Deviator

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  1. Snow in WGenerator?

    As far as I know, trees only spawn on grass tiles. You could maybe add the trees then the snow, not sure if the snow overrides the trees though.
  2. Forests and tree types

    Not sure how most people feel, but part of what I find fun about this game is the exploring. Having things spread out forces people to explore to find things. On my map I put different trees and even different ores on different islands so I had to make a boat and go sailing the open waters.
  3. Do material properties transfer to the finished item if the material is not in the finished item name? For example, does Oak "20% less damage taken" property only work for tools with "oak" in the name(completely wooden tools), or any tool made from oak like iron pickaxe made with oak shaft? Same would go for lead nails maybe, do they affect the decay on items made with them? So a pine rope tool with lead nails would take more damage but decay slower?
  4. tool cabinet

    I like the idea of the tool cabinet, but I am really interested in the tar/oil bit. Not that we need another skill, but Preserving could be a new one if one were to be added to go along with Improving and Repairing. "Polishing' metal items with oil, "Finishing" wood items with tar or other sealants, "Conditioning" leather, "Glazing" pottery, might even lump "Salting" food in there. Should wear off after a bit and need to be redone. A "preserved" item decreases decay and also locks the QL so it cannot be improved until the preservation wears off, could still be decreased with repairing though. Maybe also have some sort of preservation remover, for instance an acid wash for metal items, to remove it in case you want to imp, but it comes at a cost of added decay so you have to repair and imp further in this case. Increased Preservation skill increases the amount of decay reduction.
  5. Mod to stop rocksalt and sandstone randomly spawning

    Cuddles, I really appreciate the work you did on this. I let it run all night with no characters logged in and no rock/sand was added. I then logged in a GM character and left it running a few hours this morning and still nothing was added. Looks like it worked perfectly!
  6. Mod to stop rocksalt and sandstone randomly spawning

    Thanks. I am going to run a test server all night and see how it goes. It shouldn't matter if no characters are logged in right? Just need the server running for the poller to do its thing?
  7. Tile Poller going crazy?

    I created a map with specific ores in specific areas. This particular area only had iron. After 2 weeks of in-game time, this is what the tile poller has done with rocksalt and sandstone. Is it intended to spawn so much? Soon There won't be any rock left to mine.
  8. Mod to stop rocksalt and sandstone randomly spawning

    This seems a bit overboard. This is after 2 weeks in-game time. This area was spawned with only iron and look at how much rocksalt and sandstone has spawned. A few more weeks and I won't have any rock left.
  9. MapViewer v1.3.3 (Updated Nov 20 2016)

    Load the map folder up and on the right you will see tabs for Terrain(1), Topo(2), Cave(3). If you hit 1, 2, or 3 it will take you to those views. There is also a 4... check the View menu up top and it should say at the bottom of the list Isometric 3D(4), I think this is what you are looking for.
  10. Mod to stop rocksalt and sandstone randomly spawning

    According to Oblivionreaver in my other post, it is the tile poller. I am trying to make a tool to "paint" ores in certain locations on the map instead of random, but having these spawn randomly defeats that idea and wreacks a custom map.
  11. Stop Natural Rocksalt/Sandstone OreGen

    Thanks, I added this to mod requests.
  12. Rocksalt and sandstone randomly spawn over the map as time goes on. Would be nice to have a mod that prevents this.
  13. Is there a way to stop the naturally occurring rocksalt and sandstone? If not, is there a limit to how many will pop up? I am trying to create maps with specific ores in specific areas but after playing on the map for a while, there is rocksalt and sandstone all over the place. I'd like to be able to turn this off and use the ores where I created them. I assume this happens because these 2 tiles were added later in the game and this was to avoid people having to start new worlds. Thanks
  14. Rare metals on Adventure map

    https://forum.wurmonline.com/index.php?/topic/135063-released-moon-metal-mining-and-home-server-mining/
  15. Rare metals on Adventure map

    I don't think there are any special ore veins on the Adventure map. I think you are supposed to get them through special events. You can recreate the cave map to add the veins, but you would lose the Alternatives: 1. An Admin can change a tile to a specific ore vein in-game if needed. 2.There is a mod that allows random rare ore drops when mining, like how you get gems. You might be able to configure the drop ratio to get a decent amount of the rare ores that way.