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  1. 2 likes
    So now that QL of ships affect speed I think the same should apply to carts and wagons. Currently there is no reason to imp your cart or wagon beyond creation ql unless you have it off deed a lot, or battle trolls all the time. I want to go faster, I want a reason to imp my cart beyond 90ql!
  2. 2 likes
    I've raised this with the dev team to look at
  3. 1 like
    Action Timers Fix Fixes many action timers that ignore the action time multiplier setting Affected actions: All spells, Flatten, Level, Sow, Sacrifice, Pray, Meditation, Alchemy, Destroying, Rummaging, Breeding, Bow and fishing rod stringing/unstringing, Painting and removing paint Download and source code: https://github.com/bdew-wurm/timerfix/releases ======================================================================================================= Treasure Chest Claim Allows players to "claim" random treasure chests, unlocking the chest and rewarding the players with some karma Download and source code: https://github.com/bdew-wurm/chestclaim/releases ======================================================================================================= Better Digging Changes dirt from digging/flattening/leveling to drop on the ground instead of going to the inventory of the player. Allows dirt from digging/flattening/leveling/dredging to go into a vehicle being dragged or ridden. If there are crates in it's cargo - it can automatically go into those. Uses dirt from the ground, a vehicle and even crates inside the vehicle when leveling. Allows overriding which actions can be performed from a mount or vehicle. Allows overriding amount of clay dug per action. Almost everything is configurable. Warning: This mod is probably incompatible with the other digging-like-mining mods, and should fully replace their functionality. Having multiple mods of this type will likely lead to crashes, dupes and/or weird ######. Download and source code: https://github.com/bdew-wurm/betterdig/releases ======================================================================================================= Better Farming Adds ability to cultivate, sow, farm, harvest, harvest and replant in a bigger area Cultivate - works like normal, use shovel on tile Sow - activate any container containing stuff that can be planted and click on tile Farm - works like normal, rake on tile Harvest - will only harvest ripe tiles, requires scythe for grains. Harvested crops will be auto-combined in inventory to make one big item (even those that can't be normally combined). Harvest and replant - same as harvest but will use 1 produced item to immediately replant the tile By default at 50 skills you can do 3x3, at 70 skill 5x5 and at 90 skill 7x7 area (configurable, can add even bigger areas) Adds ability to mass plant and harvest planter racks Pick all - right click a planter rack with harvestable planters, requires 30 gardening skill (configurable). Plant all - activate a container and click a planter rack with empty pots, requires 50 gardening skill (configurable). Length of action is roughly equivalent to doing the same area manually Skill gain, stamina drain, tool damage, etc. is processed separately for every tile in the area Tiles that are not valid for the action or unreachable will take 0.1 second to skip. Compatible with ago's cropmod - extraHarvest config parameter will affect harvest yields Enables planting in planters for additional items (configurable): Nettles, sassafras, woad, cocoa bean, nutmeg, Blueberry, lingonberry, raspberries All mushrooms Downloads and source code: https://github.com/bdew-wurm/betterfarm/releases ======================================================================================================= Move To Center Adds 2 entries under Move menu that allow moving items to the center or corner of a tile. Download and source code: https://github.com/bdew-wurm/movetocenter/releases ======================================================================================================= Movement Tweaks Allows server admins to tweak many things related to movement of players, mounts and vehicles Speeds Weight limits for players Min/Max heights, depths and slopes Wind impact for boats Loading ranges Required skills Global speed modifier for creatures moving on their own (not as mounts or hitched) Global boat speed multiplier (that allows going over the normal speed cap for boats) and optional bonus for sea god (e.g. Vynora) followers Fix for delay in speed traits starting to work when mounting up (optional, can be disabled in config) Configurable Multiplier to horse, hell horse, unicorn strength stat for purposes of speed calculation and carried weight Configurable multiplier to speed trait effect on speed calculation and carried weight Extremely configurable - default settings match vanilla but everything is changeable from the config Example config (from my own server) here: https://github.com/bdew-wurm/movemod/blob/master/altconfig/movemod.properties Download and source code: https://github.com/bdew-wurm/movemod/releases ======================================================================================================= Hitching