitys can be added on current creatures. -Web atack for hugespiders (slows ur movement speed or atack speed?) -Knock back for horses, hell horses, unicorns, bulls (gives a high dmg and throws u back a few tiles, maybe even stunns you there) -Poison atack, for scorpions, cavebugs (gives a poison dmg wich can only be cured withhealing covers maybe? ) cant think of anything else atm, feel free to add more. Those would add some serious survivability and make the game more difficult to wonder arround instead of pressing auto move button and go half afk.
  6. 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 Sea horses Foxes Rabbits 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) 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 non-aggressive ones) Wolves (different colours)
  7. As the programming currently stands, you can only breed another champion from a female champion; there is no chance of males by themselves passing on the trait. As someone who breeds champions, sometimes I only have a male and no females, which is very frustrating when trying to breed more. I think that males should have at least a small chance to pass on the trait, even if it's much smaller than the chance of a female passing it on.
  8. Currently, several players with Animal Husbandry skill over 50 (even over 70) are facing the similar problem. It was noticed that animals (horses and buffalo only) die without any reasons (healthy and fat). Miscarriages happen very often and sometimes lead to death of the mother, again without any visible reasons, all animals are with good reserves of fat, they are not venerable and groomed well. In other words, we see the high animal mortality not only with the pregnant animals. It's not related with the server reboots. Wurm Unlimited: Dedicated Server - v. Vanilla - No mods
  9. Simple and useful, just a place to hitch animals like we already do on carts, but they'll be facing the object instead of facing away from it. I suggest 2 designs: a simple pole for just one or two horses, and a wide one for several animals Like this example 'Cause fenced areas may not be what you wanted your deed to look like, and you can also put those in front of buildings to make like taverns Please support the idea to make this happen
  10. I always found the name pool for horses a bit limited, so I made this mod that allows to replace or add new names, and now with a new item for custom names. Features: Add new possible names into male, female and generic name pools Completely replace the built-in wurm name pools so that only the custom names will be available A custom item, Naming Tag, craftable with a wood scrap and some cloth string, allows custom names or select one of the available random names from Wurm. The maximum characters via naming tag is 20, which is achieved at 100ql. Requirements: Ago's Mod Loader Instructions: Extract the zip file to your mod folders, configure the file to your desire. To change/add names, open the file at "mods/JPWM_OffspringNames/names.txt". Inside you'll find 3 categories, generic, male and female. Below those add one name per line. By default the mod will disable horse names on birth, this is to allow custom names with the naming tag, however if you wish to use the initial version functionality, just change the nameMethod to 1 (or Wurm in GUI) and alternatively disable the naming tag as well. Downloads: Version 1.1.1 (BETA) - Please let me know issues or other things with the naming tag. Version 1.0 Properties file with support for Server Mod GUI Manager
  11. Our beloved Rageed has gone missing! Last seen in the vicinity of Alora near S-12/13. Rageed is a very important member of our village that has special needs and needs to be constantly brushed and reassured. Please help us find our horse! Ayuna is spending countless nights in suffering due to the separation which has lead to fatal wounds and continued quick shortcuts down the mountain. The terrible expedition has her scarred for life! Please assist Ayuna in recovering her horsie!
  12. One of the main problems with the AH system currently is that there are more reasons to stay at 50 skill than there are to go above it. The chances of negative traits are a serious drawback to ever grinding it any higher, and I think this needs to change; it should be desirable to have skills higher, not lower. A good way to do this would be to add motivations that are available only at higher skills. My idea is we modify it so that names and traits that currently can't be passed down have a chance at being passed on by parents at higher AH levels. 1. Horse names or parts of names have a higher chance of passing down to offspring at a higher AH level. 2. Males can pass on conditions such as champion, greenish, etc. as well as females with a small chance at first, increasing with AH level. 3. Christmas animals can pass on their names (bird, French, piper, etc.) only at a very high AH level. 4. Over 90 AH cared for animals never die of anything (currently they drop dead for no apparent reason, even if it's not often)
  13. Hi, how many tiles and how deep are needed to keep non Swimming animals on an Island?
  14. I know that animals staying traitors was supposed to be bug, and clearly that's been fixed, but I miss them staying traitors. I really wanted to get a traitor collection like I had on Chaos. Please could we put it back so that if they're not killed after the mission they stay traitors? That will give traitors a dual purpose again - being killed or being collected. I know wanting to kill them is more common, but I also know I'm not the only breeder who wants to collect them, and they're useless for karma purposes once the mission is over, they may as well stay traitors.
