CountZero

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Everything posted by CountZero

  1. is this going in the right direction? https://ibb.co/gPtTnnH
  2. are you sure about those ore amounts? That would make about 50% of all tiles a resource tile. Do you mean 0.5% instead of 5%? I usually set iron at 2% and that makes it very common indeed.
  3. does the history clear itself after a set period or do you have to clear it manually each time?
  4. tbh - iv just been reading the WO news and sounds like we might get something added to the game natively this year as part of "frontier" as its going to focus on construction.
  5. iv been a gamer for a very long time, a member of many many large gaming communities and generally led a life surrounded by gamers and nerds. No one I have EVER spoken to in rl or anywhere online has EVER heard of Wurm (Online or Unlimited). Also, people "tend" to only ready first page of search results? Most people only read the first half of the first page, the % of people that go on to other pages is tiny. If they dont see what they want on that first page they are far more likely to alter their search term than to go onto the next page of results.
  6. doh! - i use so many server mods and basically never use client mods that I just run on autopilot
  7. How many people think the interior walls under a roof look stupid? Would it be very difficult to be able to build a ceiling on top of walls? That way you can choose whether or not you want to see the underside of the floor above AND whether or not you can see the roof in the top floor.
  8. well thats the thing - for a small server 2 or 3 of these would do RAM wise - would the processing power be enough? If so thats a £150 server - I would most definitely call that cheap. And the power consumption is a huge bonus, they pull something like 5W each? - It would cost me £50 a month to run my PC 24/7 - a cost I cant afford whereas a cluster of these would be far more doable
  9. mmm would be nice - atm its crashing my server
  10. was just going to make a new thread requesting this lol - would REALLY love the option to have roof sections have a lower ceiling so that the top floor doesnt have to be exposed to the roof if you dont want. (looks silly having a gap between the top of the walls and the roof)
  11. Just seen the spec for the upcoming Raspberry Pi 4. Now each one can have up to 4Gb RAM! I wonder if a cluster of them would be able to run a modest server happily? I dont really know how Wurm would run on cluster - does it support multi-threading? Raspberry Pi 4 specs SoC: Broadcom BCM2711B0 quad-core A72 (ARMv8-A) 64-bit @ 1.5GHz GPU: Broadcom VideoCore VI Networking: 2.4 GHz and 5 GHz 802.11b/g/n/ac wireless LAN RAM: 1GB, 2GB, or 4GB LPDDR4 SDRAM Bluetooth: Bluetooth 5.0, Bluetooth Low Energy (BLE) GPIO: 40-pin GPIO header, populated Storage: microSD Ports: 2 × micro-HDMI 2.0, 3.5 mm analogue audio-video jack, 2 × USB 2.0, 2 × USB 3.0, Gigabit Ethernet, Camera Serial Interface (CSI), Display Serial Interface (DSI) Dimensions: 88 mm × 58 mm × 19.5 mm, 46 g https://www.raspberrypi.org/magpi/raspberry-pi-4-specs-benchmarks/
  12. worth pointing out that its only multiple deeds for GMs - normal players cant do it
  13. not that im aware of but would be very interested if there was
  14. yea, im getting a message everytime i log on so ill just get my GM char to create a mailbox for now EDIT he doesnt seem to want to imp large anvils at all he just mails them back in the same state.
  15. wow - were better off without him by the look of it
  16. also - been playing with the crafter....i put a lot of items on one at once at I got a notice later saying the items were waiting to be picked up in mail even though that option was not selected. There isnt a single mailbox on the server - do those items exist anymore? EDIT The problem seems to be with large anvils - i think i must have given him three now and cant cant anything back because he wants to mail it and i dont have a mailbox
  17. Would it be possible to add a sell limit per player to the buyer npc? So an individual player can only receive a set amount of money in a given week? I know someone could just make additional accounts but it would still help a little. I want to use some of these in my newb starter area to buy basic mats like planks or bricks so new players can earn a bit of money to buy and imp basic stuff from other npcs (it will also add to the RP feel having an npc blacksmith in his forge looking to buy metal etc) but I'm afraid someone will just abuse it to make loads of money.
