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Showing content with the highest reputation on 10/23/15 in all areas

  1. 8 points
    Hey everybody, Woah! What a busy week! But Wurm Unlimited is now out on Steam, and the Wurm franchise now has two games to its name. We haven't got much new stuff to talk about this week, so I'll use it as an opportunity to talk about our PR plans from here on out and make sure you know about all the things we want to do and keep doing with WU and WO. Starting from next week, we'll be posting the weekly news to Steam as well, and it'll be a slot shared by both WO and WU for talking about dev work on both games. It's because almost everything we develop for one game can and will be added to the other (things like graphics updates or new features,) and so it seems logical to share the news between the two. We'd also like to thank everyone, as players, for playing and contributing to Wurm thus far. There are many new journeys to be had with many new players - game on! The Week In Patch Notes There were a few small fixes over the past week, and amphorae and kilns were added too! 19/10:Fix for dragging unlocked small carts when you do not have an item active. Also applies to catapults. Fix for clay containers. Fix for rotating various items, e.g. large anvil. Fix for config twitter for villages. 20/10:Allow settlement may pass gates work even if some permissions exists for gate. Fix for feeling bad about bashing floors when you have modify permissions. Removed possibility to attack your own mount on PvE servers. You should now be able to invite offline players to your village using /recruit . The player should use the command /join. Check /help for reference. 22/10:Added Large and Small Amphora and Kiln. Possible fix for uneven creature distribution on large maps. Seeing the result of this will probably take a week or two and note that creatures usually don’t spawn in the vicinity of online players. Screenshot of the Week This week's screenshot was by Devily of his Temple of the Forgotten Gods. It looks really nice, especially in its soft shade of green light! That concludes this week's news. Come and join us aboard the Wurm train: we don't know where the next stop is, but we'll make it a good one
  2. 6 points
    Started working on river generation In game screenshots in the spoiler
  3. 3 points
    Possibly the first Wurm Unlimited mod released? This is an edit to the Terraforming and Flattening classes in server.jar to drop dirt on the ground when you dig it instead of putting it in your inventory. According to Warlander we're allowed to share modified classes, so I'll distribute my mods via a zip file containing the modified classes.
  4. 3 points
    I was looking at the screen shots and thinking how awesome it is to finally see Wurm on steam. I know you guys have been working on this Project (Wurm) for years now and have had many ups and downs. Its been a really long road for you guys and not all of the players were easy to work with. I just wanted to take a minute to say thank you for all your dedicated hard work and for those holidays that you missed with your family's to fix or get things ready for us the players. I don't know if all of Code Club reads English so I will post another with a translation. So...Thank you all at Code Club AB for bringing Wurm into our homes and giving us the opportunity to experience your magical world know as Wurm. Here is to many more Adventures and Misadventures in that world. Thank you for everything you do for us the players. And I hope it continues to bring you as much Fortune as it has brought us so much enjoyable entertainment. I hope others will give a good word here as well. _________________________________________________________________ Jag letade på skärmdumpar och tänkte på hur häftigt det är att äntligen få se Wurm på ånga . Jag vet att ni har arbetat med detta projekt ( Wurm ) i flera år nu och har haft många upp- och nedgångar . Det har varit en riktigt lång väg för er och inte alla spelare var lätt att arbeta med . Jag ville bara ta en minut att säga tack för allt ditt dedikerade hårt arbete och för de helgdagar som du missade med din familjs att fastställa eller få saker redo för oss spelare. Jag vet inte om alla Code Club läser engelska så jag kommer att bokföra en annan med en översättning . Så ... Tack alla på kod Club AB för att föra Wurm in i våra hem och ger oss möjlighet att uppleva din magiska världen veta som Wurm . Här är att många fler äventyr och Misadventures i den världen . Tack för allt du gör för oss spelare. Och jag hoppas att det fortsätter att ge dig så mycket Fortune som det har gett oss så mycket trevlig underhållning .
  5. 3 points
    Is there any chance that an option to mark all sub-forums as read could be added? When I hit the view new content I get swamped by WU threads which are irrelevant to me. It would be sweet to just go into the WU section, mark it all as read then hit view new content so I can see whats changing in WO only.
