Leaderboard


Popular Content

Showing most liked content on 03/20/17 in all areas

  1. 77 likes
    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 downloads page Compatible systems: Windows, Linux Tested on: Windows 7, Ubuntu 16.04 LTS, Ubuntu 17.04 Latest release: 18.07.2017 If you like this program, please donate! 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) Yldrania - art (program icons) All users - feedback and donations Changelog DeedPlanner 2.9.0 - not released yet Added custom bridge tilings Added "Import heights from game" height edition mode Added cave walls designations (clear/do not touch) Added cave walls status (quality and amount remaining labels/icons) DeedPlanner 2.8.9 - not released yet Fixed hell horse missing texture bug DeedPlanner 2.8.8 - 18.07.2017 Added async texture loading Maps sent to Pastebin are now compressed before being sent - this enables use of Pastebin for much larger maps than before (GZIP compression with output converted to Base64) Slightly optimized mesh rendering by removing unnecessary OpenGL calls Fixed two incorrect bridge model mappings Fixed bug making models scaling work incorrectly for models with multiple meshes Fixed sandstone fences using wrong materials to build Fixed mappings for amphora and planter racks DeedPlanner 2.8.7 - 12.07.2017 Added wooden portcullis Ground renderer optimizations (ground rendering is roughly twice as fast now) Fixed 2d renderer frustum culling (4 to 10 times faster 2d rendering in most situations) Fixed 2d renderer bounds (no more black space or unaccessible tiles on the right map edge depending on aspect ratio) DeedPlanner 2.8.6 - 03.07.2017 Added possibility to remove all objects, trees, bushes, walls and fences, borders from the whole map Added missing or changed floor types DeedPlanner 2.8.5 - 24.06.2017 Added Pastebin error messages (usually appearing in case of large maps or blocked IP addresses) Added meditation rugs, animal rugs and carpets Added alchemy cupboards Added missing rack types Added tents Added press Added bucket Added war machines Added magic turrets Added unfinished palisade gate Added deed, perimeter and construction markers Added sword and axe displays Added dioptra and range pole Added dragon skull Added larder Changed Pastebin protocol from HTTP to HTTPS Fixed tapestry textures DeedPlanner 2.8.4 - 16.06.2017 Added new bridge types Added possibility to build bridges in caves Added salt veins Added snow lanterns Bridge materials calculations are more accurate now (included different costs for narrow/side/center parts of the bridge) Corrected materials costs on bridge parts Fixed Wurmian view in caves DeedPlanner 2.8.3 - 12.06.2017 Added support for custom database files Added new bush types Added both garden gnome types Added birdcages Added small and large carts Added ship transporter Fixed bug making it impossible to delete floors/roofs on uneven terrain DeedPlanner 2.8.2 - 29.05.2017 Added support for floating objects Added more debugging options Added extra error message for: program permissions issues, corrupted downloads, incorrect database file modifications Added ships Added new cave floors and walls Added shrines and spirit gates Fixed all duplicate ID's Fixed Fo and Libila colossus being invisible Corrected pylons and obelisks categories DeedPlanner 2.8.1 - 22.04.2017 Added new stone fences Enabled placement of multiple roofs on the same tile Fixed wrong ID's of some new wall types, causing them to be saved as different wall types Fixed bug not allowing you to place walls/floors in caves if terrain on surface is not level Corrected wide staircases materials counts DeedPlanner 2.8.0 - 14.04.2017 Added "Animals" tab Added new program icons (big thanks to Yldrania! ) Added possibility to exclusively import a single mesh from a model Added new wall and fence types Added new pavement types Added reinforced cave floor tiles Added sandstone veins Added yule goats, reindeers and valentine potteries Added orange trees Added trellises Improved functionality of height previewer to also work for tile centers Few graphics improvements (improved distant textures rendering - might have slight performance impact) Moved all wall types into their corresponding categories Changed contrast of cave floor and cave wall tiles Fixed inconsistent naming of some pavement types 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. 35 likes
