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Found 79 results

  1. House and deed planner for Wurm Online and Wurm Unlimited DeedPlanner (previously known as HouseCalc) is very customizable, 3d deed/house planner for Wurm which allows you to plan and see your dream house/village before creating it in game. Development is still active and program is open sourced, so reported bugs will be fixed, new features can (and in most cases will) be added on demand. Everyone with Java/OpenGL experience who want to help and add their own contribution to the biggest Wurm map planner can join the project. Download DeedPlanner 2.7.2 download Compatible systems: Windows, Linux Tested on: Windows 7, Ubuntu 16.10, Fedora 24 Latest release: 14.03.2017 If you like this program, please donate! DeedPlanner 1.7p (deprecated final 1.x version) Trello page Facebook page New Github repository Old Github repository Program features plan your own house/deed and see it in 3d, just like in game! ability to edit ground tiles, floors, walls, roofs, objects, bridges and heightmap undo/redo feature mark your villages with text labels cave view, together with cave dwellings calculation of materials needed to build anything on the map or carpentry and materials required to build single building fully configurable FPP and 2d view camera in-game perspective simulation mode load and save maps with copy-paste, files or pastebin.com possibility to import old DP and WAK maps large database with most of the Wurm objects and textures added Problems, errors, bugs If program don't even start, please make sure that you have the lastest Java (JRE 8) and program is unzipped. Java 8 is included with Wurm Unlimited installation and is required to run Wurm Online as well. In case of any problems please post error log (in main program directory) and describe the problem. I am trying to fix all bugs as soon as possible. In case of maps loading bugs, please attach save pastebin. In case of program loading bugs, please post both error and info logs (if not empty). Error and info logs are overwritten each time you run program, so please copy logs just after bug is spotted. Translation If you want to see DeedPlanner interface in your language, please send me private message - I will send you all informations needed to achieve this task. Translation is very easy and shouldn't take more than 15 minutes. Currently supported languages: English, German, Polish, Czech Screenshots Credits Warlander - program code, database maintenance, Polish translation Keenan - program code (symmetry feature) Aldur - for ideas, Exodus "tour" to find the most complex roofs Capi - German translation Hipshot - sky texture Yaga - German translation Aum - art (program logo) Malena - art (farm textures) All users - feedback and donations Changelog DeedPlanner 2.8.0 - not released yet Added "Animals" tab DeedPlanner 2.7.3 - not released yet TBA Added reinforced cave floor tiles Added yule goats and reindeers Changed contrast of cave floor and wall tiles DeedPlanner 2.7.2 - 14.03.2017 Added possibility to toggle bridges rendering in 2d view Added over 50 new objects Added new categories for some of the new objects, moved some of the existing objects to better fitting categories Renamed "Fountains" objects category to "Water Sources" DeedPlanner 2.7.1 - 22.02.2017 Added workaround for saving to Pastebin if option to open web browser directly is unsupported Added bee hives and stills Slightly changed GUI text of bridge removal option, for clarification DeedPlanner 2.7.0 - 10.02.2017 Added farm planning feature (big thanks to Malena! ) Added support for different ground textures in 2d and 3d view Added support for .dds texture format Added search feature to the objects tab Added all street lamps: copper hanging, brass, brass hanging, bronze hanging, gold hanging, silver hanging, iron, iron torch, iron imperial Added all candelabras: copper, gold, silver, iron, seryll Improved behavior of loading window text boxes Cave tab replaces ground tab now (and vice versa) while switching between surface and cave view DeedPlanner 2.6.7 - 25.11.2016 Added possibility to customize left and right-click ground types you want to place: simply use the proper mouse button to select ground type for that button! Added pillars and obelisks. DeedPlanner 2.6.6 - 06.10.2016 Fixed objects sinking into the floor Fixed missing campfire texture DeedPlanner 2.6.5 - 24.09.2016 Added woven fences Fixed marble bridges weird texture bug Fixed external map loading issue DeedPlanner 2.6.4 - 30.07.2016 Added new objects: beds, fireplace, bookcases, coffers, armor stands, wardrobe DeedPlanner 2.6.3 - 08.07.2016 Added deed import info dialog Tip of a day on startup is no longer on as default setting Fixed bridges deleting on map resize DeedPlanner 2.6.2 - 29.06.2016 Fixed critical bug causing walls on different layers (cave and surface) not being rendered if placed on the same tile DeedPlanner 2.6.1 - 29.06.2016 Added code changes mentioned in previous update Removed possibility to place roofs underground DeedPlanner 2.6.0 - 28.06.2016 Cave