yarnevk

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Everything posted by yarnevk

  1. Because WO is an MMO where grinding skills by spending more action time fosters player driven economies because you will want to keep playing the game to improve your action time and use enchanted skilling tools to slow you down when you do need the skill more than the time saved. WU is not an MMO it is a single/multiplayer game with expectations and defaults for signficantly reduced action timers, which means you would have skilled up slower than WO because of less action time. Thus the action time skilling system has been replaced with success skilling.
  2. It already exists in the Wurm Online tutorial.
  3. Being able to keybind does not automate it when you are playing wack the mole, which is essentially why they swap items and tools all the time to force you to interact with the game and not be able to macrobot. You might say then you will just macro all the items and all the tools until something randomly happens, but that is the easiest macro to detect because of the very high fail rate, no human could possibly be that bad. While you think you would prefer a gui than keys to play that game, dragging and dropping is actually just as tedious as popup menus. It does not seem so with the current creation window because it was designed for using one tool on a stack of items. If you actually have to use it on multiple tools on multiple items, it becomes a very bad user interface. The current creation window was intentionally created to not respect the keybinds and toolbelts, which is what makes it a bad UI. Windows and Apple have both standardized on keyboard shortcuts for windows, because it most certainly is faster way to use a UI. As long as the system requires interactivity, then you do not have to worry about people using the keys to macro.
  4. You need a java IDE and decompile/modify/recompile the proper source files. Probably best to make it a mod request listing missing keybinds if you cannot program yourself (if you know how to program JAVA - you would already know which IDE you prefer....)
  5. Warlander pointed to this thread on Steam, while is a dev and not officially Rolf/CC that is an indication the WU dev does not consider it an issue. Of course Rolf could change his mind if he thinks money is to be had in alt sales and make you have to buy the game for each alt much like WO already is, especially if sales increase but not enough to make up for lost WO alt monies.
  6. Well it is toolbox art that does not show the actual contents but is a box with tools sticking out if it, what else you would you call it?
  7. How is it being used to enable your unpaid friends to play your game? I see it enabling you to multitask clients on your same machine. I suppose in theory they could use remote desktop but the performance would be unplayable. The only time it gets you banned is when the devs say it is cheating in their multiplayer game. While this is quite common that multiplayer games consider alts to be cheating, they never have been considered that in Wurm.
  8. Is this only needed because mine doors want to go on a slope? Does it work without the mod if you surface mine flat before opening?
  9. aleady requested see my posts for freezing and scorching mod both here and steam http://steamcommunity.com/app/366220/discussions/5/483366528912877493/ need to find the post here since that is where it was discovered (dev gave up secrets) wurm already tracked temperature of things and local weather. http://forum.wurmonline.com/index.php?/topic/131472-hotcold-mod-wanted/?p=1350751 So don't need to do anything other than have that temp impact the character as I proposed. Someone later on steam suggested using body weight rather than adding another body characteristic for building weather protection into the char giving a choice to walk naked in the snow, much like Syrims Nords are fond of doing. Ignore the naysayers in your OP, Ark Survival Evolved has shown that you can use such features in ways that make them fun and do not stop people from wanting to play the game. Wurm Unlimited can only wish it would achieve it's sales....let alone if everyone that used FrostFall bought WU the game would be an enormous success.
  10. Finally! been years waiting for that promised patch.
  11. You are not making WO Rolf noob unfriendly maps, you are making Notch inspired Minecraft maps that are portable to WU. Better if things are different than all map makers being the same creative conventions. If they do not like it then if you support the color palette PNG for biomes, they could always just edit it using colorfill in paint programs and paint in the moss themselves (or world painter if you support such imports into it).
  12. A map maker is stuck with the engine that permits flora only to go on grass or dirt. They cannot put reed on a marsh tile, that would require a mod. Or the map maker can just scatter grass and dirt into the marsh to give places for realistic willow and reed mixed in, but unless they also place the flora, there is no preventing the marsh from growing over those spots. Minor graphical annoyance that these things are not growing out of a marsh tile.
  13. WurmAPI for making maps I think it only specified ore amount not quality, it would have to bypass the server RNG somehow. Other harvesting quality is dependent on the age of the flora and your harvesting tool, not the flora itself. There are no high quality trees, although there are different types of trees which benefit different things differentlly (willow better bows better flexibility, walnut is a good hardwood less decay, etc) . That also can be handled by WurmAPI if the mapper support regional resources to make more desirable woods rare, since wood type and age already improve quality, there really is no need for high quality trees....just make a map that puts better wood types into rare areas, and using existing server config to reduce the growth rate of woods to make older trees rare. Each server in the cluster can have a different map and config, thus promoting PVE sailing trade and PVP conflicts.
  14. I was referring to DioSan's post which was a WO request to fully automate imping to not require interactivity disguised as a UI upgrade. This mod request of the OP is not removing interactivity from imping, I am just pointing out that unless the toolbelt hotkey automation is added to the create window it will not improve useability but actually make it a worse drag/drop process. If you was not so obstinate you would see that is what I have been saying all along, that you should actually learn to use the existing keybind/toolbelt system because it already removed the need for popup menus entirely, which is the issue the OP had and was clearly unaware his problem was already solved so no need to propose a new solution. Adding the keybind support to the create window should be an easy mod just make it so that the repair/imp/toolbelt hotkeys are putting/repairing the selected tool in the window and select if you are creating or imping with the bound hotkey so that the mouse does not need to be used at all. The only reason it was not done was irrational fear of macroing, because imping requires interactivity to do it in the first place so it is an unfounded fear. It could be a client mod because it is not modifying server gameplay at all, and is just putting a UI on top of existing keybind/toolbelt automation. Is there any value added by having that window once you add the keybind/toolbelt automation to it beyond larger fonts and icons? For creation there certainly is because of the crafting tree help that is much easier to use than the wiki. DioSans post on the other hand would have to be a server mod, where the admin recognizes that if it is used destroys any possibility of having a social economy because everyone will be able to produce high QL tools while they are at work. Of course single player mods can do what they want, certainly much easier just to GM in your high QL tools if that is the goal.