    I moved to Exodus from Chaos last year, lived with some friends at The Old Contemptibles for a while but couldn't quite deal with the old itch to have a project to work on. So in November Magranon's Rest was born as a "bit of a project to play around with no big deal". Thankfully i took many screenshots to show how much i lied to myself in that first day. So i found my location, spoke with the locals Mappy and Cyborg over at Centrum about giving them a new, slightly insane, neighbour and got to work: Deedplanner image of the start. I made some calculations after opening an entrance at the base of the mountain, exactly 900 slope from the top edge of the mine entrance to the height of the token. This will be important later Marked out the deed border with banners temporarily and set up my temp workshop, The Gravy House. I started a ramp around to use the dirt i'd dug up and then realised it would take far too long to dirt ramp up, so for the first...2 months i believe, WALL LADDER. Here began the true first stage of madness, the decision to hollow out the entire mountain, deed is a 51x51 and by the end of these images i have a mine well over 1000 tiles. Naturally that wasn't enough for me so i also mined the ceilings up, then lowered the floors to max ceiling height. At the time of writing this, the floors are about 1/3 completed levelling down. Sorry about the lighting, mines are derpy to take pictures of. How i fuel myself, boozebed. Here we have a rare sighting of another person stupid enough to show up and work with me, believe this was Mappy...possibly Cyborg. Yes i conscripted my neighbours. Mad attempt to deal with the lighting or i screwed up and needed ash for concrete? You decide. I tried to be smart by only storing 50+QL rocks...i still ended up with about 50,000 xD This is how it looks at the moment for the entryway, after this pic you must suffer through several boring and samey images of a cave ramp. Why you ask? The reason is simple, because i spent weeks making this god forsaken ramp and it is BEAUTIFUL. MARCH 19th EDIT with unstable client dynamic lighting! Understably, I hope, at this point i wanted to give up on life and settled instead for putting the mine on hold so i could BE OUTSIDE. Starting with a platform up at the token level. Strategic lava tiles are used for destroying insolent ore veins on my ramp. That top platform became a farm for a while, man's gotta eat. Now i realised the time had come to begin the first platform of three that will eventually stack together to reach the token height. Needed more dirts and ended up with the start of a moat. Hmm...water....idea forming perhaps. Gonna need to fill this in... Wheeeeeee dumping dirt out is so much more fun than levelling! Somtimes i just sorta get distracted by my own ideas. This one was...."hmm should i surface mine another platform above the token area? It ended in my planting the one and only tree at Magranon's Rest. Lovingly wild growth casted and enchanted by Shellbee. Then those damned horrible evil devs gave us three wide mine entrances and i HAD TO HAVE ONE. Problem was it looked utterly terrible without flattening out the tops of the entrances as well as the bottom. This whole process took 2 days because....digging the goddamn dirtwall back down, also i screwed up like 3 times. It's beautiful...... With the addition of the bridge and needing more dirt I went back to that water idea from earlier CANAAAAALLLLLL. Reasonably certain I drove a number of my alliance insane with my canal madness. Not just dug, but also dirt casted to rock level depth. Shout out to Bonefly of Black Brigade for not murdering me for slapping a canal in front of his deed o.o Place is finally starting to come together That rock layer on the West side was in the way. It had to go. Deedplanner screenshot That's it for now folks, about 4 months of my "small project". I will continue to chronicle it and get those platforms raised! At the time of posting this the first platform is complete and filled with dirt but it's night time and i refuse to take screenshots in that lighting so that one can wait March 9th post - Plotting out the Nomads and Centrum Canals. March 10th post - Diving board! March 14th post - Canal progress allows caravel now! New bridge up across to Nomads March 20th post - Spring arrived and i updated with new paving, smoothed out canal and the start of the horrors of making slate slabs for the walls. April 14th post - Alright heres a little preview of the work Angelklaine has been doing in the mine while i've continued to play in the dirt. New slate gatehouse out of the south end of the main cavern and the new marble bricked outer wall in Stable and Unstable clients respectively April 22nd Gatehouse rebuild in marble. April 24th Deedplanner shot April 25th Mine Update Guest Houses are up, getting started on my underground city May 20th Canal Update Starts at East coast here next to Black Brigade. View from east entrance bridge. View at the BB/MR perimeter bridge From the main entrance of Magranon's Rest The long run up to Centrum Universi (i'm gonna be digging them a moat the whole way around while i collect dirt :P) Centrum corner section And connecting onto Nomad's docks, through which there is entry to Lake Serpentine