dwellings added! Added most PMK tall banners, banners and flags Added new "Kingdoms" category to objects tree Added new warning window appearing if you are trying to launch program from inside the .zip file or outside of unzipped folder DeedPlanner 2.5.7 - 05.06.2016 Added possibility to toggle trees (always visible/visible in 3d view/never visible) Fixed bridge duplicating bug DeedPlanner 2.5.6 - 03.05.2016 Fixed dragon HOTA and JK tall banners Fixed diagonal roads bug Disabled face culling until source of issues with models will be found DeedPlanner 2.5.5 - 25.04.2016 Added tall banners, kingdom guard towers and oleanders Fixed few GUI resizing issues Fixed corrupted textures using non-existent texture index instead of unbinding Fixed flags and banners DeedPlanner 2.5.4 - 01.04.2016 Made DeedPlanner configuration directory hidden on Linux by default (existing configs shouldn't be affected, but you can manually make file hidden to apply this change) Fixed hedges bugs. DeedPlanner 2.5.3 - 18.02.2016 Fixed most (all?) missing textures. DeedPlanner 2.5.2 - 08.02.2016 Added PayPal donation button to main program screen Improved few interface elements a bit (especially the ones in "Labels and Materials" tab) Improved error handing of textures (no error spamming, program uses blank texture instead of faulty one) Fixed staircases missing texture DeedPlanner 2.5.1 - 07.02.2016 Added new program logo Fixed mailboxes bugs DeedPlanner 2.5.0 - 07.02.2016 Replaced old Collada model loader with new WOM model loader - loading of all models is much faster now Replaced all Collada models with WOM models Improved models debugging Added BSB and FSB models DeedPlanner 2.4.4 - 24.01.2016 Added all new staircase types DeedPlanner 2.4.3 - 15.01.2016 Added "Tip of the day" window Added more diagonal road types (all cobblestone types and slabs available now) Fixed flat wooden bridges bugs Fixed skybox texture bug existing on some GPU's DeedPlanner 2.4.2 - 02.01.2016 Added possibility to delete bridges in different way Fixed bridges entering another state of existence and resurrecting after deletion Fixed weird looking bridge segments DeedPlanner 2.4.1 - 01.11.2015 Added selected tile highlight in bridges mode Fixed rendering of bridges (bridges will always have max brightness now) Fixed some broken bridges Fixed bug related to bridges at higher levels not being rendered correctly (should work with 2.4.0 saves) Fixed few stability related bugs DeedPlanner 2.4.0 - 25.10.2015 Added bridges Added symmetry editing mode Added file > quit Added a lot of new models, including forges, ovens and market stalls Improved model loader which is capable to load a lot of new objects now Fixed maps smaller than 50X50 Fixed rendering at heights above 2333 Fixed some roofs not being rendered correctly Fixed resizing bug related to cave labels DeedPlanner 2.3.5 - 07.09.2015 Fixed windows and portcullis bug DeedPlanner 2.3.4 - 07.09.2015 Fixed arched walls bug DeedPlanner 2.3.3 - 07.09.2015 Improved deleting objects (should be much easier now) Improved objects placement (old placement mode can be activated via shift key) Bottom floor of houses is using proper walls models now Added Czech translation Improved currently existing translations Doubled scale of all trees DeedPlanner 2.3.2 - 18.08.2015 Added standalone staircase Updated staircases model Fixed rare mouse bug causing the program to sometimes crash on Windows DeedPlanner 2.3.1 - 22.05.2015 Fixed another old DP maps loading bug Fixed cave labels loading/saving DeedPlanner 2.3.0 - 22.05.2015 Added cave layer Added cave labels Added possibility to delete selected structure Added colorblind mode Added all cave wall types to the database Fixed automatic walls reversion overriding classical walls reversion feature Fixed old DP maps loading bug DeedPlanner 2.2.1 - 16.05.2015 Added possibility to rotate floors Added intelligent walls rotation near edge of floor Added small interface changes Added all stairs Added magic chest Made labels-related memory leak less significant DeedPlanner 2.2.0 - 07.05.2015 Added possibility to display preview icons in walls tab Added icons for all wall types Changed the ground rendering in order to get rid of rendering artifacts DeedPlanner 2.1.5 - 28.04.2015 Added lawn Added banners Added flags Partially fixed label memory leak (last fix for now) DeedPlanner 2.1.4 - 27.04.2015 Slightly optimized rendering of labels Fixed memory leak related to labels DeedPlanner 2.1.3 - 22.04.2015 Improved program memory management, amount of RAM allocated every second is multiple times smaller now (about 30 mb vs 4 mb on the same map) Improved loading of models Fixed memory leak related to loading of models DeedPlanner 2.1.2 - 12.04.2015 Fixed walls deleting bug Fixed bug occurring when trying to place wall without selecting any DeedPlanner 2.1.1 - 12.04.2015 Added tapestries Added language switch DeedPlanner 2.1.0 - 28.03.2015 Added possibility to rotate walls Added colored tile borders Added internationalization Added German and Polish translation Added donate button in map saving window Fixed walls