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Everything posted by Zcul
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I'd rather spend time adding more features and versatility than spend time limit the existing one. The only thing that I would even consider limiting is buildings that defy the law of physics like that mushroom house, we'll see how it turns out. /Andreas
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Allow Fence Gates To Be Build In Unplanned Or Arched Walls
Zcul replied to Miretta's topic in Suggestions & Ideas
Yea this would be easier to make as a new door type then allowing combinations like that. -
I Tried To Build Two Story Arches, And This Is What I Got.
Zcul replied to BrandonSF's topic in Town Square
Interesting. This is sort of the remnants of the old way of building where when you plan the ground floor you get the wall plans in the outer parts of the building. They always fall back to the wall plan on the bottom floor, but the floors above and the inner walls provide a removable wall plan. We need some logic to provide prevent people build floating buildings in order to be able to remove one or two supporting plans from the lower floor. We could also provide just two simple matching columns as a new type of "open" wall type that would fit into this style of building. Any thoughts? Edit: Saroman beat me to it -
This could perhaps be a part of bridges
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Yes, its being worked on but no ETA at this time.
- 157 replies
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- multistory
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Could be a new tile type that spreads around specific trees perhaps?
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Door Lock For Each Room In House! (Fance Gate Good Too)
Zcul replied to RockyBalboa's topic in Suggestions & Ideas
The plan is something like this in my head: - be able to name doors - set individual door access (from writ or on the door if you are allowed) Hotel business can open. Watch out for mean landlords! Gotta keep this simple but practical and useful! Zcul- 40 replies
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Where do they get stuck more specifically? At specific cave formations, steepness or behind special walled in cave entrances?
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Yea we have plenty of ideas for multistory moving forward, nothing is set in stone yet. Thanks for the positive feedback Regarding token-in-a-house it's mostly a pvp decision but might be considered for non-pvp servers. I need to talk to Rolf about it.
- 157 replies
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- multistory
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It is a bug and will be fixed. Different floors should not have this restriction.
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It's a bug.
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Yes, that is correct.
- 157 replies
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Ok thanks for the input. This issue should be fixed with next update / maintenance restart.
- 38 replies
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- stronghold
- multi-storey
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Not sure what you mean with "4 tile roof restriction down to 1 tile" can you please elaborate?
- 157 replies
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Well the idea is to both allow expanding with building tiles and removing building tiles (would require you strip out all existing walls first)
- 157 replies
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It's supposed to take 10 slate shingles + 5 mortar, not sure where you got those numbers. (This is for roof) It's supposed to to require 2 slate slab and 4 mortar for floors both for opening and solid.
- 157 replies
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- multistory
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Still having these disconnect issues? What does the log file say?
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Hi, Did you update your graphics drivers to the latest? /Andreas
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@Keldun thats a great summary of the whole thing. I edited the main post after your suggestions. I think a big question is what to do with existing cobblestone roads. Should we convert to some sand gravel or similar, and let it have the same speed as existing cobblestone, meaning new materials will get a slight increase of the max. hmm
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@yarnevk i got so inspired i think i pulled it off />https://twitter.com/Zcul/status/285507477133484032/photo/1 Upper left and lower right are expansions on a previous donut house. "only" some checks left....
- 157 replies
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- multistory
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Ok that is good input, and makes alot of sense.
- 157 replies
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I'm aware of this suggestion, it's being reviewed. planned. />http://wurmonline.uservoice.com/forums/12046-wurmonline/suggestions/117121-add-to-modify-house-layout
- 157 replies
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So it's the actual dirt tile that is messed up not the floors themselves?
- 38 replies
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- stronghold
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Some village finder tool maybe also?