  6. 3 points
    First of all, yes, i know there is already another furnace suggestion made my Jberg, to be found right here . But since this is not simply suggesting a bigger smelting tool but a full furnace concept i thought it's worth its own thread. So here it is. After the recent announcement that fountain containers will be removed in the future, now it really is about time for advanced ore smelting equipment! So this furnace is my attempt to design a tool that will both satisfy the need for a way to smelt lots of ores way quicker than with forges, yet won't come too cheap. The basic idea: The main item is the furnace itself, while it also requires a new pottery item as material, namely lump molds. The furnace itself should come with a hard requirement of 35-40 masonry. Further, there should be three things scaling with the QL of the furnace. Those are: The burning duration: Simply take it from forge and oven. It's fine as it is and there's no need to change it for a single item. The amount of ores it can hold: At QL1 the furnace should hold 50 ores. . Up to Ql50, every full QL should make the furnace hold one more ore, so that at Ql50 it can hold a full 100 ores. This is already a big improvement over the current 28 ores, and once you have the required masonry to build this, you can quickly improve it to QL40+. The smelting time: While the furnace should already have slightly faster smelting at a higher QL, i think this still isn't enough to make people prefer the furnace over their already built forges. Due to this, every full QL over 50 will reduce the smelting time by 0.5%, so that a QL100 furnace will smelt ores 25% faster than a Ql100 forge. These three benefits added up will put a single furnace at the smelting speed of roughly 5 forges, while taking less materials, only needing 1/5th of the fuel, and not littering the whole screen with windows. Rarity status: Every tier of rarity bonus will add to the smelting time, too. A rare furnace will add 1%, boosting the maximum to 26%. A supreme furnace will add 2.5%, boosting the maximum to 27.5%. A fantastic furnace will add 5%, boosting the maximum to 30%. The rarity status should still give the same benefit to burning duration it does for normal forges. To sum it up, creating this will already need a seasoned player, hitting the maximum ore hold will need a well-skilled mason, and being able to enjoy the FULL speed of this tool will require to have a veteran mason imping it. However, due to the furnace only being able to hold ores, it will also not be too strong. The items: Furnace: Creation: Activate stone brick right-click clay total materials: 30x stone bricks 30x clay 4x dirt 8x lump molds result: furnace There have been suggestions of this type of tool with material requirements of dozens, or even hundreds of bricks and clay, however giving it a hard requirement on masonry will be more effective to make it an "advanced" tool. Design: There have been some good suggestions on Jberg's thread already, and i think somewhere between and Having something that resembles the left one, but with a bigger opening for the fireplace at the bottom, and a look that resembles the forge with its brick-design would probably fit into the game pretty well. The ingot molds of the right one would also fit it pretty well, and give it quite a different look from the other fireplaces currently ingame. Size-wise it should be slightly larger than the kiln, but not having the limitation of only being build-able outside of houses, since most people prefer having their smithy inside. Lump mold: creation activate hand right-click clay (2.20kg) result lump mold (2.00kg) The lump mold will only be a material that's supposed to make the creation of the furnace not simply masonry-based and give our potters a little love. Design-wise the molds would probably just look like slightly bigger smelting pots. So far that's it about the item itself. Feel free to support this idea or give feedback on what you think is good already, or could be better. But i still have some thoughts about other things i read about improvements to ore smelting so far, so i'll add those here. 1) Make the furnace use several times more fuel than the forge needs. What for? If people already have their several forges and the furnace would give them close to four times the ore hold while it requires, let's say five times, the amount of fuel to stay lit for the same duration, who would actually build this? 2) Make the furnace need 50 bricks, 100 clay, 60 masonry, maybe some other materials. Well, i think in this case a hard requirement for the furnace is better, but it shouldn't be too high either. Most people only have the masonry they got from building the fences and houses on their deed. The way it would be now would already be enough. It DOES have a hard requirement, and people with higher or very high masonry will benefit from it by having a furnace that smelts the ores faster. 3) Make the furnace something that's only build-able outside of houses. No. As i already said, most people have their smithys inside a house or have forges to smelt the iron even inside their warehouse. And since the kiln is only able to be built outside, but can be loaded onto a wagon and then be unloaded inside the house, this restriction is rather useless. 