Leaderboard


Popular Content

Showing content with the highest reputation on 23/04/20 in all areas

  1. 5 points
    I was saving the bigger announcement for our hosting status update, but yes - AWS is not a viable solution for us. While in testing it worked fine, once we put more load on the system we ran into bottlenecks on the disk I/O that not even raising IOPS would resolve to a satisfactory condition. I'll give more information in another post over the next few days. I will say that I'm in the middle of testing one provider and in talks with a second.
  2. 3 points
    You can always retrieve a horse branded to a deed on the same server using "Manage-> Animals" (rclick hand or body shape on paper doll window). In the Animals window, look for the missing horse (must be off deed so easy to find), mark it and "Find Direction". It can be a while to get close, messages about distances are https://www.wurmpedia.com/index.php/Locate_soul#Distances Good luck
  3. 2 points
    You would wonder how much different systems can be when they are optimized for different aspects. Cloud for example is not performance optimised but is optimised for fault tolerance and scalability. While one cloud node is usually a lot weaker than a server node, the right combination of technologies used in Software Engineering can make your software run a few thousand times better in the cloud than on normal servers. I am currently working with good bunch of destributed system technologies, there is so much potential but you need to use those modern technologies very smart. The biggest part of my Master of Science education is about Cloud technologies, so there really is a lot.
  4. 2 points
  5. 2 points
    Just something I thought you'd like to know, Amata. Many if not most of the players with more than one good horse tend to have one cared for in their prime character's name, and others cared for by alternate characters the player doesn't tend to keep active. Try a forum search for the 'OfficialWurmViewer' name and see if any forum posts mention it as an alt in their byline, etc. That's one way to find the player who likely has control over the horse. Also, best to keep a venerable animal cared-for by the current character caring for it. If it's old enough to die on its own, when it's set un-cared-for there's a chance it'll die on the spot before you might have the chance to care for it yourself. That's why it's declared that taking one of these venerable cared-for animals to another server via animal cages is risky (the animal loses cared-for status the moment it arrives on the other server on your ship). I'm Zoltan on Independance, up at Fort Buda, if you want to say hi sometime. I don't have an extra horse at the moment, but if you want to keep in touch I can breed you one or catch a "seahorse" for you.
  6. 2 points
    To encourage the original post. At least some use out of this has come again. Without this post at least some would have been left out. Ritual of Sun was cast today and after discovering the possibility I tried contacting everyone on the list as to my best ability. Chabuduo was the only one I found from the list here. (But I tried far beyond this to find interested parties as well.) And I hope in future people doing Rituals will check this post too. Congrats to all involved for being one step closer to finishing the journal goal. For the record, my alts involved in this cast Gwanunig (in Tolkien's Sindarin translates as Twin (closest word to alt I could find)) Pinmaethor (in Sindarin translates as Little (Pin) Warrior (Maethor)) - Nestangol (Mayor of Northwind Cove, owner of Hermit's Rest, Maker of West Hammer Lake Canals etc.)
  7. 2 points
    https://web.archive.org/web/20030101000000*/www.wurmonline.com
  8. 2 points
    Been playing on Sklo since Nov 2015. The way wurm should have been. Love it here. Awesome staff, Nice helpful community. If you are a new player on Sklo look me up and I will help you all I can. 🐴🐓 Lolabelle
  9. 2 points
    I went looking in the very old posts on this forum on some random afternoon a while ago, to screencap and save some old threads (incase they would ever go poof for some reason) and came across this: EDIT: And offcourse, Rolf trolling 4chan in 2009:
  10. 1 point
  11. 1 point
    I know that this has been suggested before, but we still don't have it so here it is again. Digging is a pain and could be improved hugely with a few key tweaks. Get rid of "dig" = "dig-to-inventory" Done - Yay! Dig to pile should be default ahead of dig to inventory, just for starters. I know this suggestion is usually met with "but keybind" which is okay as far as it goes, but let's face it is still a work-around. My preference is to activate the tool, select the object and then use the numbered action button. Partly this reduces the need for multiple binds because binds aren't context-sensitive whereas the numbered buttons are (3 could be forage, cut down, mine, dig depending on the context whereas binding would require 4 different keybinds). It is also more intuitive because it is displayed in the UI. The default action should be the most generally useful, and digging to inventory is not that. Dig to containers when they are available Having established that dig-to-pile should be the default, I am going to go right ahead and say it shouldn't be the default.