Budda

Developer
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Posts posted by Budda


  1. 2 hours ago, Madnath said:

     

    How does it work with an action queue? 

    If I queue the actions to identify fragments, will it switch to the ideal tool the fragments want as the queue goes on? 

     

    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. On 2/3/2024 at 1:38 AM, LionIX said:

    It seems like there’d be a conflict. “Everything active at once” in the toolbelt would mean both the shovel and hatchet would be active. The example shows actions based on what is activated specifically. So how would this and the new toolbelt work together?

     

    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. 20 minutes ago, Arronicus said:

    I'm very excited about this update, but I do have one question so far:

     

    As is currently explained, it sounds like players will be able to change the default keybind on every different thing they want to change it on, but are there any plans to allow us to remove a particular action from being a default on everything? To give an example to make more clear what I'm asking:

    Currently, the default keybind on a Planted/Secured lamppost is take
    The default keybind on a planted/secured trellis is also take, even when the trellis is ripe, and with a sickle activated
    The default keybind on a planted/secured sign, again, is take
    As it is on many other furniture items or decorations, rendering the value of planting/securing them rather moot, when it's so easy to just pick them up by accident

    Will there be any way to remove take as the default keybind on *anything*, or will I need to go through each item individually? 

    Thank you

     

    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. 2 hours ago, DaletheGood said:

    Looks promising, but... I don't see any mention of all the actions that are currently non-bindable. Some that come to mind are: Build Wall, Plan Floor/Opening/Roof, Clean (forges, ovens, etc.), Ride (horse), plus all the ones that have been on this list Missing Keybinds, and the linked ones inside that post, for YEARS. Not to mention emotes, which I don't care about that much, but some do. Are you going to address these actions in this update?


    All actions as they're converted to the new system will become available for default actions if they're not already bindable.


  5. 5 minutes ago, Ringhai said:

    Looks good. What about new quickbar which was announced in action changes as well in August update? 

     

    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. 4 hours ago, TheTrickster said:

    I would like to have seen player-made maps able to be incorporated into their in-game map when it is displayed.  Like an overlay with more detail than just markers.  Possibly zoomable as a pop-out inset map.

     

    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.   

    2 hours ago, Dao said:

     

    I'll clarify

     

    https://forum.wurmonline.com/index.php?/topic/193870-cartography-testing-feedback-wanted

     

    In this topic, the idea was expressed that cartography is an aimless activity. Except for 2 maps on the wall. But it makes no sense to introduce a new profession and upgrade the skill for 2 maps on the wall. Let's find at least some meaningful use of cartography.

     

    It's impossible that you don't understand this.

     

    The answer was "We created it. And you just do it to do it." "...you can consider this our official stance on the matter. " ¯\_(ツ)_/¯

     

    I can't argue with the official stance.

     

    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.


  9. 7 hours ago, Damascus said:

    With the addon of cartography to the mix of new things that lets you make maps and add to a wall .

    Having archaeology giving you frags and tokens , plus information on old deeds .

     

    What i would like to see is the means of adding deed info from archaeology , deed name , old owner , mayor  , founded and disbanded .

    Also how long ago and how long it was standing , the same info you would get looking for the cache  and printed in book .

     

    Being able to make a printed version same as a wall map to add on a wall of old deeds would be nice .

     

    I hope i am explaining it properly the idea i have in mind ..

     

     

    Sounds like a good secondary use for the village stamp :)

     

    6 hours ago, Dao said:

    Good idea. Unfortunately they won't. This would mean admitting that their cartography is imperfect. Pride won't let it.

     

     

     

    Huh?


  10. 38 minutes ago, elentari said:

    Question to the devs, when do areas reset for getting decent skillgain while doing cartography surveys?

     

    Currently if you keep doing surveys in 1 area, your skill tick magnitude goes down by about 1000%, from 0.2 for example to 0.02.

     

    Do these areas reset after a few days or a server maintenance ?

     

    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.


  11. 10 hours ago, Mantas said:

    Starting second survey in the same or adjacent/nearby area reduces skill gain by about 10 times. Is this intended behavior?

    I need to move quite far to get decent skill gain again

     

    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.

