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Showing content with the highest reputation since 07/03/20 in all areas

  1. 14 points
    Hello all! With the success of Celebration's move, we're marching forward by moving Xanadu to the new hosting provider Cloudnet. This move will take place on July 13th at 3pm server time (9am US Eastern time) and require an extended downtime of all servers of about 1.5 hours. I want to control expectations with this move in that we are not expecting that Xanadu will become "lag-free" with this move. What I do expect is performance to be the same, if not slightly improved. The new server does have newer hardware and better disk I/O speeds which may help, but the sheer size of Xanadu leaves me skeptical that it will make a huge impact. I'm most certainly looking forward to being proven wrong though! Feel free to drop your questions in replies and I'll attempt to answer them or compile them into a larger post. I'd still like to do a bigger post about Cloudnet and our roadmap for this move, but right now the main focus is getting Xanadu moved and monitoring it. Thank you and happy Wurming! (Well, except during that downtime. )
  2. 12 points
    art shamelessly stolen from a site that doesn't credit authors properly That's right, per the picture it's a The aged white dragon hatchling! And it's coming to town soon! Just like most circuses, animal cruelty is the name of the game down at Bruce's Flying Circus! You'll be able to find us at a strangely usual spot down at N13! We're firing off at 7PM UTC! (that's 8PM for the UK, the rest of you can work it out yourselves or just use this timer) All participants are asked to try and dress the part! Be colourful somehow, or find some other way to be circus-like! Heck, becoming an animal will do, if any such potions exist! I didn't use normal circus colours for these highlights because a red highlight is impossible for most colourblind people, myself included, to read!
  3. 11 points
    Some random guide i wrote up because the actual info around for grinding is laughable at best outside of like 2 good guides and some newbies might actually think thats correct This guide assumes you'll be using the skill grinder at https://www.dreamsleeve.org/wurm/grinder/ and have a basic understanding of how to figure out effective skill+tool ql vs difficulty for some parts, and know the basis for skillgain is a roll between 1.01-39.99 (will be reffered to as 1-40 so i dont have to type it out each time). If a skill has its own tab in the grinder, use it. Types of grinding Imping - Use high ql tools and imp one item to the sweet spot (skill x .77 +23), this will give double sized ticks when you are imping above it. If you can get someone with higher skill to give you something imped this high OR can create it high ql by default, it's a huge help. If you're imping it by yourself, you'll get about 60% ticks or so double sized when imping at this point, if you have a friend with much higher skill (or a single imbued tool) keep it slightly higher than this point 100% of ticks will be double sized. Do not let timer length go over 15 seconds when sweet spot imping as this will ruin gains. You either want to imp something you'd like rare/is valuable when rare, or whatever uses the least materials, or whatever you can create high ql without skill for sweet spot imping. CoC skillgain only effects thing being used, not parent skill. So if like you're doing fine carp vs carp, imping mallet you'd get 100% carp, but imping rope tool you'd get 100% fine carp 100% carp normally, with 100 coc it'd be mallet 200% carp vs rope tools 100% carp 200% fine carp. Sweet spot changes this to 400% vs 100%/400%. It's anywhere from 25-100% more overall skill to grind with the sub-skills than the parent skills, so if you're planning to grind both to a certain point it's more efficient to grind the sub-skill first. If you cannot make the materials required to sweet spot imp, you want to imp things that are around 15-0 under your skill, depnding on your tool ql. Tool ql equal to skill you'd want 10ql under. Use the grinder to find out the perfect spot. Creation - You want your create chance to be 75% if possible, 60-80% is fine but as close to 75% create chance as possible will get you the best skillgain. Some skills have CoC tools avaliable, some don't, some might be a little more hidden(for example, coalmaking you can grind with coc kindling+log by spamming unfinished log piles, but if you were making the actual log piles you wouldn't be using coc for the 24 or whatever logs you have to attach). By default these grind much slower than other skills due to the 33% skillgain on creation/continiung. Best skillgain is around 75% attach chance for continuing, same as creation, if you use equal ql mats to what you used to create it then that's the continue chance. Alcohol increases diff but is too much actions for little benefit here imho Creating houses is fine skillgain for masonry/carp but doesn't come close to sweet spot imping. Random skills that might not be obvious/don't deserve their own paragraph Nat subs - the potency of the cover (part 1 x part 2's potency) is the diff of the item. Coalmaking - CoC kindling + logs is best, making actual piles is worse. Firemaking - unfinished torches with CoC Tar. (thanks ping) Milling - Anything till like 70, corn after that Paving - imp catseye Prospecting - prospect with 1ql, tap w each time you queue up actions, if you don't you occasionally set off old anti-macro thing that stops skillgain. if you think skillgain stopped walk to another