deleting bug Fixed village token model bug Removed embedded tools (not needed anymore as improved versions of these tools have web version) DeedPlanner 2.0.3 - 19.03.2015 Added save/load directory memorizing Added flowerbeds Added possibility to place fountains at any position Fixed normal and crude wooden fence gates DeedPlanner 2.0.2 - 13.03.2015 Added hedges Added new wall types Added possibility to calculate materials of area (click and hold) Changed height edition a little Fixed semi-transparent objects rendering Fixed hedges and trees rendering Fixed map resizing/height bug Fixed memory leak Removed bumpmapped terrain DeedPlanner 2.0.1 - 08.12.2014 added some new objects, including archery tower and stone wall portcullis fixed roofs calculations bug fixed invalid models bugs DeedPlanner 2.0.0 - 27.11.2014 added materials and carpentry calculations for maps and buildings added some GUI animations added entities type show on mouse over added settlement token improved fill algorithm for ground tiles DeedPlanner 2 BETA 1b - 02.11.2014 slightly changed portcullis model fixed invalid mesh bug DeedPlanner 2 BETA 1a - 02.11.2014 added some objects, including freedom guard tower, loom, small and large anvil fixed bushes size fixed portcullis bug DeedPlanner 2 BETA 1 - 31.10.2014 added objects added labels added fences in arch walls added program logo (very simple at the moment - just to make program more visible in taskbar) added more debugging options, including graphics performance counter (out stream and info log) small changes in program rendering engine - slightly better performance and few new possibilities very large database changes - added many objects and new wall types, over 200 new entities fixed smooth height tool small fixes to undo/redo feature DeedPlanner 2 ALPHA 6c - 02.10.2014 fixed roofs bug DeedPlanner 2 ALPHA 6b - 30.09.2014 fixed ground deleting bug DeedPlanner 2 ALPHA 6a - 30.09.2014 fixed map saving critical bug DeedPlanner 2 ALPHA 6 - 29.09.2014 added possibility to import old DP maps added possibility to import WAK maps new entity storage system - big maps should take much less RAM, system is more flexible than previous and will allow to add some new features easily HoTS got some hate few database fixes DeedPlanner 2 ALPHA 5 - 22.07.2014 added "Select height" edition mode added height preview widget added chain link fences fixed few memory leaks fixed some possible NullPointerExceptions DeedPlanner 2 ALPHA 4 - 27.06.2014 added build restrictions added old height edition models added program exit confirmation dialog added program version info (in program window title) fixed wrong height on mouse hover values in 2d view fixed undo/redo bugs related to floors, walls and roofs DeedPlanner 2 ALPHA 3 - 20.06.2014 added new cobblestone ground types added fall ground textures added possibility to disable terrain noise removed second loading bar fixed data loss after resizing fixed height after map load bug DeedPlanner 2 ALPHA 2 - 19.06.2014 fixed map loading/saving/resizing bugs fixed season change crash bug few fixes in Objects.xml file - visible fence gates, change of few winter textures info changed program folder name from "DeedPlanner" to "DeedPlanner 2" DeedPlanner 2 ALPHA 1 - 18.06.2014 first DP2 unstable release DeedPlanner 1.7p - 29.01.2014 better error handling (named threads, better exception checking) roof updater bug fixed map loading should be more stable now DeedPlanner 1.7o - 14.11.2013 added stone fence DeedPlanner 1.7n - 12.11.2013 added pillars fixed heightmap editing bug DeedPlanner 1.7m - 01.11.2013 second fix to program loading bug DeedPlanner 1.7l - 01.11.2013 fixed program loading bug better error logging DeedPlanner 1.7k - 01.11.2013 changed palisade texture and model fixed clay tiles bug (this do not affect saves before this version) DeedPlanner 1.7j - 29.10.2013 fixed skybox texture dynamic models loading - program startup is even faster now DeedPlanner 1.7i - 28.10.2013 all tree types now have three variants: small, normal and big dynamic resource loading - program startup should now is many times faster than before program startup crashes should be fixed new config file format DeedPlanner 1.7h - 22.09.2013 fixed keybindings bug DeedPlanner 1.7g - 21.09.2013 performance optimalizations (about 300-400% - now the program is very "light" even on huge maps) added keybindings (in program settings directory) added map autosave added trees: willow, pine, oak, maple, cedar, birch, walnut, linden, fir, chestnut fixed transparent objects rendering DeedPlanner 1.7f - 05.09.2013 added water tile to cave view view range in 3d mode is now much bigger fixed "edit slope" elevation edit mode bugs fixed carpentry calculations bug DeedPlanner 1.7e - 05.09.2013 added new elevation editing mode: "edit slope" for fast filling borders with slopes data from game added two new ground types: marble slab and slate slab, renamed slab to stone slab added outdates saves notify printed to error log if you are trying to load outdated saves performance optimalization - GPU usage on some machines should be