radii
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Posts posted by radii
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If you have a lot of spare planks and shafts you can make a lot of unfinished rope tools in the hopes that one goes rare, I haven't tried it myself but have heard it works well. You can probably dispose of them easily by burning in forges too.
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Sometimes when I play, my game window freezes momentarily before returning to normal. I was attempting to drag an item from a container to my inventory when the game window froze, but this time I got an index out of bounds exception and the client crashed instead of returning back to normal. Any ideas what happened here?
Thanks
QuoteUnexpected crash while playing The error was: <Index: 0, Size: 0>
It's possible you might figure out what's wrong from the log file below, but if you can't, post the full log on the wurm unlimited forums, and someone else might be able to help you.
Contents of console.log:
Time is Thu May 26 08:23:44 EDT 2016
Running client version=== System information ===
Executing from C:\Program Files (x86)\Steam\steamapps\common\Wurm Unlimited\WurmLauncher\
Operating system: Windows 8.1 (arch: amd64, version: 6.3)
Java version: 1.8.0_60 (Oracle Corporation) <http://java.oracle.com/>
Jvm version: 25.60-b23 (Oracle Corporation) [Java HotSpot(TM) 64-Bit Server VM]
Available CPUs: 2Loading character radii
Loading config default
Loading props file PlayerFiles\configs\default\gamesettings.txt
Executing PlayerFiles\configs\default\keybindings.txt
>>> Main thread exiting.
Loaded pack sound.jar (r1)
Loaded pack pmk.jar (null)
Loaded pack graphics.jar (r2809)
Loading props file PlayerFiles\players\radii\playerdata_test.txt
Loading props file PlayerFiles\players\radii\stats.txtPreparing to enable console logging.
Now logging to PlayerFiles\console.radii.log=== Wurm options ===
animation_playback_self = 0
auto_mipmaps_enabled = 2
auto_run_source = 0
cavedetail = 2
censor_chat = true
collada_animations = 2
color_black = 0.0,0.0,0.0
color_cyan = 0.0,1.0,1.0
color_error = 1.0,0.3,0.3
color_fuchsia = 1.0,0.0,1.0
color_green = 0.08,1.0,0.08
color_grey = 0.5,0.5,0.5
color_lime = 0.0,1.0,0.0
color_maroon = 0.5,0.0,0.0
color_navy_blue = 0.23,0.39,1.0
color_orange = 1.0,0.5,0.0
color_purple = 0.5,0.0,0.5
color_red = 1.0,0.0,0.0
color_royal_blue = 0.23,0.39,1.0
color_silver = 0.75,0.75,0.75
color_system = 0.5,1.0,0.5
color_teal = 0.0,0.5,0.5
color_white = 1.0,1.0,1.0
color_yellow = 1.0,1.0,0.0
compressed_textures = false
compressed_textures_S3TC = true
connectByIpIp = 158.69.123.104
connectByIpport = 3725
contribution_culling = 150
custim_timer_source = 1
customTimer1 = -1|-1
customTimer2 = -1|-1
customTimer3 = -1|-1
customTimer4 = -1|-1
customTimer5 = -1|-1
debug_mode = false
depth_clamp_enabled = 2
disable_select_all_shortcut = false
display_settings = false:false:0:1024:768:32:-1:false:true
enable_contribution_culling = false
enable_debugs = false
enable_lod = true
enable_shift_drag = false
enable_vsync = true
engine_multithreaded = 0
event_log_rotation = 2
exec_source = 0
fast_yield = false
fbo_enabled = 0
fog_coord_src = 0
font_antialias = 2
font_bold = 11
font_default = 11
font_header = 24
font_italian = 11
font_monospaced = 11
font_static = 11
fov_horizontal = 110
fps_limit = 120
fps_limit_background = 30
fps_limit_enabled = false
free_look_mode_disable_on_close_component = false
free_look_mode_disable_on_combat = false
free_look_mode_disable_on_open_component = false
free_look_mode_sensitivity = 10
game_client_thread_priority = 2
glsl_debug_loading = false
glsl_enabled = 2
gpu_skinning = true
gui_opacity = 2
gui_skin = 0
has_read_eula = false