tile coz you might have set it off. Prayer - 1ql altar all the way, prayer has super low diff, it's easier to grind as non-priest than it is priest due to faith bonus actually negatively impacting your skill tick chance. Exorcism - Low ql altars, a priest to heal you coz you will get wounds that can kill you. Ropemaking - imp fish keep net/net trap. fish one is easier to make, both use .5kg string to imp. Meditating - Start with like a 40ql rug and drop it over time to 1ql at 60 skill, don't meditate on special tiles as they'll mess with skillgain. you can get 11 at least a month before the timer for it if you're meditating 9x a day. Shipbuilding - small tackles are impable, 6.5kg, fit in inventory and can be bsb'd if you need to save logs, but a rare ship is a valuable thing you can sell for a sleep bonus fund so either are good. Cooking/baking/beverages/whatever uses cooking system - you want diff of thing being made to be as close as possible to 10 under your skill. Alcohol increases diff. Best way to grind is to get lots of forges/ovens/whatever, fill hundreds/thousands of items to be made, light them all at once and if using alcohol get yourself to good spot. turn on sleep bonus right as the ticks start flowing in. 30+ diff meals give the biggest skill tick size, anything less than that is smaller ( 1 toast which is 10 diff, has 1/3 the tick size of a 30 diff meal). Meat+veg for HFC, fruit bread for baking, spearmint tea for beverages. Shield bashing - you have to hit the shield bash for skillgain, if the bash does damage you chance to get another tick that's double sized. Low body control mobs are easier to shield bash (most passive mobs, trolls have really low BC, can combine shield bashing training with pen shield training), as are enemy kingdom alts with no armor. PVP has a super bonus to skillgain iirc so bashing alts is the fastest way, but probably frowned upon by pvp purists. First aid - Bigger wounds - higher diff healing. You want 75% of bandages to actually heal. Repairing - Mallet to 50, Ring to 70, Large saddle seat to 85, chain jacket to 100 ( beaut med rugs are better 90+ but dont form piles, chain jackets are much easier to manage but you need a lot more of them). Lava is your best way of damaging to grind, 24 hours on lava gives 96 dmg so its a daily grind thing. Fishing - you want to balance fish diff vs skill+rod ql+ things on rod. Huge tick for hooking fish, small ticks every few seconds while it's hooked. When you get message that it's hooked, turn on sleep bonus then click to hook it, then turn off sleep bonus after it's caught/swims away. Balance rod ql vs fish caught so that you get around a minute of fighting on the line before it's caught/gets away. If you're catching 100% of them its too easy. Fish nets work until like 40 or so then gains drop off hard. Farming - 1ql rake, potato/cotton/wemp/rye from 1-70, oats/pumpkin/cucumber/reed/barley/carrots 60-100. wheat from 70, cabbage/corn from 85. Garlic with 80+ skill 90+ql rake is good gains too but you need more land to make up for fast rake times. Anything harvested with scythe uses coc/woa for harvesting, all other plants dont coz they use hand to harvest. seed ql+farming skill = plant speed. Forestry - Harvest/pick sprouts Gardening - imp trellis Animal taming - (assuming venerable no traits) pig till 40, black bear till 65, cave bug till 75, unicorn till 95, hell horse till 100 Animal husbandry - shearing sheep is great gains if you have lots of sheep, otherwise groom everything. Metallurgy - Brass/bronze till 60ish then electrum. Low ql lumps are a necessity. Jewelry smithing - imp iron bowls, if they go rare you can try for a rare altar vs ball which makes nothing Plate armor smithing - can imp scale which uses leather, or iron plate. Lockpicking - you want pick chance to be like 8% or so, skill + lockpick ql vs containers ql and lock ql. You can coc the lockpicks but you'll break hundreds of them grinding. Treb/catapault - Put treb/cata at base of dirtwall, wall on top of dirtwall, shoot the thing, rock lands on dirt wall next to you, pick it up, reload. Winches is diff, can't remember what diff is for trebs i'll edit it in at some point Thatching - imp thatch roof Climbing - make a drop shaft in a mine, climb up it until you run out of stam and fall down, climb up again (no fall damage in caves) Archaeology - diff depends on how many disbanded deeds are in the area, you'll need to test it out yourself, you want average frag ql of a stack of 100 to be around 25 or so for best skillgain. Around a 40ql brush at 90 skill was good for me, but that might not be good for you if you have more/less disbanded deeds in area than me. lowish ql chisel to do restoration afterwards Weapon skills - Weapon skill is based on damage dealt, and is capped at around 50% of the enemies health dealt in a single blow, so tanky mobs that you glance a lot against aren't good for skillgain whereas squishy mobs are. You want to avoid fighting trolls scorps anacondas etc *unless* you have a venom weapon and are reasonably strong *or* they're the only thing in the area, but they won't be good skill. Venom is the superior grinding enchant as it removes glance entirely means you hit more often which means more skill more characteristics more affinity chances. BT increases damage+skillgain but often takes you well over the 50% cap on skillgain, FB/FA do not increase skillgain and their damage takes away possible skillgain you could have gotten, RT increases skillgain but also increases damage dealt to the weapon itself so not good for skilling, ED is just bad and