  15. Hot keys will always be much faster to use and automate than a drag and drop UI. They never would implement a tool stack that does not require user interaction to select which tool - because imping is a visual feedback system there for the sole purpose of user interactivity to defeat macroers. The intent of your change was to put all the tools into the window and be able to AFK imp, which changes the rules of the game. While macroing is not against the rules for WU the shared UI code with WO means it is still a game design issue. That visual feedback exists for the same reason that captcha exists, would you rather the game use those instead to prove you are an aware human playing the game? It is designed to be a mini game of wack the mole, such that the mole wacker cannot be automated. food and stamina are not barriers to macroing easy to have a barrel of water and food in your inventory and interject eat and drink actions into your macro, but visual feedback systems are an effective AFK barrier. They conceeded it was much too painful to use the popups which is why the keybind/toolbelt automation is so extensive, they allowed it because that did not change the mini game of having to watch the screen. Since high QL items are so fundamental to the economy that is why this human awareness mini-game is used, you cannot achieve high QL by being AFK, As long as it is a server only mod so everyone has to play the same game then it is 'fair', but it would be up to the server owner to decide if his economy will have AFK produced high QL items. You might think it is unfair if you have to leave your client running all day to compete with those who do run imping macros all day. Now if the existing creation window was tied to the toolbelt hotkeys (puts selected tool into the window) and the repair/imp keybinds (hitting the windows action button) then it just has you staring at the window while you imp rather than your workshop while you play that minigame on your keyboard as you can already do now. The only visual improvement I see with that is you get bigger icons and fonts that are easier to read with the window, the creation wndows help tree s not much value in imping like it is for crafting.
  16. reed tiles have fairly specific slope/depth requirements to farm/harvest them. Check the wiki. In general in WO reed is on many shoreline waters and is not in the marsh (even though that is real world). The main reason would be that they do not grow on marsh tiles.
  17. That makes much more sense to tie it to Wurm day, because then you can mod earth to wurm day ratio without worrying about subsystem running on different timers, real time, up time, server catchup time, etc.
  18. Then you toggle your toolbelt to another using hot keys, this automation feature basically made it possible to not really need a high QL toolbelt which used to be the only way to automate more tools. That is no longer the case with the toolbelt sets automation. save your toolbelt to toolbelt slot 0, save your other toolbelt to toolbelt slot 1. As a noob you can have two things in each (you have a lot more toolbelts) now you can use the toggle buttons or the hotkeys to toggle or select by number. You could have numbers be the slots and shift-numbers be the toolbelts, whatever works for you. the repair process is wack the repair/improve hotkey (I use R and T) repeatedlly until it changes tools, hit the toolbelt hotkey and the slot hotkey to select the next tool. Repeat until done. Select the next item on the sorted imp list that uses the tool you have. Painless way to imp for hours. The crafting window does not support swapping from a toolbelt, yet imping is a process intentionally requiring you to swap tools all the time to force you to interact rather than AFK. The intent is you think that adding imp to the create window means you can just AFK like you can with a stack of bricks but it will not. Just simply changing 'create' to 'imp' in the crafting window is actually going to make the process worse not better because you cannot setup a swap tool list to work with it, and swapping tools into the crafting window is actually more work than using the tool. The solution to the swap tool list is obviously the one that is already there, the toolbelt. Learn what is there first before you try to improve a process what already has been very well automated. It is the rare case where a user mod for WO automation did not cause banning but was so good it was incorporated into the tool and UI/keybind system directly. The complaint was they hate using the popup menus to imp and repair, which was such a painful process they allowed this change into WO and it is in WU. Simply hold your popup menu over the toolbelt and see all the options. Open up the keybind menu and look at the crafting menu and the HUD menus.
  19. Select all your inventory and drop it - it goes into a toolbox. Wurmian random collection of random things. Handy to offload your inventory at the start and lighten your load to only those tools you need for the task at hand. Of course later you want to make an actual tool chest to contain decay.
  20. Never understood why Rolf likes to release servers that are not yet grown in yet, ditto for rummage not having any luck and had to open a mine to find iron.
  21. another vote for eset, never had problems and it has gaming mode if you ever did have problems.
  22. I could point you to the twitch stream for WU release, but they took it down for privacy reason. In that the other GMs on the server made a nice mess with the wands while the PR guy was trying to show it off.
  23. DO you mean you want players to be given the GM wand and rights to make volcanoes but no other rights?
  24. Your assumption is mistaken, only GMs have such powers and they work in either mode. Adventure is a PVP simulator and its defaults are slower timers more hostile mobs and NPC AI Creative is a blank world, you start with your starter toolbox, which you can dump and use crude tools if you want to rough it. The only NPC are ones you hire to guard or sell things The defaults for it are faster with less hostile mobs. It is more like MineCraft Survival than MineCraft Creative. Crank up the hostile mobs and it is actually harder than Adventure because there are no towns or roads you have to build all that yourself.
  25. only in Wurm are oxen smart enough to climb ladders....