Limits Allows control over what animals can be hitched to carts/wagons Change settings to allow older non-domestic animals to be hitched, including greenish/champions. Change settings to allow weaker animals to be hitched (Want to feel like Cinderella? get a mice rat-powered cart!) Everything is configurable. Default config matches vanilla settings. Example modified config here: https://github.com/bdew-wurm/hitchlimits/blob/master/altconfig/hitchlimits.properties Download and source code: https://github.com/bdew-wurm/hitchlimits/releases ======================================================================================================= No Build Limit Removes skill requirement on planning building from all players, allowing building of (almost) any size. Download and source code: https://github.com/bdew-wurm/nobuildlimit/releases ======================================================================================================= Set Height Adds a new command (usable by GM with power level 5 only) Usage: #setheight <height> [radius] Will set height of tile to specified value (in dirts) Radius is optional, by default will change the tile you stand on; with radius 1 - will do 3x3; with radius 2 - 5x5 and so on. Will happily turn your server into a parking lot, mess up houses, mines, etc. Use with care. Download and source code: https://github.com/bdew-wurm/setheight/releases ======================================================================================================= HotS Fixes Allows mycelium on PVE server and fixes it's spreading Removes ore-cap on non-freedom PVE/home servers Allows casting of fungus and rite of death by BL priests on PVE servers Disables basshing houses without permission on HotS PVE servers Everything can be toggled from config Download and source code:https://github.com/bdew-wurm/hotsfixes/releases ======================================================================================================= Fix Guards Fixes villages spawning infinite number of templars due to a database error To use, as a GM go to the village in question and type #fixguards You should see "Done" in event window when it's done, and some guards will either poof or will be assigned to the village correctly, after that no more extra guards should spawn Might cause a small lagspike if you have a lot of creatures on the server, as it checks all of them Download and source code: https://github.com/bdew-wurm/fixguards/releases ======================================================================================================= Bind To All Interfaces Makes the server bind all it's sockets (external, intraserver and RMI if enabled) to all available interfaces, regardless of specified IP. Useful for running the server inside VM's with no public IP, docker containers, etc. If the 2 lines above don't make any sense you probably don't need this mod Download and source code: https://github.com/bdew-wurm/bindmod/releases ======================================================================================================= Highway Portals Player craftable portals that allow teleporting between deeds on the same highway network. Start by crafting an Inactive town portal (mortar+marble brick to start). Place the portal on your deed, right click it and activate. You can teleport to other villages with portals that are part of the same highway network if either… That village has “Highway routing” enabled in settings. (Portals in villages with this setting are considered public and anyone can teleport to them). You are a citizen of the village. You have “pass gates” permission in the village. Rules: Portals need to be at least 10 QL to work. Portals can only be activated on deed that you own or are allowed to manage. Portals must be placed on a relatively flat ground and outside buildings. Portals can’t be placed on bridges. Only 1 portal can be active in a village. You can drag items and lead animals through portals. You can go through a portal riding a vehicle or mount, but you will be dismounted. The mount/vehicle will teleport with you but you’ll have to remount. Passengers will be removed from vehicles when teleporting and will have to teleport manually to follow. Download and source code: https://github.com/bdew-wurm/hwportals/releases ======================================================================================================= Taxidermy Adds craftable taxidermy kits that can be used to preserve corpses as decorations. Preserved corpses count as decorations, can be planted and won't decay on deed. Creation of taxidermy kits and preserving both use Fine Carpentry skill. Stronger creatures are harder to preserve and a failure can damage or even destroy the body. When preserving you can choose to use lying model (the normal corpse), butchered model (assuming it exists in the game, otherwise you get generic meat and bones pile) and "animated" mode that looks like the creature standing and doing it's idle animation. By default "animated" costs 1000 karma in addition to the kit, this can be configured. You can disable crafting entirely from the config, in case you only want GMs to be able to spawn the