people make fun of you for having ED. LT is a contender for best skilling weapon if you're not that strong or there is a lot of mobs in the area that your natural health regeneration can not keep up with. A good skiller would be WoA (nimb if it's a 3 second swing weapon) - Venom/LT - CoC - MS. Good ql armor and weapons, a fast horse+geared up and high Web armor casts on your armor are all massive boosts to how much skill/hour you can get hunting, if anyone tells you WA doesn't work in pve or that you should use aosp in any form inside wurm online thats not a horse barding /ignore them. Shield skills - Shield skill gained is based on damage blocked, so blocking stronger mobs = more skill. Pen training you're limited to 15 minutes per mob until skillgain stops, this resets after 4 hours of not fighting the mob. Your CR vs theirs is chance for skill tick, so there's lots of variables so you'll have to play around with it yourself to find the best way. Ideally you want something you can tank for the full 15 minutes without healing, and if you're pen training, catch some angry/greenish trolls for high level. Use around a 50ql shield starting out, and once you get to 70ish skill drop it down. For grinding mobs, you want things with strong slow attacks, as you can only get shield skill ticks so often. Ideally you want to just get to 60-70ish by hunting in normal fighting and not worry about shield training until you can tank trolls for extended periods. Gathering skills - using a 1ql Mining - rock(can flatten cave roof for up to 100 mines per click if you have stamina)/iron to 70, copper/slate/lead from 60- 100. you can start with silver at 80, gold at 90, sandstone 99, lower if you use above 1ql pick but since grinding mining at this point is so slow you might need to take a few pickaxes in the mine with you to keep your idea ql level, easier to just use 1ql the whole way. You'll most likely be balancing around your characteristics instead of your mining level anyway. Digging - Digging is special in the fact that 5 slope - 1 diff so you can grind to 100 digging on moss clay even dirt if you're digging at the base of dirtwalls but for this we'll assume it's flat ground coz its easier. Leveling is 33% skillgain compared to digging, dig to pile if you're dropping it into a bsb after can trigger an old anti-macro thing that stops skillgain so i'd recommend digging to inventory. Dirt/sand/moss from 1-70, clay from 50-100, tar from 85-100. Again you'll most likely be balancing around characteristics not digging and can make dirtwalls to change diff. Woodcutting - Chopping down diff is based on tree age, cutting up is based on tree type. Most common tree types are 2-10 diff, walnut 15 willow 18 oak 20, so 1-80 you can either cut down+chop up everything with a 1ql hatchet, or cut down with a high ql hatchet, load like 60 felled trees into a wagon/have dedicated storage boats for felled trees, turn on sleep bonus and go to town with a 1ql hatchet and crates nearby to chuck all the low ql logs into for coalmaking grinds or fuel or whatever. After 80 You either want to grow a huge walnut forest (takes irl months to grow to overaged) or have a fo priest wild growth oaks trees (if you're wild growth-ing you can have them all packed together, they only kill nearby trees when they age up naturally), takes like 15 casts or so to take an area to overgrown trees, chop em all down, chuck into a wagon, turn on sleep bonus and go to town with 1ql hatchet. I'd recommend getting yourself a nice wound to grind with, as getting trees to grind with is pretty hard at this point. You can also go around deforesting everything still, but skillgain for WC drops hard after 80 skill if you're cutting down birch/pine/whatever. Channeling You want diff to be 10-25 under your skill. You want alignment to be LOW (especially at 30-70 skill, past 90 skill alignment doesn't mean anything, in the 30-70 range high alignment will mess with skilling and force you to use much harder spells than you would with low alignment+altar), you can put on a single plate glove to get the casting penalty to lower the bonus that alignment gives you. You want another gods influence to be overpowering your own gods altar. Ideally you want linked accounts, as many as you can muster, alts are good but you can probably get a couple of people to link to you at a public sermon ring. If you have 10 alts you can grind channeling to 100 non-stop with no sacrificing, but 1 alt sacrificing while you cast will increase your skill/hour a lot. Each link adds +3 to diff, and therefore increases the range of skill that you can grind with a certain spell. You can have 1+channeling/10 links in total, which gives you 10 max links at 90 skill. Libilia is the best to grind with as she gets +15% skillgain as well as 10% more favor regenerated, vynora is also good as she gets +10% skillgain and can cast wisdom of vynora on herself for sleep bonus. 