🙂 It should be the default when you have no container within reach. If you have a container within reach of you, then the dirt/sand etc should go into the container. This one change, which has been in pretty much every WU server I have tried, has allowed me to really dig into terrain modification (see what I did there?) on WU. Unfortunately it doesn't translate to WO, where the current setup weighs me down. If "within reach of you" is too hard a mechanic to manage, perhaps "either on your target tile or on your current tile" would be easier. "Drop" from containers or piles When leveling, dirt should be grabbed from inventory, the tile you are leveling, tiles within reach (or your current tile if that is too difficult), containers within reach (ditto re difficult). This would remove the fiddly and somewhat gratuitous extra actions of constantly "loading" your inventory (which as you progress can also involve a LOT of frustrating treacle-walking). In my thinking, carts and wagons count as containers. I am not suggesting digging while driving large carts and wagons, but just accessing them as containers (and their nested containers). If you are dragging a cart, of course you should be able to dig etc. Actually, that could be an implementation of leading hitched animals to keep the cart or wagon close. Just keep them draggable & when animals are hitched use the animals in the max speed calculation (i.e. you wouldn't drag faster than your walk speed, but you wouldn't be slowed down either because it's really the hitched animals doing the dragging). Believe me, I have shoveled a lot of material and the FIRST preference is from the container (trailer, ute) directly to the target site if you can get close enough. then from container to a pile and then to the site. You don't load up a backpack or satchel full of dirt and walk around with it. Barrows While typing this, I realized we need another "cart", smaller than a small cart. With a small cart, if you have a body strength of 30 and are carrying 100kq on your person, your maximum draggable cart load is over 1,000kg. That would be over 50dirts, but since it is capped at 40 the load in that case would be 800kg. Admittedly, dragging that would be uber slow, but doable. A smaller container for "pottering" could be useful, especially for newbies. Make its capacity 1/4 that of a cart for instance. 10 dirts, 200kg. More than most can carry for a while (for me, once regular inventory and attire are factored in, it is roughly twice what I can currently carry of this kind of raw material) and also importantly, it can be moved about at a much higher walking speed. Make it easier to craft than a small cart, not lockable but maybe able to be carried when empty (like a BSB in that regard). For material... hmm... 1 small wheel, 1 small nails, 2 shafts, 5 planks? More material and complexity than a bucket, less than a cart. Less likely to litter up the landscape because it can't be locked (it's not a storage container but a tool) so it is either secured away unseen or able to be moved. It's an open container so no damage protection for contents. Crafting from containers An ability to open a container and directly performing crafting actions on the contents. I am thinking of bulk items, like bricks from shards. Currently I take as many shards as I can, combine them in the crafting window and make bricks. I then move the bricks from inventory to the container and repeat, and repeat, and repeat. It would be much simpler to open the container, add "stone shards" to the crafting window from there and create bricks, which appear in the same container. I know the unit size could be a problem: 20 kilo shards unit, 16.5 needed to make a 15kg brick. As the container inventory would update anyway upon creation, I think that containers that auto-combine would not have a problem with this (i.e. the last one is always the partial, whereas the first one is the default active - I think).
  12. 1 point
    You can find me streaming here!
  13. 1 point
    Actually to me it was absolutly clear from the beginning that AWS can't work out when hosting Wurm, it is a decision many businesses aim for, but I am personally very careful with cloud stuff, it is still somewhat overhyped. During my university lectures I became a lot insight in cloud technologies, so I finally develop a bit of feeling about what is a good thing in the cloud and what isn't. I tested Wurm in a Cloud back in 2016/2017 and yes that was exactly the biggest problem I also ran into. So I found (hardware) SSDs to give satisfying results, still especially on SQLite Wurm seems to be even more IOPS hungry, maybe due to different transcation handling and so on. Actually my first tests on newest generation of NVMe SSDs had mindblowing results for Wurm, I really like to dive deeper into that topic. I post on the forums once I know how big the improvements are. Anyways I guess it is better to fail than to never try something new, I would just recommend to be a bit more careful about hyping plans, it leads to dissappointment.