items, or sell them on vendors or whatever. Technical details for GM spawning: Download and source code: https://github.com/bdew-wurm/taxidermy/releases ======================================================================================================= Archaeology Tweaks The mod absolutely requires modlauncher 0.38 or higher, and the new JA version that comes with it, if you try to run with a lower version your server will crash with weird a** errors on startup. Allows server admins to add/remove items to archaeology drops using a config file Optional configurable tweaks to loot distribution Optional replacement archaeology journal system This was originally made before the vanilla system and wasn't planned to release in the mod after buda told me it will become part of the base game, but considering how badly the vanilla system was implemented i'm keeping it in If enabled existing vanilla journals will still work but new ones will not be craftable, instead the recipe will produce a modded version Reports can be written on blank sheets of paper, either in a journal or in your inventory. They will be written automatically if you have an empty sheet once you find things when investigating. Unlike vanilla reports can be freely moved in, out and between journals. To add paper just drop it into the journal. Reports can be copied by activating and selecting an empty paper sheet If you activate a journal and click another one you can "merge" them, this will copy all missing reports and fill in any missing data from one journal to the other. This makes sharing information between players extremely easy. Having reports on a deed will make finding better fragments more likely while investigating on it, the bonus scales with the quality of the report Check out the config file after installing, there are plenty of settings in there! Downloads and source code: https://github.com/bdew-wurm/archeotweaks/releases/ ======================================================================================================= Waxed Food Allows preserving food items using beeswax Preserved food items are no longer edible or usable in recipes but turn into decorations instead They can be planted/secured and will not go into piles They won't decay on deed and decay veeeery slowly in general They can be painted Waxing uses beeswax - 10% of the weight of the original item Quality and Rarity of the original item is preserved Downloads and source code: https://github.com/bdew-wurm/waxed/releases ======================================================================================================= No Damage Not recommended for normal servers! Removes all damage from items, walls, roofs, floors, fences and bridges from all sources. With this mod nothing will ever decay, bashing is impossible (except GMs) Any attempt to damage anything will reset it to 0 damage, unless it's 100 damage in one tick (this is to allow GMs to still remove walls, etc). Downloads and source code: https://github.com/bdew-wurm/nodamage/releases ======================================================================================================= bdew server mod tools (WU 1.9+) This is a library that will be used by my (and possibly other people's) mods. For users there is nothing interesting here, just install it if you're told some mod requires it. For developers there's some documentation in process of being written here, or check the source code Downloads: https://github.com/bdew-wurm/bdew_server_mod_tools/releases ======================================================================================================= Fishy tweaks Everything can be configured in config file! Added on screen notification when a fish bites (when rod fishing) or spawns (spear fishing) Caught fish can be automatically stored When fishing from the ground this will try to store the fish in any keep net that the player has open When fishing from a boat it will try to store in attached keep net, or crates/FSBs for larger ships or ship hold When fishing with a net and none of the above apply the fish will be moved from the net to player inventory Added passive skill gain ticks during fishing actions Spear fishing no longer misses if you click too far from the fish Instead - if you click close you will get a bonus to your skill check Nimbleness cast on spears makes fish with them easier Wind of Ages and Blessing of the Dark casts on rods/spears/nets and their QL make fishing with them faster Timers for various stages of the fishing and lore actions can be changed Lore action will display a detailed report on all that you can currently catch after 40 skill After 60 skill you will be able to look up detailed report on each fish, see what it likes and how it affects your chances Requires bdew server mod tools! Downloads: https://github.com/bdew-wurm/fishytweaks/releases/tag/v1.0 ======================================================================================================= Installation (for all mods above) Install Ago's Server Mod Loader Download zip file Extract zip file to your server folder All mods are open source and are licensed under LGPLv3 Want to support my modding? Consider throwing some money my way!
