Romen

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Everything posted by Romen

  1. Yes don't confuse Wurm Unlimited, the buy-once standalone version, with Wurm Online which is a subscription based game (there is a free to play mode for WO but very limited). There are a few WU servers out there that might charge for some stuff but most don't.
  2. Code Club AB still owns the intellectual property rights for their code. Just because you are putting it there for free doesn't make it legal, and neither does doing it anonymously. Decompiling someone's code may not be illegal in of itself for most code though it typically is a violation of the licensing agreements most companies typically have. And there is the Digital Millennium Copyright Act (DMCA) in the United States copyright law which actually makes decompiling or even possessing decompiled code illegal in some cases (those involving Digital Rights Management or DRM). Disclaimer: I am not a lawyer and this should not be construed as me giving legal advice, but merely a caution that what you proposed may well be illegal at least in some countries.
  3. No, the GM cannot rename horses, but you can get the wurmid of an animal then find it in the database and name it there (have to shut down server to do this). Not a very nice way to do it. If you brand a horse then the mayor of the settlement can rename a horse, but not sure if you can rename the bred horse this way. The mod you refer to (Offspring Names) let's you make a naming tag to rename horses and cows/bulls instead of the automatic bred names on horses when used with the default setup on the mod. You can also turn off the name tag feature and instead create a list of horse names to add to or replace the game list of automatic names.
  4. Thanks for correcting me. I was mainly trying to distinguish it from the pier and didn't realize the difference with harbor walls.
  5. You need to plan it as a 5x4 house as already mentioned. Then finalize the plan and build all the outside walls. When those are done then you can plan some inside walls (those are just on the tile borders, not the tiles like the house plan. Then you can build those walls, plan and build floors, then go to work on the upper story. That requires you to click the floor and plan floor above or stairs/ladders as needed. Once you got the second floor done you can put fences along the edges of the porches if you want for railings, and the upper walls. when those walls are done you can put a roof over the center part of even do a third floor. This of course assumes your carpentry skill is high enough to plan it. Planning requires 1 skill point for each tile and 1 for each outside walls. So 5x4 is 20 tiles, plus you have 5+4+5+4 or 18 walls. This means you need a carpentry skill of at least 38 to plan it. Don't count inside walls for the skill. The carpentry skill also determines the number of floors you can build, but 38 is easily enough for a 2 story with a roof, and if you are building with wood your skill will be going up as you are building.
  6. Well VILLAGES has the coordinates for each kingdom's settlement - perhaps that is a start. The area of a kingdom's influence is affected by the guard towers it has - don't know if there is anything stored in the database that tracks the area of influence or if it gets calculated.
  7. To clarify a jetty is a man-made structure used to shelter some water to create an artificial harbor. Most often they are created by dumping large rocks to form an artificial strip of land, but we don't really have a way to do that in wurm. One approach that may be a reasonable approach would be to raise a strip of land above water level, pave with round cobblestone, and lower some of the edges down a little to make it look like the rocks go below the water. If the water gets too deep you may find you wold have to drop a lot of extra dirt if the high slopes cause dirt to slide down. In this case you can start with a flat tile at your maximum height and then use level to level the tiles outward along your jetty. You can pave and remove dirt as you wish for appearances.
  8. I've checked the Cave Dwellings feature boxes, restarted the server to make sure, got a flat floor, reinforce floor, but still get no way to plan or build any walls or door/arches. Is this with the current live or do you need to run the beta?
  9. Well the original post talked about mining for iron so I assumed that's what he meant.
  10. You only got a single iron from an iron vein? Are you in GM mode? If you are then you will go through a mine tile in one hit. You don't want to be mining in GM mode! The default for mining out a rock tile is I believe a minimum of 51 hit plus a few random hits more - this can be changed in the settings for the server. But it doesn't limit GM which is always 1 hit.
  11. If you are referring to prospecting surface rock it is a 7x7 square with you at the center (in other words it can be anywhere within that area). If you move to around and prospect, assuming you have the exposed rock to do so) and prospect again it is possible to narrow down and even determine the exact spot, but bear in mind that you could also find another iron vein nearby, and they do tend to come in small clusters, which can make it confusing. If you open the tunnel entrance right on the iron vein itself then you won't get the iron, so come in from a couple of tiles away. Inside a mine the prospect command doesn't work like that (unless you have the prospect mod which lets you use it that way on ceiling or floor tiles). There you use analyze (analyse as the game misspells it). it will give you a rough idea of the direction and distance to a vein relative to the tile the shard or ore being analyzed came from (not where you are standing). The prospecting skill determines how far you can detect ore. When you uncover an ore vein it will say what it is (e.g. iron vein) rather than cave wall. If you mine that you will get the ore rather than rock shards. When your prospecting skill is really low you can use the following technique to make sure you find all the possible ore in an area. First make a straight shaft. Then every 3rd tile make a straight side shaft. That way you will see every tile from one side or the other. It is a good idea to avoid making large caverns (unless you have a particular reason for wanting large open areas) as hostile creatures can spawn in mines, and the more open tiles you have the greater the chances of this happening. To get your prospecting skill up you can prospect a cave wall repeatedly. You can also analyze every shard you get (once)