Now i got a loooooooooooooooooot of dirt to start using and don't get me started on deciding what to do with the mine walls.....i'll probably clad it all in marble... May 28th completed roads/canal update Alrighty the time has come for me to get back to the dirt raising, so here's a couple pics of the new view from the wall platform with shiny new slate roads. With the East coast <-> Lake Serpentine canal done i'll be collecting dirt by building a moat for my neighbours at Centrum Universi so once i finish using this lot of dirt up i'll be completing a ring road around CU replacing the old cobble one too New road/bridge layout with my towers and mailbox icons added in too. I think thats enough messing around with off deed stuff for a while! May 30th Dirt all used up! So i took all the dirt from the canal and the road works. Which was something like 160 crates of dirt. This is a picture from the east side of the wall after i finished raising all the outer sections by levelling Then after i dropped ALL that dirt into it, this is how that looks from the opposite corner I think i need a little more dirt... Looks nice from outside at least June 14th - little paving update to the tunnels I have returned and the digging continues, doubt i'll have much to post here in terms of screenshots for a while, all i'm doing is digging a wagon at a time and dumping it over the edge to fill in the 2nd platform. I did play around with new cave paving though Tunnel looks like this now. June 20th - Paving and cladding the cavern I was really pleased with how my playing around with paving the mine went so i took some time out of digging the entire desert up today to start work on more paving and cladding. Looks pretty damn awesome if i do say so myself. Only problem now is how much more that bit of broken ceiling i can't fix bothers me! June 22nd - Did a little video of the cave and tunnel ramp. Jberg delivered a beautiful shot as seen from GM flight July 4th - third and final platform wall being raised I got a little bored of dumping dirt and watching it trickle into the pit so i decided to just raise the third platform outer wall and dump dirt from the top. Looks pretty nuts so far, if you zoom in the tiny little speck a mile up next to the wagon is me xD Gives you an idea what the final completed height will look like from the outside at least. July 14th - Cave Warehouse Update Welp i'm gonna be offline for another couple weeks, moving house big stuffs! So here's what i worked on this week at least....sadface that the unstable client lighting got changed and now it's all dark again Finally started giving myself a warehouse / place to live that isn't the token house. Was hard to get a nice pic of the ground floor warehouse because for the some reason the items have about a 5 tile draw distance so you can't see the signs, crates and bsb's. So i just took a pic of the billion rock shards xD August 6th - My return from 3 weeks away moving house. I'm back everyone! While I've been moving house my Fire and Sand alliance pals have been setting up something special for later events at my deed check it out! The Armoury The building that the first picture is taken from - Public Barracks Helpy helpers who have helped @Arium - Initial cave mining and ceiling raising. Claimed and collected Finndar's dirt donation. @Cyborg - Mining @Mappy - Mining, dirt donations and helped put up the guard towers @JakeRivers - Not honestly certain if he knows how many supplies i "borrowed" from ToC @Mypoppy - Dirt Donation @SomebodyX - Does stuff on occasion, honestly not sure why i don't KoS him for being my only citizen who's never here. @Zivirt - I steal his account to do skills i'm too lazy to grind myself. @Szai - Dirt Donation @Wulfgarr(Thunderstruck) - Dirt Donation @Tiranille - Dirt Donation @Angelklaine - Actually came over and joined the village for the opportunity to help with my mine! @kilgharrah and @Kialexia - Dirt digging and huge donation of dirt out of their own pocket! @koroth - Came by on a Nahjo priest Sirona and casted dirt while he stayed @armyskin - "did like 3 hours of levelling total" - his words. Has since spent many hours levelling cave floors. @Fhylli - Levelled outer dirtwall of platform 2 with me. @Finndar - Donated a large sum of dirt. The following players built two impressive new structures at MR for future events: @Alagrexa Tiranille@Grumpled@PingvinenGlory@BaddbobSomebodyx @Robus@Rocklobstar @Roysta@Theodein(Snoo)@SugarFoxx@TulemeesArium @Melloyello If i missed someone do yell at me. If anyone wants to come visit you've got the location up at the top of this post South end of the NE desert. Deed is open access and if i'm online i'll even feed ya Edit - Forgot a shout out to Tovarishtito, who sold me about a thousand reinforcement beams for nice price and delivered right to my door.