  4. 1 like
    New Deed starter Kit I talked to a lot of new people getting into the game that are so completely overwhelmed they have no idea where to start. This generous starter kit and my acceptable PVE knowledge of the game will help them get a solid footing. Yes it means they don't suffer as much up front but for a lot of people that is the issue. Anything can be added on after the fact but this is the starter kit for New players. I am not here to get rich off new people. I have tons of skills i can use to imp other items or sell mass resources if I was really money hungry which im not. I do deliver it to the deed's on Xanadu for the time being at no cost. If you cross servers and have a boat I can meet you and have a canal right near my place connected to the main ocean. Cost 6 silver ( Payment can be made via Bulk materials such as Dirt/Bricks/Mortar/Planks etc at going market prices. Also via Paypal for $6 US and must receive payment before delivery) Payment has to be made up front for delivery to take place. I can do extra things prices will be discussed at that time. *****REFERRALS*********** If you refer somebody that orders a kit I will provide One Blacksmiths item improved to 90 QL. They must say who referred them and I have to contact the referring person to confirm it. ** Warning** If i find out your using alts to refer other alts I will not be pleased and will make those kinds of actions as public as I can here in wurm. Honesty is the core principal of the referral program. IF I find the program is being abused I will discontinue it. Be aware people this stuff take's Real life time out of People's Limited Real life hours we have to enjoy this game. Kits in stock ( As many as it takes) Successfully Delivered (4) This is a picture of everything in the kit that is not like nails and planks etc. Larder is below for a picture. Picture link if it keeps removing itself is http://imgur.com/kc27BNF This is the Larder that would replace 2 Bulk Storage bins. Large cart that comes with Package. 2 Forges 70 QL 1 Oven 70 Ql 6 Bulk storage bins 30 QL OR 4 Bsbs 1 Larder 1 Food Storage bin 50QL 1 large cart 50 QL 4 large chests ( or coffins depends on person) 30 QL 150 Small nails 150 large nails 250 planks 50 QL 25 ribbons 250 Low QL iron ore 50QL or less 1 Small Anvil Ql 70 1 large Anvil 70 Ql 1 Bucket 2 Large Amphora ( Provided by Master Potter Aeryck) 2 Small Amphora ( Provided by Master Potter Aeryck) 10 50 QL Street Lamps Dyed White 50QL lantern Dyed white 4 barrels 30 QL 4 Clay Jars 4 Backpacks 25kg tar 2 sheets 3 furs for bed 1 Small crate logs ( mixed ql whatever i have around) Also 4 large crates to hold all the loose items
  5. 1 like
    No, this is not another topic for animals to cross servers!!! Here is my plight: I own an island deed. - Wow... that's great! What's so bad about that? - Well, here's the thing: As a breeder, I like to have a diversity of animals and own different types of animals on my deed. I like to breed 5-speed horses and hell horses, but I also like to breed 5-speed bulls and war-traited pigs and all kinds of other "useless" well-traited animals just for fun or my own private enjoyment. Unfortunately on an island deed, my possibility to breed a variety of animals is extremely limited. Now, in a realm like Wurm where bulk storage bins and knarrs filled with large crates are standard, I feel like the lack of possibility to transport animals in crates is extremely annoying and unnecessary. I therefore have this proposal: Implement Animal Transport Boxes A possible crafting recipe: 1x Iron Fence Bars, 5x Large Nails, 50 Planks // Uses Fine Carpentry - Possible Skill Requirement To Build: 50 A possible variation: 3 different types of transport boxes, one small, one medium and one large depending on the size of the animal one wishes to transport. A possible loading capacity: Large Cart - 2 // Corbita - 5 // Cog - 3 // Knarr - 8 // Caravel - 10 A possible error message when trying to cross servers: You are not allowed to cross servers with animals on board. Please unload all animal transport boxes before trying to cross servers. Now, with this system, animal transport boxes would help people not only transport animals to island deeds that have no possible way of obtaining animals that can't swim at this point in time, but it would also solve another important issue: Currently, when trading with horses or other animals, if one gets disconnected while leading horses for example, the horses are un-lead and by the time one reconnects they might have run off into all different directions. With this system in place, animals would be safely loaded into ships and trading would be safer. If not animal transport boxes, maybe at least let us hitch animals to large carts and ships so they don't get lost when we get disconnected while sailing with them. Some Suggestions Added By Thorinoakshield
  6. 1 like
    Those interested in the Wurmian sky should make a note of an upcoming conjunction of all three of Wurm's large moons. Best viewing will be at about 20:00 on Wrath day, week 3 of the Raven; moons will be nicely grouped in the Eastern sky shortly after sunset at that time. But any time within a few (Wurm) days before and after best viewing the sky should still look interesting. This will occur more or less in the middle of Apple season so if you are out and about harvesting apples, get out from under the trees somewhere with a view of the Eastern horizon. According to my forecasting It is 20:00:00 on Wrath day in week 3 of the Raven's starfall in the year of 1063. Jackal: alt=+17.7, azm=-92.3 Seris: alt=+32.2, azm=-74.0 Valrei: alt=+11.0, azm=-85.9 This event is probably as good as they ever get. Assuming of course that the new client retains the current moon positions if it is released in the interim. Last time I looked the test client showed the moons in different places than the production client. FYI the corresponding terrestrial time is approximately 2017-01-23T08:07:13.750-0600. So early afternoon for western Europe and morning for central USA.