hide_inactive_friends = false
hide_menu_examine = false
hide_menu_no_target = false
hide_menu_spam_mode = true
hide_menu_stop = true
hide_onscreen_fail_messages = false
hide_onscreen_hostile_messages = false
hide_onscreen_info_messages = false
hide_personal_goal = false
high_res_binoculars = false
hint_texture_scaling = 0
impColumn = true
inverse_mouse = false
irc_log_rotation = 2
irc_notif = 0
item_creature_render_distance = 4
key_bindings_source = 0
keyboard_layout = 0
loadInventoryStartup = true
local_list_in_event = true
lod = 0
log_extra_errors = false
log_gl_errors = false
mark_text_read = true
material_as_suffix = true
max_texture_size = 2
mega_texture_size = 2
model_loader_thread_priority = 2
model_loading_threads = 1
mount_rotation = false
multidraw_enabled = 0
no_brightness = false
no_terrain_render = false
no_world_render = false
non_power_of_two = 0
occlusion_queries_enabled = 2
offscreen_texture_size = 2
other_log_rotation = 2
outline_picking = true
player_texture_size = 0
reflection_texture_size = 2
reflections = 0
release_context = false
release_context_on_jogl_sleep = false
remember_password = true
render_distant_terrain = true
render_glow = true
render_sun_glare = false
resident_models = false
save_skills_on_quit = true
screenshot_file_format = 1
season_override = 0
send_extra_tile_data = false
setting_timestamps = true
settings_version = 3
shadow_level = 4
shift_drag_default = 10
showKChat = true
show_body_in_inventory = false
show_old_quickbar = false
silent_friends_update = false
skillgain_minimum = 1
skillgain_no_alignment = true
skillgain_no_favor = true
skydetail = 0
sound_al_gain = 15
sound_buzzlevel = 2
sound_cache_enabled = true
sound_doppler_enabled = false
sound_engine = 2
sound_footstepslevel = 10
sound_music_level = 0
sound_play_PMAlert = false
sound_play_ambients = true
sound_play_buzz = true
sound_play_combat = true
sound_play_door = true
sound_play_emotes = true
sound_play_footsteps = true
sound_play_music = false
sound_play_weather = true
sound_play_work = true
start_dedicated_server = true
stipple_enabled = true
structure_render_distance = 4
submit_client_data = 0
terrain_bump = true
terrain_res = 0
test_attach_equipment = false
test_mode = 0
thirdPerson = false
tile_transitions = true
tiledecorations = 0
togglePushToTalk = true
treelist_outline = true
trees = 4
update_optional = true
use_alpha_particles = false
use_anisotropic_filtering = 0
use_antialiasing = 1
use_color_picking = true
use_fast_clock_work_around = true
use_fbo_color_picking = true
use_nagles_algorithm = false
use_nano_timer = false
use_non_alpha_particles = false
use_phobia_models = false
use_tree_models = true
use_weather_particles = true
vbo_enabled = 0
viewport_bob = true
water_detail = 2Setting up Collada Model Loader
Setting up WurmModel Model Loader
Executing PlayerFiles\configs\default\keybindings.txt
Translating legacy key ENTER to RETURN
Translating legacy key PAGE_UP to PRIOR
Translating legacy key PAGE_DOWN to NEXT
Word filter loaded: 23
Starting job manager with 2 worker threads
Using LWJGL display 1024:768:0:0 (false)Setting up OpenAL Sound Engine
OpenAL version: 1.1 ALSOFT 1.15.1
OpenAL renderer: OpenAL Soft
OpenAL vendor: OpenAL Community
OpenAL extensions: AL_EXT_ALAW AL_EXT_DOUBLE AL_EXT_EXPONENT_DISTANCE AL_EXT_FLOAT32 AL_EXT_IMA4 AL_EXT_LINEAR_DISTANCE AL_EXT_MCFORMATS AL_EXT_MULAW AL_EXT_MULAW_MCFORMATS AL_EXT_OFFSET AL_EXT_source_distance_model AL_LOKI_quadriphonic AL_SOFT_buffer_samples AL_SOFT_buffer_sub_data AL_SOFTX_deferred_updates AL_SOFT_direct_channels AL_SOFT_loop_points AL_SOFT_source_latency
Generating: 128 source channels.=== OpenGL information ===
LWJGL version: 2.9.1
Adapter info: aticfx64 (8.17.10.1247)
OpenGL vendor: ATI Technologies Inc.