  14. 1 point
  15. 1 point
    In regards to AWS commentary... The clues that I have gathered is that running WURM Online without more modern database coding, structures and calls may be leading to put Wurm into the highest tier IOPs hardware which can get expensive and unsustainable and most likely not reaching the desired results as Sklo outlined. If you are already maxing out hardware speeds with the fasted CPU and Disk then next place to look is probably some of the code in conjunction with a less expensive cloud hosting solution. Given $$ and time there are ways to track this stuff down (cough.. "LoadRunner"... cough) This is not easy stuff and there is likely no magic bullet that will just fix everything in a single stroke. Keep at it Keenan!!!
  16. 1 point
    Wurm should contact CCP Games (eve online devs) in iceland and ask them who deals with their hosting. Very big sandbox space mmo with lots of persistence needs.
  17. 1 point
    Big fan of most of it. Not sure if the wheel barrow is needed, but not a bad idea. The rest is a huge QoL improvement. I really enjoy teraforming to and from containers on WU. So much less clicky than here in WO. Adding in the craft to and from containers would be amazing. There was a time when I thought it was fun to see how many alts I could run simultaneously making bricks, planks, mortar, etc. Now my fingers and mouse hand just get horribly fatigued. I have a ton of construction projects party done because I dread making more supplies. For those that really love constant clicking, maybe devs could make a mouse & keyboard rapid clicking mini game, designed to maximize mouse and finger joint wear.
  18. 1 point
    Thanks for the info-we did some shuffling and added woad to the category.
  19. 1 point
    I have always been for the notion of using dirt from containers when leveling upwards or putting it into containers when leveling down or digging for that matter and being able to drop dirt from containers as well (at the rate of as many actions you have per second up to the designated number or run out of stamina) having such a feature will make terraforming a lot more smooth and enjoyable for anyone who does any kind of giant long project As for the keybinds yes dig_to_pile most def should be the default action instead of dig itself that difference between mining and woodcutting going straight to ground where as dig doesnt has always bugged me even after dig_to_pile was added and i swapped my keybind to that just the fact that its a thing is weird Digging while a passenger on a large cart would make a lot of sense or while standing next to it into the crates that are loaded into the cart(and wagon in this case) it makes a hell of a lot more sense then shoving 20kg into your pockets 1 thing though swap from container to bsb/crate only with it favoring crates over bsb's(unless the object weight is less then 20 eg tar clay and so on then favor bsb)
  20. 1 point
    New stuff added: QL95 Supreme Pickaxe Iron - w104 c98 +10%ql (23s) QL 95 Rare Pickaxe - iron w106 c87 +10%ql (8.5s) QL 94.5 Rare Pickaxe - iron w101 c95 +10%ql (6.2s) QL 93 Rare Pickaxe - iron w100 c87 +10%ql (5.2s) QL 90 Rare Pickaxe - iron w93 c85+10%ql(4s) QL 90 Rare Pickaxe - iron c93 w90+10%ql (4s) QL92 Rare Stone Chisel - Steel c100 w99 (5.7s) QL92 Rare Stone Chisel - Steel c98 w97 (5.4s) QL93 Rare Hatchet- Steel w100 c95 (5.4s) QL90 Rare Shovel - Steel c99 w96 (4.5s) Plate Armour aosp sets:14 silver: (81QL all pieces)4 silver:
  21. 1 point
    Just wrapped up a wonderful stream exploring around Deli aimlessly! We also hit 22 followers today! Thank you to everyone who joined
  22. 1 point
    Personally i'm pretty much done with wurm. I can't work on mods anymore, just thinking about wurm and codeclub and their betrayal makes me angry and takes all the fun out of it. Yet another game killed by corporate greed and mismanagement, RIP.
  23. 1 point
    personalized deed heraldry purchasable from a trader starting with a scroll using a similar mechanic as shop signs only a bit more complex starting with the frame then the back ground would have a few options along with the field show below the color of the field could be chosen here then a few options for the main image depending on the field chosen you have a few placement options upon the field, or to keep it simple the image could just be the only one you can choose would still give plenty of options and variations. color would be one of the options for the image too. to prevent the creation of a black horse on a black field a very simple heraldic rule would be in place "no metal on metal no color on color" any part of the image can not share a color with another part of the image in other words if u have a white(silver), and a yellow(gold) party per bend field you can not have a yellow(gold) wolf bust, it would say you need to change the color values to complete. the alliance heraldry could be a bit more complex but i have thought about this idea for a very long time and even posted a thread about it myself long ago here.