  7. 1 like
    Hello respected team: I am a Chinese players, there are many people around me all like this game, game rich content and delicate design, deeply attracted by us. But because there is no official Chinese, many people can't play. Here, I with a wurm fan's identity to obtain development team, joined the official Chinese, is a wish of the Chinese players.
  8. 1 like
    Hello friends I write this little guide because unti today, i saw often people asking how to connect servers on citadel. Thats not very hard, citadel have also a guide for this in there website, maybe for some it is too complicated. For all they need a second helping hand, this is my little guide (compact, no pics, and easy explained) First you need all maps that you like to connect, on the same IP as your loginserver is, if not, just ask Citadel for moving the new server. Than you can begin. The 1. Step - some little fails that can happen if you are too glad to have a new server Have you tried if the new server is running as single? if yes the config for the mapfolder is correct and you can go to step two -> connect if not, there could be some issues: no given server id look at: configuration files / service settings / text editor for: This Server ID=1234 # This is this servers id, do not edit.......... you CAN edit it, if there is no number given wrong configuration configuration files / server.txt / configuration editor crashed map files maybe while uploading, some files are corrupt, load up a zip and unzip it on server missing files look at the original creative map which files you need and/or clean the database with rebuild-dbs.bat the correct map is not selected in the comandline manager... At the comandline manager click on select/selected, in gamemode select your map(folder)name Step 2 if step 1 is working: On both servers in GP stop the servers get all datas you need for the connection from both servers (Server ID, internal and external server port, rmi port, rmi registration port - note it on a paper, you can find it at configuration files / service settings / text editor ) In "Configuration Files" "Service Settings" "configuration editor" type in the correct datas, dont forget to save (Ports id´s ip´s who s login and who not, Mapname, all in the right directions) then click on "update database before starting server" (but dont restart it) In file manager jump into your mapfolder and edit the wurm.ini file, the last line must be USE_INCOMING_RMI=TRUE If not, add/edit the line and save the file Go to point 3 and do the same with the other map config Download both wurmlogin.db (in different folders) Get the SQlite Browser if you havent it (its for editing the wurmlogin databases) in the database 1 jump to "Servers" and add a new line, type in just the id of the 2. server in the first field in the database 1 jump to "serverneighbours" first field is the server-id that depends on the wurmlogin.db that you have open, second field is the sewrver-id from the neighbour, in third field type in the direction in CAPS write changes and close the program, then open the other wurmlogin.db Do the same with the wurmlogin.db vice versa from the new map upload the databases and start both servers look at the webconsole whats happen and if the second server will connect to the loginserver If all looks fine, login with your GM-char, activate your wand go to specials/transpher north-south-west.east whereever your new map is, you should land on the new map without issues. I hope i was able to help you, if you have more questions just poke me Eject
  9. 1 like
    I was going to suggest this originally but I didn't want to be that guy who asks for straight-up buffs to his own kingdom But yeah, this pls
  10. 1 like
    This could be interesting if we had servers with different seasons (some servers with very short or no winter and other servers with long harsh winters), so that those who are attracted by the survival element could choose to settle on "survival" servers and those who prefer the "eternal summer" could simply choose to settle on "easy" servers.
  11. 1 like
    I have mixed feelings on something like this. While I'm all for complexity & realism in some things, in others I'm against. I think where the line is, for me, is whether the complexity leans more towards being voluntary for the fun of those who enjoy it, as opposed to being required for those who don't. I think sometimes realism in a game can go too far and suck the fun out of a game if care isn't taken. I'd be for something like this as long as there's no adverse effect on characters for not doing X and/or Y. Adding perqs for characters who do, I have no problem with, and it sounds like it could add another layer of fun for those who would enjoy it. Like the way they added bonuses into the new cooking system, for instance, yet your character will be fine if you don't happen to enjoy worrying about what you eat. I prefer carrots to sticks.
  12. 1 like
    just let mcy give 100%ccfp lib/BL are shafted enough as is
  13. 1 like
  14. 1 like
    It's possibly more that making sure something has a checked end date rather than left in and forgotten It's been a pretty long time now since the reason for the faith swap so I don't think anyone at this point would be using it for it's intended purpose, so why leave it in?
