Gorwst

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Posts posted by Gorwst


  1. On 12/3/2019 at 4:04 PM, KiwiBird said:

    Or to put it into words - highlight in the event window what item will next improve it?

     

    A late reply, @KiwiBird, but while Improved Improve cannot highlight the Event window, nor will any mod I am aware of, you can use Wurm Assistant to generate audio cues to tell you what tool to use next.  You can use the "triggers" feature to react to things in the Event window.  Create a regex trigger, set it to match the tool message, and use a sound that you will recognize.  I have my tools set to numbers on the numpad, so I used some free audio files I found from a count down that are "one", "two", "three", et cetera.  You might be able to find or record things like "hammer" if that works better for you.

     

    For example, "You must use a mallet on .+ in order to improve it." is the trigger for things which need to use a mallet.

     

    Note that you will get the audio trigger every time you examine an item which needs that tool too, as well as when using Improved Improve.  What I do to get around this is name all of triggers with their skill first, such as "Carpentry, Mallet".  Then when I had that skill working, I exported the triggers so I could import them to alts.  Now I can turn the triggers on an off easily, or even go so far as to delete them when I do not want them and import them when I do. 

     

    Look at the mod thread for more information.

    https://forum.wurmonline.com/index.php?/topic/68031-wurm-assistant-enrich-your-wurm-experience/

     


  2. On 10/31/2019 at 6:04 AM, DevBlog said:

    You can now attach mine doors to wide cave entrances (PVE only).

     Just two tiles wide or for three wide as well?

     

    Either way, this alone makes me look forward to when things wind their way over to WU.


  3. One of my alts logged in once to a black hole in the middle of the main house.  The other characters could all see the floor fine there.  Everyone, including the one who saw only the black tile, could walk across the spot.

     

    Unfortunately, it's one of those bugs that so far has been impossible to replicate, so no way to report it for a bug fix.

     

    Though in my case, it became a game of avoiding the "yawning pit to the underworld" for that alt, which made it entertaining.   :)


  4. 23 hours ago, DevBlog said:

    Containers must be empty in order enable the quality lock.

    This is a really poor way of handling this feature.  This means that if I want to change the ql of the lock to adjust the storage, or if I want to just start using it in the first place, I have to take everything out of the container.  Might work okay for a bin full of dirt, but when you have 40 different types of items stored in your "miscellaneous" bin or the  variety of items in your "animal parts for skilling" bin, that moving everything out and back in becomes a huge hassle.

     

    I also think this feature overall is going to kill cleaning up the remains of old deeds.  It's bad enough when people lock storage containers for no good reason and so everything inside goes to waste.  Now a much larger percentage of containers will get locked.

     

    Can we not just get an option on the interface for "set the quality limit to X" please??


  5. I am not sure there is any limit.  There was a deed on our server where someone had built a colossus adjacent to a building -- meaning the tiles taken up as the footprint of the colossus were then sharing a tile border with a building -- so you can get that close.

     

    Per the wiki, you cannot create a colossus inside a building, so adjacent to the wall is probably all you're going to get.  You can test if you can overlap by dropping the unfinished colossus and try adding a brick.  (You can pick up an unfinished colossus as long as you can handle the weight.)


  6. Try resetting the location to default.  Go to:

    Steam\steamapps\common\Wurm Unlimited\WurmLauncher\PlayerFiles\players\[NAME]

     

    Look for a file named something like "windows_1920x1080.txt".  If you have multiple resolutions listed, look at the date the files were last saved.  Odds are only one is being used, unless you are using Wurm on multiple monitors with different resolutions.

     

    Make a copy of that file somewhere just in case...

     

    Open the file in a text editor and search for "chat=".  Delete that line.  The game will put the chat window in the default location when you play again.  It might even default to not collapsed, but I have not tested this.

     

    You can also try copying another window's entry, such as "event=", and replacing chat with that.  You can then close the event window from the in game menu, move the chat window, then open the event window again.


  7. If you minimize a window in game, double-click the bar that is created.  It makes the window maximized again.

     

    Same action along the top is how you minimized it in the first place.  I accidentally do that more times that I like to remember.  :)


  8. On 2/19/2019 at 2:16 PM, Ozarkhippy said:

    Will the fact that I cannot mine down past -14.5, interfere with the corbita the wiki says it needs 2 tiles I think.

