Budda

Developer
  • Content Count

    1,760
  • Joined

  • Last visited

  • Days Won

    23

Everything posted by Budda

  1. Yep - It'll make the decision as you queue just to show the item in the queue, then on first polling of the action it'll recheck and maybe switch if applicable.
  2. Each action has it's own internal priority list when multiple different items are valid, so 'Cut down' would prefer the hatchet, but if you have no hatchet in the toolbelt it will use the shovel. If your manually activated item is valid for the action it'll use that over whatever it would've used from the toolbelt.
  3. In that case there's just one 'default' for the Take action on 'any item' target instead of one entry per item - so with the "remove this default" example in the OP that would remove that one from the default actions file (effectively removing it from everything as you'd want).
  4. All actions as they're converted to the new system will become available for default actions if they're not already bindable.
  5. That's coming in the same update, this post is just to preview the details of the default action changes.
  6. Lmao that's my bad - it's some relatively new code (last year or so) that attempts to teleport away creatures that shouldn't be in the water as a temp fix till I get time to do a pass on creature movement code and figure out why they're going into water in the first place. I'll have to have another look and change them to stop leading before they get deep enough into the water to trigger the teleport.
  7. This functionality exists with the atlas and stamps, just FYI. You can use a linked stamp to set a world map location, then use that stamp on the map. When that map is in a carried atlas, the stamp icon will be shown on the world map and you can click it to directly open the linked map.
  8. Just sent a few items for BOTD - thanks
  9. (For others since I mentioned this on his stream:) It was likely still spawned and in-world somewhere when doing the second dig, so it won't respawn it. They go back to being hidden after 45 minutes, so if you can't find it just wait a bit before digging again.
  10. Darklords reply was to the opinion that the skill is "an aimless activity", not that it has no meaningful use. There are plenty of uses for the skill, and if you're not interested in those uses that's fine - you don't have to do it.
  11. Sounds like a good secondary use for the village stamp Huh?
  12. They're tracked per character, and get back to "normal" gains for the time spent after a month (normal in this case is the usual skill ticks you'd get based on action time like other skills). Between 1 and 2 months time that multiplier will continue building up to the same value you get from the first survey recorded in that area (which gives more skill per action time than "normal"). On top of this is an additional modifier for how far from the 'best' tile you are when continuing the survey (which you can get some info from hovering the indicators). TL:DR: Best time between surveying the same area for maximum gains is 2 months, when repeating the area less than one month apart you'll gain less than the normal skillgain rate.
  13. Apologies, it looks like some of the map settings changes for player maps slipped through to the old deed map hints. Fix will be incoming asap, though will only fix newly generated maps.
  14. Yes this is intended. The first survey that your character does of an area will always give full gains, after that re-surveying that area will be less gains depending on how long ago you surveyed there. For full skill-gain it's expected that you'll survey a new area each time (about 80 tiles between centre locations of each survey, so there's little overlap) or only re-surveying the same area every few months. There is more info being gathered on the Wurmpedia about these deeper mechanics that we hope to have up soon. There is a setting under the UI tab that changes how far from the location they start to fade out.
  15. Edit: For currently on live, if you're getting 10 second turning can you take a recording or something to show me? The overall turning speed should be a lot faster than previously especially if you're turning more than 45 degrees at once. The only slowdown that _should_ be there currently is the first half-second or so of holding down A/D, after that it catches up to the old turning speed before going faster than before. You should be able to turn a cart on a single tile now instead of the 3x3 it took before.
  16. Regarding vehicle/mount turning: I've made some more tweaks to it on test that should make it feel a bit more responsive than currently. I think the issue is a bit two-fold between fixing a bug with reduced speed while turning and the minimum turning degrees and ramp-up of turning speed is a bit slow. I've tweaked that minimum and ramp-up a little bit, and made it more responsive for turning while already moving forward - but it will still take a bit of getting used to since the speed no longer reduces when turning.
