Ostentatio

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Everything posted by Ostentatio

  1. The goals of the new system are outlined in the news post that introduced the feature: As for item counts, it is likely that it will be more difficult to gather very large numbers of items, but it should also be easier to find the types of items you actually want, and the possible types of items you can get from foraging and botanizing has been greatly expanded.
  2. More fixes and changes: Client changes (requires closing of all clients and running the client again): All resource node collecting actions (collect, forage, and botanize) are a single key bind in the key bind menu and right-click menus, so you can easily set and use one key bind for all resource node gathering. In the case that an old "forage", "botanize", or "collect" key bind is used, the correct action for the resource node will still be automatically selected and performed. For example, if you use an old "Forage" key bind on a Nightshades node, it will still perform the "Botanize" action instead of failing. Server changes (will take effect shortly when the test server restarts): Since resource node difficulty can vary quite a bit, we've decided the player should be able to estimate it in some way. Using "Lore" on a resource node will now give a rough estimate of how much higher or lower the base difficulty will be compared to your skill: Within 10 points of your skill: "Marginally easy/hard" Within 10-30 points of your skill: "Somewhat easy/hard" Within 30-50 points of your skill: "Very easy/hard" Within 50-70 points of your skill: "Extremely easy/hard" Over 70 points from your skill: "Extraordinarily easy/hard" "Somewhat easy" is roughly the ideal range if you want to maximize your chance of getting skill. Some items from certain resource nodes may still have difficulty higher or lower than this estimate. Lingonberry sprouts have been removed from another resource node where they were still possible. Log weight is now randomized somewhat, and will not always be maximum weight. Fruit tree logs are now possible in addition to other wood types, and are lighter than other logs, with a maximum weight of 5.6kg (same as cutting an overaged fruit tree). Bush wood types have been removed as possible materials for branches, shafts, and wood scrap.
  3. Neither. Some items previously only available at Fo holy sites are now available, very rarely, from certain resource nodes at high skill. Spawn rates and/or the amount of items from each resource node may be adjusted as time goes on, as needed. Yes, any resource node that gives cotton or wool has an increased chance to give those if you're wounded. Nothing about reed plants or tiles has changed. There are some other replies here that I can't respond to yet because they require team discussion, but we should be able to give another update soon.
  4. Skill is never guaranteed for any action in Wurm, with very rare exceptions. This is normal behavior.
  5. Do you remember what type of resource node it was, or which skill? 40 seconds sounds like a lot at first, but it's probably because it scales with the number of items you get.
  6. Lingonberry sprouts will be removed, thanks. As for the snowballs, yeah, you're only getting one each because it's not Winter. During Winter, you'll get more, especially at higher altitudes.
  7. This is intentional behavior. It's functionally the same as the "old" foraging system, where the tile would lose its ability to be foraged as long as you got at least one item from it.
  8. It's hard to directly compare the old and the new system. On one hand, tiles that could be foraged or botanized in the old system were more likely to have those resources than they are to have a resource node in the new system at any given time. On the other hand, tiles can have resource nodes that could not be foraged or botanized before, like sand, and collecting from resource nodes often gives more items than the old foraging and botanizing would give, which means longer timers and more skill. The skills will also be more useful than they were previously. As with everything else in testing, the details are subject to change, and if we feel that anything needs to be done in terms of skill gain, we will do so.
  9. Some fixes hot out of the oven: Client fixes (requires closing of all clients and running the client again): Key binds should now function for resource node actions Server fixes (will take effect shortly when the test server restarts): Resource node actions are now properly stopped/prevented if you are more than one tile away from the tile the resource node is on. Fixed a typo in the message given when you try to gather from a resource node someone else is already gathering. Village forage/botanize permission now applies to resource nodes. Message given when gathering a damaged item has been changed to something more grammatically consistent.