4) Being able to load a crate full of ores into the furnace. That's way too close to automation. You want your ores smelted? Then you can as well just drag and drop them,in there. Not having to move the ores and lumps from a crate into several different forges, then into a cooling forge and back into the crate is already a huge benefit for lazy people, one mustn't overdo it. 5) I already have my several forges, why should i even bother building this when it can only hold ores? You don't have to build it if you don't like it. But having this inside a mine, probably right next to the vein, or on site of community projects where a lot of people mine lots of ores pretty quickly will make it faster to build one or two of these instead of 5 or 10 forges. 6) It's supposed to smelt any kind of metal, so give it the same functionality as a smelting pot. This would make the smelting pot completely useless and come with a number of serious issues. How would you determine when the tool/weapon/armor should smelt? Right at the beginning, as soon as you drop it in while the furnace is lit? What happens then if you accidentally drop your favorite, all enchants 100+ supreme main weapon in there instead of the tool you really wanted to smelt? Once it hits glowing hot? If the faster heating of ores would apply to everything in the furnace it would heat the tools of lumps up faster aswell, and you could simply take the tool out once its close to glowing hot and then continue in the forge. 7) Metallurgy should work with this tool as well, make it burn coal while having iron lumps inside to create steel for example. How would you determine skill gains if it's like this? Wouldn't that make metallurgy loose its purpose and creating huge amounts of high quality steel for pas or whatever you want it for way too easy. 8) Just increase the volume of forges! I say YES! to this, especially for large metal shields and other stuff that doesn't fit into backpacks, the volume limit is pretty annoying. For everything that does fit into a backpack, however, the current volume is good. That's all from me so far, hope someone can give more pointers to the devs how exactly we would like our furnaces and that we can see them in the game as quickly as possible.
  7. 3 points
    I'd like a section on the forums for people to post their in-game creations, such as screenshots/videos etc showing off their houses, constructions, uniques etc. Maybe a separate WU suggestions area too.
  8. 3 points
    wtf how did you make such a good map
  9. 3 points
    You don't own anything in Wurm Online. Code club owns your accounts, silver etc. They want to ban you for cheating, GG you. If they 'break a rule' and you don't like it...stop giving them money. That's the only real way to 'punish' a company for doing something you dislike. Why should they give you money back for you helping destroy the integrity of their MMO they rely on as a job? tl;dr don't cheat and ruin it for everyone else.
  10. 2 points
    WGenerator - Arpy's Edit based off WGenerator by Budda (obviously) Download JAR | Download Source Since my editions have deviated so far from Budda's I have decided to create a separate thread to avoid confusion. For information on how to use WGenerator stock features please refer to the official WGenerator thread by Budda Whats new? Added height map importing from 16 bit grayscale PNG images Added height map exporting to 16 bit grayscale PNG images Added an "erosion maximum slope value" allowing you to fine tune slope erosion Added a check box for "land sliding" allowing you to enable/disable dirt sliding above the set "max dirt slope" Added an input for "cliff ratio" allowing you to choose how much large slopes protrude through the dirt layer How to use the new features: Import Before importing ensure that the file you wish to import is compatible; It must be a PNG file that is 16 bit grayscale (refer to tips on how to make these) Before importing into WGenerator, set the map size and map height settings; map size should be the same size as your height map you wish to import, and height should whatever height the map was designed for To import click "Import" and navigate to your height map, select it and press okay- if the file is compatible and there are no errors your height map will be loaded Export Before exporting ensure that you import or generate a height map To export click "Export" and a 16 bit grayscale PNG image of your height map will be saved to your map folder Erosion Min/Max Slope Set a min and max slope height before eroding your height map Erosion will only take effect between the value of min slope and max slope- you can use this to smooth out cliffs while leaving rough plains, or to smooth out rough plains while keeping jagged cliffs Land Sliding Enable this to enable dirt sliding- that is, dirt slides when the current slope is greater than the average of Max Dirt Slope and Max Dirt Slope Diagonal; similar to how dirt dropping works in Wurm Disable to disable dirt sliding- dirt placement will ignore the current slope and will not slide to other tiles Cliff Ratio Determines how much a slope protrudes through the dirt layer Lower values give smooth terrain with little cliffs, higher ones give rough terrain with bigger cliffs Tips: To create a 16 bit grayscale PNG file you can use Photoshop, World Machine, or another tool capable of exporting/saving to this file type Although many image editing program can open and edit a 16 bit grayscale PNG, many cannot save in this format All features have been implemented into the save/load action system- however, when loading an action file with an imported height map the image must be inside the map folder For help creating nice islands in World Machine 2 here is a nice tutorial: http://www.planetminecraft.com/blog/how-to-create-awsome-terrains-with-world-machine/ Many thanks to Budda for developing WGenerator