smaller now program will change antialiasing value in settings if you cannot start program with selected/predefined setting improved preloader (look at the info log, it also should be faster and more reliable) fixed objects visibility in 2d mode fixed carpentry calculations DeedPlanner 1.7d - 02.09.2013 added changes mentioned in 1.7c update DeedPlanner 1.7c - 02.09.2013 fixed "fixed camera" mode fixed map navigation bugs added small changes to minimalize amount of program crashes while loading map (most visible in case of huge maps) DeedPlanner 1.7b - 02.09.2013 fixed bugs at zoom out bigger than map size fixed wrong ground layer rendering in FPP view fixed cave editing DeedPlanner 1.7a - 01.09.2013 slightly improved performance of roof calculations algorithms fixed all coordinate system related bugs fixed roofs rotation bug DeedPlanner 1.7 - 01.09.2013 coordinate system changed from xzy to xyz (invisible, but very big change) big performance optimalizations (up to about 2000% on bigger maps) added new window - "Help" donate button added to exit window changed default antialiasing from 16 to 4 samples max 2d map scale changed from 20 to 40 new keyboard shortcuts new savefile version (older saves are compatible) fixed few Objects.txt issues fixed material calculations bug DeedPlanner 1.6g - 03.06.2013 fixed loading of old saves DeedPlanner 1.6f - 01.06.2013 fixed objects loading bug (no rotation) fixed map loading crash DeedPlanner 1.6e - 01.06.2013 fixed writs walls movement bug fixed writs objects movement bug added camera rotation keys in 3d view: QE and TG new updater version: PayPal donate button deleted and moved into this thread (under download section) DeedPlanner 1.6d - 31.05.2013 added separate labels for surface and cave layer - minor change in save format, all old labels will be recognized as surface labels (if you want to have cave labels instead of surface labels, open converted save in text editor and replace all "false" to "true") when you open label window, label text will be selected by default changed default label color minor interface fixes mine doors added to database DeedPlanner 1.6c - 31.05.2013 added option to rename writ small interface changes new elevation editing mode DeedPlanner 1.6b - 30.05.2013 fixed strange ground tiles rendering fixed writs saving and loading (1.6a and 1.6 saves with writs will doesn't work) fixed light intensity fixed light position fixed ground tiles fading DeedPlanner 1.6a - 29.05.2013 lighting added - code by Aldur overall graphics performance improved - idea by Aldur fixed loading bug DeedPlanner 1.6 - 29.05.2013 completely new, lightweight save/load format added possibility to change pastebin save expiration time added objects rotation added labels new height changing mode: level area between two points small interface changes loading alghoritm fixes few database changes (changed scale of hedges) DeedPlanner 1.5f - 27.05.2013 few new models and textures added (bushes) small interface changes added possibility to change height level of writs DeedPlanner 1.5e - 26.05.2013 bugfixing DeedPlanner 1.5c - 25.05.2013 another NullPointerException fixed DeedPlanner 1.5b - 25.05.2013 added few more models added exit confirmation window DeedPlanner 1.5 - 24.05.2013 added many new fences and objects (more than 20) - some of fences don't have material count as it is currently unknown small changes to few models in the database (modified type colors) fixed objects placement bug data loading times should be faster and more reliable small changes to the writs rendering DeedPlanner 1.5 beta - 24.05.2013 palisades FINALLY added - say thanks to Wox Wurmian view added - change view height using shift/control + mouse wheel - shift is changing view height by one roof, control by 1/10 roof height vertical movement added (r and f keys) objects added, currently with two example models cave view added very big database update - all cave textures and some objects textures are added DeedPlanner 1.4e - 20.05.2013 new updater version (please download update from site) added option to change height globally added option to move writs InfoLog is reporting more things now fixed materials count needed to build high stone wall DeedPlanner 1.4d - 19.05.2013 added possibility to make screenshots (F11) added FAQ file added possibility to change terrain height with drag and hold added possibility to smooth terrain height DeedPlanner 1.4c - 18.05.2013 minor bugfixes in roofs editing code DeedPlanner 1.4b - 17.05.2013 added quick save/load fixed all previously reported bugs DeedPlanner 1.4a - 17.05.2013 fixed loading and resizing critical bugs DeedPlanner 1.4 - 16.05.2013 added heightmap editing options added water level new save format - old saves should be fully compatible with new format fixed multiplied carpentry in calculations bug fixed highest floor bug fixed gravel bug removed all movement restrictions DeedPlanner 1.3h - 11.05.2013 new updater version - old one will still work, but I recommend downloading current version from browser as autoupdater cannot update itself (added autorun of DeedPlanner