  17. Yeah I noticed that yesterday that the default rotation when placing isn't north-up. I can fix that at least, not sure about having it visible when placing though, I'll have to have a bit of a look at that. That one is a bit harder, and might be a post-release update. Thanks, will add something to the examine to get more info about the current state.
  18. Thanks for all the feedback so far - server and client have been updated with a few changes: Direction indicators for surveying will stay up for a maximum of 5 minutes, and start their usual 30 second fade out when you're within 10 tiles of the indicated location. Map images will confirm they are the correct file the server is sending, if not they'll be redownloaded (new maps after this change only). Added an option to surveys to toggle contours between 3 options, Local, Off, & Global. Global is only available on surveys over 50ql. Added a confirm/warning message to the map combining window. Added opacity to the currently dragged map in the combining window. Combiner window will close itself if the action is cancelled. Updated examine messages for stamps and ink pots. Will now check more than the first found ink pot for dye/ink when needed, if the first is empty. Lowered the action time for the stamp eraser. Fixed font sizes for treasure maps with text. Fixed survey messages being the wrong order
  19. Opening the stamped map and hovering that stamp will show you either the set time or a countdown timer (depending on what you had the stamp set as). You can link them to any map, it doesn't have to be the "correct" one. Once linked and stamped to a map, you'll get a right click option on the map (while in an atlas) to show on world map, which opens the world map to the correct server and shows the stamp icon where the map is. You can also click the icon on the world map to automatically open the linked map in your atlas. Yes, it does. 1. Thanks, will check. 2. Yes - you can activate the map and use it on the table or stamp box to stamp with multiple, or activate the stamp box and use it on a map for the same effect. 3. Scroll wheel while stamping to change their size (explained in the "?" button in that window) 4. Thanks, I thought I had added that previously, but apparently not. 5. Maybe...
  20. Community maps are great, and we're not aiming to replace them or get rid of them. One of the main upsides of cartography is moving the usefulness of community maps in-game and in-world. As Darklords has said, if that doesn't interest you and you'd prefer to continue using community maps, that's fine - not every skill is going to be enjoyable for every person. We've kept the details light for this testing thread purposefully to get feedback on the discovery process of the skill, but for a quick list of things it adds beyond the community maps: Map the same area over time, create copies to give/trade to other players, display them in-world, combine multiple maps to show a larger area, embed information about various things via stamps, directly link to locations on the world map, and link maps to other maps. It'll be up to players to decide how they use these features, but as an example of how I foresee them being used: Easy comparison against treasure maps, mapping larger areas for decoration, keeping a history of a village over time, event countdowns & directions, local information maps (like mapping your village and annotating anything useful for new visitors), and player-made treasure maps. I'm also looking forward to them being used in ways we haven't thought of yet.
  21. I'll have another look at the duration of these and see if I can get something a bit better. Having an ink pot in your inventory will act as a backup source of ink for reed pens (so if your pen is empty, it'll automatically pull from the ink pot). You'll be sent up to ~37 tiles from the starting location in any direction during the survey, so having to go out into the water is expected. This is kind of intended since the contour intervals are determined by the map location (and quality of the map). I get the issue though, so I'll have another look at it - it might be something like over a certain skill or survey quality you start recording global contour intervals instead of local ones. Thanks, we'll have a look at this. For multiple surveys that are around the same spot: you'll gain skill for that, but at a much reduced rate to doing things properly. It tracks locations on where you're surveying and scales down gains based on time since you last did that location and any nearby surveys that you did there.
  22. 100% agree, added that to my list to fix - thanks. Yes
  23. Please see Keenan's edit of the OP if it's been missed.
  24. Your settings look fine, and with a 1070 you should be getting much more than 15-20fps. Can you post a screenshot of your GPU stats from the Performance tab of the Task Manager while wurm is running? Curious to see if your GPU is pegged at 100% or not. The only other thought I've had is checking if you have something like GeForce Experience installed and capping FPS globally.