  10. Thanks, I'll take a look at all of these ASAP. Please continue breaking things!
  11. Testing of the new Resource Nodes system is now live on the test servers! This system completely replaces the current botanizing, foraging, and snow-collecting systems. Here is an overview of what to expect, how to use them, and what to look out for. In addition to resource nodes themselves, the test client also has a completely new method for outlining highlighted objects. This should look much better than the old method on objects with complex shapes and transparent textures, resource nodes included. Basic Instructions Right clicking any tile will now give a “Lore” option. Using that action on the tile will tell you what resource nodes might spawn on that tile under current conditions, in order from most to least likely. Resource nodes are visible in the world on their tiles. Their models replace the cosmetic rock and fern tile models, but unlike those, they are always visible even on minimum client settings. Right clicking a resource node will allow you to examine it for a general description, and gather resources from it (“Forage”, “Botanize”, or “Collect” depending on the type). A “Lore” option will also be available. Similarly to the “Lore” option on tiles, this will tell you the list of possible items you could gather from the resource node under current conditions, in order from most to least likely, as well as how many items you would gather in total. “Lore” on tiles and resource nodes may not show some resource node types or items until you meet a minimum skill requirement. For tiles, this requirement is the base difficulty of the resource node type, plus 15. For items, this requirement is the minimum skill required to gather the item, minus 15. The Lore command will tell you if your low skill is preventing you from seeing anything. The gathering actions themselves work almost exactly the same as the current “forage” and “botanize” actions, giving you a certain number of items spread throughout the duration of the action. The village settings window now has an option to prevent resource nodes from spawning within your settlement, as long as at least one spirit templar is hired. On test servers, right click the ground with any item activated and select “Test” to display a window where you can set your skills and characteristics. Skills The difference in concept between the Foraging and Botanizing skills was never particularly clear in the old system. We hope to improve on that in the following way: Botanizing skill is now mostly associated with correctly identifying plants. Resource nodes such as “vines”, “nightshades”, or “roots & bulbs” use this skill. Botanizing will mostly be useful for finding plant products, edible or otherwise. Foraging skill is now mostly associated with being able to locate and scavenge useful or edible items in a more general sense. Resource nodes such as “mineral debris”, “critter nest”, and “undergrowth” use this skill. Foraging will be less useful for finding edible plants, but more useful for finding miscellaneous other items, such as mineral goods and mushrooms. Snow piles, like in the old snow collection system, do not use any skill in any way. Read further for more detailed and technical information concerning the new system! Resource Node Spawning There are currently over 25 different types of resource nodes in total. Resource nodes can spawn both above and below ground. A tile can only have one resource node at a time, or none. The kinds of nodes that can spawn on a tile type, and how likely they are, is mostly determined by tile type. Except for solid caves, all tile types can spawn at least one type of resource node. Resource nodes cannot spawn inside buildings. Resource nodes spawn and disappear randomly over time. It can be a few days or more for new resource nodes to appear on an empty tile, but this is subject to change based on testing feedback. Resource nodes are destroyed if the type of the tile changes, such as paving or packing the tile, or when items are collected from them. Many other factors can influence the likelihood or possibility of specific resource nodes. As an example, “dune grass” nodes can spawn on sand that is near water, but away from water, “desert weed” nodes can spawn instead. See “Modifiers” below. An existing resource node is more likely to disappear over time if it has become less likely for it to spawn on that tile due to a change in circumstances. For example, if a resource node is more likely to spawn during Autumn and less likely during Spring, that means it will also stay on the tile for a longer average period of time in Autumn than in Spring. “Monster Camp” nodes are an exception to the above rules. Instead, they have a chance to spawn on any tile where a humanoid monster, such as a goblin or troll, is spawned by a creature lair. Resource Node Items Each type of resource node has its own list of items that can be gathered from it, along with how likely each item is. Just like with resource node spawning, the likelihood of certain items can be influenced by various factors. See “Modifiers” below. Some items require a specific amount of skill to be found at all. If you would receive that item but do not meet the skill requirement, no item will be received. These items are usually far less common than items without skill requirements. Each tile type and each resource node type has its own difficulty for gathering resources. The final difficulty is the difficulty of the tile type plus the difficulty of the resource node type. Some items in some resource nodes have an additional modifier, making them more difficult than other items from that same resource node. Failing a skill check when gathering resources will still give you the item, but the item will have an amount of damage depending on how badly you fail the skill check. Item quality is determined by skill and the result of a skill check, like in the old system, but