after update is done) 2d and 3d view camera resets after map loading fixed "moving" writs bugs, old saves are NOT affected fixed bugs related to resizing (including all mentioned ArrayOutOfBounds exceptions in this thread) DeedPlanner 1.3g - 10.05.2013 added option to lock axis for walls new interface bar added tip of the day added error notify added display of current x, y, writ and selected object name DeedPlanner 1.3f - 07.05.2013 fixed writs critical bugs DeedPlanner 1.3e - 07.05.2013 Updater unzip bug fixed clear project bug fixed floors fill option bug fixed update checker in program improved (should make program start faster and run correctly without internet connection) new calculation mode (for writs and whole deed): calculate all objects on map and materials for each object type new calculation mode (only for whole deed): calculate all materials for each floor DeedPlanner 1.3d - 05.05.2013 autoupdater added third carpentry calculations fix DeedPlanner 1.3c - 05.05.2013 fixed bugs related to carpentry calculations added small feature for external developers: this is possible to run program with command line argument directing to .MAP file for instant map load on program boot (let it be a hint for you on what is coming from another developer ) DeedPlanner 1.3b - 04.05.2013 second carpentry calculations fix DeedPlanner 1.3a - 04.05.2013 added possibility to place walls outside writs fixed carpentry calculations bug DeedPlanner 1.3 - 04.05.2013 program renamed from HouseCalc to DeedPlanner completely new, writ-based building system - writ is required to build anything, but using writ system I can add much more deeds-focused features than before added option to calculate materials and carpentry for single buildings (by clicking "Calculate" button while writ is selected) carpentry calculations for the whole deed are removed added tooltips new save format fixed some bugs related to save/load system floor opening added few interface changes HouseCalc 1.2h - 28.04.2013 faster maps loading HouseCalc 1.2g - 28.04.2013 fixed materials calculator bug HouseCalc 1.2f - 27.04.2013 some new grounds, floors and walls added possibility to change RGB values of walls, in 0 to 1 scale (currently for everything in "walls" tab) big changes in program rendering core (invisible for most users) small changes in interface HouseCalc 1.2e - 25.04.2013 fixed right-click roofs deleting HouseCalc 1.2d - 24.04.2013 big optimalization - now 1000X1000 map should run almost as fast as 100X100 map new main window interface added brush size, pencil, fill and select options for grounds and floors (walls and roofs are not affected) HouseCalc 1.2c - 23.04.2013 switched from LWJGL 2.8.5 to 2.9.0 big optimalization changes - maps up to 1000X1000 allowed (but maps bigger than 500X500 may cause FPS drops) added possibility to change default antialiasing and disable mipmaps. HouseCalc 1.2b - 21.04.2013 map saving is about 10000 (!!!) times faster than before and shouldn't take more than few fractions of a second for 100X100 map (previously - more than 40 seconds). larger maps are allowed now, up to 250X250. small interface changes HTML in "Objects.txt" names is now enabled HouseCalc 1.2a - 20.04.2013 added possibility to use right click in ground placement mode to place default ground type HouseCalc 1.2 - 20.04.2013 new save format - older saves should be compatible with new format. fixed map loading bugs fixed mouse wheel bug faster map loading alghorithm mapper area is now resizable (size from 25 to 100 allowed, resizing is possible in every direction independently) now you can place ground tiles. First loaded ground tile is program default ground tile. HouseCalc 1.1b - 17.04.2013 added tall stone walls to the database you can use "q" and "e" to change roofs you can use mouse wheel to change currently selected floor/wall/roof HouseCalc 1.1a - 17.04.2013 fixed mipmaps bug HouseCalc 1.1 - 16.04.2013 two new windows: settings and update notifier added version checking few interface changes and fixes added option to disable grid changing map scale is now possible (in settings and via scroll wheel when it is enabled) added option to force Java to compile program added two speed modifier keys: shift and control (speed factor can be modified in settings) most speed options are configurable now double doors default RGB values changed fixed double walls placement bug HouseCalc 1.0c - 14.04.2013 second try to fix antialiasing bug (successful) HouseCalc 1.0b - 14.04.2013 fixed ARB pixel format bug (it was caused by antialiasing which is not supported on some computers - now if the program will detect that antialiasing is not supported it will disable it). fixed walls placement - it should be better now. HouseCalc 1.0a - 14.04.2013 added version info in lower left corner added info and error logs to the main directory - program err and out streams are saved there. If you encounter any problem, you should be able to see error in error log. HouseCalc 1.0 - 14.04.2013 initial release Please give feedback - your opinion is very important for the development of the program.