     

    5 hours ago, Blacklotus said:

    I'm also a little annoyed the location orb always fades out before i reach it if i can see it or not. it's annoying I want the orb to stay there at least until i can get on it's tile. (preferribly just staying lit a good 3-4 minutes in full instead of fading when you're at the spot)

     

    There is a setting under the UI tab that changes how far from the location they start to fade out.

     

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  12.   

     

    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.


  13. 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.


  14. 9 hours ago, Wulfmaer said:

    Would be nice if the map image, rather than just the blank map, was displayed when trying hang on the wall. I find it far to easy to rotate them, at least with a magic mouse as the default macOS settings are far too sensitive to control placement rotation in the game while being just right for scrolling elsewhere... Would be nice to add a move rclick menu with rotation and move up/down, left/right options. A rotate for north up would be a nice start.

     

    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.

     

    9 hours ago, Wulfmaer said:

    Would also be nice if stamps were visible on a map when hung on the wall.

     

    That one is a bit harder, and might be a post-release update.

     

    4 hours ago, kochinac said:

    Also, i didn't play with it long, but is unclear to me how to se progress of surveying, in like, when taking additional surveys how it improves the report and final result, maybe add some text indicator on examing survey report in percentages or something like that

     

    Thanks, will add something to the examine to get more info about the current state.


  15. 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 :)

  16.  

    21 hours ago, Explora said:

    I used an 'x mark' time stamp on a painted map to complete the "Imprint a Time or Annotation stamp" goal but I can't see what effect it had on the map.

     

    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).

     

    21 hours ago, Explora said:

    I haven't been able to figure out how map linking works. It asks to link to a location on one of the live server maps but since there is not a map of Druska in game I don't see a way to test this.

     

    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.

     

    20 hours ago, Karrde said:

    I hope this works for other writing tasks such as copying recipes. That would be a huge QoL upgrade.

     

    Yes, it does.

     

    3 hours ago, bigtree said:

    After combining maps then erasing stamps, new stamps do not save.

    Can the stamp box be activated to make all stamps available in the editor?

    I'd like smaller stamp sizes and ability to zoom out more in map viewer. 

    A warning that maps are consumed in combining might be friendly.

    Allow eraser to remove individual stamps. Maybe add them to stamp selection at a desk.

     

    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...


  17. 3 hours ago, elentari said:

    Don't get me wrong. I love the idea of cartography in game and have been an ardent supporter for years and I want this to happen. I just want to understand the gameplay / game design justification for such an implementation if possible. I know it's too late to change any development decisions, but I want to understand what it bring on top of what already is. Kinda like incremental validity in science.

     

    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.


  18. 11 hours ago, Ohana said:

    I wish that the Survey directions did not fade out over time. OR at least did not fade out unless you where moving.

    Only way I could do this is if I was alt tabbing another character at the same time.  So I'll tab back and my survey spyglass has already faded away.

     

    I'll have another look at the duration of these and see if I can get something a bit better.

     

    11 hours ago, Ohana said:

    Having to refill the reed after every survey that you make notations for is annoying. 

     

    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).

     

    9 hours ago, Hailiah said:

    This one is sending me further and further out to sea...

     

    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.

     

    9 hours ago, Wulfmaer said:

    Make a couple of maps that overlap, seemed like a good idea, the contour lines on them are very different. Should have copied the maps before combining, but here is the resulting combination, a lot of the contours disappeared on the combined map.

     

    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.

     

    4 hours ago, Arno said:

    The skill seems to give about three times the tick size for characteristics compared to other skills with the same timer length.

    This is likely fine since you're intended to travel between the different survey points.
    However, it is currently possible to create many surveys in a row and then you can continue all the surveys on the exact same point.
    I think you can gain a lot of cartography skill and possibly also characteristics (body stamina, body control and mind logic) by repeating both starting and continuing surveys like this.

     

    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.


  19. On 10/20/2022 at 11:34 AM, Keenan said:

    I want to set some expectations around the lifecycle of a suggestion.

    • Suggestions will live in the Open state for at least a week before being put into Under Review.
    • Once in Under Review, it may take at least a week to make a determination.
    • If accepted, we will mark it as Planned and it will show up on the Roadmap.
    • If not accepted, it will be moved to Closed and a comment will be added explaining why we rejected the suggestion.

    As mentioned above, this will be subject to change as we tweak the process!

     

    Please see Keenan's edit of the OP if it's been missed.


  20. 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.