  15. I love champion animals and have a collection of them. However, I believe the current system could use some tweaking. Here are my ideas: 1. More champions! First prize would be for all animals to spawn from lairs and therefore as champions. If that would be a problem, I'd love to have a few champion animals added. Personally I'd vote for champion tortoises. 2. Make rideable champions bigger. Their size is a large part of what makes champions so awesome, and riding on a taller animal with a better vantage point would be great. 3. Make all champions leadable. I'm thinking here particularly of champion spiders and lava spiders. 4. Allow swimming champions to be led across server borders. 5. Let male champions have a small chance of passing on the champion trait if bred with a normal female (currently only female champions have a chance). It would be great if this feature could also be applied to Christmas animals, so that males could pass on their names (dove, bird, etc.) when bred with normal females. 6. Size-appropriate drops from champions. Let champions drop more meat, glands, etc. because of their larger size. I'd particularly love it if champion tortoises dropped large tortoise shells that would make shields equivalent to large metal shields - though it would need to be modified so that tortoise shields can be improved to be a truly useful function. 7. If we're going with making more animals champions, let champion horses and hell horses have a percentage chance of passing on their names at a high animal husbandry. 8. Let some of the other champions be rideable. For example, wolves are clearly too small to ride in their normal state, but champion wolves are bigger than horses and definitely look like they can be ridden. The same for rats, cave bugs, etc.
  16. I'd really love a fence that players can cross, but animals can't. Could we add that feature to woven fences? We could make it so that animals can't cross unless they're led across by a player. I wouldn't mind if a new type of fence was made for this function, but it may just be easier to modify the already existing woven fences.
  17. So aggressive animals can only be cared and branded for once they're not aggro anymore. This can usually be solved by taming or dominating, but there are some animals, such as spiders, laver spiders, sharks, etc. that you can't tame or dominate. Please could we make it so that when the love effect de-aggros these animals, they can be cared for and branded? I'd particularly like this for my champion lava spider.
  18. I know the issue of animals not being able to cross server borders is proving difficult to fix. I was thinking that while the devs are working on a proper long term solution to this, there may be a short term fix we could use in the meantime. What if there was a karma ability 'reanimate corpse'? You could kill an animal, put its body in your inventory, cross to another server, then use 3000 karma to bring it back to life. Kind of like the zombie spell, except with this the animals would be truly alive, not die after a few days, be rideable, breedable, etc. This would also be useful for those unfortunate accidents that always seem to happen, like when you kill your favourite horse by mistake, or forget to unequip your weapon when taming your other pets. It would probably need to exclude unique so that people couldn't bring nogumps and things to freedom, but for horses and other animals, as well as champion pets, it would be a good start. We can always work on better ways like animal crates in the future. I'm not sure if this idea would be easier to programme than crates or people leading animals through water across servers, but it's worth looking into. We've all been waiting a long time for this, and I'm sure I'm not the only one who'd be happy to have a temporary fix while the devs sort out a better long term method.
  19. I'm trying to keep a collection of animals, but if I don't want them to start dying from the deed ratio, I'm going to have to spend a fortune on upkeep for a deed twenty times the size I actually need it. The current deed ration is one animal per 15 tiles. 15 tiles? There is no conceivable way one animal can need 15 tiles. One animal per two tiles would be perfect. Actually, you could probably keep one animal per one tile. I have a lot of animals and I keep two of them in two by one pens, and they manage perfectly well. If we can't get rid of this, could we at least make it more reasonable? If it can't be an animal per two or three animals, at least make it one per every five? That's more than enough for one animal. The number of animals that can be on one server at a time can be modified it necessary so that plenty still spawn for everyone else who doesn't have big animal collections, I don't think anyone would complain about having more animals around - giving everything from fight skill to meat to a collection opportunity for those of us who breed them, animals are useful for all of us. I understand that having a lot of animals may make a certain deed laggy, but that should be for the deed owner and village members to decide if they are willing to deal with.
  20. Please could we make it so that we can tame the sea creatures? If we could tame dolphins, octopi, whales and sharks, and dominate sea serpents, that would be awesome. Also can we tame spiders and lava spiders? They're the only animals that spawn as champions that you can't tame or dominate, and I'd really like to see that change.