  2. It's the screenshots thread! Post your best screenshots for everyone to enjoy, whether it's a stunning landscape, awesome house or a horse with questionable intentions... To get an image to display directly on the forums, enclose a direct link to the image in [img.] tags. You can also use [spoiler.] tags to hide the pictures until shown making the thread a little cleaner. (Note: remove the dots)
  3. Looking for Citizens to join Wild Goose Farms @ S 9 Coastal waters, woods, mountains, flat farm land, mines and a plot for your house and garden. Pm Bigsmith play 7:30pm to 11pm Eastorn Time USA.
  4. Hello wurmians, I am looking for a small deed for a friend and myself. The deed must have - an area to use for farming (a few flat tiles) - one or more houses - a small workshop (does not have to be "equipped", just seperate building) - a small mine (with iron in it) - a nearby forest (d prefer one inside a forest) Some extras which d be nice: - harbour or coast line - walls - guard tower - some useful goods - a ship - horses - carts - nearby clay tiles - and so on Feel free to post or pm your deed with all information, and also server and location plus the price you are asking. Would love a deed on pristine, but if its a nice one i d accept release or east coast of xanadu too. Greetings Simju
  5. Hello! I am moving from my home and would like to sell if possible. The deed's name is Twilight's embrace. There is a large, furnished house on deed. A mine located just under the house. Room for deed expansion. A small orchard, farm next to the house. An area for animals. The deed comes with an invitation to the Aged Fat Alliance which has many active and friendly members as well as public mines (you can find pretty much anything you want in a ten minute cart ride) and docs that access the ocean. Easy access to the Linton highway. Deed is located in the J11 area of Xanadu. I would like about 10s for the home, but I am willing to haggle if you can't afford that. (There is way more that 10s worth of items being left on the deed but I'm not bothering to include that in the price.) The deed itself in minimal and upkeep is paid up for about 2 more months. It's only a few copper since it's a minimal deed. The land that you would have claim over is outside of the deed though. It's all fenced and the fences are in good repair. There is a functional supreme mailbox just outside the front gate. There are lots of neighbors close by, but not so close that you can't expand the deed even more if you wanted to. There are a couple guard towers near by. Easy access to tar, clay, sand, and anything else you might want. I am happy to answer any more questions you might have. I'm moving to a different location not too far away so I'll be in the area to show you around too if you would like. Pics http://imgur.com/a/12Zgf
  6. When you mine out a tile through a double door you can not level the floor tile it gives you the message.. [10:24:34] The plain stone double door is in the way. If we can mine through the doors/arched ways we should be able to level the floor through the door too so when we expand we can get the same height floors.
  7. Hey everyone, this merchant business is a fairly simple idea. I've made this business in the past, and had some success with it so I figured, what the heck, let's do it again! Anyhow, I'm an avid Deedplanner user, and I enjoy creating building designs and village designs using the wonderful program created by @Warlander. If you have a building or village you'd like planned out for you, I'd be the guy to do it. The pricing is pretty simple: a small village design costs 1s, a medium design costs 2s, and a large design costs 3s. A small village, for example, may have dimensions of 15x15, whereas a large village would have something like 50x50 and upward. Prices can be negotiated, so don't be afraid to ask! Leave a comment or pm me if you're interested and we'll discuss the details! Also, if you would, please take a moment to fill out the very small questionnaire below to give me more information about what you want from your design. Thanks. Update 1: I've added a design to the portfolio of the work I've done. Unfortunately I lost a lot of my old designs when my laptop pooped out. I'll add more as I do them. Update 2: A small table was added to clarify the dimension sizes and corresponding prices. Update 3: Added a small questionnaire to further outline the basic information I'll need to create your design. Portfolio Village Size Range Price Small 11x11 - 25x25 (121 - 625 tiles) 1s Medium 26x26 - 45x45 (676 - 2025 tiles) 2s Large 46x46 - ??? (2116 - ??? tiles) 3s Information I Need: What is your desired time frame of completion for the design? What theme or style do you have in mind, if any? What wall types are acceptable for the buildings? Do you want your deed to represent any deities? Can you export your current deed design (if you have one) so I have a baseline to work with?
  8. Storm's End is a 51x35 village located close to the northern shore of Crystal Lake on Independence. I've recently returned from hiatus and expanded the deed to continue projects on site. Storm's End is a member of the Storm Lands alliance, which also includes neighboring deeds; Yoggster's Patch Returns, An Unusual Place, Haven (the Hunting Lodge deed in the Grand Steppe), and Fafnir. The local area around Storm's End is fairly quiet, except for the alliance members. We have space for a few new villagers if anyone is interested in settling down in a new neighborhood. We'd prefer experienced players to apply, however we don't discriminate against the newbs either! If you'd like a nice village to settle into and hone your skills or work on projects then Storm's End is a good fit for you. We have a rare guard tower, a mailbox, an extensive mine and close access to the waterfront. Leave a comment here or pm me if you're interested in joining. Have a blessed day!