OpenGL renderer: AMD Radeon HD 7520G
OpenGL version: 4.3.12618 Compatibility Profile Context 13.251.9001.1001
OpenGL extensions:
GL_AMDX_debug_output
GL_AMDX_vertex_shader_tessellator
GL_AMD_blend_minmax_factor
GL_AMD_conservative_depth
GL_AMD_debug_output
GL_AMD_depth_clamp_separate
GL_AMD_draw_buffers_blend
GL_AMD_multi_draw_indirect
GL_AMD_name_gen_delete
GL_AMD_performance_monitor
GL_AMD_pinned_memory
GL_AMD_query_buffer_object
GL_AMD_sample_positions
GL_AMD_seamless_cubemap_per_texture
GL_AMD_shader_atomic_counter_ops
GL_AMD_shader_stencil_export
GL_AMD_shader_trace
GL_AMD_texture_cube_map_array
GL_AMD_texture_texture4
GL_AMD_transform_feedback3_lines_triangles
GL_AMD_vertex_shader_layer
GL_AMD_vertex_shader_tessellator
GL_AMD_vertex_shader_viewport_index
GL_ARB_ES2_compatibility
GL_ARB_ES3_compatibility
GL_ARB_arrays_of_arrays
GL_ARB_base_instance
GL_ARB_blend_func_extended
GL_ARB_clear_buffer_object
GL_ARB_color_buffer_float
GL_ARB_compatibility
GL_ARB_compressed_texture_pixel_storage
GL_ARB_compute_shader
GL_ARB_conservative_depth
GL_ARB_copy_buffer
GL_ARB_copy_image
GL_ARB_debug_output
GL_ARB_depth_buffer_float
GL_ARB_depth_clamp
GL_ARB_depth_texture
GL_ARB_draw_buffers
GL_ARB_draw_buffers_blend
GL_ARB_draw_elements_base_vertex
GL_ARB_draw_indirect
GL_ARB_draw_instanced
GL_ARB_explicit_attrib_location
GL_ARB_explicit_uniform_location
GL_ARB_fragment_coord_conventions
GL_ARB_fragment_layer_viewport
GL_ARB_fragment_program
GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader
GL_ARB_framebuffer_no_attachments
GL_ARB_framebuffer_object
GL_ARB_framebuffer_sRGB
GL_ARB_geometry_shader4
GL_ARB_get_program_binary
GL_ARB_gpu_shader5
GL_ARB_gpu_shader_fp64
GL_ARB_half_float_pixel
GL_ARB_half_float_vertex
GL_ARB_imaging
GL_ARB_instanced_arrays
GL_ARB_internalformat_query
GL_ARB_internalformat_query2
GL_ARB_invalidate_subdata
GL_ARB_map_buffer_alignment
GL_ARB_map_buffer_range
GL_ARB_multi_draw_indirect
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_occlusion_query
GL_ARB_occlusion_query2
GL_ARB_pixel_buffer_object
GL_ARB_point_parameters
GL_ARB_point_sprite
GL_ARB_program_interface_query
GL_ARB_provoking_vertex
GL_ARB_query_buffer_object
GL_ARB_sample_shading
GL_ARB_sampler_objects
GL_ARB_seamless_cube_map
GL_ARB_seamless_cubemap_per_texture
GL_ARB_separate_shader_objects
GL_ARB_shader_atomic_counters
GL_ARB_shader_bit_encoding
GL_ARB_shader_image_load_store
GL_ARB_shader_image_size
GL_ARB_shader_objects
GL_ARB_shader_precision
GL_ARB_shader_stencil_export
GL_ARB_shader_storage_buffer_object
GL_ARB_shader_subroutine
GL_ARB_shader_texture_lod
GL_ARB_shading_language_100
GL_ARB_shading_language_420pack
GL_ARB_shading_language_packing
GL_ARB_shadow
GL_ARB_shadow_ambient
GL_ARB_stencil_texturing
GL_ARB_sync
GL_ARB_tessellation_shader
GL_ARB_texture_border_clamp
GL_ARB_texture_buffer_object
GL_ARB_texture_buffer_object_rgb32
GL_ARB_texture_buffer_range
GL_ARB_texture_compression
GL_ARB_texture_compression_bptc
GL_ARB_texture_compression_rgtc
GL_ARB_texture_cube_map
GL_ARB_texture_cube_map_array
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_crossbar
GL_ARB_texture_env_dot3
GL_ARB_texture_float
GL_ARB_texture_gather
GL_ARB_texture_mirror_clamp_to_edge
GL_ARB_texture_mirrored_repeat
