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Showing content with the highest reputation on 07/05/18 in all areas

  1. 3 points
    Community Map Coordinates: 46x, 27y In-game Map Coordinates: J-20 Some popular world times for the rift opening: Honolulu Wednesday 2:40am Anchorage Wednesday 4:40am US Pacific Wednesday 5:40am US Eastern Wednesday 8:40am Sao Paolo Wednesday 9:40am London Wednesday 1:40pm CET Wednesday 2:40pm EET Wednesday 3:40pm New Delhi Wednesday 6:10pm Beijing Wednesday 8:40pm Tokyo Wednesday 9:40pm Sydney Wednesday 10:40pm Auckland Thursday 12:40am
  2. 3 points
    I dont know why we would need this Why drag people from the game? Its same with discord and this we got a chat ingame...use it we got a trade channel ingame ....use it
  3. 3 points
    Umm, 'sitting there and clicking every x seconds' is basically Wurm in a nutshell. Seriously you think spamming create for 2 hours is a lot? Did you ever make bricks or mortar for a bigger project?
  4. 2 points
    Since it was archived, I thought I'd repost this request from 2011 http://forum.wurmonline.com/index.php?/topic/37172-please-make-enchanted-grass-preserve-flowers/ "In the same way using Enchant on a tree to create an Enchanted Tree preserves the tree model, it would be lovely if Enchanted Grass did the same for flowers. " I will add, per Othob's suggestion, that Enchanted Flowers be a more vibrantly coloured, with higher density, and very little grass (lawn texture, perhaps?) so that they stand out. That is all.
  5. 2 points
    ... and guess who I ran into today? Mr. Locke himself. The sweet horse is back with his caring owner now
  6. 2 points
    I'm the idiot that will just keep playing cause at it's base in it's short comings still amazing game..that is until i just one day have an epiphany and abruptly quit. I think this game sorta is like brussel sprouts. they are an amazing underrated vegetable very savoury but you either love or hate them as an acquired taste. I don't think there are elements in this game that if changed would make new players that leave , stay overall. exodus of new players is more about their playstyle preference to games and this is not fast enough or reaffirming instant gratification enough. you can't appeal to people you already don't have on your side basically. that said for the life of me i wish they'd monetize the game with micro transactions of fluff stuff like hair styles, bedazzle ornamentation items, whatever , people love it, it affects the game nothing in spirit. fuels a revenue stream towards marketing and staff talent
  7. 2 points
    if you can only handle that for an hour, you're weak.
  8. 2 points
    I like the idea, but to be fair, what we need is more safe and accessible ways to conduct transactions. If there is no in game support for the website, it will be yet another site for us to check when buying/selling. People are lazy by nature and most people will use either the forums or the trade site, not both. This will force players to look in two places when looking for something. Considering the fact the new site would be yet another registration process requiring more effort, I can see many people just not using it. If it has advertisement? Even less will use it. Point is, you need both a carrot and a stick. The site needs to be reeeealllyyy good and much superior to the forums, and it needs to replace the forums. Both. As long as one is competing with the other, there will be issues.
  9. 2 points
    We are past the point of "end game content" Focus should now be on either: Moving away from Java Encouraging new player growth Reworking the game entirely
  10. 2 points
  11. 1 point
    Got those portcullis doors pretending to be "windows". Those "windows" are closed for everyone, so none would fell out. It is really long way down on the other side. Problem is, that for me (I'am the Mayor), those are still open. So I happened to fell out few times (on autowalking - for example). Also it gives annoying opening animation and sound when close to them. Would be nice if there were an option for Mayor to block certain doors completely. Or new models of windows wich look like portcullis (would be perfect if this model didn't had those two wheels).
  12. 1 point
    WGenerator 2.9 - Wurm Unlimited Map Generator Download Here | Contribute on GitHub This map generator has been completely redesigned to give increased usability and platform support. Thanks to Budda for the original program. Major features include: multi-threading, progress bar, import/export heightmap and biome images, biome and river painting, map markers, and tons of new inputs for creating varied maps. Out-Of-Memory Error Improvements So Far Biome Color Pallet [r,g,b]: Options Menus 2.0
  13. 1 point
    might be not as rivery as some other maps, but I created it with help of the new river tool and photoshop, thus it has some kind of ravines between some mountains mapsize is 2048x the water height is 300 max height is 4000 download: https://www.dropbox.com/s/zcd49bksl8x7ptd/Riverlands4.zip?dl=0 Topo: Screenshots:
  14. 1 point
    The game allows you to use the Path of Love ability to enchant a lingonberry bush, but the tile does not change as it normally would when enchanted, simply wasting the daily use.