  9. Carts, ships, animals all have a means of identifying an owner, but not buildings. We really should have the building owner visible on examine. Would make it easier for contacting people to discuss/negotiate in land disputes, moving into an area, or whatever.
  10. I've heard quite a few stories of how players have been waiting for that #%&?# house to finally rot, so they could deed the spot it was occupying. I've been in that situation a few times too myself. So how about being able to buy an item at the nearest trader called "Altar of Accelerated Rot" (or something to that effect), which when planted in an off-deed house missing at least one wall would speed the decay of said house? If the owner of the house should happen to come back in time, he can simply right-click->reset on the *item* and it will go poof and reset the extra damage it caused. When a player enters a house in which such an *item* is active he gets a message saying it. The extra decay caused should increase proportionally with the percentage of walls missing (1 wall missing = small effect. 1 wall still standing = big effect) Price could be maybe 2 silver
  11. Recently I had to add a lot of names to a house writ. However, after a certain amount of names were added, I kept getting the error message "Name too short". Initially we thought is was because the person had never visited the server, however, even adding names of people currently (and mostly living) on server, gave same error. The only way to add these people was to /addfriend each individual, then go to friends list, find the person, move name to Friends column, go back to manage buildings, open Friends, and then give the new person permission that way. I am assuming there is a limit to the amount of data we can enter in the "Add person" section. Please fix this as it is near impossible to quickly add new names if you have to go through closing friends and building manage pages, add new friends, open friends, look for them, move to different section, back to open building manage.... Edit: I forgot to mention that if you add people to your Friends list it gives the permissions you allowed for Friends on other areas like other houses you own, so after you finished you actually have to go back to your friends list and manually remove all of said previously added people off again...this has cross implications for permissions if we don't just allow more names to be added to a writ in the first place. Also, this is not a bug but a suggestion, please allow Friends in Friends list to be sorted alphabetically for the whole group, as an alternative to current sorting in different levels of friends (Trusted, Friends, other). Thanks.
  12. Hey Recently I ran into unexpected house permission related isses in our village. We've got an inactive villager. Before he disappeared (now 3 weeks ago) he had planned a 1x1 house on perimeter (don't ask why, I don't know). One house wall is on deed border and it has one wooden beam attached. Other three walls are just planned, not built. This wannabe house effectively blocks deed expansion in any direction because I don't have permission to modify. Problem one! Foreign house on west perimeter blocks deed expansion in east, south and north. I cannot bash that wall because, once again, I don't have permission to modify. Problem two! House is on deed and off deed at the same time. Won't decay, but cannot bash either. As per game logic, deed cannot expand over house if the mayor doesn't have permissions to modify this house. Ok, this is clear and I don't complain, that's how it should be. The house is there first, deed cannot move over (under) it. In our case, deed was there first and house was built partially on deed. This can only happen if the house owner is citizen at the time of planning and building. Thus the house should have same permission logic as any other house fully built on deed. Part of it is on deed, mayor should have permission to bash the walls OR expand deed fully over it (and then can bash). Only option I'm given right now (other than hoping the owner to come back) is to shrink the deed by two tiles, wait for this one damn wall to decay, and then expand back. This takes time and money and makes me very unhappy. Not to mention there are other citizen houses on the same border which would then also take decay damage (luckily we have permissions on them). However this doesn't sound right. What I would like to see changed regarding these two problems? 1. Allow deed expansion in certain direction if there is no direct blockage. In our case, I should be allowed to expand east, when that darn house is in west. 2. House built partially on deed and partially on perimeter should be considered as fully on deed. Thank you for reading. PS. posting it in server bugs and not suggestions section because it feels like a " Game Mechanics Problem"
  13. Hello, after recent client update we can no longer add floors unless all the walls are complete. well I finished all the walls, started to build a ladder opening, but when I go to finish the ladder I get a puzzling message. [22:43:16] The floor is in an invalid state to be continued. What does this mean/ how do I fix this to make ladder in "valid state"?
  14. Hmmmmm.. I have one settlement, and one house inside it's walls. I have planned the house and built all of the external walls no problem. When I try to plan the floor, I'm getting a message that the 'Guards kindly inform you that you are not allowed to do that here.' Also, carving knives aren't giving me the option to modify walls? Any ideas?
  15. Please make so we can examine a house and get the Writ holders name. Also please make so we can push altars some to make them neater looking in a room. Metal altars are horrible looking unless you get lucky and are standing in exact right spot when you complete them. Stone altars can be pushed, why not metal ones?