  15. 1 like
    sounds like your new village settings are wrong? make sure your role has "allow actions on allied deeds" checked
  16. 1 like
    Someone suggested I posted this because it looked nifty. Mind, this is on my test-server, no animals or players were harmed. That said, it's a prototype of one of the new spells I am working on for the Vamps project on Zenath. The purpose is to temporarily trap a vamp slayer (you become marked for a time period after having slain a vampire, thus become hunted by all vampires on the server). It's not trapping as much as it is delaying since every tile in the (fully random) maze is reachable and you are always able to get to the exit. You choose whether you want to wait for it to dissolve and risk getting trapped in there with the caster and his friends or get the hell out of there as soon as possible. It's obviously going to be a bit harder to cast than what is seen in that video. But yeah, very much prototyping at the moment! a version with hedges here: https://vimeo.com/200231964 There are some opportunities to do other things with this too, if you have ideas, please share...
  17. 1 like
    That's actually a very decent package for that price, quite well thought. If you don't mind a suggestion, you could replace a couple bsbs with a larder and maybe 1-2 crates for logs? And if you have spare pelts, those are always in demand, you could add one to the package.
  18. 1 like
    Also if you turn on the name change feature then traders in WU by default sell the name change certificates - 5s each ( I think from memory).
  19. 1 like
    Missing as in "not worth sending/charging for". The ones i sent are the only ones i'm sending. Many things like fried veggies or fried meat are not worth the hustle / charging for.
  20. 1 like
    Hello! As the cooking update got live yesterday, I decided to make a thread about all the known and yet undiscovered recipes ans descriptions for new crafted items. I'm updating this thread as long as I make the items and get details. Everyone can use this same thread by posting yet unknown items and their details. Bee hive Starting items: wood plank, shaft Creation chance 97% with 65 fine carpentry (used 41ql shaft, 40ql plank) Total materials: 11 wood planks, 4 shafts, 1 small iron nails Message when created: [12:36:36] You create an empty bee hive in front of you on the ground. Can be picked up by hand, weights 60kg. Image below: Larder Starting items: wood plank, shaft Total materials: 20 wood planks, 4 shafts, 2 iron ribbons, 3 small nails, 5 lead lumps Creating chance 48% with 65 fine carpentry (used 41ql shaft, 40ql plank) Message upon creation: [12:27:34] You create a larder in front of you on the ground. Message upon examine: [12:27:37] A cool area for storing food. Can be picked up by hand, weights 45,50kg. Bee smoker Starting items: 1kg iron lump (glowing from the heat), iron ribbon Total materials: 1kg iron lump (glowing from the heat), 3kg leather, 2 iron ribbons Creation chance 97% with 60 blacksmithing (used 63ql iron and 39ql iron ribbon) Message upon examine: [12:52:08] A device used in beekeeping to calm honey bees. It is designed to generate smoke from the smouldering of various fuels, hence the name. It could be improved with a lump.
  21. 1 like
    are cheese drills a real thing or is it something u guys just made up
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    Will we get Orks, Dwarves, Gnomes & Elves too? Have fun!
  23. 1 like
    Unless the difference is HUGE ican't see many people wasting star gems on this, some cool ideas in the bunch i'm just looking at that particular bit and thinking "star gems are crazy rare as is without deliberately melting them thanks..."
  24. 1 like
    A while back, butterflygirl25 started a thread about new horse colors and as many of you may remember, I chimed in with some suggestions. Well I'm happy to say that I've been having some chats and there is a teensy weensy eensy possibility that we might get one or two new horse colors at some point. I've asked if it's ok to set up this poll to get an idea of what new colors folks would like to see in the game and got the OK. So check 'em out and vote for your favorite! If you could only get one, what would it be? Disclaimer: Most likely there would be no time for making any special code for the behavior of any possible new colors, so the second question about breeding and spawning behavior is only out of my personal curiousity. So don't go gettin' yerselves all werked up! *grins*
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    I think they should be able to wear barding and shoes, and their natural armor and barding should stack. A mount doesn't have to be able to be killed in two shots, and a lot of people are reluctant to PvP because their mounts can be killed in two hits. IMO, hell horses should have stayed the way they were, all you needed was 60 longbow, but people whined because they didn't want to grind archery. It would be nice to have another hell horse like mount, especially since it has to be tamed and will be attacked my mobs most of the time.