GL_ARB_texture_multisample
GL_ARB_texture_non_power_of_two
GL_ARB_texture_query_levels
GL_ARB_texture_query_lod
GL_ARB_texture_rectangle
GL_ARB_texture_rg
GL_ARB_texture_rgb10_a2ui
GL_ARB_texture_snorm
GL_ARB_texture_storage
GL_ARB_texture_storage_multisample
GL_ARB_texture_view
GL_ARB_timer_query
GL_ARB_transform_feedback2
GL_ARB_transform_feedback3
GL_ARB_transform_feedback_instanced
GL_ARB_transpose_matrix
GL_ARB_uniform_buffer_object
GL_ARB_vertex_array_bgra
GL_ARB_vertex_array_object
GL_ARB_vertex_attrib_64bit
GL_ARB_vertex_attrib_binding
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_vertex_shader
GL_ARB_vertex_type_10f_11f_11f_rev
GL_ARB_vertex_type_2_10_10_10_rev
GL_ARB_viewport_array
GL_ARB_window_pos
GL_ATI_draw_buffers
GL_ATI_envmap_bumpmap
GL_ATI_fragment_shader
GL_ATI_separate_stencil
GL_ATI_texture_compression_3dc
GL_ATI_texture_env_combine3
GL_ATI_texture_float
GL_ATI_texture_mirror_once
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_bindable_uniform
GL_EXT_blend_color
GL_EXT_blend_equation_separate
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_compiled_vertex_array
GL_EXT_copy_buffer
GL_EXT_copy_texture
GL_EXT_direct_state_access
GL_EXT_draw_buffers2
GL_EXT_draw_instanced
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_framebuffer_blit
GL_EXT_framebuffer_multisample
GL_EXT_framebuffer_object
GL_EXT_framebuffer_sRGB
GL_EXT_geometry_shader4
GL_EXT_gpu_program_parameters
GL_EXT_gpu_shader4
GL_EXT_histogram
GL_EXT_multi_draw_arrays
GL_EXT_packed_depth_stencil
GL_EXT_packed_float
GL_EXT_packed_pixels
GL_EXT_pixel_buffer_object
GL_EXT_point_parameters
GL_EXT_provoking_vertex
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_shader_image_load_store
GL_EXT_shadow_funcs
GL_EXT_stencil_wrap
GL_EXT_subtexture
GL_EXT_texgen_reflection
GL_EXT_texture3D
GL_EXT_texture_array
GL_EXT_texture_buffer_object
GL_EXT_texture_compression_bptc
GL_EXT_texture_compression_latc
GL_EXT_texture_compression_rgtc
GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp
GL_EXT_texture_env_add
GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_integer
GL_EXT_texture_lod
GL_EXT_texture_lod_bias
GL_EXT_texture_mirror_clamp
GL_EXT_texture_object
GL_EXT_texture_rectangle
GL_EXT_texture_sRGB
GL_EXT_texture_sRGB_decode
GL_EXT_texture_shared_exponent
GL_EXT_texture_snorm
GL_EXT_texture_storage
GL_EXT_texture_swizzle
GL_EXT_timer_query
GL_EXT_transform_feedback
GL_EXT_vertex_array
GL_EXT_vertex_array_bgra
GL_EXT_vertex_attrib_64bit
GL_IBM_texture_mirrored_repeat
GL_KHR_debug
GL_KTX_buffer_region
GL_NV_blend_square
GL_NV_conditional_render
GL_NV_copy_depth_to_color
GL_NV_copy_image
GL_NV_explicit_multisample
GL_NV_float_buffer
GL_NV_half_float
GL_NV_primitive_restart
GL_NV_texgen_reflection
GL_NV_texture_barrier
GL_SGIS_generate_mipmap
GL_SGIS_texture_edge_clamp
GL_SGIS_texture_lod
GL_SUN_multi_draw_arrays
GL_WIN_swap_hint
WGL_EXT_swap_controlGLSL version: 4.30
GLSL max vertex uniforms: 4096 (16384)
GLSL max fragment uniforms: 4096 (16384)
GLSL max varyings: 128 (128)
Preloading builtin materials
Preloading builtin materials done
Launching Collada Model Loader threads
Launching WOM Loader threads
Starting workaround for fast running clocks
Using LWJGL timer.