  11. 2 points
    After creating my first map, Serenity Flats which was the smallest size, it was okay but it felt a little small so I decided to make a 2048 map instead. This one is similar in that there's a lot of very flat land, but I have also created lot of hunting grounds. You'll find dense forests, steppe and dessert throughout. Ores are set to the defaults (plus a tiny bit of Glimmer & Addy) as I think it was too high on the last one. Enjoy! Download here: https://dl.dropboxusercontent.com/u/331929/DeerHunter.zip
  12. 2 points
    It would be awesome to see some mod support in the Server code, so individual mods can co-exist, and not every mod needs to compile it's own version of the server.jar, it would also give CCAB more control over what they expose to modding and what not. Since i'm quite an apt coder myself, i took the liberty of writing an implementation for it based on the released server.jar for WU. The way i currently set it up, allows there to be a "/mods/" folder in your WU Server folder and it will check folders in there for a file called "mod.info" which is a file that describes the mod info in a token=value format. First, here is the ModHandler or ModManager class, the LoadMods method would ideally be called early in the server startup, before any functionality mods could hook into. package com.wurmonline.server; import java.io.File; import java.io.FileInputStream; import java.io.FileNotFoundException; import java.io.IOException; import java.util.ArrayList; import java.util.List; import java.util.Properties; import java.util.logging.Level; import java.util.logging.Logger; public class ModHandler { private static Logger logger = Logger.getLogger(ModHandler.class.getName()); protected static List<Mod> availableMods; protected static List<Mod> activeMods; public static void LoadMods(String modDir) { availableMods = new ArrayList<Mod>(); File modFolder = new File(modDir); File[] files; int numMods = 1; for (File file : files = modFolder.listFiles()) { if(file.isDirectory()) { String[] modFiles; for(String modFile : modFiles = file.list()) { if (modFile.equalsIgnoreCase("mod.info")) { Properties properties = new Properties(); FileInputStream stream; try { stream = new FileInputStream(modFile); properties.load(stream); } catch (FileNotFoundException ex) { logger.log(Level.SEVERE, "Could not open mod.info file in folder " + file.toString()); } catch (IOException ex) { logger.log(Level.SEVERE, "Could not read mod.info file in folder " + file.toString()); } Mod info = new Mod(properties.getProperty("name", "Wurm Unlimted Mod " + String.valueOf(numMods)), file.toString(), properties.getProperty("enabled", "False")); numMods++; availableMods.add(info); //Should probably have a method of enabling/disabling mods in the GUI if(info.isEnabled()) { activeMods.add(info); } } } } } } public static void initialiseItemTemplates() { for(Mod mod : activeMods) { mod.initialiseITemTemplates(); } } public static void createSpells() { for(Mod mod : activeMods) { mod.createSpells(); } } public static void createCreatureTemplates() { for(Mod mod : activeMods) { mod.createCreatureTemplates(); } } } Secondly, the Mod class, which will contain information about the mod, and run the actual modifications the mod made: package com.wurmonline.server; class Mod { public String modName; public boolean enabled = false; public String folder; Mod(String name, String folder, String enabled) { this.modName = name; this.folder = folder; this.enabled = Boolean.parseBoolean(enabled); } public String getModName() { return modName; } public boolean isEnabled() { return enabled; } public String getFolder() { return folder; } void initialiseITemTemplates() { throw new UnsupportedOperationException("Not supported yet."); } void createSpells() { throw new UnsupportedOperationException("Not supported yet."); } void createCreatureTemplates() { throw new UnsupportedOperationException("Not supported yet."); } } Lastly, in server.startRunning, we call the modHandler equivalent for functionality we want to expose to modding, after we executed the standard WU functionality like such: ItemTemplateCreator.initialiseItemTemplates(); ModHandler.initialiseItemTemplates(); SpellGenerator.createSpells(); ModHandler.createSpells(); CreatureTemplateCreator.createCreatureTemplates(); ModHandler.createCreatureTemplates(); I'm looking for feedback, suggestions and if there is any chance of this getting implemented in the code. If there is enough support for this, i can start writing documentation/ work this out further.