10 linked vyn alts casting wisdom of vynora every 30 mins on your main priest lets you get 96m of free sleep bonus a day while giving you non-stop casting. If you're maxing out links, add 2 to each number, per linked priest you have (2 links = morning fog to 39) Fo - Morning fog to 35, acid protection to 50, dirt to 70 (can cast dirt till 80ish if you'd rather the dirt than a bit more skillgain), lurker in woods to 100 Mag - Light token to 35, frost protection to 55 (can go to 65 with it, blaze is better skill/hour but uses more favor/skill), blaze to 65 (if linking only use to 80, lurker better favor to skillgain ratio), lurker in dark/woods to 100 Lib - Bless to 35, Poison protect to 50, dark messenger to 70, lurker in the dark to 100 Vyn - Opulence to 35, Fire protection to 55, glacial to 70, lurker to 100 ( can cast coc/woa/aosp and sell that instead for a more casual grind) Butchering For butchering the animal, diff for meat is parts already butchered x 3, so the first one butchered is 0 diff, the next is 3 diff, one after that 6 diff, and so forth. Around a 15 diff mark is where you'd want to balance your knife ql for. Use CoC+WoA/BOTD and be full health+stam as the butcher/filet time does not effect skillgain, only how many things you butcher. For fileting, diff = damage, so ideally you want to lava the meat to high damage and counter that with a high ql knife for really fast butcher actions. From 1-60 kill+butcher+filet everything with your lowish ql knife, past 60, butcher with a high ql rare+ knife to get the most meat, gather up thousands of it, lava it all at the same time then when you get the right diff turn on sleep bonus and go to town fileting. Pre-fsb meat can be 0.6-1.2kg whereas fsb'd meat is 0.3kg so you'll get way more use out of your time fileting meat before you fsb it ( a 1.2kg meat gives 4 butchering tick chances, a 0.3kg meat gives 1). Characteristics Characteristics work similar to channeling, you want the diff to be 10-25 under your characteristics, say you were mining rock (2 diff), you had 90 str, 50 mind logic, 20 stamina. You'd get a str tick on 1.55% of mines, a mind logic on 34% of mines, and a stamina on 53% of mines. Each characteristic does its check seperately so having super high str won't impact your stamina gain for example, but if they were that far apart you wouldn't be able to grind both at the same time effectively. For imping, the diff is equal to the ql of the thing being imped ( imping 90ql tool = 90 diff = no characteristic gain for pretty much anyone). For Melee weapons, its equal to the weapon skill (90 huge axe skill = 90 diff str check = barely any characteristic gain again). CoC does not effect characteristics, i dont care if you heard in ca help that it does because it doesn't. Best way to grind each characteristic, other ways are almost always slower/require too much input Body Strength - Woodcutting to 40(will give 2x strength 1x stam ticks when using a hatchet, but no way of using this effectively past 40), mining/digging from there Body Stamina - mining/digging always, woodcutting is equal with them up to 40 Body Control - Archery or Longsword+shield(requires your attention but great gains), Archaeology(afkable) Mind logic - Panfilling, Mining/digging Mind speed - Shield training, Hunting Soul strength - Mining Soul Depth - Panfilling, Farming Grinding wounds You can freeze wounds so that they never improve/worsen might have to examine wound if you dont have high first aid its around 6-10 depending on fat layers to freeze a bad or severe, depending on your fat layers and if you're fo or not you might have to do some trial and error. Frozen wound = stamina doesn't go up past that point = longer timers = less materials used, good for things like restoration, metallurgy or anything really if you're a path of power boi. Lava gives pretty consistent wounds as does jumping off a dirt wall, so they're a good place to start one. if you comment below just to argue rethink life
  4. 11 points
    New hotfix coming out in a minute, changelog below: Thanks for all the feedback so far. We'll be working on adding back some better font size options for certain windows such as chat and inventory type windows, as that seems to be a common request, and we're still going through some other issues. Additionally, we're looking at giving the default and repeat actions a bit of a redo as it seems the implementation is much less than ideal, but that may take some more time. If there are any critical ones we've missed, feel free to also repost the issue into the client bugs section, we're working through all the posts here but some reports may require some more information on the problem and it'd be easier to follow up on them that way.
  5. 8 points
    Preview client hotfix is out now, try it out! Changelog:
  6. 8 points
    is there a way to "dock/stack" other windows, like container inventories, similar to Chat/Event/Friends etc? Like if I could set it so hitting F3 gives me a way to get this everytime: Or doing the same with other containers -- Crate/Wagon/Cart/BSB/Whatever -- I still have to open each but then I can drop them all on top of each other so they pop-into-place like above. Also I forget whether I can already combine Chat+Event/Skill/Friends etc to basically have one megasized tabbed "information" window that I can put wherever/however i want, instead of boxes and menus cascading and scattered all over my screen
  7. 7 points
    Hi everyone! After a few solid months spent on polishing the UI, I’m happy to say we’re at the point where we feel it’s almost ready to go, and as such we want to invite you to try it out. Below you can find a list of most of the additions and changes compared to the old interface. Changelog: Hotfix 1, July 4th - changelog: Hotfix 2, July 8th - changelog How to access the UI Preview client: We’re mostly looking for feedback regarding: Visual changes and the scaling functionality New features Default and repeat action keys and possible improvements to that Any missing functionality from the old UI Anything else that sticks out to you and affects daily gameplay Once we’ve ensured there are no critical issues, this will be replacing the old UI client, so make sure you try it out before that happens!