Initialized mouse with 5 buttons.
Experimental direct buffer cleaner init successful
Startup Phase - Setting up..
Initializing font texture for SansSerif (11). Texture Size: 512
Initializing font texture for SansSerif (11, italic). Texture Size: 128
Loading window positions from PlayerFiles\players\radii\windows_1024x768.txt
Loading props file PlayerFiles\players\radii\windows_1024x768.txt
Gui initialized
Startup Phase - Preparing terrain
Startup Phase - Connecting ..
Disabling Nagles
Writing to PlayerFiles\players\radii\test_logs\_Event.2016-05.txt
Writing to PlayerFiles\players\radii\test_logs\GL-Freedom.2016-05.txt
Writing to PlayerFiles\players\radii\test_logs\Freedom.2016-05.txt
Writing to PlayerFiles\players\radii\test_logs\Trade.2016-05.txt
Login successful
Executing PlayerFiles\configs\default\autorun.txt
Saving window positions to PlayerFiles\players\radii\windows_1024x768.txt
Saving props file PlayerFiles\players\radii\windows_1024x768.txt
Loading window positions from PlayerFiles\players\radii\windows_1366x715.txt
Loading props file PlayerFiles\players\radii\windows_1366x715.txt
Initializing font texture for SansSerif (24, bold). Texture Size: 256
PARSER WARNING: Invalid character after identifier.
PARSER WARNING: Invalid character after identifier.
Initializing font texture for SansSerif (11, bold). Texture Size: 128
Writing to PlayerFiles\players\radii\test_logs\_Skills.2016-05.txt
Initializing font texture for SansSerif (12). Texture Size: 128
Writing to PlayerFiles\players\radii\test_logs\_Combat.2016-05.txt
Initializing font texture for SansSerif (15, bold). Texture Size: 256
Initializing font texture for Monospaced (11). Texture Size: 128
bind R REPAIR
Keybindings saved.
Execution aborted at connection 1, iteration 839484
Run time 7h 25m, local time Thu May 26 15:49:46 EDT 2016
Destroying game window
====== CLIENT CRASH ======
Unexpected crash while playing
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
at java.util.ArrayList.rangeCheck(Unknown Source)
at java.util.ArrayList.get(Unknown Source)
at com.wurmonline.client.renderer.gui.CreationFrame$5.handleLeftClick(CreationFrame.java:685)
at com.wurmonline.client.renderer.gui.WurmPopup$WPopupLiveButton.leftPressed(WurmPopup.java:153)
at com.wurmonline.client.renderer.gui.HeadsUpDisplay.mousePressed(HeadsUpDisplay.java:1643)
at com.wurmonline.client.WurmEventHandler.mousePressed(WurmEventHandler.java:207)
at com.wurmonline.client.WurmEventHandler.handleMouseEvents(WurmEventHandler.java:532)
at com.wurmonline.client.WurmEventHandler.handleEvents(WurmEventHandler.java:387)
at com.wurmonline.client.WurmClientBase.handleEvents(WurmClientBase.java:966)
at com.wurmonline.client.WurmClientBase.runGameLoop(WurmClientBase.java:404)
at com.wurmonline.client.WurmClientBase.runConnectionLoop(WurmClientBase.java:330)
at com.wurmonline.client.WurmClientBase.runGame(WurmClientBase.java:312)
at com.wurmonline.client.WurmClientBase.run(WurmClientBase.java:1485)
at java.lang.Thread.run(Unknown Source)
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Great news about the renderer and cave dwellings!
I'm curious about 3D caves and also the larger mine entrances that had been suggested recently, are there any plans regarding these?