  21. It's nice having an animal that's cared for by someone else, with one glaring problem: if it's someone you don't know (personally I have a few animals cared for by people I don't know), they could log on one day and decide to stop caring for the animals they don't have anymore to clear their caring for list. A venerable cared for animal can die within hours of someone stopping caring for it, so you probably won't get a chance to care for it yourself, unless you happen to be online and examining it the moment it's no longer cared for; most likely it ends up dead. I suggest we make a caring for override option. If you have an animal that's already cared for, you can care for it as well, overriding the original caring for. If the other person stops caring, it won't die because you're caring for it, and if you stop caring for it, the other person's caring for still stands, so you won't be able to use it as a way to kill other people's animals.
  22. I've got a deed owned by my main, and all my alts, including my Fo alt, have permissions to do anything on deed. They have individual permissions, and are also members of the village, and village permissions are set the same. According to all permissions, any of my priests should be able to tame/charm/dominate, as well as cast deity spells. What really confuses me is that it was working just a little while ago. I used my Fo priest to charm a champion crocodile. About an hour later, I tried to charm a champion cave bug and I couldn't. It said that would be very bad for my karma and was disallowed on the server. I hadn't changed my permissions at all. I checked, and they were still all the same. I tried with other animals, and I can't charm any of them now, but I don't get what's changed or how to change it back. All I did on my main was feed some animals and do some farming; there's no way that should have magically changed the permissions, and even if it did, I checked and all the same boxes are ticked that were ticked when I charmed the crocodile. All of my animals are branded, the crocodile is now untamed, I had enough favour and permission to manage all animals on deed. The Fo alt can still do other spells like Genesis. I've tried reclogging and ticking some other boxes in the permissions just in case they needed to reset, but nothing is working. How on earth am I supposed to change whatever it is back so that my Fo can charm again?
  23. I know that caring for an animal makes it live a long time - years. But it doesn't live forever. Cared for animals die, even if it is years later. Could we remove this please? Personally I'd feel a lot better if I knew I wasn't going to log on one day and find one of my cared for animals dead. It's not so much of a problem for animals you can breed, as you can breed more of them before they become venerable, but for animals that you can't breed, it is a problem. Dogs and deer with conditions no longer spawn, and most of the people who have any of the remaining ones (myself included) have males, which you can't breed. I have a male slow dog which I dearly love, but I know that someday it'll die and I'll never be able to get another one, unless the caring for is changed so that it won't die as long as I care for it. There are also now the Christmas animals, all male and therefore unbreedable, which are also slated to die without hope of getting another unless this is changed. Another factor is that many people have horse names they particularly like, and care for a horse for that reason. When that horse dies, getting another one with the same name, colour and qualities is virtually impossible. For all intents and purposes, that horse is lost forever.
  24. I was wondering if I could get some help with people from other servers re info on the Christmas animals. I'd like to collect them all eventually, which obviously requires knowing what they all are, but I know some are different on different servers. If anyone knows what the Christmas animals are called on other servers, please let me know! And of course if you're willing to sell or trade, let me know about that too It's only a matter of time before it's possible to move animals between servers... These are the animals on Exodus: Drummers: roosters Doves: tortoises Aquaphobic swans: bison Turtles: pheasants Pipers: hell scorpions Birds: wolves Purrty dancing paws: champion wild cats French: hens Great horned goose: deer Napoleons: unicorns Butters: dogs Golden rings: rams We also have near year's narwhals, unicorns. What does everyone else have?
  25. Animals packing grass seems out of hand. I have 1x1 pens with single animal (for example i had 16 cows in 16 1x1 pens) and animals are packing the tiles constantly, even when feed and piles of grass a few days later they will still pack the tiles. Wagons/Carts perfectly positioned for 1 tile per animal even on long grass seems to get packed within a day. The only way i can keep animals from packing grass is to park them on enchanted grass. Animals *still* bunch up on the corners, but i know that is a known issue and is not what i am talking about. so to be clear one (1) animal in a 1x1 pen or hitched over a single tile regardless of health or satiety and without negative conditions where the grass is long (or steppe) on a deed with a good animal ratio and even when pile of grass is present on said tile are still packing tiles. I just fixed the tile below (after wasting a vast amount of time to make sure every animals was full and healthy and replanting this time with steppe to see if any different) and no, there are no negative traits on the animals down there, and yes, i feed them before replanting, and yes i made sure they ate multiple times before replanting, and yes, they are/were all healthy, and yes, i tried leaving piles of food.........................................there is something wrong beyond control in game. I have been raising animals a long time and this is far worse then i have ever seen. Note on the left side (cannot see in picture) are 12 horses and 6 hell horses all cared for and all on enchanted grass, there has not been a single packed tile, it is only grass/steppe that is being constantly packed this is really starting to degrade game play and cannot possibly be intended