  12. I wasn't talking about people fighting other people. I was referring to the fact that there are aggressive animals in our world and if you didn't fight to defend yourself you would likely die. There is a setting for the server for the percentage of aggressive animals (vs. non-agressive). I don't know if 0 is an acceptable value, you'd have to try it. If you can't use 0 then maybe 1% would keep the number so small you won't really have to worry about too many. As for fighting people just use PVE mode and a Creative server and there won't be any worries there either.
  13. check the .properties file for the mod and make sure the naming tag is enabled (which should be the default but perhaps you changed it?). And as I recall you need to combine a couple of one of the ingredients as a single one does not have enough material (forget which one).
  14. I am not trying to belittle your ideas of being a pacifist, but a true pacifist that never killed at least in self defense would eventually end up dead unless there was someone else to kill off everything for them. If mankind started out as just pacifist the species would have died out a long time ago. That being said, there are some things you could do already. You can put up fences and walls to keep the aggressive creatures out.
  15. I think the problem can't deal with the values needed for the underground terrains, as it sees them as negative numbers. It is a coding issue if that is true, but one I don't think the devs would see as a priority.
  16. We're gonna have woast wabbit... (I'm still looking for those ducks I keep hearing)
  17. If the admin is taking days to update because of mods it isn't really the devs fault. If you don't want automatic updates I believe you can turn that off in steam. From what I've seen from the patches they aren't really breaking anything in the game (at least not anything serious - the mixed grass graphics in the last one is just bad looking but doesn't prevent you from playing the game). As far as mods go they are not officially supported and unfortunately changes in the patches have been breaking some mods.
  18. In the base directory for the server you would unpack the files - so there will be a mods folder there as well as the patcher files for the modloader. You need to run the patcher.bat (if Windows host) or patcher.sh (if Unix/Linux host) each time the server is patched from Wurm Unlimited updates. In the mods folder there will be the .disabled files whihc need to be changed to be .properties for any mods you actually want to run. Some of these files have configuration setting for the mod you can change, but not all of them do. If you only have ftp access to the host you would have to change the files locally then ftp them to the server. If you can't run the patcher.bat/patcher.sh file on host you would have to do that locally as well (get the dedicated server code from steam under tools, and install the modloader there, patch, then upload the changed files to host). Hope that is somewhat clear, and it helps.
  19. Someone posted a mission example which could be used as a portal. Forget exactly which forum it was in but it looked like it would serve your purpose.
  20. The problem is the kingdoms, towers, settlements, NPCs, etc. are all fixed locations in the database that comes with the Adventure map. It is not randomized to the map when you start. In order to create your own map you would have to place your own kingdoms and stuff. If you want to use a different map there is the Creative map, or you could replace the creative map with one of your own. There are random items in the Creative map world, and they might end up in odd places though.
  21. Cotton Towel

    since there isnt really anything useful to use wool for (except a couple of hats) wool might be a good thing to use for a towel.
  22. The game comes with Adventure and Creative mode (even the client). Adventure has 3 kingdoms each with their own settlement, guard towers and a few NPCs. If you use Creative (different map) then there are no kingdoms and you have the whole map to yourself. There are still some things to discover but none of the missions that are on Adventure. You can download the dedicated server from steam if you want (under Tools, and free) to run that for the server, or just start the server from the client. The dedicated one you can easily keep running all the time if you want time to progress when you are not playing (though you can still start and stop it anytime). As far as I know both the server started from the client and the dedicated one are essentially the same (some configuration and game play, but obviously one starts with client and the other doesn't).
  23. Open console with F1, and bind a key to "flight" and then use that key to toggle flight on and off. For example: bind u "flight"
  24. It says "Placing items OF furniture" not on. I didn't realize they added features to this list - will have to look at it myself
  25. Sounds like a mod is causing the problem - could try disabling them one by one to figure out which one