  13. 2 points
    wurm needs crickets.
  14. 2 points
  15. 2 points
    We are pleased to announce that we included Wurm Unlimited on our product role. Starting from £4.88 - 1024MB Memory, you can rent a server right now from us! Rent Here http://www.gtxgaming.co.uk/wurm-unlimited-game-server-hosting.html Support Feel free to contact us on our support if you have any further questions. http://gtxbilling.co.uk/supporttickets.php
  16. 2 points
    Hey there! Me and Slinky are working on an SQL file generator for server administrators to import skills that people may have had on Wurm Online, or if they want a certain skill set. Could be used for server admins to make custom "loadouts" for certain players or whatever... Anyway... Some modders or tool makers might find this spreadsheet I made useful: https://docs.google.com/spreadsheets/d/1XxCk2JVCTj3bblYuaHRZQT2garVo8y3SjcrIZoWBohc/edit?usp=sharing It's a list of all the skills and their associated "Number" in the database in order of the skill dump. Once we've fully tested the skill SQL generator (which will eventually read a Wurm skills dump file and automatically output the SQL file) and tweaked it a bit, I'll post it up here along with the PHP source so people can convert it to Java, Python, C or whatever your poison is. I hope the spreadsheet helps some people!
  17. 2 points
  18. 2 points
    Edit: Maps were deleted so closing this down.
  19. 2 points
    1- the wand changes 1 skill at a time only. But you could set the server to test mode and then there is a test option when right click the ground to set all skills at once. I think max is 90 though. 2- There is only one flight speed. 3 - I have no idea. 4 - no idea. Gm's are not meant to be players and have never had a need to tame before. GM's in wurm online for example have taming skill of 1 only... they do not get adjusted up to 99 as they are not player accounts and not used for that purpose. 5 - we built everything with the wand. And what you have now has more capabilities than when we first started making things even... But again back to what a GM was designed to be. They are not designed to be players or creating things on the servers. Wurm is a sandbox where players make those changes, and the staff are 100% volunteers. Because of that the features they have available to them is a lot more restricted in what they can do.
  20. 2 points
    The Pretenders - Middle of the Road (Live)
  21. 2 points
    Nogumps are, by far, the most overpowered mobs in this game by virtue of their ability to pretty much perma-stun any player in between throwing them. Like seriously, i challenge any dev's to spawn a regular one on the test server and try and beat it (or run away from it for that matter), please consider nerfing their stun ability. But Champion Nogumps ... they are just broken: Stronger then uniques No special loot drop (so gathering a group for them has no incentive) Faster then uniques Permastun 2.0 Screenie for proof:
  22. 2 points
    Normal nogumps are OP but at least can be handled. Champ nogumps are literally ridiculous, they can outrun hell horses going 44+km. If you see one you literally just grab ur horse gear and karma. Please nerf champ nogumps.
  23. 2 points
    What boiled my brain is that after being a quite active part of the penning I cannot see it anyhow nice to put the hunt discussion to a team chat where I was not even invited - but yeah thinking about it maybe better to be outsider to such a "community".
  24. 2 points
    its been bugged since the dawn of time the amount of times i go hunted while working on an allies deed with permissions, or i go into a spar and suddenly get hunted for whatever random reasoson... i don't even want to get started. 99.9% of the time someone is hunted anyway, they didn't really do anything wrong (which is what it was designed for anyway, to stop same kingdom griefers.) instead, it bugs out, prevents a person from going to PvP due to their inability to be light of fo'd + they get a pretty big CR nerf. im also guessing this or king titles wont ever happen until someone is about to rage quit because of it.
  25. 2 points
    I just had to do the same thing first had to make myself GM, bumped myself to skill I had on server 41 then summoned a standard meditation rug using activated ivory wand...once you have the skill and the rug just a matter of meditating until you reach your level goal took me all of 10 minutes or less to get level 7 path of love. There is no wait time when your a gm it appears so was a very nice surprise.