  8. 7 points
    It's pretty foolproof - our shop won't allow you to purchase items for a Steam account, and you won't be able to buy from the Steam store on non-Steam accounts. At the start we'll be using the Steam microtransaction systems that require you to be logged in to your character, if we also use the Steam store through DLCs (like EVE does), we'll make sure it's clearly stated that it only applies to those accounts.
  9. 6 points
    Thank you all for the entries! We have now closed the entries and will review them, with the names ready to announce on the 10th!
  10. 5 points
    Hello I'd like an option on client login to appear as offline after logging in. Sometimes I log in and just kinda can't be bothered with others for a while, would be nice to be invisible for a bit. I think anything that add some nice options is just good in general anyway.
  11. 5 points
    I 100% agree that the foal stage should not be skipped, not because of the pleasure of breeding, but wurm is not a speed game, its a slower paced game and that's part of the thrill, if the foal stage is skipped players will have fast horses instantly almost from the start of the server and I don't think that should be a thing. part of the struggle is working to get everything up to what you need to successfully pvp. I don't see the need or the want in everyone being handed things to make their pvp experience easier, the loss of horses and not being able to get them replaced instantly is part of the experience and part of how real medieval warefare is. learn to fight with or without the horses you don't need them instantly handed to you.
  12. 5 points
    Oh oh any chance on search in inventories other then your inventory because that would make it so much more useful then only your own inventory things like storage containers lmcs bsbs and such would benefit from it
  13. 5 points
    would be nice to see the rgb
  14. 5 points
    I think you under estimate the scale and how simple it is to kill horses in fights on an active pvp server. 100+ horse breeding program that’s nothing to what most pvpers have. You’re coming with a mind set that pvpers don’t have active horses breeders which isnt true. Its clear you’ve never lost all you rideable horses in Pvp and then have your horse breeding pen raided and slaughtered the same night. Skipping foal stage isn’t a big deal you’ll live. I wouldn’t expect someone who started playing in 2018 to understand since the pvp population died off drastically late 2014.
  15. 5 points
    Have spent much time on the mountains of Release lately looking for the avatars.
  16. 4 points
    I recently came back after a long break and started my first deed. I keep asking many questions about the game and making plans what to build around my deed. Many things I keep forgetting. So I had to make a .txt file for notes. Wouldn't it be great if we had a Ui Window where we could make notes? This would work clientside, so you'd still need paper to write letters to other players. Since steam release and new UI are coming I suppose this could be a great addition for starting players.
  17. 4 points
    Having built UI's in other games I have played, I was thinking about the things in this UI that bug me, and seem to be fairly minor changes which would allow it to be a lot tidier and less cluttered looking. The main thing that I noticed when trying to arrange the UI elements is the inconsistency in the size and layout of the elements, which makes it difficult to lay them out neatly so as to minimize the amount of screen they occupy. I understand that some of these elements may need to be larger than others for various reasons, but with a little tweaking 4 of the main elements can be reconfigured to at least be a consistent length so that they could be "stacked" together. Putting my money where my mouth is, I had a quick play with the elements and modified them graphically to show what I mean. The quick bar and the select bar are already the same length, so I left them as they were, but then modified the health bar and the target bar so that they were the same length as them (well very roughly, I did this in about 30 minutes of playing) One of the things about the health bar that has annoyed me at times is that the sailing speed icons drop down only when on a boat and thus it is often the case that when playing with how the screen is set up, you board a boat and realise that your layout needs to be tweaked to accommodate this, so I repositioned them on the end so that when they appear, they don't displace screen room. The target bar has been one element that people have commented on most as being clunky as it is now, and that they wished that it could be tidied up, and that there was an option for it to toggle between a pop up and pop down mode, depending on how they want to use it. The other UI element that I find needlessly takes up a lot more room than it needs to is the toolbelt, and with a minor tweak to the buckle it can be made to stack in much more tidily. The compass could really use a medium size option I think also. The elements as I modified them, with select and quick bars included as is for comparison: Pop down target window Pop up target window Health bar Slimmed belt (ideally a 10 slot belt would be 2x the length of the health / target bar and fit neatly on top of them if they were stacked side by side as shown in spoiler shots when large, and the same length as them when at small size, lol) Anyway, that's my 2cp worth of suggestions
  18. 4 points
    Well the pandemic hit. Without enough information about how bad it would be, I have been staying on water on my way to a lake for the summer. I am currently restocking supplies for my stay on the Kentucky lake for a while. At least until the end of hurricane season. Today I picked up more fishing equipment, a machete, knife and hatchet. Noob starting gear? I plan to find a cove to set up in. I will have to find a good location and set up a Wurm Offline deed. Then I can start writing up my adventures once I find a spot I want.
  19. 4 points
    Very nice thanks Located Between Kingsport and Bearfoot.
