Wurmhole

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Everything posted by Wurmhole

  1. 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.
  2. 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.
  3. This looks like some good work Tyoda! Going to recommend some of this for our server.
  4. 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!
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. Would be a nice little QoL. Both for the regular harvest and the AoE harvest. Farm and Forestry both.
  10. Is this a server mod or client mod?
  11. That feature in WO is one of my favorite QoL additions. Can't wait to try this out in WU. Thank you! Unfortunately this made steering very difficult for me. Thank you though and keep modding!
  12. This is pretty misleading. At first pass, it seems like you should unzip the modlauncher and the mods to the WurmLauncher folder. However, when you unzip the modlauncher and the mods, they create an extra parent folder. What you want is what is inside that folder. This is what Ago means by "the contents". So all the files shown and that Mods folder are what go into the WurmLauncher folder, NOT the "client-modlauncher-0.15" folder that unzipping creates. Same goes for the individual mod. You unzip them, then put the contents of the unzipped mod folders into the "mods" folder that is now in your WurmLauncher folder. When done, it should look something like this: Now you can run your "Patcher.bat" file from the WurmLauncher folder and if it succeeds, go launch Wurm Unlimited. You also don't have to launch it through your Steam library. I launch mine just from the shortcut on my desktop. I hope this is helpful to anyone else that may run into the same confusion I did
  13. Thank goodness WU code isn't getting updates.
  14. Be that as it may, then the game clearly has a programming issue for calling two very different walls by the same name. We call out game spelling errors here all the time. Wouldn't it be a simple thing to rename one of the two walls, like many spelling errors are corrected? I really don't want this posting to be all about how wiki does things. This is a game problem that wiki postings tried to help fix. We have a large cart and a small cart. We have a large barrel and a small barrel. Large, medium and small maul. It isn't that hard and this has been brought up in the past. Just think it is time this gets fixed. For someone less experienced that just happens to try building one of the two stone walls in the wild, undeeded lands, it is going to suck for them to have to bash it out when they see the results.
  15. Wiki vs crafting recipe. They really should match. Wiki calls it a Low Stone Wall, but craft recipe says Stone Wall. Examine says Strong Stone Wall.
  16. It would be great if you gave a detailed explanation of why a merge is so difficult. I'm 99% sure the community has 10x more programmers than we have Wurm devs and it is very likely they could solve this dilemma with some good advice. The messaging for Wurm is so damn confusing lately. I've ceased all spending on the game, as many others have.
  17. Wake up and realize that this is our future in Wurm. Pay for deeds to be created, pay for them to stick around. Pay for multiple accounts, because you can't be a priest and do all the things. Pay for really simple QoL. Pay for traders then have much of their function removed. They know that they can't get any meaningful amount of new players. Their only hope for the game is extracting every penny from the long time existing loyal player base. Be prepared for more extractions folks. I think it is time for me to shut down any WO activities. Can't tell you how many times I looked at the store and the Black Friday sale and every time I get ready to pull the trigger on yearly subs for my 10 main alts (different servers), I hesitate and pull back - close the page. Lately I've been back in Unlimited, on Sklo's servers, rather than my own private server and am finding it to be such a relief to play there. So much QoL is added. Community is amazing. Financial pressure is so low there. I spend plenty and it is a drop in the bucket, compared to what it takes to live a similar lifestyle in WO, but I gladly spend with Sklo, for all they do to make it enjoyable. At this point, I really only miss 2 things about WO: My friends and that excited, happy feeling I used to get when I would log into the game and forums.
  18. LOL. I opened a can-o-wurms. Ok, it "feels like" 29 days, but I guess 30 is probably right. They should sell "Almost 1 year!" of sub. Also this:
  19. I find it funny that my subs run out before black friday sales and I've only subbed through them for the last 3 years. Those 29 day months of sub make the game company look greedy
  20. I'm honestly amazed you support all the other atrocities in this game, based on that stance and by support, I mean willingly paying money to this game, as a sigh of acceptance for it all. When you stop riding any animals, killing any animals, placing merchants, stop pvp (I don''t know if you pvp or not), stop casting spells that are from deities that you pray to that aren't your RL deity of worship (I don't know if you believe in some higher power or not)... The list is pretty big. This is a game and not real life. You do things here that you would not do in RL. We like games, because they aren't real life.
  21. Uh, I think we can have critters fight for us right? Seems asking them to swing a pick might be less harmful?
  22. If you give a troll a shovel... What if we could charm and dominate creatures and put them to work? Have a troll do some digging, goblins working in the mines? Lava fiend keeping forges and ovens burning? Bears gathering honey and wax? Rats making thatch? The potential for fun and a boost to our work parties is undeniable. A little chaos when they break from the spell to spice it up. It would be a lot more fun than spamming free alts for sure. What other creatures do you think could do various tasks for us?
  23. The wooden ones aren't too bad that way. I've done similar to stone varieties and they just don't come out looking as nice. Also with stone, it really helps to get that rounded arch look, rather than a stretched out shape.
  24. We received a wonderful upgrade to arches a while back, making them much wider and the T arches, so how about the next step by making multi story arches? It would just be a matter of breaking them down into different wall sections for left and right side placement. Short, medium and tall pillars for the straight side supports. Tall would be building height, to allow players to set how high they want an arch. Different arch curve sections, depending on how wide of an arch, allowing for a more rounded arch shape than the current 2-3 wide arches do now. For larger doors, I am not sure how complex the coding would be. Would it have to be a single craft to create a 2 or 3 high (and hopefully 2 tiles wide) door? Could they be broken down into stackable components like the arch solution above, then fused together? Some of the other games I play have huge gates and doors as options and it really allows for some magnificent building creations. In Wurm, we can do a decent job on the arch look with bridges, but they can't be done inside a building, without a doughnut style building and at which point, everything in that area is now "outside".