many resource nodes have quality modifiers on some of their items. These modifiers are listed when the “Lore” action is used: “Very low quality”: -25% QL “Low quality”: -10% QL “Exceptional quality”: Final QL 10% closer to 100QL The number of items you can gather from a resource node depends on the type of resource node. Many resource node types also have other modifiers adjusting the number of items; see “Modifiers”. Since resource nodes are slightly less common than tiles you could forage or botanize in the old system, most resource nodes give a greater number of items than in the current system. Having skill beyond certain thresholds will also grant you additional items: 20+ skill: 1 additional item 50+ skill: 2 additional items 70+ skill: 3 additional items 90+ skill: 4 additional items Snow Line "Snow pile" resource nodes, which replace the old snow collection system, spawn both in Winter and at high altitude in other seasons. The minimum altitude for snow to spawn will vary depending on time of year, so the tallest mountain peaks will always have some even in Summer, and some lower-altitude areas may only have any during late Autumn, early Spring, and Winter. These altitude limits are determined on a per-server basis, so that every server should have roughly the same percentage of tiles above the snow line at any given time of year. Modifiers Various conditions can modify how likely a resource node is to spawn, how likely an item is to be chosen when gathering from one, and how many items you can gather from one resource node. All current modifiers are taken into account when “Lore” is used on tiles and resource nodes. These modifiers include, but are not limited to: Season (most plant-based resource nodes and items are more common in some seasons than others, and less common in winter, but there are exceptions) Altitude Slope (most resource nodes are less common on steeper slopes) Above or below ground Tile type Above or below water Above or below the snow line Grass length Mycelium-infected, enchanted, or neither Your current skill level (especially for less common items and items with a minimum skill level) Your current wounds (as in the old system, being injured makes you more likely to find items that can bandage wounds) Tree/Bush age Existence of a bridge over the tile
  12. Faith gain reset is always every 24 hours of server uptime, beginning when the servers launch. You were most likely used to the servers restarting at a different time of day, but it still resets every 24 hours.
  13. I can confirm that there's a bug here, and we're looking into it. The bug should only affect whether or not the "ALT: Details" text is displayed, and should have no impact on gameplay. Thanks for the report!
  14. I can confirm this is a bug and it's been added to the list of known issues. Thanks for the report!
  15. It's probably clear at this point, but I can confirm this is indeed a bug! A fix is in the works. It appears to only affect the creature you are leading, not the creature you are targeting, for what it's worth.
  16. This is normal behavior. The items inside the forge can only get as hot as the forge itself is burning, so if items are cooling off, you can prevent this by adding more fuel to the fire. This is not new behavior, but may be more obvious now that some temperatures shown to the player are more specific than they were before.
  17. The reality of it is that I just can't be randomly announcing updates/content currently being worked on in random feedback threads, because that's just not how it works. I'm itching for us to announce things, but until then, keep your eyes peeled. There are things in the works that will be good for both new players and veterans.
  18. I can say with the utmost confidence that we would gain nothing by having any sort of neural network attempt to create creature templates or similar content for us, even if it did work.
  19. We're actively working on new content pretty much all the time, including now. I can't announce any of this in this thread, but we hope to get something posted in the near future. None of this "code" makes any sense. You cannot use ChatGPT to effectively generate code for something as specific as Wurm that it has little understanding of. It seems to have a vague knowledge of some creature parameters, like alignment, but is also completely making some things up entirely, and defining a creature template does not work this way whatsoever. Simply put, ChatGPT gave you total nonsense here.
  20. We went over this on Discord, but just to clear up confusion here as well: How long a fire lasts is impacted by server lag, and the duration given when examining a fire attempts to take this into account. This means you are likely to get longer burn times, and longer estimates, on a server with greater lag on average. Since lag is impossible to predict with 100% accuracy, this also means that the duration given by examining the fire can only be approximate, although in practice they should be fairly accurate. Xanadu in particular has greater lag than other servers due to its sheer number of tiles and creatures. This is something we've improved upon in the past, and have plans to continue improving going forward.
  21. Just to clarify, in the past, a campfire would also be destroyed and produce a unit of ash when it burns out, no matter how long it was burning. The fact that it doesn't now is a bug, and will be corrected in the near future. If it helps for now, you should be able to push or place the campfire to a different tile.
  22. But only if eating them raw kills you instantly.
  23. Out of curiosity, where on your computer did you have Wurm installed when this was happening?
  24. I can confirm there is a bug with sending larger material sizes to the recipe list window. Thanks for the report.
  25. Could you copy and paste the message you get when examining the container, please, so I can see what the minimum and maximum are set to?