Telarin

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Everything posted by Telarin

  1. ANY of these ideas would be good. All of them (having the option to dig to pile or cart) would be even better. +1
  2. I think this would be a better alternative to having enchanted grass packed.
  3. Well if the tile was depleted, you should not need to do anything, as it will continue growing as normal. And I would think it could have the same height indicators on it that regular grass tiles do: Medium height, growing wild, etc.
  4. I am not proposing allowing animals to eat enchanted grass down to dirt at all, I am simply proposing a limit on the number of creatures that a single tile can support. I don't really want to propose a particular ratio, as that is something that would need to be tweaked one it was seen how it worked in production. I actually wasn't aware that enchanted grass could now be eaten down to dirt, as I had not seen that happen. Maybe this could be a better alternative than actually destroying the enchanted grass by eating it to dirt.
  5. Please elaborate. How is limiting the amount of grazing that a single tile of enchanted grass provides going to hurt the casual player?
  6. It seems that enchanted grass, with its ability to provide an unlimited amount of feed is still a bit overpowered. Yes, crowded animals get diseased, but this is a mild inconvenience at best. I propose the following changes to enchanted grass: Now that tiles have a data element that allows them to store the grass "height" this should be utilized for enchanted grass as well. It should grow somewhat faster than regular grass, possibly even twice as fast. The major difference between regular grass and enchanted however would be that when it is eaten down to a height of 0, instead of becoming packed dirt, it would stay enchanted grass and would continue to grow back. Of course, at 0 height, it would not be grazable. This would limit the amount of creatures that could graze a single tile of enchanted grass, and thus help limit herd sizes kept in small pens.
  7. It would be nice if we had some kind of visual indicator for the rare drumroll, so that if we have sound off for some reason, we still know when it happens. I was thinking a blue colored message in event along the lines of "You suddenly feel inspired" would be adequate.
  8. Limitations on ingame mail discourage the "auction house" mentality, and allow for local economies to develop on servers and in small areas. That being said, there are SOME limitations on what items can be mailed that it would not hurt to lift.
  9. Eden Mercantile has reopened its doors, and is ready to meet your supply needs. We currently offer the following goods for sale. If you don’t see it, feel free to ask. To order: Reply to this post Contact Telarin on forums or IRC Contact Blasphemer in game All mailable items will be mailed for the cost of postage. Other items can be picked up in Eden (Chaos 9x 25y). Orders of 2s or more will be delivered to Gold Coast free of charge. Delivery to other destinations can be arranged depending on the size of the order and how quickly it is needed. The Warehouse (in-stock items):
  10. Allow cotton seeds to be pressed for cottonseed oil. Cottonseed oil would work pretty much the same as olive oil and could be used for lantern fuel and compass crafting. Since we would now have a use for excess cotton seeds, I would also suggest making it so that when cotton is cleaned, it produces both fiber and seeds as it does in the real world.
  11. I would really like to see a screenshot of the level transitions, whether it be stairs or ladders. If stairs, I would really like to request some options beyond just a whole tile of stairs going from one side of a tile to the other. I would like to see split stairs where one quadrant of the tile is stairs, then a landing for half the tile, then stairs on the remaining quadrant so that the stairs enter and leave the tile on the same edge. If it is just going to be ladders or something, then I guess it really doesn't matter much.
  12. Ok, cleared the java cache, reimported the jars (I'm behind a proxy and for some reason the Wurm .jnlp absolutely will not launch without manually importing the .jar files, even though all other .jnlp based applications I use work fine). Got an error from Java about a null exception while importing. Went back and redownloaded all the jars, cleared the cache again, and this time it imported and launched fine. Apparently one of the .jar files changed but didn't get a version number change for some reason. Anyway, issue resolved.