  15. 1 point
    Like in topic. I'm thinking what would be the possible interest about the Wurm trade site, with 3 questions in this poll. Please keep in mind that this is informative poll only - it doesn't mean that I will actually create such site, but I would like to see your opinions on such idea. How could such site look like and how would it function? Few key points: No direct connection with a game or forum in any way Registration required for both sellers and buyers, with manual verification of in-game account by site admin or moderator (seller registration required for auctions, but if someone just wants to buy something from shop or other sale he can use site just for a search function) Ability to list normal items, bulk items, creatures and services as auctions, temporary sales and permanent sales (shops) Average transaction looking like this: user winning auction/wanting to buy item > trade offer is shown on site to buyer who confirms it before in-game trade > in-game transaction > both sides confirm on site trade took place, buyer gives seller rating Auctions can have hidden reserve, but this reserve must be actually specified and will be shown after the auction ends if it isn't met High focus on search function (which is in my opinion the biggest problem with Wurm trading right now)
  16. 1 point
    Hello Fellow Wurmians! Setting up a server for the wife and I, we decided we wanted a bit more control of the map. I found some great tutorials and tools on this forum (thanks everyone!) and created a custom map. I wanted to customize the in game map, but keep it as true to the original as I could. I searched for some sort of template to use, but could not find one. It was further complicated that the creative mp map was a .dds in the graphics.jar and Gimp didn't natively handle this. I knew that I would likely want to make other maps, and that others in the community probably would too! So I quickly made a template to be used, all you have to do is paste in your custom map. It isn't perfect, but I hope people find it helpful! You can find a .png of each layer here for those interested in building their own custom maps. There is a project file that can be used to export as .png or .dds for Gimp users. (GIMP is free, open source software.) Maps that are a .dds in the graphics.jar will need a DDS plugin in Photoshop, Gimp etc in order to load and save as .dds. Happy Wurming!
  17. 1 point
  18. 1 point
    crystal rune of Libila, bronze 26ql - 52c crystal rune of Libila, bronze 36ql - 72c COD Ackemi
  19. 1 point
    +1, recommended. Professional and very fast. High standards.
  20. 1 point
    I can say that glimmersteel does work. I tested it in large batches (1k+ chops) against an iron knife of same q/rare status. Using 92q corn with the rare 90q iron knife (the one ive used for ages) it produced the predicted 99q using the rare glimmer it produced 99.55q. both knives are rare adding 1q, my skill is 60, so i should add about 7q, the 10% would appear to be applied to the amount you skill adds to the veggie NOT the base q of the veggie itself. this means that the q gained scales with cooking skill. this also means that lower cooking skills will likely not even notice it
  21. 1 point
    Would have to be very careful with this. At one point a few years or so ago someone tried making enchanted grass foragable, and the result of this was everytime the tile would become foragable or something it would revert to regular grass. It was left like this for a couple weeks i think and all people were left with were spending weeks/months replacing all the enchanted grass they lost. I'm sure these days it would be tested/handled better but the ptsd is strong
  22. 1 point
    sorry i missed you, its my fear of ducks in spandex, dont ask....
  23. 1 point
    Aged is fastest, but that's only for the animal's natural walking speed. When hitched or mounted, a completely different calculation is used, so using a Venerable horse won't give you a disadvantage there. Thank God.
  24. 1 point
    v1.1 is out Added 5 new rare and 1 new common pets. https://github.com/bdew-wurm/minipets/releases/tag/v1.1
  25. 1 point
    great work. well done.
  26. 1 point
    I can upload the mod to myserver, but i dont use the "upload" function direct in the filemanager in the site. As i said before, i am using WinSCP and connect to the FTP files throu the FTP tool. Then just drag the mod into the mod folder.
  27. 1 point
    Something like this in the vein of "kingdom/alliance technologies" might work well; especially if doing so gave a solid and worthwhile buff.
  28. 1 point
    Loool what? Are you arguing that anyone who makes rares in mass is a macroer? Just because YOU can't make it doesnt mean others cant. By the same token are you also going to argue that anyone who has 99 digging macros too? Or anyone who hits the fatigue cap? 10+ hrs a day of hard grinding? Really? Save your salt for pvp dude. You got roflstomped by Niki. That doesnt mean she macros. Get over yourself.