  26. 2 points
    Remove all anti-pvp mechanics on pvp servers please +1
  27. 2 points
    won't let you bash on an enemy deed even while the templar is dead. this is on chaos pls fix
  28. 2 points
  29. 2 points
    Saw kiln and hoped for a larger smelting object for ores, was sadly disappointed Yet again new items and not a requested one. Hopefully a step in the right direction for fixing the xanadu spawn however
  30. 2 points
    Hmmmm, come winter, will we have igloos?
  31. 1 point
    Hello friends, I thought I'd throw together a little quick start guide for you all! To note, this will never be an exhaustive guide, a lot of things you'll find through self exploration... this is just to help you get started and clear the fog of confusion on some confusing things! First of all - you need a wand for most everything. If you're a Demigod you'll need to give the toon an Ivory Wand. If you're a ARCH (arch angel) you'll need an Ebony Wand. In short, Demigods are for data collection for the most part, with some problem solving ability, while arch angels are the "fixers" with spawning abilities. Here's a list of binds you *absolutely* should have available if you're running a GM toon; Handy Keybinds Keybind Comment bind [KEY] "flight" For flying. bind [KEY] "say #invis" For turning visible/invisible bind [KEY] "say #chat <optional integer color here>" To chat with colored text. NOTE - only displays for yourself in a PM. bind [KEY] "weather" Weather GM cheat, can set time of day, rain, fog, wind direction and strength. NOTE - only local, affects only the client it's used on. bind [KEY] GMTOOL Brings up the all powerful GM Tool. NOTE; Recommended to bind to middle mouse button or something of the like, if you click the button while hovering over an item, you pull up that items/players/tiles data. bind [KEY] MUTETOOL Small interface that has a few handy things, quickest shortcut to summon players. bind [KEY] "say #changemodel gmdark" Spooky GM model. Fun to pop out and scare the poop out of someone! bind [KEY] "say #changemodel gmnormal" Turn back to the regular player model. This list affects both Demigods and Arch Angels. Notable features for Demigods (and up) - You can Manage permissions / Rename items/bridges etc with no limit. -- Note; Basically the only thing you cannot change are deed settings. - Instant mining (you can mine with your wand active) -- WARNING - you only need ONE mining action to completely remove a vein and turn it into a rock tile! - "Repairing" mine tiles - instant collapsing. -- Activate wand -> right click mine tile -> "Repair". Can do on entrances from the outside. -- WARNING - all items on the tile will get DELETED. - Instant tracking with more detailed data. - Can change kingdoms of players remotely -- Activate wand and right click on your wand again -> Creatures -> Change Kingdoms -- Make sure you pick the right name first... there's no information what kingdom you change someone from. Only online players. -- Note - does not trigger /converts. Ignores /converts timer completely. -- Note - if you use it on yourself, you will go visible if you're invisible. - #changemodel (as commented in above list) will turn you visible upon use. - Able to "protect" tiles, making them completely unmodifiable (even to other GM). -- Activate wand, right click ground tile, choose protect. Does not appear in mines. - Able to instantly place a wooden mine door. -- Activate wand -> right click mine tile border -> build door. It will be 9000 strength. -- Note. This option differs from ebony wands, and does not exist on them. - Able to bash mine doors. -- Activate wand -> right click mine door -> Destroy. Will reduce the strength by 2000 per action. (no timer) -- Note. This option differs from ebony wands, and does not exist on them. - Able to destroy fences instantly -- Activate wand -> right click fence -> destroy. - Able to destroy house walls -- Activate wand -> right click on wall -> "Wall" -> Destroy. -- Note; you'll have to do this twice, since each action (no timer) does 50 damage) - Able to completely destroy (pop) a house instantly. -- Activate wand -> right click on wall -> "Wall" -> Annihalate -> Destroy structure. Notable features for Arch Angels. - Use your Ebony wand. It does practically everything that a Ivory Wand does. - You can instantly dig with your ebony wand. Completely ignores slopes. - You can instantly dredge with your ebony wand. Ignores slopes. - You can instantly disband a deed. -- Activate wand -> right click token -> settlement -> disband settlement. -- Note; Will show your name in the event log as the disbander. - You can found "permanent" settlements - cannot be drained and never runs out of upkeep. -- Just found a settlement as normal. Look carefully at the page where you name the deed for "make permanent" - Spawning items. -- Activate