  20. 4 points
    Server Update - 08/07/2020 Added infected planters You can now use area actions with large planters like normal farming (Cultivate, Sow, Farm, Harvest, Harvest and Replant) Added area actions for trees and trellises (Plant, Prune, Pick Sprout and Harvest) All area actions can now be used when riding a mount or driving a cart Fixed planters timer going weird when no planters are active on the server Changed plural names for planters to be more specific (for missions) Improved permission checks for planters in villages Tweaked stump volume to better fit in carts/vehicles Read here for more info: https://otherlands.bdew.net/2020/07/08/server-update-08-07-2020/
  21. 4 points
  22. 4 points
  23. 4 points
    It's rather annoying, opening a BSB and having to expand the window to see the quantity of items. Old size
  24. 4 points
    This is from the very early days of Release, I'm not sure how long after launch this was made but it's probably within the first six months of launch. This should bring back some old memories for any vets out there, my deeds were Thunderdome, Thunderdome Docks and An Object on a Shelf. Mercury Dragons was made by Doe who eventually helped me make the island on the west coast, as you can see on this map that small island we built doesn't exist yet.
  25. 4 points
    Mod updated to v1.0 Added integration with Better Farming mod With that mod installed (v2.0+ required) you can perform area actions on planters: Sow, Farm, Harvest and Cultivate To perform area actions on planters you need to click the planter it will be centered on, not the tile under it! Fixed planters timer going weird when no planters are active on the server Changed plural names for planters to be more specific (for missions) Improved permission checks for planters in villages Note: If you had any beta versions of Better Farming (2.0-pre-whatever) - they are not compatible with the final release, please update to 2.0 if you want the integration to work. Download: https://github.com/bdew-wurm/planters/releases/download/v1.0/planters-1.0.zip
  26. 4 points
    It depends on the reason you have been banned. Accounts banned for macros and such are informed they are welcome to make new accounts to play. Players specifically removed are not welcome back, and we will not be changing this.
  27. 4 points
    Hi! I was wondering if you could add the ability to make fish oil in Wurm as a way to add more recipes and grind Natural Substances. Also would make ppl want to fish more? We could use the wood pulp press to get the fish oil instead of a fruit press.
  28. 4 points
    Sure, but if they are banned they have violated the rules somehow. I would much rather prefer a game without players who are that "hardcore". That said, there are old time players still around.
  29. 4 points
    I feel that the target and fight boxes should form a more unified "whole piece" when docked to each other. With some quick photoshopping.. Perhaps add the collapse option on it, same as selection box has now. If nothing targeted, collapse the target window (toggle auto collapse on/off) And when expanded, same thing. Remove those unnecessary side margin spaces
  30. 4 points
    Please add the heat level to the information window. It's a pain to have to examine an item in a forge and read it's heat level in the event window.
  31. 4 points
    This is more than a minor discomfort. There are workflows where a lot of BSBs are open (for example sorted by 10ql -> 9-10 bins), plus the inventory, the input container and the crafting window. That is quite impossible on a 1920x1080 either. Please allow to resize the windows down to 1 line height as it has been with the old GUI. Also title font is extremely huge (would not be an issue if I could still change it but font size options are gone now).
  32. 4 points
    The minimum window size of opened containers is obnoxiously large. Before we could shrink them to whatever sized we wanted. Makes playing the game in a smaller window much more annoying.
  33. 4 points
    I don't understand why things are double (thickly) bordered, there's so much space allocated to design, the text is also much bigger than the size 10 font I was using previously and seemingly can't be changed for the new UI. I have no idea how many items I have in my units without purposely expanding out my container windows now to 350+ pixels wide, 400+ on my inventory (90% UI scale), where previously my inventory used 300 pixels (105% UI scale). That's a lot of screen real-estate lost due to excessively thick bordering, whitespace and removed scaling options. Would be nice to get: The hover-over tooltip with that information in (item counts). A minimalistic skin. Text size options. 'Toggle weight' option for the columns so I can actually see how many units I have in there without having to drag out a calculator, or, constantly be readjusting the frames. Having "No Target" pop in the menus great for mobs, but what about select bar objects/etc. Toolbelt doesn't follow the UI design. Buffs/Debuffs don't follow the UI design. Quick bar doesn't seem to fit in well either. No target appears detached from objects now (affecting clearing the select bar). The only thing I'm totally kicking about it so far, is the fact I can finally roll the chat frames how I want them, but... Since the frames now use bigger font and thicker borders... The pros of it don't outweigh the cons for me, so far.
  34. 4 points
    A great spoon battle caught in the attack, such terrible violence.