  29. 1 point
    Fixed and thank you Gorefiend!
  30. 1 point
    I bet you have high mind logic and use your keybinds and action queues too! You dirty devil.
  31. 1 point
    Activate flint and steel and click on trash heap then select Empty trash bin. You have time to think while action executing. Time on action changes in properties. https://github.com/mpsmonk/wurm-mods EmptyTrashBin.7z
  32. 1 point
    Punishlife signing up as staff (i'm a good boi, shriimpie press ganged me into it last time and it was actually... fun) Can also imp carp 93 , fletch 94 (DONT YOU DARE MAKE ME DO IT) and masonry 85 Also, can stream the events on twitch for those that can't attend, so they can watch.. because its no fun to miss out
  33. 1 point
    I dont get the reason for the idea? We have a trade channel where people can list WTS WTB WTT and PC. I do think that it scrolls pretty fast at times so you miss out. I do think maybe linking trade chat to a bigger website chat logger that shows things a bit clearer and over more time would be a good idea. Also has there been a lot of scams of people buying things and not getting them.. Selling and not getting them? Whats the impetus for the new auction site? How about we talk about a WURM store first. HECK i sent that email out to a community manager weeks ago and have heard ZIP. I had lots of people I talked to interested in that? Also if were going to do this and go on about API lets just go full bore into a character bazaar where you can only sell through the auction site. Be like Eve online and milk it for a 10 dollar transaction fee. I think what your trying to do is make a sales/auction tracker where people can get an idea of what things go for. That way it secures an economic outlook a bit better and gives more data on pricing. Even Ill admit wurm pricing is wackadoodle even on basic mats. Mortar which requires less actions then bricks to make yet sells for more..why? because at first it a pain in the butt to make and has a higher failure rate? Stuff like that I wonder about. Id like to know more about the WHY we think we need it over just needing something for new people.
  34. 1 point
    Good luck with your sale.
  35. 1 point
    We are just starting a sermon group at north-east Xanadu, near Summerholt. You are most welcome to join our group!
  36. 1 point
    Contradiction? Either way GMs wont be involved in 3rd party things so it would have no support
  37. 1 point
    Here we are, almost 6 months after my first ideas for the deed, with the first update video! (And yes, I am still here xD)
  38. 1 point
    The short version: Due to barrel-sealing mechanics, alchemist's cupboards are essentially worthless. I think we basically know that by now. But let's compare them to another piece of furniture for a more thorough analysis: Barrel racks. Small barrel rack: Single piece of furniture Requires basic carpentry materials to create rack & barrels 30 creation difficulty Holds 30 small barrels Barrels can store 45 liters of liquid each Barrels can be removed and added to rack at will Barrels can be sealed with pegs (essentially for free), completely eliminating decay Alchemist's cupboard: Single piece of furniture Requires basic carpentry materials, pottery jars, and beeswax to create 50 creation difficulty Includes 10 vials Vials can hold 2 liters of liquid each Vials cannot be removed from alchemist's cupboard Vials reduce liquid decay by 1/2 I just can't see a good use case for the alchemist's cupboard. It's harder to make, holds vastly less, and reducing decay is unremarkable compared to completely preventing decay forever with a peg. An alchemist's cupboard might be useful for short-term liquid storage, but in those cases, you don't care about decay anyway, making the feature irrelevant. Let's face it: Sealing small barrels costs nothing, because pegs cost nothing. With a free and convenient method for storing liquids decay-free in relatively large quantities in a container that is easily transported, stored in racks, and held in inventory, there is simply no reason to use anything else as far as decay is concerned. Amphoras seem more well-designed in this regard, since sealing them costs something slightly less trivial to make, at least enough to push it beyond "essentially free" the way pegs are. I've always had the impression that sealing was meant for long-term storage and fermentation, but it's so easy with small barrels that there's pretty much no reason to ever not do it. I don't know what the most appropriate change here is. Make alchemist vials prevent all decay on contents? Add some other benefit to them? Make sealing small barrels less overpowered or have them require the same sealing parts that amphoras use? I honestly don't know, but right now, small barrel sealing is absurdly good, free, and by its very nature, inherently better than absolutely any partial decay prevention could ever be.
