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To be honest, WO's goal is to string you along to maximize dual cluster deed upkeeps and prems as long as possible. About 6 months ago, I started phase 1 of my extraction from WO (I dumped 2/3s of my deeds) as I'm finding WU community is equally as wonderful and the "pain to play" level is a fraction of what WO is. QoL can be incredible in WU. In WO, I'm just baffled by some development changes. Here have this new feature (nobody wants it). PvP vs PvE in WO is crippling for QoL. There are hundreds of tweaks does just to prevent one group or the other from getting unbalanced, to appease the other group. I've not been able to enjoy WO much the last few times I've played. Only thing that would get me back is potentially a full merge. I just hate having to choose between clusters to call home. I want to settle everything to one home.
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It would be cool if we could create portals like we do for Defiance and Epic, rather than having to go to a starter town - sucks for folks that live on the other side of the server from one. So if I am fully geared on SFI and transfer to NFI, I'll be naked on NFI when I get there? When I return to SFI, will I be fully geared again? Also, why not just open up the shipping lanes between NFI and SFI? It's been a long time. Seems way past due for full integration.
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Those cobble stones are way too dangerous to walk on or ride a horse over. Going to break an ankle for sure. I highly suggest dialing them way back to be just slightly raised from flat.
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Oh my. Going to be another screen killer like the crafting interface? I love the function of craft interface, but have complained for years about the size and the only answer is to get bigger monitors. Pretty sad.
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Wurmhole started following QueenRocks
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I'd like to point out that this is maybe missing the mark. Is Apple successful in business? Do they make several different phone models? Some models less expensive and with fewer features than their flagship phone? Are there people that may be buying the cheaper phones that would have bought the flagship phone if there weren't cheaper options? So you see, apparently even massively successful companies believe more choices actually cast a wider net to bring in more customers than just one single choice. There were so many people that found Wurm through WU. It was really very successful at launch. We did lose some players from WO to WU, but it was vastly less than what WU brought in to the game.
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A full, mandatory update to current WO code would be horrible. Don't make that happen, unless it is a choice. The only way I see updates to WU happening in a way that would be good for the existing community would be delivering an update that could be enabled feature by feature would be perfect. Let the server admin choose to turn on the various new features, such as: - Resource nodes - Modern breeding - driving in perfect compass headings - New buildings materials or objects like forges, altars, etc I think the first two options above would get rejected by 99% of the server hosts (I sure hope), but many other QoL tweaks could come through with mostly positive results. But there are so many mods that could lost functionality and many my no longer have dev support to update. Mods make WU so much more playable than WO for QoL. If it is ALL or NOTHING, I vote NOTHING. If it is feature by feature enabled by server hosts, then I'd trust Sklo to only add the good features. I'm voting no, because I really doubt an update would happen and knowing our current company management, if it did, it would be a mess.
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This looks like some good work Tyoda! Going to recommend some of this for our server.
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Tyoda, that really helps a ton. MVP. As for the warning not to edit the file... lol. Well when the file or process that creates it is buggy, I am forced to go "off-road" and figure out my own fixes Thanks for digging into this and making a fix!
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bdew created a mod for WU that lets you bind an action , but have it first select the appropriate tool, before performing that action. So in WU, I've been rebinding all my basic "mine, dig, sprout, tend, etc" actions with the tool selection first. It also has to have the tool already on the toolbelt. It doesn't even have to be the current toolbelt. It can also first load the right toolbelt, then the tool, then perform the action. Having it require the selection of a toolbelt slot is key though. If you had actions auto select tools out of inventory, it would be a problem if you carried more than one tool that could perform the action. Like an imbued pick and a plain pick. You don't want to use the imbued pick for tunneling.
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Tyoda, thank you for that explanation! To expand on that, is that why bindings are also duplicated across the whole file, when you add in new bindings in-game on console? Also, do you have any thoughts why hashmap was used for the keybindings, rather than something else that could retain some order integrity after changes, like most config files do? Of all the games I've played that have config and bindings files, this is the first that I've had to deal with that just randomizes it like that. Maybe it is Wurm culture? Just like all of our menus. Every day I have to look through the menus to try and locate the the right choice. What a lame way to try blocking macros.
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Finnn, What happens is entries get duplicated. A couple days ago, I noticed my clients were taking a very long time to load. I happened to open the keybind file and say every bind was repeated about 200 times. I was used to having my keybind file duplicate entries as many as 10-20 times, but never that much. Essentially every time you make a new binding in-game (I always do it in console since the settings UI never has all the bindings I need), it has the potential to create duplicates in your keybinds file. Example: bind k prune bind k prune bind k prune bind k prune bind k prune bind k prune bind m mine bind m mine bind m mine bind m mine bind m mine bind m mine So you can see how the file gets bigger and bigger over time. Now in my case, I had an annoying couple of binds that were not being remembered. I'd set them, log off, log back in and they would be back to the old binds again. So rather than going into console every time I start the client and setting the binds, I added the bind command to my autorun file for that config. I usually load up at least 5 alts every time I play, so that autorun file would do 2 "re-binds" for each alt that loaded into the game. Each bind recreated that was was causing ALL of my binds to get duplicated, so that makes about 10 new duplicates of every bind, every time I sat down to play. So that is how these files get bigger. If you rarely ever touch keybinds, your file is probably pretty small. Especially if you use the all-purpose bind for default action and repeat action.
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For years now, the keybindings file has had a bug, where it starts duplicating binds when you add new bindings. I'm not sure what makes this happen and if there is some way to fix it. I've finally found a solution, which is working, but not very convenient: Quit the game, manually add the binding into keybindings.txt, then restart the game. If I do that, I have no issues. The keybindings stay in the exact order and spacing that I originally set. If I let the client modify the binding file, it all goes to crap, reorders the bindings and adds in duplicate entries for almost every binding. The order it places all the bindings in is complete nonsense. It's like someone put all the bindings into a bingo ball and turned the handle 50 times - then drew bindings out at random and added them to the file. There must be some reason for all of this bizarre binding file behavior, but I am at a loss. Could someone shed some light on why and even better, is there a fix for this? This issue exists with both WU and WO.
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Would be a nice little QoL. Both for the regular harvest and the AoE harvest. Farm and Forestry both.
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