  3. 23 likes
    Nowe Wszczniesz by Warlander Top of the morning to ye Wurmians! It's another Valrei International, keeping you up to date with everything going on in your world, so let's get to it! In light of some discussions this week, I'd like to go over a few things we're working on, while the PvP roadmap coming later will have a bit more info on some things. PvP updates There's a lot in the works with PvP related overhauls, including the Valrei system as well as priests and spells. These projects are currently under the way as we speak, but these are not simple tasks. Many factors include identifying how the system is supposed to work, what does and doesn't work with the current system, what we want the system to be and how we want it to work and how prospective changes would fit in with the rest of the game. Once we have a firm plan ironed out, we'll then begin involving you all in feedback and testing, seeing what needs to be tweaked and adjusted, as well as looking at the overall feel of it and how it meshes in. We completely understand that this is frustrating when you're waiting for it, but it does take time, we'll be seeing a few minor things going out to tone down the effects of valrei (Such as removing terraforming events next update) as well as reducing stun timers from nogumps and other creatures (last update). There's a lot to go through and we'll continue to work on it, as well as work to make sure that you all are kept up to date with what's going on. We're committed to improving PvP, and we'll be providing a bit more PvP oriented road map soon, with Budda breaking out his thesaurus to work on his first devblog! I don't know when that will land, but stay tuned! Conversions So many of you might have seen the thread about HotS conversions to player gods where we agreed that it was a less than ideal system. The task we face now is rewriting the outdated conversion system with one that performs better, and makes a bit more sense. This system will allow HotS players to follow player gods, I'm not sure whether it will be BL only player gods or include WL ones, and more info will be given prior to release, but I wanted to share with you all that the current system will be changed fairly soon, being on test within the next two weeks or so. Unstable is a bit more stable! Good news everyone! We've managed to identify and resolve the disconnect issue with the unstable client! This opens the door for us to address the other issues that arise with the new client, and begin the final bug fixing prior to it becoming the stable client. So please do test it out and play on it and provide all feedback on performance and crashing issues you encounter. If you don't test it now when it's unstable you might encounter an issue when it goes live, and that means trouble! One important thing to remember is there are several new settings in the new client, including shadow map size, and dynamic lighting. Both of these improve the look and feel of the game greatly, but do also impact performance if you run on the lower end, so I'd advise starting with a new configuration, and tweaking it as it goes. Grab the unstable client and give it a go here: http://www.wurmonline.com/client/wurmclient_unstable.jnlp Xanadu Improvements We've isolated a few issues causing Xanadu's lag, and some may have noticed that things occur a little faster on Xanadu than they used to (coal piles burning!) We've got some other things in the works to address them, and hopefully they improve performance as well! Community Content And Milosanx returns with a new video from wu! It's always great to see videos from him, and it's a good overview of the new Otherlands server, which opened with the release of 1.3, so check it out! Vortac and Weem have also been hard at work with their Follywood series, which I have enjoyed greatly (and pestered several people with links to) So make sure you check those out as well! That's it from me this week, so have a good weekend everyone, and as always, keep on Wurming! Retrograde & the Wurm team.
  4. 21 likes
    Have you ever wanted to freeze to death, or contract waterborne diseases? Now you can! Things that keep you warm: Summer, daytime, fires (fireplace/campfire/forge/etc.), being indoors, wearing warm clothing, eating hot food and drinking tea Things that make you cold: Winter, night, strong winds, rain, swimming, high altitudes and standing on snow tiles Drinking sea water or lake water may give you disease status. This can be avoided by boiling the water. Water from wells and fountains is safe and does not require boiling. Other safe options are wine, milk, fruit juices, etc. Each crop has a growing season. These seasons are longer closer to sea level, and if you have north/south mode enabled, then growing seasons are much longer in the south. There are several configurable options, including being able to enable/disable the temperature, drinking water & crop growth features independently. Latest release (download survival.zip): https://github.com/modsandstuff/survival/releases/latest (Requires Ago's server mod loader)
  5. 19 likes
    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. 14 likes
    So you've probably heard of the wonderful WurmAPI that Warlander created. You've also probably heard of the exciting new map generator made by Budda himself! Well, this isn't nearly as exciting, but it may be useful! MapViewer opens the files generated by WGenerator, or any other map generator that uses WurmAPI. News I've gone away from including IDE-specific project files. You'll find everything you need to build this in a handy maven config. I also went to Travis to allow for faster integration of contributions from the community. Lastly I added some info to the tooltips when you mouse over pixel (tiles) on the map! Rework is in progress. I'm adding functionality to help with generating map images via command line and tile them for use with map frameworks. Features Supports all current map views (Isometric (Wurm-style 3D), Terrain (flat), Cave/Ore view, Topographical) Toolbar to control various options in each view. Status bar/mouse over for map details! (Click on a spot to update the status bar, or check Show Mouseover) Save the entire map image, or just the current viewport under the