  16. Hello I am looking for the owner or allies of the deed called Forest Beach. The allies of Forest Beach are: Forest Beach, Gulf Of Heaven, Hall Of The Mountan King, Moonshine Harbor, Seaside Mines, South Bay Mining Outpost and Valhalla. If you are friends of any of the players within the alliance or know who I can talk to about Forest Beach please let me know. Thank You Oh yes, Forest beach is Located on Xanadu by S15.
  17. When I logged on today, a wall plan had appeared on the side of my house, right where a ramp goes. There was a wall section here before I built the ramp, but it was completely destroyed. I am not able to remove it. If I right click the plan I get the refreshing indicator, no option to destroy or build.
  18. I was building a 1x1 tower today and when all three walls were complete and i started to build the door it did not give me an option for the plain stone door, plain stone double door or the plain stone arched wall. (I assume this is for any structure with only one door that the door is left for last) This was not a big deal i just built the stone door and then used pliers but thought i would report it anyway..
  19. Please update Rope http://www.wurmpedia.com/index.php/Rope So that it explains rope can be used to haul large carts up, or down multi-story buildings Limitations are: The cart cannot have animals hitched The cart must be 1 floor below your current position to haul up The cart must be on your current floor in order to haul down This must happen directly at an house opening Notes can be found here: Under the February event (Toward the very bottom of the page linked here) http://www.wurmpedia.com/index.php/Current_events
  20. Hi, just after i logged in got to second floor in one of my house and got attacked by a spider that was outside the house (locked house) and got bite by trough the Plain narrow stone windows. have no idea how it's possible so i asked on CA help channel and got suggested to post it here.
  21. Hello everyone! Let's do something for fun and creativity! If you like decorations join me in this thread and share with all of us your unusual decorating ideas. Let's put those unexpected items to creative use or take something that seems ordinary and turn it into interesting design. Inspire and get inspired ! Few days ago we went to hunting trip in open sea and I came up with something interesting after trying to display our hunting trophies ( that what I call regular unbutchered corpses ). I just wanted to show our citizens and friends variety of cool sea creatures that exist in Wurm. Sadly we do not see them in our area of Xanadu. But when I dropped them on floor in our city hall , I could see only tops of creatures and rest of their bodies went underground. So, I went to second floor of our tavern and dropped them there ... and here is result how it look like on first floor "Forbidden fruit" Tavern, hunting trophies display. ( Eden Harbour ).
  22. If you build a house more than a few levels the bugs begin. I have no idea when they begin but I know at level five they occur. Once anything is started it is NOT removable. I wanted to add a staircase, can't change the type of floor because it "causes unstability" Even if this is on a top floor with NOTHING above it. I made a mistake while putting on a stone parapet, I accidentally used a different type of border design and I can't remove it. This is at the top of the building, there is nothing above it. It supports NOTHING. So now my building is at a standstill until this bug is fixed. I know removal works at levels two and three and I know it doesn't work at level five.
  23. Hi there, I'm T.Legend, C.E.O of Legendary Enterprises; we recently opened a new deed at O-22, Xanadu, and are a part of the now sizeable Rhino Lake Alliance. We are looking to take in villagers, both old and new, who are up to the challenge of carving a deed out of the landscape afresh, including myself we currently have 3 villagers, and 2 templars watching over us night and day. From time to time there may be the chance to earn some coin helping with the Deed's trading company of the same name: http://forum.wurmonline.com/index.php?/topic/124913-legendary-enterprises-low-prices-happy-customers-xanadu/ For the time being player housing plots are not provided, but are however on the agenda for the next deed expansion due in a week or two's time. There are only two requirements to join us here; Follow the Rules Be Active The Rules are Simple: Don't take what is not yours, always check first, any items that are public, rename, public Play nice, there is no need to be spiteful or rude to your neighbours or the local villages. Check all buildings with me first BEFORE you begin construction, if you have to logoff leave the plan up, if it gets taken down you know I said no, if I leave a sign with a note on, it generally means yes XD Have fun ^.^ If you are interested PM me here on the forum, or TsubasaLegend in-game
  24. I created a house, added a bridge to get to the 2nd tile. Then I was doing an addition to the house and put the house tile plan on the tile that is next to the bridge. Decided I didn't want it there, when I try to remove it I get this message. [18:49:13] You already have a bridge under construction. Finish that one before trying to work here. The bridge is not on this tile, it is next to this tile, and the bridge is in-fact finished. *edit* I cannot remove any newly planned tile from my building now.
  25. We have flooring in houses what i am suggesting is expanding the flooring to include a bridge flooring. It works just like the flooring now but it is kind of like a rope bridge and has the graphics that look like a bridge and not just a floating floor. I am not sure how that all would work but it would give us more options inside a house. Edit: I guess you could just allow us to build bridges in houses that we own/are on the writ of too, lol