your wand, right click on a ground tile -> specials -> create. -- Note; you can use * (any character, and any number of characters before/after this) for helping filter. Typing *lock* will get you Boat Lock, Door Lock... etc. - Creating focus zones -- Activate wand -> right click ANY item -> create focus zone. Will be made centered on the tile YOU are standing on. --- "Name" - Just pops up a name in the event log when you enter. --- "Name with popup" - Same as above, but now also with a popup message that you can set. --- "NonPVP" - No PvP actions work in this zone. Can probably attack from outside in. --- "Hota" - Hunt of the ancients. You want to make this one pretty big. --- "Flatten [DIRT]" - This is a BIG one. Everything in the x-y distance you enter will be raised/lowered to your level as dirt. if you lower through rock, there will be 10 slopes of dirt put on top of the rock layer. Does no longer destroy mines in the zone you flatten. Use with care. --- "Flatten [ROCK]" - Does the same thing as Flatten [DIRT], but the dirt layer will be removed and there will be rock. Lots of rock. --- "House Wood" - Will spawn a pre-built house at 80ql. Ignores not being flat. Can make larger than Carpentry restrictions allow. Do not make too large though, the lag from loading a structure like that is BAD. Comes with roof. --- "House Stone" - Same as above, but stone. --- "Prem Spawn Only" - Players without premium cannot spawn in this zone. (I.E., tents does not work) --- "No Build" - What it says on the tin. Includes modifying slopes. --- "Tall walls" - Usable on settlements. Will create an automatic encirclement of tall stone walls at 80 QL. X, Y are distance from the edge (0 = starts at the edge of the deed) - Changing terrain type. -- Activate wand -> right click tile -> specials -> change terrain. - "Painting" terrain -- Basically the bulk worker of Change Terrain. -- Activate wand -> right click tile -> "Paint Terrain" (or use bind [KEY] paint_terrain in console!) -- Determined by what the active Ebony Wands AUXDATA is set to. --- Activate wand -> right click your wand -> item -> set data. What number you want to set the AUXDATA to is the number you can find in the list of Change Terrain. --- You can paint a larger area by setting DATA1 and DATA2 (1->9). If they are 3&3, they will paint a 3x3 area. If they're 9&9, they'll paint a 9x9. - Instant, infinite, leveling. (TURN OFF YOUR SOUND BEFORE DOING THIS - YOUR EARS WILL BLEED OTHERWISE) -- Set AUXDATA of your wand to 1. - Build house walls without spawning materials. -- Put wand in the Crafting Window with a wall plan as the target. -- Will always be 80 QL ------ Q&A of Confusions! Wand -> right click ground -> specials -> summon Select "Salesman" To be continued...
  32. 1 point
    Last version: "Fix bugs" 99% Completed https://drive.google.com/open?id=0B-d8AvVILxFlanFCb1NWaENFSmc Screenshots: Black Marsh http://storage2.static.itmages.ru/i/15/1022/h_1445514088_3276024_8be0c68b24.jpg http://storage3.static.itmages.ru/i/15/1022/h_1445514138_1346442_ef2f46214e.jpg Cyradil: http://storage5.static.itmages.ru/i/15/1023/h_1445603716_2352867_541159b847.jpg Skyrim: http://storage1.static.itmages.ru/i/15/1023/h_1445603755_5442724_6638587385.jpg http://storage6.static.itmages.ru/i/15/1023/h_1445603796_8679294_b60c41d456.jpg Red mountain: http://storage7.static.itmages.ru/i/15/1023/h_1445616756_2957658_7f0e5aa863.jpg Height map 100% Tile biomes map 100% Woods biomes map 100% Other 0% This almost handmade)
  33. 1 point
    I tried out the new map generator and had a little fun with it sadly I don't have wurm unlimited myself, but if someone wants to test my map feel free to post some screenshots here I tried to create some form of climate zones meaning north: more fir, pine trees and tundra, while more south are cherry trees, olive trees, deserts and steppe. I'm not sure how much I succeeded with it, since the trees have all the same coloring on the map :/ so I could just change where it was "visible" change and it might have changed trees that I didn't want to. Else than that, there are also some swampy areas with willowtrees and marsh, aswell as big Kelp/reed underwater growth and beaches near coastlines there should be clay/tar/peat spread over the map (clay is near water and tar/peat is higher on the map) in overall the map is 2048x2048, so if I'm correct, it's about the size of independence it's size is deliverance apparently download link: https://www.dropbox.com/s/k2kmv9xiyrisztz/farellesfirstmap.zip?dl=0 download link of server files and resaved maps (30.10.2015) : https://www.dropbox.com/s/cnt6t2g4we9tk73/FarIslands.zip?dl=0 topography:
  34. 1 point
    This is a function we have hardly ever had to use and when we tried, it never seemed to take effect or stick properly. I would not count on it working as intended.