File menu. Change Log v.1.3.3 [Nov 20 2016] Tool Tips & Build Info Added flower and grass info to tool tips and build info to the about tab. v1.3.2 [Nov 12 2016] Contributions and CI This release has been a long time waiting! Code maintenance includes: Features / Fixes: Command-line support from Yoplitein Smoother zooming and quality on mouse-over by andyneff v1.2.0 [Oct 27 2015] App Refresh! New Icon! Now attempts to use system look and feel by default. Open Map - reworked to be easier to use. Large Map Size - Will now warn when the map size is too big to load in current available memory. Save Images - Remembers the last folder, auto-generates image names for quicker saving, general improvements/fixes. Bug fix: PNGs save correctly now! Now uses threads for loading map files, rendering the map image, and saving map images. Displays a small box indicating progress or activity. (Not all API activities allow monitoring of progress) Name of map (taken from the folder the map files are stored in) now appears in the title bar. Map dimensions now appear in the new status bar. Zoom is preserved when the map is refreshed or view changed. Options window refactored into a toolbar Toolbar tabs also function as view changers Removed the auto-refresh checkbox. This is now default functionality. Removed Save Settings - this is done automatically. Changed Restore Defaults to Reset to fit the toolbar better. Map Details now show in status bar when clicking on Terrain, Topographical, and Cave View maps. Added Show Mouseover checkbox to toggle map details on a mouse hover. Improved scrolling and zoom. New Help & About menu Everything is also bound to hotkeys! No mouse needed (except for mouse over details) Terrain is the new default view. Normal is now Isometric. Releasing version 1.2.0 under the MIT License. v1.02 [Oct 19 2015] Usability Fixes Made file choosing more intuitive. Fixed a possible infinite loop bug. Added Auto Refresh Map to Options for real-time map refreshes as you change settings. To disable this behavior, simply uncheck the box. Added an actual version number too. v1.01 [Oct 18 2015] Cross-platform Fix Fixed an oversight for file paths on other platforms. Set the file chooser to default to the user's home directory. v1.00 [Oct 18 2015] Usability Fixes Initial push and release. Note You must have all of the files generated by WurmAPI in a single folder. This means all five map files (top_layer.map, rock_layer.map, resources.map, flags.map, and map_cave.map should be in the same folder) GitHub: https://github.com/xorith/MapViewer/ (Eclipse project files included, WurmAPI (wurmapi.jar and common.jar under /lib) Download latest version: https://github.com/xorith/MapViewer/releases (runs standalone, no compiling or libraries needed. Tested under Java 1.8, Windows.) Running Linux? Let me know how it runs! Possible Future Features Database interaction to place village map markers and other Points of Interest Overlay grid lines based upon custom settings Artistic effects (fog of war, old paper map, etc) Ability to draw on map images Ability to paint map terrain data on maps.
  7. 13 likes
    No. There is your answer. You dont need retro to do it. I'm so fed up with the lies and false promises. Stop wasting time trying to change anything and just accept the fact pvp is not going to last.
  8. 12 likes
    This is NOT a bashing, sorry if it sounds like one... Either way, alone 2 people I know made applications to volunteer as a Dev but didn't even get an answer, at all. One of the guys known as @Army tried even 3 times, but after not even getting a simple answer he obviously stopped trying. This guy I am talking about coded custom content for several PvP servers and in my eyes is a god, so what you stated, to just simply apply, is ######...sorry. Let's not even talk about the second guy, cause he is the main target of forum mods. He posts bugfixes MONTHS before they magically get into the game and doesn't even get credit for it... just got this screenshot btw, ye...just apply....pffff sure
  9. 11 likes
    1. Player stands on the mine tile and activate the tool (could be new tool or just dioptra) 2. He can right click tile floor or ceiling and click MEASURE 3. He gets a messages: XX corner is lowest one (where XX could be NE/NW/SE/SW) XX corner is X slopes higher then the lowest one (where XX could be NE/NW/SE/SW and X will be number of slopes) XX corner is X slopes higher then the lowest one (where XX could be NE/NW/SE/SW and X will be number of slopes) XX corner is X slopes higher then the lowest one (where XX could be NE/NW/SE/SW and X will be number of slopes) example: NE corner is lowest one NW corner is 10 slopes higher then the lowest one SE corner is 15 slopes higher then the lowest one SW corner is 5 slopes higher then the lowest one for some corners on the same level: NE corner is lowest one NW corner is lowest one SE corner is 15 slopes higher then the lowest one SW corner is 5 slopes higher then the lowest one
  10. 11 likes
    In reading the Official Responses from the Dev. Team, I have gathered that: 1. We know the current stituation is unfair. 2. The current situation will continue until we have developed the Perfect Solution in 6 months or so. 3. At the point the Perfect Solution is completed we will release it and all will be Balanced and Fair. Therefore, my forcast for my game play is: 1. For the next 9-18 months I can expect to see fewer and fewer Lib Players. 2. During that time period I can expect to continue to receive continued deliveries of Terraforming events as I can't compete competitively in the Valrei Game and there is no point anyway. 3. During that same period I can expect that my enemies will continue to accumulate Tomes and special armor materials unapposed, as well as add more WL & BL Player Gods to their menagerie. 4. At some point in that time period the Balanced and Fair system will be released. I will be told that all is good now. The fact that my enemies have had several years of unapposed play is irrelevant get out there and compete. As a special reward we will provide you with a new New Affliction to rebuild your deeds on because the New Affliction looks more like a moonscape than Old Affliction. Wargame: "A strange game, the only winning move is to not play."