    I have not personally tested the bigger ships in a shallower underground harbor, but my understanding from what others have said is that the wiki is correct and you need -20 depth to get the bigger ships through.

     

    Where are you getting the -14.5?  You cannot have a half height in Wurm Online or Wurm Unlimited.  Are you maybe looking at your height while floating in the water?  If so, that isn't the correct height of the tile below you.

     

    I recommend Bdew's Better Tooltips mod found here.  You can hover over the corner of a tile, even underground, and get the exact height.  The underground tiles show an extra decimal place for some reason, but it's still clear what the height is.  Makes life a lot easier.   Plus the fact that you can hover over any tile edge to see the slope no matter the tool you have out is helpful too.

     

     

    I'll be honest:  I did not follow your description of what you did and the math it would make the height at.  If you have a cave wall that goes from the bottom of the water to the top of the ceiling, you can look at the slop and see if it's hit 255 yet.  That is the max.

     

    As for mining the ceiling higher from a building, it is possible.  Since each floor of a building is 30 height, you should get 30 more mine actions.  Just remember that if you want a flat ceiling across the whole area, you want the maximum height over the deepest water.

     

    One technique you can use is to mine up one corner and then Level the ceiling.  It's slower, you want to use a non-enchanted tool so you don't waste a good tool on it, but you can start it and leave it running while you do something else.  Just hit the command again when your stamina runs out and recharges.


  9. On 2/16/2019 at 7:14 AM, Ozarkhippy said:

    So if I start at about 200 height  and mine a room say 10x10  down until I cannot mine down anymore will the cave walls show as only one tall tile?

     

    By "height", do you mean the floor?  If the floor is at height 200, the ceiling is approximately 232.  If you want -25 for maximum depth, that puts your total height now at 257. 

     

    The wiki entry on ships does say that you only need a maximum of -20 depth for the largest ships, in which case you're only at 252 height, so within the 255 maximum.

     

    HOWEVER:  Unless you have a mining of 90, you are not mining completely flat.  This doesn't just mean that the floor is not flat, it also means the ceiling isn't flat.  This minor variation could cause issues if you don't allow some extra padding.  (Meaning don't go for the full 255 height.)

     

    When I created my underground harbor, I started at 190 for the floor.  I had multiple alts doing the mining in the area.  Every time I created a tile whose floor was not level, I either mined a corner down or used concrete to raise the corner.  By the time I was done, I had a very large area with a flat 190 height floor. 

     

    Then I started leveling the ceiling.  I had to change my leveling spot a couple of times, but ultimately I raised the ceiling only about three height so I was well within my padding.

     

    After which, I mined one area down to height 10.  Then I would put a couple of alts using the Level command and a non-enchanted pickaxe while my main was doing more interesting stuff.  (Make sure to have large crates or be willing to pick up rocks, combine, and discard to get rid of them; you have to have space to mine.)

     

    Why height 10?  So I wasn't standing in water and could regenerate stamina.  Then it's go back later and mine down manually to max depth.  I could have picked height one, but 10 worked out well because it is the height of stone I want for all of my walkways and docks.  This meant I could lower the entire area without thinking about the layout, then go back and carefully only submerge the waterways.

     

    Good luck.

     

    P.S.:  If you don't know, you can sacrifice rock shards to increase your rare generating window an extra 10 seconds every hour.  Make sure your Favor is completely maxed before starting.  About 1,500 rock shards of any quality gets you maxed out, with about another 100 per week.  The amount seems to vary if you have multiple villagers.  There's a wiki article.


  10. 5 hours ago, DevBlog said:

    Change: Coops will now have a small chance to produce fertile eggs

    Will they hatch normally if you leave them in a coop?

     

    Currently, eggs only hatch if you keep them on grass, dirt, or crops?  Will this limitation still be true inside of a coop or will the coop override?

     

    (And can we get lawn added, please?  I've always wanted the visual of keeping my chickens on lawn.)


  11. Rock tile QL is not showing for me either.

     

    This is really useful information so you can set aside tiles to mine for high QL shards, or to go back to later and Strongwall and re-mine.


  12. 19 hours ago, Geist said:

    found this image to show exactly what I am trying to achieve.