And as a WU only player I'm happy for WO to get Rifts; as long as WU keeps getting the sandbox updates, WO can have all the MMO updates. Regarding what we are really entitled to for purchasing WU I don't know, I never read the fine print. I just hope we don't ever get left out on the big features that really improve the core Wurm gameplay (like cave dwellings).
Anyways, thanks for your work Wurm team!
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Is there interest in (or does there exist) a cave generating tool that would basically hollow out different areas underground, under certain constraints like maybe:
- floor and ceiling heights, and slope limits
- maximum/minimum cave area size
- how close each cave room is to one another, and how often they should be connected to each other
- would or would not retain ore veins inside the generated cave area
- whether or not caves close to the surface should have tunnel entrances
I would really like to hear about any practical considerations that might go along with a tool like this. Could this be a feature adapted into one of the map generating tools out there?
Thank you
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Figured you'd say something like that Zerocool, lol
I'm just throwing my 2 cents in, as a WU player I'm the type of player that likes to spend as little on subscriptions as possible. I understand that people from WO aren't necessarily like that. When I say the game should be "killed," I just mean that if I were on a subscription fee I would expect more than WO. I hope you guys can understand my point of view.
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5 minutes ago, Zerocool said:Oh no I have two sources of revenue, better cut this one off while it is still profitable.
Obviously not immediately, but if I were Code Club I would be working on an even more profitable version of WO. The concept is wildly popular, the execution is not.
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On 2/9/2016 at 6:00 PM, Zerocool said:-Isn't mythmoor the one people keep getting cussed out and banned on? Legitimate question because that is what I keep hearing here. Cute that you thought putting that in there was gonna get people joining up with you though.
I really only respond for my own entertainment though. Rolf isn't gonna read your post and I feel bad for anyone on staff who chunks through it. Development is a dialogue with the consumer. Slow dialogue, slow development. You aren't helping with this. This post makes more sense in the review section for WU on steam than the suggestions section on WO.
New to these forums, attitudes like this don't really make me want to be a part of the forums community. Anyone and everyone knows that threads like these aren't going to make any changes to the game. Thread creator most likely understood that when making the thread but you don't need to be rude about it just because they put themselves out there.
As far as the Mythmoor server, I've played there for more than 10 hours a day just about every day for the last few months (I'm a disgusting nolifer), and I only ever heard of a handful of bans, maybe one independent person early on and one or two PVP groups that were upset they didn't get their way. I wouldn't anticipate that server going anywhere anytime soon either. Not sure how payment works in WO but even though the players on the Mythmoor server can earn their way through the whole game, there are still people willing to chunk out some money and buy in-game rewards. There were two players recently that contributed $250 each to the server, so that should be at least a few months alone.
In response to the title, most things people have said here are irrelevant from my perspective. By releasing WU, Code Club basically handed out WO for just a one time B2P cost. Back in November when I was thinking of getting WU I read the forums, and there were lots of hopeful WO players thinking that WU would be a means of advertising WO to the Steam crowd. If that was the plan then it doesn't seem to have worked. Correct me if I'm wrong, but just about the only people left on WO are those that have invested a lot of energy (financially, emotionally, etc) into the "MMO." Now WU is just as massive as WO. My thought is that if they want to see new subscribers to Wurm, they're going to have to remake the game from the ground up and fix what is broken. Probably shut down WO, give everyone access to the old server maps, and compensate long-time subscribers with a free copy of WU. At least that's what I would do.
So in my opinion, Wurm Online is not dying, but it has to be killed
Inspiration - PVE, 100x skill, 10x action, lots of customization
in PvE
Posted
I've been playing here recently and have been enjoying my time. Between the many mods being run and the faster action timers/skill, it's very easy to get started and experience the parts of Wurm that you want to.
I used to think that gaining skill at this rate was silly, but it really just removes a lot of the boring grind of Wurm and enables you to get straight to the point: reshaping the world how you see fit.
Inspiration has a beautiful world map with a lot of mountainous terrain that won't hold your hand but it certainly isn't impossible to navigate through and establish your own settlement.
If you have some friends that feel like they'll never be able to catch up to your skills on a different server to be able to do anything meaningful, I would recommend trying out this one.
I think I've been inspired. Looking forward to seeing what people will create here.