  35. 4 points
    This is a mix of responding to posts and revisions based on those same comments. Raid Window/Mines Newly created deeds will be raidable for 48 hours when created outside of the safe zone. After this 48 hours normal raid windows will begin. Draining a deed will reset the cooldown for changing the drain window and cannot be changed with enemies on the deed. If a raid window is not set a deed will be raidable at all hours. Raid windows will have a set duration now 8 hours outside safezone 4 hours inside safezone Remember there are nerfs to how defendable you can make a deed now dirt walls cannot be nearly as tall and mines need 3 tiles between them. Also need to consider there is tower chaining now you cannot just build a deed directly next to someone you will need to chain towers and destroy the enemy towers to do this. Breaking reinforcements off deed will also be extremely easy now. With these changes I feel confident most of the concerns will be difficult to pull off. Walls and fences on the deed will be indestructible outside raid windows. War bonus will cap around 20% reduced damage and won't be anything too insane. Will look into having off deed mines stay locked but be extremely easy to bash. Other Servers are planned to launch together. Meditation will now cross over, paths and path levels will not but are capped at 9 as noted. Tomes will not come from any source on this new server, but as noted some of the karma spells will be available to anyone with a staff and karma. None of these changes are planned to cross over to existing pvp server unless there is support for it. Horses can breed at younger ages now. Can look at adding base DR similar to sotg to everyone as the server progresses if damage output is still too high. PMKs will be enabled at some point just not on launch to give starter kingdoms time to expand and claim land. My best estimate is a month or two, we want to give base kingdoms time to make towers and claim land before unleashing PMKs. Capitals for those who do not know are set by the king and do not need to be the deed they live in, the reduce the cost of upkeep on a deed by half.
  36. 3 points
    Also friendly shores please. It was very disappointing looking for a nice coastal spot on any of the other servers to find that more than half the coast line has mountains right up to the water. Id prefer no map dump either to start. I love trying to build my own map and cross reference it with other player made maps. Exploration is so much more fun in Wurm without map dumps.
  37. 3 points
    Could we please take this time to address the status effects, we don't need a constant reminder of all the permanent effects cluttering up half the screen. Please make the perm ones able to be hidden so that we don't have to search for relevant ones or make space on the screen for 4+ lines of them.
  38. 3 points
    also, are kingdom mobs spawning everywhere (hyenas boars gorillas) going to be fixed? ever since the change to make them spawn everywhere on freedom they no longer spawn with a kingdom, cover the entire map (in kingdom lands you'll get even more of them due to natural spawns + kingdom influence spawns, but the influence spawns don't have a kingdom anymore) and attack everyone regardless of kingdom, on chaos/epic they're a mild annoyance at most because they slap your horse when you ride past but if you don't have a fast horse/can't kill them they have massive aggro/follow ranges and will probably dumpster anyone exploring around early on
  39. 3 points
    At the moment, while grinding natural substances, I could make a pile of healing covers, and then throw them in the bin, since they are not really all that useful. Especially when made from heavier items, they're a pain to store, and don't last long. So, here is a proposal for a new item, to use up those covers and actually give people something nice to use from them. Healing Cover + Salt (0.01) = Medicine Preparation (Natural Substances) [weight preserved] - Quality based on natural substances skill and cover potency [source salt can be used for guranteed QL100], salt QL determines difficulty Medicine Preparation + Mortar and Pestle = Medicinal Powder (Milling) [1 per 0.5kg weight of medicine preparation, minimum of 1, weight of 0.01] - Quality slightly incremented by milling skill, quantity increased by +1 per 30 milling skill Medicinal Powder + Honey (0.09) = Medical Salve (Natural Substances) [final weight of 0.1] - Quality capped by honey QL (same as farmer's salve, some variability added by NS skill) Medical salve amount usage follows the same rules as farmer's salve (0.01 for light or less, 0.02 for medium, 0.03 for bad, 0.04 for severe) and applies both bandaging and a QL/4 potency healing cover to the wound. It doesn't work like a normal cover, in that it does not have a potency, it is all linked to quality. This is because.... Medical salve can be stored like any liquid in jars/barrels/etc, with the same sealing requirements Optional Extra - Allow "Heal" to be cast on the salve to convert it into enchanted medical salve, which applies a stronger bandage effect when used. PvP Balance Retention - Make healing salve unusable when within a certain radius of hostile players OR just make it unusable in PvP
  40. 3 points
    Are you asking what you could do to increase skill gain while still maintaining a good pace at digging and terraforming? Are you wondering how you could increase the speed of your terraforming regardless of skill gain? Are you trying to determine how to maximize skill gain? Maybe it’s a matter of trying to find a balance between both. All experiments need to start with a question that you would like to answer. It seems this experiment of yours lacks this initial step so it has left the rest of us wondering what the purpose of this discussion is. Personally, I know the answers to all of the previously stated questions so I am not going to ask them. Instead, what particularly stands out to me about the data you collected is that, under the conditions of 80ish digging skill and using a 95ql supreme shovel, levelling gave better skill gain than digging. I wonder why that might be. My guess is that with such a high ql shovel, digging dirt will yield very low number of skill ticks compared to levelling. I could go on about that, however, I do not find that line of questioning overly interesting since if I were terraforming for a project, I always go for speed over skill. There are times I might want to balance speed and skill in which case I would use a lower ql shovel with coc on it and possibly woa. A good question to test in this scenario would be “does woa on a low ql shovel reduce skill gain over time?” My guess might be that it would not since skill gain is scaled linearity with action time. That is to say if you cut the time in half, then you would cut the skill in half so after an hour you would have the same skill gain. I would expect this guess to be wrong and that an experiment would show that by adding woa, you will get less skill, but this is based on experience and a gut feeling. My point is that there should probably be an initial wonder to guide any inquiry. You may have had one, but haven’t yet shared it which is why you have received responses from the community that do not satisfy or relate to your inquiry.
