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About tophattingson

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  1. Alveron (PVE/4k Map/1x/1x)

    We have deployed the fix for the sandstone veins now.
  2. Trader bug?

    See the linked thread, it has the solution.
  3. Alveron (PVE/4k Map/1x/1x)

    We'll investigate this and deploy an appropriate solution to it. We will likely code something with WurmAPI that targets specifically sandstone tiles so that it won't restore other ore types if they're nearly depleted. Until then, unless you're fine with quickly exhausting any sandstone you find, avoid mining it out.
  4. Alveron (PVE/4k Map/1x/1x)

    I based the plan for a map off an old minecraft map I made a few years back. I adjusted the plan to compensate for the requirements of Wurm maps, such as needing water at all 4 edges and not being able to place water above sea level. I then hand-painted the heightmap and tile type map. In particular, 10 different types of forest were created by combining mask layers with random noise. I imported those files using Map Generator 2.9 and generated clay, tar, peat and the cave layer there to finish it up. Lastly, we took the generated map and put it through a bit of code we wrote with the WurmAPI to correct a bug in the Map Generator where rock tiles can retain dirt depth.
  5. WurmMapGen v2 - interactive map viewer for WU servers

    When we use this on a Ubuntu server, it runs fine with one exception. Taking 256 tile size as an example, every single saved tile comes out to a total of 262,604 bytes. This indicates the PNG isn't being compressed properly at all when it's saved. The correct size would typically be about 1/10th that, as I tested by just downloading the tiles and resaving them with any image editor. Before we start scheduling some system involving something like optipng or mogrify, is there something we're doing wrong that's causing it to spit out such bloated files.
  6. Alveron (PVE/4k Map/1x/1x)

    My bad. A typo. It's 19.5
  7. Alveron (PVE/4k Map/1x/1x)

    Alveron is a new PVE server with 1x Skill gain and 1x Action timers. Alveron uses a detailed 4k map with a variety of different forest regions, plains, mountains, expansive deserts, swamps, islands and ice sheets. Alveron features a storyline covering the history of the realm and its five distinct regions, all ruled by the High King. Players, their settlements and their exploits will optionally be worked into the story of Alveron. Server IP: Port: 3724 We have a discord server where we will post announcements. You can join it here: Live Map: Lore Map: Rules 1. Be respectful towards other players. Do not harass them or do actions with the intent of disrupting their ability to play on the server. 2. Racism, bigotry and explicit content will not be tolerated. 3. Speak English in any public chat channels. 4. Certain events will require that you roleplay, and possibly follow other instructions from a GM. 5. You are permitted to have as many characters as you want. However, only one of your characters may participate in any given GM ran event. 6. Do not try to disrupt other player’s deeds without permission from them. This means not building houses, fences, farms or terraforming within 25 tiles of their perimeter. GMs may remove offending structures at the request of the deed’s owner. 7. This includes making sure any deed you found gets no closer than 25 tiles away from neighbouring deeds without permission from them. 8. Do not lure dangerous mobs with the intent of using them to kill another player. 9. Do not steal from other players. 10. The GMs can take action in cases where, beyond the scope of the above rules, a player intentionally disrupts the normal functioning of the server, the intended gameplay of the server, or the ability of others to play on the server. Gameplay Information Mods Lore
  8. Mining Bug!

    I've solved it. No complicated algorithm.
  9. Map Generator 2.9 [supports Wurm 1.4]

    We actually encountered a related problem that may or may not be to do with yours. The import biome function, when importing rock/cliff tiles, won't actually respect their existence. I.E they will still have all their dirt if they had any from a previous step. This results in a bug where you can dig on cliff tiles, and causes opening mine tunnels on them to cause extreme terrain distortion. I'm working on developing a quick tool with the wurm API that takes any tile that's rock or cliff and raises the rock height so it matches surface height. It probably won't help existing maps where people have already opened tunnels, but it will prevent other people running into the same bug until Eitr comes up with a fix. Edit: And here's our little solution. It searches for any rock tiles and when it finds any it removes any dirt without altering the height of the landscape. If you need to use it on cliffs you can just change where it says Tile.TILE_ROCK to Tile.TILE_CLIFF. I do not know what it will do to existing cave entrances. My suspicion is that it would be fine as there's no dirt in entrance corners anyway, but no promises. This is just the additional code on top of the wurm API. Not bad considering I have zero experience with Java (I'm a python man), but I have no idea how to turn it into a standalone tool. If you're super desperate to get it fixed and can't handle getting an IDE working, you'll need to send me the map.