  39. 1 point
    I play sporadically during the last couple of beta maps and G1. But I was always held up by the poor performance of my terrible family PC. It was until about 2 months after G2's release that I properly began my journey into Wurm. I started playing during my first year of highschool because my now best friend Dilzi kept talking it up. This would have been about 2004 I believe? It put this in perspective, I started as fresh face 13/14 year old and have ended up here as a scowling bitter veteran at the ripe age of 26/27....what am I doing with my life....
  40. 1 point
  41. 1 point
    So, here is something special that happend today.
  42. 1 point
    Dude i totally agree that sickles shouldn't be such effective weapons but....it's hardly relevant to a discussion about fixing dual wielding o.o
  43. 1 point
    Since the topic has come up again I would like to bring up the fact that the combat manual doesn't prove that a sickle is a viable weapon. If fighting a person who is not wearing armour then any object is going to be an advantage over nothing. The point is not that a sickle has never been used. The point is that it is not a weapon of war. If the only factor was an object's ability to cause damage then we should be able to pick up rock and just drop them on each other or swing felled trees. No army has ever armed their soldiers with sickles. It is what is known as an expedient weapon meaning it is an object that is able to do damage. Sadly all historical accounts of it also show that it is used against unarmoured opponents. If an object is only good at being lethal in very specific cases it is not a recommended choice when better options are available. In no way is a sickle ever going to be the preferred weapon over something that is specifically designed for war. It is a tool of limited reach with the blade placed on the wrong edge to be able to slash and is poorly suited to penetrate any amount of armour because of its weight and length.
  44. 1 point
    this just looks pretty for some reason if just it was a tiny bit darker it be perfect
  45. 1 point
    I have serious information about upcoming features to Wurm Online so read carefully! Have you built a fireplace yet? I suspect everyone can make a campfire with some ease and soon that will take on new importance. During an upcoming update we will have both ‘Weather’ and ‘Climate’ in Wurm Online. Summer will bring heat and a warmer general climate. Occasionally this warmer climate will induce weather phenomena like wind storms, and lightning storms, and even hail. Most of the warm season will still be rather calm and enjoyable. Even in good weather there will be occasional light rains and other phenomena that may impede your travel or work actions. There will also be regional differences in climate based on the terrain and foliage. Hot areas like deserts will require lighter clothing and precautions to avoid dying of heat related illness. Interior areas like structures and caves will allow you to escape a lot of the heat from being outdoors, but not all of it. New clothing options will make it easier to switch between good weather and inclimate weather clothing at wardrobes. Going out into hot weather with metal armor on will not be a good idea as your stamina and water will drain fast and your temperature will rise until you either become ill with hyperthermic conditions, or pass out and possibly die from heat exposure. Winter climate will of course bring the opposite of heat and will also bring rare blizzards, and ice storms as part of the new weather system being implemented. Interior locations will shelter you from such inclimate weather and the freezing cold to a large degree, but again, not completely. Terrain and elevation will have a direct affect on how cold each region will be. High elevations such as mountains will suffer stronger winds, and much colder temperatures. Interiors will require heating, which is where the aforementioned fireplaces come into play. New cold weather clothing options such as bear, wolf, and deer skin clothing will be added to make outdoor work and travel in Winter more agreeable. Fireplace quality will determine the amount of heat put out and range the heat can reach. In multilevel structures and even in caves, a fireplace or other heat source should be able to reach up to a 2nd story average in height at 30ql and a 1 tile radius per 20ql. Respective climate variations in each season will cause your clothing to be less or more effective just as wind will cause outdoor heat sources such as campfires to be less effective or even impossible to light or keep lit. Sleeping in a bed will protect you from freezing conditions even in unheated structures. Torches, lanterns, ovens, forges, and even coal piles will work as heat sources, though to a limited amount except for lava tiles which will keep you warm and toasty. Summertime will be brutal for smiths as their tools of the trade will increase their exposure to dangerous levels of heat. Even those cooking food will be affected in summer heat but to a much lesser degree if using an oven. Combating the effects of this additional heat will mainly require maintaining good hydration and wearing the newly craftable smiths protective aprons, or chefs aprons. Reducing the effect of heat related impairments to action times will require good hydration and shelter from the sun and heat. Even tree shade will help and man made roofs and covers, and hats will also help to slow heat build up while you perform actions. Temperatures will be indicated on your stamina bar to help you quickly decide how to adjust to the climate. Conditions in sparsely forested areas and widely open areas will often be more severe than thicker forested areas. Low lying regions will also experience less wind and moderate temperatures. Upper elevations on mountains will be more challenging to survive, but with shelter not impossible. Even new players