  18. the starter town has a mini mine deed just outside it to give players easy access to iron. This is the only place id worry about re-spawning iron so i think it will be manageable. Very good point about the bulk goods buying. Im not sure of a way around that - I wont have transmutation rods, contracts, or anything like that for sale to require a lot of money (deed costs are off) but if players are selling stuff to each other there could be motivation to abuse the buyer. I might have a word with the mod creator and see if its possible to add a daily sell limit per player. It wont stop people making alts but its something. I really wanted to have a market of npcs selling low ql items for new players so stock could run out quickly depending on how many players there are. - Hopefully if i can balance the numbers right people will just buy once and look after their stuff with imping. I might add the bounty mod - depends on whether or not i have the buyer npc i guess but Im really looking for income sources for newbs so fighting skills going to be an issue plus the fact mobs have a lesser spawn rate near deeds so they would have to travel which is a bit iffy for a new guy.
  19. cheers for the reply. the point of the raw mats buying merch is to give new players a way to make money which they can spend on buying or imping tools - this way they aren't forced into skilling up blacksmithing themselves if what they really want to do is build houses or farm or etc. If the prices for the mats are really low it will just encourage people to tear up a massive amount of resources. I am working on the assumption that player base will be very low and so Id like to create a system that doesnt rely on players filling in the blanks. Player to player trading will still have a place as they can undercut the npc prices and also the npcs wont provide above a certain QL level. I am not sure about traders at the moment - I dont want anything that buys from player except the modded buyer merchants. I also want npcs that have infinite stock of items to sell to players but I want to specify what those items are and what the prices are. I am not sure if this is currently possible? I may have to not use traders at all, use merchants and just keep refilling their stock Im not sure how I would trap players in caves - the only mining type resources id want to re-spawn are ore veins and thats done by converting a normal rock tile to whatever.
  20. So im thinking about how my server economy should work and looking for opinions. I have a starter city in which i intend to have npc merchants selling gear as well as the modded crafter npcs imping stuff for people and modded buyer npcs. The idea is that I will have basic npcs in the slum - selling basic tools and containers etc at 20ql and in each place a npc imper that will imp stuff up to 40ql for a price. There will be a nicer area of town with better npcs - 50ql gear for purchase and impers that go to 70ql (obviously more expensive) I also intend to have buyer npcs. Some in the taverns buying cheap food and drink, another in the kitchens of the royal palace buying more expensive food and drink. There will also be a bulk goods buyer buying metal lumps and other basic resources and this is the first issue im at..... namely, do you think I should just stick to buying metal lumps or should I add planks and bricks etc as well? My thinking is that having easy to obtain items will help out newbs and making them slightly processed rather than the raw matts will encourage them to skill up BUT wont this cause them to strip mine the local area of all resources? Newbs need easy access to resources so if i encourage them to harvest it all just for the sake of harvesting it rather than just using what they need i may be screwing things up a bit. I suppose as an admin I could just respawn resources every now and then. What do people think? Also....if I have a infinite source of money coming from material buying merchants, what do you think I should use for a sink? If I balance the numbers well do you think item buying and imping would be sufficient? I really dont want to enable deed costs and i dont want to force people to farm basic mats just to get money they need for something. I want economy interaction to be optional but at the same time it would be a bit pointless is everyone had far too much money or no hope of earning enough.
  21. no luck unfortunatly, tho this is rapidly taking over the thread and there are ways around it so ill just leave it here i think thanks for the help
  22. im currently building my own server, not really "RP" but with a back story and lots of RP type stuff people can find and explore in game, but still being very sandboxy. I'm basically trying to build a server with an adventure feel to it so information is not just given to people - if they want a map they will have to go find one, like in the library or university or maybe some npc in a tavern has one etc, if they are on a frontier there prob wont be any maps about but local npcs might have bits of info if you talk to them etc. I spend most of my time working on my own server but im more than happy to collaborate and help you out with ideas and stuff, and with "how to get stuff done as a gm, tho im still learning myself". I can also point you at decent mods as iv spent a long time searching through.