  41. 3 points
    can you migrate xanadu and then sink it at long last?
  42. 3 points
    Overall, I like this "first draft" of taking the GUI in a new direction, more in line with current gaming standards & expectations. Are there problems to sort out? Yes. But I expect these to be fixed, if not now, then eventually with future iterations and updates. That's just how these things work. Heard a rumor that moving to a new UI format is the first step toward eventually allowing for player-made skins; would very much like to see that option That said, I definitely want to give my 2 irons about the good, bad, and ugly: THE GOOD • F and R keys. I know some players hate them already... but a standard, dynamic "action" key is pretty much de rigueur in MMOs and games these days. I mentioned the R / repeat key to some gaming friends of mine, and they just about lost their minds with envy. Change is rough, Wurm players will eventually get used to it. • new combat box is very nice - much easier to understand at a glance • we like the new ability to reorder, move, undock, and rearrange tabs and windows.... please make sure the game remembers our preferred layout between log-ins, yes? • ability to scale UI is good - but pay attention to the fact that everyone's first reaction was to scale the UI down • the trend toward modular UI elements that can be individually moved, arranged, scaled, and locked is a very good thing. ... More please? (I'm looking at the action bar stuck under the event window, specifically) • thank you for changing the "throw" icon on the fight bar... much easier to understand now that you aren't toggling between melee & archery, but toggling between using a weapon & throwing whatever is in hand THE BAD • would like to see ability to further scale UI size - perhaps as small as 75%? • header font is now serif. sans-serif would be a better, cleaner choice • fonts, in general, should be unified. one font and font style for chat text, one for menu text, one for header text. maybe one for subheader text. no more than that. bonus points if the same font or font family is used for all the text, with only font style changes marking the difference between text level. • UI elements that have multiple size options really, really need a middle / medium option. Examples: toolbelt, compass • not entirely a fan of the right-aligned "tab" with the minimize and close buttons... could we have a toggle to show/hide.... or a toggle to have those icons up in tab / displayed down "inside" the box? • old UI (picture below) had ability to define the anchor of the fight bar. I used the bottom left corner as my anchor and "docked" the bar above my target. With the anchor defined, the fight bar would expand upward to show the fight window when in combat. With new UI - when docked with target bar, element expands downward but hits the bottom of my screen & subsequently pushes entire target/fight bar up the screen to fit. Target/fight bar does not return to desired low-screen position after combat. Even when "locked." When not docked (and placed above target bar as per my old UI arrangement) fight bar expands downward and fight menu covers up the target bar. Possible solutions: re-enable ability to define fight bar anchor point.... Or... create toggle option to dock fight bar below/above target bar.... Or... allow fight bar to show/hide outside of combat & I can place it where ever on screen and just hide it. . THE UGLY (Prioritize these please) • mailboxes / COD have been broken. Fix ASAP as economy depends on it • allow for various text levels to be sized or scaled independent of each other, AND independent of the UI scale (for example: I like a slim, minimalist UI, but need bigger chat text sizes to prevent migraines) • make F: and R: onscreen text smaller, and if possible, allow for players to set preferred text size for this element specifically • where is the ability to define F-key keybinds? • lost ability to see rename with item name on mouseover and while dragging & dropping items into containers ... bring that back ASAP
  43. 3 points
    Went to CoD items to someone and was unable to set the cod Price. when i clicked the X to close the window and retry it sent the items anyway.(no i didn't hit send, hit the X to close window)
  44. 3 points
    The new Whispering Bay. North Deli
  45. 3 points
    I feel like the colours used for active and inactive tabs are the wrong way round. When I see a grey tab, I assume that it can't be selected, presumably because it's the currently selected/active tab. However in this UI grey is used for the inactive tab, and is therefore "clickable". The coloured tab (friends in the below example) looks like it is meant to be clicked on, but is actually the active tab. I also feel like incoming messages being highlighted in blue isn't eye catching enough.
  46. 3 points
  47. 3 points
    The new UI looks amazing! o/ Would be nice to make the Target screen smaller. Maybe I'm missing something, but It's really big on my screen.
  48. 3 points
    Here's example of suggested right-click menu change.
  49. 3 points
    Im not sure you understand. Its late and i cant be bothered going into too much detail but the loss of 30 horses from one fight and having the space to replace them has nothing to do with how good you are at breeding. If you want to pm i can explain that and capitals and all the rest you dont know tomorrow.
  50. 3 points
    This is the most awesome game i have ever played in my 32 years of life.