will be able to survive with just campfires and will have a protective aura to reduce the effects of weather events and climate conditions for their first 24 hours of active playtime. Including new clothing, wardrobe, and armor stand mechanics, we will also be getting some new structure types including shades, canopies, and snow shelters. New containers for ice harvesting and also hot liquid containers made of stone and metal and small heat retaining vessels for travel will also be added, and foods already in game can be heated for additional winter warmth. Foods and liquids used while cool or cold will also assist against heat related impairments, as your action times will increase the warmer or more uncomfortable you become. Only if you become too hot will you not be able to start and finish an action and you will be able to tell by your stamina bar if you are getting too hot. Remember to keep a check on the color of your stamina bar if you find you are taking too long to perform an action as it will show you your condition or comfort level. Ultimately, the more comfortable you are, the more efficient you are at performing actions. Many things including clothing and armor, tool condition, terrain, location, shade, and more will affect your overall comfort level. Carts and wagons will be getting new features as well. A number of new containers will be craftable for attaching to the sides of carts and wagons. Now you will be able store some water, food, food resources and seasonings, and even animal feed based on how you customize your vehicle. You will be able to access your customized cart and wagon containers from the sides as the containers will not be in the main inventory of the vehicle. Of course you will also be able to manage container permissions with the main vehicle permissions. Using wagons for shade and shelter from rain, snow, and sun will be possible with an extendable canopy you can attach to your wagons, and you can then move the shade over your work area to keep the more extreme weather elements from interfering with your action times as much. Food will remain basically the same except for the benefits gained by eating heated or cooled food respective of the climate conditions. If you eat hot food in hot summer conditions you could make yourself sick if you are already too hot, and eating cold food in cold winter conditions can cause you to pass out if already dangerously cold. Neither of these situations should cause you to die as while you are passed out your body will regain enough stamina and temperature difference to give you a chance to revive and save yourself. Do not underestimate the power of basic normal water in a waterskin as it can provide enough warmth or cooling to keep you out of the danger zones of the temperature ranges for your body. The new climate models will add a new level of realism to Wurm Online and we have enjoyed testing them for hours on end. Hopefully you will have a lot of new fun as you learn how to cope with all the new weather systems and the seasonal climate changes that will affect your actions both negatively and positively. Everyone should be prepared with at least a fireplace or other temporary heat source and a light set of cloth clothing to be able to work and play in the new system that will be implemented soon. To wrap this information up I would like to reiterate just how serious these coming updates are as they will add a whole new level of realism to the environment. Rest assured, this will be a blast as we have had all kinds of incredible adventures and accidents during the testing phase. Eventually the developers would like to turn their attention to streams and ponds, but they will be including a new type of water source within caves that you can tap into on a new special rock tile. Another new feature that is going to be fun is the new ‘Falconry’ skill which will allow you to train several soon to be added raptors to the game for hunting and collecting items like shot arrows and much more. Since snowboarding and skiing were not typical of our intended age the developers have included something a bit closer to the right time period that should also be a lot of fun. Unfortunately for you I will not spoil the surprise! Remember, the single twenty gold coin we hid a few years back still has not been found! Everyone keep looking, and as always have fun! Thank you, Wurm Online Team
  46. 1 point
  47. 1 point
    The Festival Cove Tunnel Renovation is completed. 2 wide entrance by Dobra, 3 wide exit on the other end, Floors are mostly flat, reinforced, paved in sandstone bricks. Catseyes all the way thru with waystones at the ends. The road from end of tunnel to festival cove along the coast is still 1 lane. Glad to see someone deeded at the old Festival Cove site. Good luck.
  48. 1 point
  49. 1 point
    Those threads that have been locked were generally locked when they got out of hand, or had run their course. This thread is simply linking to those threads, so I see no reason for this to be locked.
  50. 1 point
    MapPlanner Server map generator for Wurm Unlimited MapPlanner is a tool which allows you to design and generate maps for Wurm Unlimited - all you need to do is reuse one of built-in examples, use templates created by other users or create your own, click "execute" and wait until your map is ready! Due to program structure it is suitable both for normal and advanced users - normal users can simply drag and drop blocks to decide what elements they want to see on map, while advanced ones can use more powerful features like parallel blocks execution or even create their own modules to extend the program capabilities. Thanks to simple modding system, adding new modules is as simple as copying single file. There is no set release date yet, but I would expect that program will be ready for initial release in late February or March. Screenshots
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