  11. 11 likes
    Lol Says he wants no drama but copies personal talks Grow up kid
  12. 9 likes
    Based on a map I found on google images. The map has most biomes and ore spawned in. I know I forgot to put clay in - there might be other things missing. Let me know and I will probably do a revised version at some point. https://www.dropbox.com/s/fgnvrl662oj0yln/westeros.zip?dl=0
  13. 9 likes
    Maybe it's insane, but I suggested once to remove Ele map and replace with Chaos one (in current state), thus merging both clusters. It's almost win-win situation: - all pvp players on one server - Epic players keep their home servers effort, nothing is reset - Chaos players keep their map effort, nothing is reset - Elevation players lose their effort on the map but there could be possible refund for traders / deed / PMK founding costs (with deed planner you can even import deed map and check for materials, to get exact amount of any material used to add to refund) Other terms: - Chaos kingdoms are PMK after reset, now they can decide if they stay PMK or join one of three Kingdom presets - Epic players can join Kingdom presets on Chaos or one of the existing PMK - Name change possibility for players with the same or similar names or one-time change for all players
  14. 9 likes
    See where it goes? How about starting with a simple answer to my e-mail at least? There is absolutely no info about the process or any developer positions, so please tell me what you expect us to do then. Answering that by a simple e-mail obviously wasn't possible. I even messaged you on Steam again after I recieved no answer to the e-mail, and guess what... you didn't replied as well. Of couse I could have messaged you again and again until you answered, but I'm not running after a position I'm not recieving any infos about. It looks like he's not even reading PMs, wich is highly unprofessional for someone in this position in my opinion.
  15. 9 likes
    I don't think it is possible to love the art team any more than I do right now
  16. 7 likes
    This thread was created to ask some pretty basic questions about our intentions with PvP, whether we had plans to not only address existing issues but expand upon some features within PvP. I think the fact a major part of our current plans involve the Valrei system should show we have faith in epic, and will continue to work on the issues it faces. As many have stated, PvP in itself for the most part works, there are some issues here and there which we will address, but Epic has issues that include the Valrei system AND the current map, which we're all well aware exist. The problem with every PvP discussion becoming a merge or reset thread is that it takes focus away from the actual issues that impact PvP, regardless of whether the servers were merged, or epic was reset tomorrow there would still be issues that need attention, and they're the issues we wish to address. Once we have our frameworks fleshed out with our current projects we'll be pushing forward to public discussion and feedback, and I look forward to seeing that come, as I'm sure you are. Until that time though, feel free to put forward your own issues, ideas and suggestions (like that meditation thread!) but do avoid the usual merge or reset discussion, we've stated our position on that and continuing to raise it only means less focus on what actually needs fixing.
  17. 6 likes
    Have you ever wanted to join a Massive settlement? The size of Harvestmoon Lagoon is 77 by 131. Harvestmoon village was founded in 2012 and it's still going strong! We have no Taxs or Requirements, all are welcome! So how can you join Harvestmoon? The mayor of our deed is Ultradude but you can also contact myself - Wach. Just pm me ingame using command /tell "wachmistrz" or "ultradude" - without quotes, then we can add you or feel free to write me a message on the forums. if you are on Release, you will have the option to teleport to the settlement token, or Ultra can pick you up by boat. This village is alocated on Release D 22 Here: There are plenty of buildings and structures inside the village such as:-Pens full of Horses, Cows, Bulls, Bisons, Chickens, Pigs, Hell Horses and Deers.-Main mine where we store Wemp, Cotton, Food Ingredients and mixed Veins.-secondary mine where our Iron veins are located .-Vacant Houses that you can take over, if you dont feel like building your own.-Huge fields where you can grind farming skill.-Huge land where you can build your dream home.Here is video from our village (Best with subtitles turned on): What we can offer You: -Food -Advice and Knowledge for new players -A place to call Home -weapons and tools -Wagons or carts -An active Alliance -3 Spirit Guards -Lots of resources for your daily needs -Free Vacant homes or land to build your own Fell free to ask and join us . Ultradude, Emperor, Harvestmoon Lagoon
  18. 6 likes
    Howdy I recently started my own blog and even added post about my take on Wurm today. http://unrealondar.blogspot.com/2017/03/how-i-became-wurmian.html Suggestions welcome here or there Ondar
  19. 6 likes
    I thought the village message board a great idea, kinda like a mini-forum for people to leave messages for offline players. I don't know about others, but I don't carry a paper and pen when I'm visiting neighbors and friends. Maybe the board can be stocked with them to become useful. I'm all for realism, but communication is hard enough in a global world without adding more barriers. Let alone finding a new player with the skill and tools to make the paper and ink. I know there is the recruitment board, but I'm not looking to recruit, just leave messages to others. On top of this, paper notes can not be edited.