     

    The eight slab tiles on the outside are what makes the pattern possible.  Diagonal paving takes the pattern of the nearest corner from whatever you pave that tile "nearest corner" with, covering half of the tile in question, then it takes the other two quarters of the tile each from whatever is on the tile with the shared borders.

     

    For the four stone brick tiles under the fountain, you would stand at the corner where the fountain is, face diagonally outward, then pave the nearest corner.

     

    To put it another way:  You would start with a 4x4 of packed dirt directly under that fountain.  You would go stand at the fountain, right on the corner.  Face to the northwest, pave nearest corner.  Face to the southwest, pave nearest corner.  Face to the southeast, pave nearest corner.  Face to the northeast, pave nearest corner. 

     

    If you were to have grass tiles or something else where those slate slabs are in your picture, that is what you would get in the corners of the stone brick tiles.  

     

    An example of the southeast corner:  If you were to have a stone slab on the east and a pottery brick on the south, you would get a tile that is 1/2 stone brick, 1/4 stone slab, and 1/4 pottery brick.

     

    Note that you can go back and change the the adjacent tiles (where the stone slabs are in your picture) later; I have had no problems with the game updating to match the new paving type.  (Or grass, or dirt, or whatever.)


  13. I am still have to run five clients at he same time.

     

    If your clients are crashing since the last update, go into your settings on the launcher and make sure you have not switched over to the new modern renderer.  If you are trying to use the renderer, make sure you have everything set according to the patch notes.  (You can find them on Steam if you don't want to search for the old Wurm Online ones.)

     


  14. I am having an issue involving cave cladding.  I am using Bdew's hax version.

     

    I clad a bunch of mine walls in my main mine.  Instead of showing as rock, they now show the pinkish color of mined out areas.  This makes navigating the mine with Live Map very confusing because it shows solid walls as being open and it appears to show more veins being accessible than really are.

     

    There does not seem to be any setting in the properties file to change what color cladding shows up as.

     

    Is there any way for cladding tiles to show up as either normal rock or as another color so it is clear where the walls are?


  15. 3 hours ago, adonies said:

    I tried to do the steam_appid.txt  method to run alts, but the client crashed with message: "Unexpected crash while setting up login The error was: <Could not start SteamApi Shutting down (Steam is not Running)>"

    Does anyone have any insight on this? Has something changed?

     

    Everything still works.

     

    Based on the error message, my first thought is to make sure Steam is running...

     

    The most common error I see setting it up is not copying the text file to the correct directory.  Just copy from:

    \Steam\steamapps\common\Wurm Unlimited\WurmServerLauncher
    on over to:

    \Steam\steamapps\common\Wurm Unlimited\WurmLauncher


  16. I have had problems with the following:  If you create keybinds in the Console and then go into Wurm Unlimited's settings, especially to the keybinds page, Wurm Unlimited the overwrites the saved keybinds.  The "settings" doesn't seem to get the Console info properly.  It also chokes on some situations where you save the same keybind to multiple keys.

     

    I use a complicated set of keybinds.  My ultimate solution was to create a proper copy of all of my keybinds in a txt file, then have a bat file that I use to delete and replace the keybinding files for all of my alts before I log into Wurm Unlimited.

     

    The nice thing is you can then organize your keybinds in the file and Wurm Unlimited won't randomize them and make finding stuff to change difficult.  You can also use two forward slashes "//" to create comment lines, just like when you use "exec" from the Console.


  17. Note that you can change which items are toggled on or off by default in the properties file.  I set everything to "false" so that my alts don't have any WurmESP info, then manually turn on the items I want for my main.  Fewer clicks that way when I log everybody in for some terraforming.


  18. Don't know if this description will help, but:  As I was moving away from my deed down a highway to the east, I suddenly saw a cluster of animals.  I realized it was the outlines of all of my deed's animals repeating.  The outlines of new monsters in the new area were there as well.

     

    Had to turn off WurmESP at that point because there were so many mobs, so not sure if I would have gotten more repeats if I'd continued going.


  19. While waiting for the fix, we can move all our logs from "test_logs" to "logs", delete the now empty "test_logs" folder, and then create a symbolic link in Windows.  You may need to run cmd.exe in administrative mode to get this to work, depending on how your windows is set up.

     

    I set this up and have been testing it, and so far no issues as a temporary fix.