  13. The news screen loads, but when I click play, I get an unexpected crash: console.log Unexpected crash while playing The error was: <org.lwjgl.opengl.WindowsDisplay.nSetTitle(JLjava/lang/String;)V> It's possible you might figure out what's wrong from the log file below, but if you can't, post the full log on the wurm online forums, and someone else might be able to help you. Contents of console.log: Time is Sat Jan 28 14:22:13 CST 2012 Running client version 3.1 === System information === Executing from C:\Documents and Settings\wrussell\Desktop Operating system: Windows XP (arch: x86, version: 5.1) Java version: 1.6.0_30 (Sun Microsystems Inc.) <http://java.sun.com/> Jvm version: 20.5-b03 (Sun Microsystems Inc.) [Java HotSpot(TM) Client VM] Available CPUs: 2 >>> Main thread exiting. Loading character Telarin Loading config default Loading props file C:\Program Files\wurmonline\configs\default\gamesettings.txt Loading props file C:\Program Files\wurmonline\players\Telarin\password.txt >>> LoginFrame queue entry exiting. Saving props file C:\Program Files\wurmonline\players\Telarin\password.txt Saving props file C:\Program Files\wurmonline\configs\default\gamesettings.txt Loaded pack sound.jar (r1) Loaded pack graphics.jar (r783) Options up-to-date! Loading props file C:\Program Files\wurmonline\players\Telarin\stats.txt Preparing to enable console logging. Now logging to C:\Program Files\wurmonline\console.Telarin.log === Wurm options === animation_playback_self = 1 auto_mipmaps_enabled = 2 cavedetail = 0 censor_chat = false cloud_shadows = false collada_animations = 1 compressed_textures = false compressed_textures_S3TC = true debug_mode = false display_settings = false:false:0:1024:768:32:-1:false:false eigc_enabled = false enable_debugs = false enable_shift_drag = false enable_vsync = true engine_multithreaded = 0 event_log_rotation = 2 fast_yield = false fbo_enabled = 2 fog_coord_src = 0 font_antialias = 2 font_bold = 11 font_default = 11 font_header = 24 font_italian = 11 font_monospaced = 11 font_static = 11 fov_horizontal = 80 fps_limit = 60 fps_limit_background = 30 fps_limit_enabled = true game_client_thread_priority = 2 glsl_enabled = 2 gui_opacity = 3 gui_skin = 1 has_read_eula = true hide_menu_examine = false hide_menu_no_target = false hide_menu_spam_mode = true hide_menu_stop = false high_res_binoculars = false hint_texture_scaling = 1 impColumn = true inverse_mouse = false irc_log_rotation = 2 irc_notif = 0 item_creature_render_distance = 4 keyboard_layout = 0 loadInventoryStartup = true local_list_in_event = false log_extra_errors = false log_gl_errors = false mark_text_read = true material_as_suffix = true max_texture_size = 3 mega_texture_size = 4 model_loader_thread_priority = 2 model_loading_threads = 1 multidraw_enabled = 2 no_brightness = false no_terrain_render = false no_world_render = false non_power_of_two = 2 occlusion_queries_enabled = 2 offscreen_texture_size = 1 other_log_rotation = 2 outline_picking = true pbuffer_enabled = true player_guest = false reflection_texture_size = 2 reflections = 2 release_context = false release_context_on_jogl_sleep = false remember_password = true render_distant_terrain = true render_glow = false render_sun_glare = true resident_models = false save_skills_on_quit = false screenshot_file_format = 1 setting_timestamps = true settings_version = 3 shadow_level = 0 showKChat = true silent_friends_update = false skillgain_minimum = 1 skillgain_no_alignment = true skillgain_no_favor = true skydetail = 1 sound_al_gain = 15 sound_buzzlevel = 2 sound_cache_enabled = true sound_doppler_enabled = false sound_engine = 2 sound_footstepslevel = 10 sound_play_ambients = true sound_play_buzz = true sound_play_combat = true sound_play_door = true sound_play_emotes = true sound_play_footsteps = true sound_play_music = true sound_play_weather = true sound_play_work = true structure_render_distance = 4 submit_client_data = 1 terrain_bump = true terrain_res = 2 test_attach_equipment = false test_mode = 0 tile_transitions = true tiledecorations = 2 toolSlot1 = 1084659161105154 toolSlot10 = -1 toolSlot2 = 182924049645826 toolSlot3 = 833534587568898 toolSlot4 = 491141958992642 toolSlot5 = 553976005133058 toolSlot6 = 851861414347522 toolSlot7 = -1 toolSlot8 = -1 toolSlot9 = -1 treelist_outline = true trees = 3 update_optional = true use_alpha_particles = true use_anisotropic_filtering = 0 use_color_picking = true use_fast_clock_work_around = true use_fbo_color_picking = true use_fbo_reflections = true use_nagles_algorithm = false use_nano_timer = false use_non_alpha_particles = true use_smooth_lines = false use_smooth_points = false use_smooth_polygons = false use_tree_models = true use_weather_particles = true vbo_enabled = 2 viewport_bob = true water_detail = 2 Setting up dotXSI Model Loader Executing C:\Program Files\wurmonline\configs\default\keybindings.txt Translating legacy key ENTER to RETURN Translating legacy key PAGE_UP to PRIOR Translating legacy key PAGE_DOWN to NEXT Word filter loaded: 23 >>> Launch queue entry exiting. Execution aborted at connection 0, iteration 0 Run time 0s, local time Sat Jan 28 14:22:21 CST 2012 Destroying game window ====== CLIENT CRASH ====== Unexpected crash while playing java.lang.UnsatisfiedLinkError: org.lwjgl.opengl.WindowsDisplay.nSetTitle(JLjava/lang/String;)V at org.lwjgl.opengl.WindowsDisplay.nSetTitle(Native Method) at org.lwjgl.opengl.WindowsDisplay.setTitle(WindowsDisplay.java:398) at org.lwjgl.opengl.Display.setTitle(Display.java:575) at org.lwjgl.opengl.Display.createWindow(Display.java:320) at org.lwjgl.opengl.Display.create(Display.java:857) at org.lwjgl.opengl.Display.create(Display.java:785) at org.lwjgl.opengl.Display.create(Display.java:766) at com.wurmonline.client.g.i(SourceFile:399) at com.wurmonline.client.g.a(SourceFile:72) at com.wurmonline.client.j.run(SourceFile:1289) at java.lang.Thread.run(Unknown Source)
  14. I can't tell you how much I would like to see enhancements like this! +9000
  15. I notice this happen quite often when flattening, especially if you happen to switch from Wurm to another program and back.
  16. It appears he didn't actually bother to read the original post. In fact the ratio is exactly [Purchased Total]/[sold Total] (you can see all these numbers with the get_info ability of the path of knowledge. It is the Purchased and Sold totals that are not incrementing correctly when buying from or selling to the merchant. As Brigander points out the [bug] tag is probably a good indication that these calculations are not working exactly as intended.
  17. The biggest problem I have with creatures dying of old age is the incredibly short life span of Wurm creatures. Most creatures have a life span in the wild of less that one Wurm year, from the time they are born until they die of old age. By all means, make creatures die of old age as they should, but give them a more reasonable life span, or at the very least give bred non-aggro animals a more realistic life span. Don't see why I should have to replace a horse that dies of old age every few months.
  18. Ok, but with all the bugged and unowned large carts around, can we get some kind of deed permission to take ownership of them or something?
  19. bump can we get a [bug] or [intended] on this?
  20. Today, I noticed through using my Get Info ability on our trader, that its totals had been inexplicably reset to 0. 0 Earned, 0 Purchased, 0 Ratio. I thought this would be the perfect opportunity to do some experimentation with the Ratio, and found some strangeness in its behavior. First, I drained 2.7153 silver from the trader. This was a straightforward draing, a few items for the coins, didn't take any items from the trader. Next, I purchased a sleep powder from the trader for 5 silver in a seperate transaction. After that, I brought one of the village priests who is also on the path of knowledge and did another Get Info on it. This where things get strange. The spent total was 54306, exactly 2 times what the trader had actually spent to purchase items from me. The earned total was 12500, exactly 1/4th of what the trader had earned by selling a sleep powder. This gave me a ratio of 0.23, when it should have been 1.8 if the actual earned/spent numbers had been used. It is hard enough to keep a trader's ratio up high enough to bring in silver, especially when the numbers are sometime inexplicably reset like this (yes, items have been both bought from and sold to the trader more recently than 28 days). Not using the correct numbers when calculating the ratio just makes keeping a trader working even more expensive in time and silver.
  21. Works for me, anything to make management of a large deed more managable. +1