  20. 6 likes
    A big issue for me is, they came to us already almost a year ago saying it was a priority for them to work on pvp and than we had to basically pester them every news post for months just to get 1 minor issue like the info minister seeing people who enter kingdom influence fixed after pvp was supposedly a "focus" and they went around to everyone asking how they could fix it than they forgot about it or decided on other priority's for the last year instead after hyping all of us up that things would finally happen ya that was a great idea. So for me, and a lot of other users I play with a plan is so past due that action is the only thing that would shut most of us up after being strung along for so long and lied to over and over about when or if something would be fixed going back even before the current people where in charge the cycle just went on when the torch was passed down and we had hope for a little bit with retro coming in to talk to us that maybe just maybe you would do something positive for once for pvp servers without us having to force you to do it through weeks of pestering and asking where it is. Nope clearly to much to ask for... Don't get me wrong, I would love them to give out an action plan for what they are going to do but I won't believe it nor will I stop giving them crap about it till I see something concrete being actually done. Talk is cheep and we have had so much talk and almost 0 action on it. It almost comes down to the old saying "Fool me once shame on you, fool me twice shame on me" I'm upto letting them fool me about 8 times now so I'm feeling pretty stupid and don't know if I can place my trust in them till they decide to stop talking about it and actually do something about it.
  21. 6 likes
    likely to remain as the 2.2 llimit, but will be looking at the ability to split food, so you can take a portion out for it.
  22. 6 likes
    I'd like to generally thank to all those who had a contribution in creating Wurm and making it last over years, people I heard of and people I never heard of but who did their job "behind the curtains", people who are still part of the team and people long gone to fulfill other goals they had. I'd also like to generally thank to all players making Wurm a "home over the internet", a place to enjoy, relax, feel good and wanting to come back as soon as you hit "Quit" (for the day, of course). Luckily, they are the largest part of the community! I want to name and fame Bigby, the one who took me in his village after I kept wandering off and dying in my first days of Wurm, the one who gave me my first piece of land to build my first (messed up) house, and trusted me enough to give me full access to the village possessions. I want to name and fame Ghengizcohen, who adopted me as his favorite noob the moment I joined my first village, and still treats me as his favorite noob , who patiently kept on answering my silly questions, removed parked-in-oaks boats after I was sailing them, the one who gifted me my first horsey, my precious beautiful TammyDream (still alive and living for as long as the game will allow it) and pretty much helped me with anything someone could ever possible want. I want to name and fame Celeia, Pristine's famous breeder, who gave me my first 5 traited champion cat (If you ever make it back to Wurm, fluffy fairy, he's fine and doing well in the castle I built for him). I want to name and fame dear friends, Ami, Grannymitch, Arelia, Lisabet, Hailene, Margus .. and so many more others, who never failed to put a smile on my face and warmth in my heart, or to listen to my rants when I was .. in a bad mood. I cannot name, fame (shame) and thank to those who are using any pretext to spread around rage, anger, hate, to those who live only to make others lives miserable, to those ruining the joy and excitement of the game only because they can. Although I could name a big bunch of them, I wouldn't do it simply because they don't deserve to be mentioned at all, and even less to be made known. Happy wurming!
  23. 5 likes
    This guy is my hero, +100000 for this change. WAIT!! There's MORE! For every change this guy promotes, expect a 5% subscriber loss...FREE!
  24. 5 likes
    Talios, in time you spent with this topic, you could have your blacksmithing decently improved - problem solved (without need to chance source code of game, risking introducing another problems/bugs. )
  25. 4 likes
    Wanted to change my mapping technique, No open fields, lots of trees/bushes. 0.1 Moon Metal distribution version https://drive.google.com/open?id=0B7V9tsVFLw9kQXQweVJsWU9mb0k No Moon Metal Version https://drive.google.com/open?id=0B7V9tsVFLw9kRmt1TnNrX3RoSlU
  26. 4 likes
    Pretty accurate, even if you say sarcasm. They keep creating window's of opportunity in Wurm, at this point everything is "unintentional by the devs" when it comes to things that have been in the game for years. Lately some of the changes are in my opinion trying to recreate the game to suit their play styles. We subscribers don't really have a say, unless we herd together saying it's bad. It's unfortunate. This is WO not WU, in WU you can mold the game to suit your play styles. I seriously don't want this game to become Window's of Opportunity Online. I ask what's the point in playing if this keeps happening. This is bad, Clatius. I don't see the need to completely remove this random element from the game. It allows newer players to go above 20 blacksmithing, carpentry, etc. New people shouldn't be forced to have to buy pelts left over from when it was possible. Use some logic please. This goes out to the entire Wurm community, stop asking for nerfs without thinking it through! A lot of them get implemented and it sucks!
  27. 4 likes
    Olloch is in desperate need of an account, please sell it to him. Not buying for now so he can get his.