  35. 1 point
    +1 to Giant man eating crickets that can jump over tall walls.
  36. 1 point
    Ill be there put me on chain smithing
  37. 1 point
    Korsarul, Pocatella: the main goal to do these events is what you experienced - I'm glad, it says to me that this weekend was successfully achieving its goal. My first impalong in my Wurm life had a big impact on me, I already knew then that we will want to hand the feeling over later at some point. Anarres: we have cheated - slept in shifts (okay was about a few hours per day total per person ). The toons were online all the time to support the sermons though... I'm happy to see that almost all items have benn claimed from the forges and other containers, Annyil tried to contact yesterday the owners of the remaining few (at least where the names were real and full ones). Already almost fully done with cleaning up the leftoever mats and such from the forges - and checked around the area if any repair on terraforming, woods etc is needed; to my surprise everything was in total order, it seems nobody got too bored during the weekend New permission system worked quite fine - and allowed us some more flexibility (like the BSBs with the imping mats, the per door based lodging of the impers, etc. We had more cumbersome workarounds only in our minds before the changes. A few items were strangely stuck for a while even leaving me unable to pick them up - but all recovered finally.
  38. 1 point
    Bump! MR just killed a number of JK, killing two of their champions! Come join the fun!
  39. 1 point
    > Game breaking pvp bugs unfixed after reported numerous times > Lag, Memory Leaks, unfixed for years > Player gets his horse killed from his own stupidity > fixed overnight > wurm online
  40. 1 point
    [05:50:00] You still need to let your recent progress sink in for a few days. [05:50:00] .. but what the heck. Go on, man. Go on.
  41. 1 point
    #1 8s #2 7-10s #3 3-5s #7 6-7s #8 4s #9 4s #10 80c #11 10-15s
  42. 1 point
    Except that you can't really see anything as an alt, you don't know how much upkeep there is, how big the deed is, nor can you resize it, nor do you ever get the mayor bashing bonus, meaning you are paying for deeds you can't bash on...and sometimes, there is even a bug preventing non deed holders to build on the second storey of houses. So really, although you can do a lot with settings, you are still paying for deeds you can't control with your main.
  43. 1 point
    Has anyone else had issues with map sizes 2048 and higher? After generating, eroding and dropping dirt I can't add any biomes. It processes the action for like 5 seconds and doesnt do anything.
  44. 1 point
    Things that are tied in any way to anti-bot/cheat system are completely removed from WU and rewritten - you will not learn anything about WO skillgain system etc. using WU code.
  45. 1 point
    Is it possible to import heightmaps to generate a map? I have some old heightmaps from an MMO called Asheron's Call that would be fun to create a map for. http://imgur.com/a/jR5sr
  46. 1 point
    +1 if you female and married it does double damage
  47. 1 point
    Just another example of PvE being different from PvP. Just like many people on PvE use autocombat. Mistakes in combat vs mobs is negligible on PvE, if autocombat can even make a mistake. That makes killing your horse a hassle, not a challenge. Your mount can be killed by the mob. That is a challenge at times. Taunting is probably often overlooked so it's pretty much a dead horse.
  48. 1 point
    If ON DEED armor, pole arm, weapon racks, wardrobes etc shared the same 30 day upkeep no decay lots of reasons to desire items such as this will decline.
  49. 1 point
    Here is my addition, loving the Generator so far. Still working on generating all the Ore, however all biomes are represented. Thanks Budda!!! 4096 Map
  50. 1 point