  24. 1 point
    I think the current official stance is that archaeology is 'sufficient fun' and the devs want to work on different skills, which we must respect. What I will say is that we all underestimated the capacity of archaeology to provide so much fun, inspiration and new ideas. In my opinion, rather than put a cap on this spring of enthusiasm, maybe it could be channelled off in different ways. I would like to see some of the other 136 skills used alongside Restoration in recreating artefacts in archaeology - perhaps those players with high fine carpentry could more easily combine some of those large furniture items, those with tailoring and leatherwork skills could perhaps have a gift for finding and piecing together fragile fragments of long lost tapestries, flags and capes, and maybe the smiths out there could have a better chance at finding and combining legendary weapons and armour. The devs are right - there is a need for balance to be sure - but I think anyone can by now see the appeal of archaeology, not just as a mechanic, but as an inspiration to design and most importantly for the players - a reason to keep playing. I think if more skills could be brought into play during archaeology - this could open out many opportunities for new content, extend the life of archaeology as a hobby, whilst maintaining a balanced skill set.
  25. 1 point
    At 03:50 server time an issue occurred that affected the skills tables for both creatures and players. This caused an issue with reading skill data and possibly saving skill data. The issue was brought to my attention at 04:07 server time when players complained about having no skill and being unable to complete actions as a result. I had first attempted to repair the table while the server was running in order to preserve any data from skill gains that I could, but this only made the problem worse - the table seemed to have vanished due to the repair failing. Xanadu was brought down at 04:20 server time. At this point I was able to save the binary data of the skills table in order to preserve it and initiated a MySQL restart. When the database server came back online the table was restored and repaired. I verified that skill data seemed intact by picking a few players who had complained originally and finding their skills to have appropriate values. Xanadu was brought back online and available for connections at 04:50 server time. Due to this issue there may have been a period of about 30 minutes where skill ticks were not saved. I will be meeting with Samool in the morning to discuss compensation for the downtime and possible 30 minute skill loss. Most likely we will be doing 5 hours of sleep bonus on Thursday's restart. We will update to confirm the decision. Edit: Confirmed - 5 hours of sleep bonus on Jan 23 restart. Thank you for your patience.
  26. 1 point
    I kinda dislike this idea and already find butcher and bury via horse pretty wrong. if we do that sort of step, then we should also, allow farming from horse, fishing from horse, even walking while fishing (especially net and spear fishing logically make no sense to have us stand still). Why no forage or prospecting from horse? Just where is the line and for what reason? None of these actions should be able to be done by not standing on the ground. or all. And if all, then it gets pretty weird. Somewhat logical would maybe picking fruits from TREES, not bushes. pruning and taking sprouts form trees. But many activities done from the horse make no sense in whatever way. And QoL is not a reason here to make them acceptable, because then we would have to add a lot others tot hat list too. Well it would be nice if we had a better method to prune overaged trees back to early overaged stage, similar to the way pruning of very old trees. This could give foresters more active means to avoid slipping into the shriveled phase.
  27. 1 point
    You do know that a shriveled tree left alone recycles itself into a young tree, right?
  28. 1 point
    Diagonal fences would be simply awesome. Even if diagonal house walls are impossible, fences would rock. Or wood. Or rope. ...or hedge but personally I dislike them. Also maybe...maybe that would open up the possibilities later for diagonal bridges?
  29. 1 point
    +1 to this and making ovens and forges with shorter fumes or chimneys. My OCD goes nuts when I can't place my oven or forge where I want it cause of the stack coming thru the floor and can't hide them without having a bookshelf sitting in a odd ball location and the wagon hump drives me batty too.
  30. 1 point
  31. 0 points
    So, since about the new sailing system came in, the embark bug is back, but in combination with the lag it's more severe... I just wanted to know if it's known / being worked on. I realize that your focus right now is to get the game ready for steam, but please keep in mind that with severe bugs like this one it's gonna get a lot of flak. In the case people don't know the "embark bug", here is a brief explanation, people can add to it if they know more: You get desynced with the server, lose connection for a brief time and boom, you got it. You get randomly thrown off your vehicle you are on, doesn't matter if it's a horse, boat, wagon or cart, this bug throws you off everything. The only thing to "fix" it currently, is to leave the world (logout for /lotime) and then you are good UNTIL you lose connection again. Please let us know if it's being worked on, thanks.
  • Newsletter

    Want to keep up to date with all our latest news and information?
    Sign Up