  28. 4 likes
    One of this years someone or a group will have to get together from each server and write a history book on Wurm. Going all the way back to Golden( when it was a actual playable area), WIld, and the other Home servers. Have heard some stories and seen some screenshots from them days and think it would be a interesting read for sure.
  29. 4 likes
  30. 3 likes
    -1, don't even need to make a list of "why's".
  31. 3 likes
    Don't know how you did it, but thank you. 5 hours of CT affinity
  32. 3 likes
    90+QL hides(And then turning them into 90+ql leather) is already hard enough. Don't make it harder.
  33. 3 likes
    Not really liking your *suggestion here and in particular in reference to Pelts. Always very nice when hitting the random jackpot and producing a very high level one way beyond butchering skill level. Also this would reduce the QL of meats from butchered animals, which again is a negative effect reducing in turn the QL of cooking results due to lower QL meats. =Ayes=
  34. 3 likes
    In regards to the initial pvp discussions I had, the original plan was my feedback being worked on by the in house team, rolf, alex and erik (erik probably being the main one as he worked on the valrei stuff too) Of course, that landed in with the announcement of alex and erik leaving, which threw things sideways, and then budda taking the PM role, things were kind of disheveled. A lot suggested in there has been pushed through, especially the inssues with information minister, DR stuff, sotg reductions (though many wanted it flat out removed) So I do understand it felt dropped off, but we are reaching the point where we can start sharing the PvP works we have, and discussing how they will impact the game and what our plans are.
  35. 3 likes
    First time lapse of a few i have planned of my deed on Calysto server. In this time lapse we prepare the land
  36. 3 likes
  37. 3 likes
  38. 2 likes
    -1 also. its hard enough to get high ql pelts even with good butchering skill, most changes lately have been nerfs and not beneficial to the game imho. Please dont add another ............
  39. 2 likes
  40. 2 likes
    At this point SOTG nerfs aren't relevant anymore, nearly everyone has SOTG that bitched about it 3 years ago. I feel like there are more important things to look at besides nerfing a meditation path that nearly every PvP player has who takes PvP seriously.
  41. 2 likes
    The buying and selling of accounts diminishes the whole concept of this game, that being to gradually raise your characteristics and skills over time. The very slow advancements of these aspects is specifically designed to add value to time spent within the game. For the game developer to then allow and endorse the selling of these accounts to others is in direct conflict with this concept. In turn it trivializes the work and time over the years that all those who have developed their *own* characters have put into them. Purchased accounts are just ghost shells of players from the past and I fail to see how those who have advanced their *own* characters can have much if any respect for those who inhabit them. The game concept has been damaged and degraded enough already by this endorsed policy of account sales. Let those who choose to purchase accounts take the responsibility upon themselves for the results, as the person in charge has "wisely" sought to make themselves immune from any repercussions as a result. =Ayes=
  42. 2 likes
    Lost the itch due to countless nerfs to my kingdom without reason and no attention to the pvp side of the game. Will get the itch again when religion is getting a overhaul and pvp server population aren't treated like 2nd class citizens/players
  43. 2 likes
  44. 2 likes
    I was summoned... And here I had hoped it was to something useful and interesting. Instead it's someone quoting me out of context from an old thread about a tired and fruitless topic. I direct you to Retrograde. I only speak to players who directly need my assistance, and the server hamsters. The server hamsters are the ones who truly care about me. You lot, you have no heart.
  45. 2 likes
    This is me posting to let you all know how surprised i am that a thread about dealing with pvp issues turned into epic-chaos merge whining.
  46. 2 likes
    This both worries and excites me. Magic is finally getting peeked at, which is a good thing, but it's from a PvP perspective, which has been less than wonderful in its buffs and QoL changes where magic is concerned.
  47. 2 likes
    And this is why people shouldn't trade for real cash in game. At least not with people who do not have VERY high reputations. It sucks that you lost out, but you took a risk and it didn't work out. I don't mean to come off as rude but you, and people in the future can avoid being scammed by just being a little cautious.
  48. 2 likes
    Version 1.0.1 - TM TysonCodes released this on May 12 Just a quick one-line bug-fix to Webba's original mod. The only other changes were adding the Ant build system I'm familiar with to make releasing easier for me. Update: Fixed ZIP file to contain properties file. Whoops! Thanks for catching this ozmods. https://github.com/TysonCodes/BiggerHousesMod/releases/tag/1.0.1-TM Please see thread chain for updates and issues:
  49. 2 likes
    Wurm Unlimited modding/coding IRC channel: Rizon network, #wumodding
  50. 2 likes
    mmm, just imagine how creative you'd be if you were humble. Ego is detriment to potential and so is greed. you'll realise that in time