RightyBird

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About RightyBird

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  1. I would be curious if somebody with a high enough AH score (above 52) could see if they see that on any domesticated horse. Maybe it's just part of the GUI/form that is not properly initialized.
  2. Sorry if this is a known thing, or just part of the game and I don't understand it. A few months ago I found two venerable horses. On was a 4-trait Speed horse, and the other was a 4-trait Draft horse. Both had mother and father detail listed in the inspection. Both of them considered 'wild'. I kept them because horses are extremely rare in Melody that are wild - even though I know I cannot cross servers with them being venerable. Talking with other Wurmians - who actually breed horses - it seems there is no such thing as a wild horse with traits. So what are these?
  3. Sorry for the inconvenience. I will sail to cadence to send back the crate.
  4. Can you send me 100 Grapewood and 100 maplewood sprouts? If possible by wagoneer in Melody to Unicorn Exile I will send back crates.
  5. In CA-Help I was helping out another player in SFI (I am in NFI) because they could not make . So I replicated what they were trying to do. When you put the ingredients into the and right clicked on it with your right hand, the lore would say: [20:33:16] You cannot mix these. When you have any tool selected (spoon, pickaxe, mortar and pestle as examples) it would say: . Once I had the proper ratios of ingredients in the container I could right-click the container and create the item, but lore would always show I could not mix these if I have the hand selected. It seems that lore is broken for (some) recipes that would normally use the 'hand' as the active tool. But doing the opposite (i.e. using anything but a hand) the lore works. In NFI I could make the various ice creams. In SFI it seems they could not make it at all. Since I was not on SFI and could not test it for myself - I will just note they could not.
  6. Hmm - I wonder if my 'merchant' is considered an animal in the game mechanics as it was just me, the chicken and the merchant in the house. Sounds like the start of a bad joke... 🕵️‍♂️
  7. I think I solved the mystery. It's a 'rose tinted glasses' scenario I believe. I was searching in the logs to find out if something was cast on the deed when I stumbled on none of the animals in the log were noted as diseased. When you become infected - the event bar will now say 'infected' as the first word. So when I was examining all the animals - they all had infected at the bottom of their description. When I was cured, that infected notation went away - and when I went to examine all the animals again - they were all fine. Looking at my actual logs - I can see me looking at all the animals. Only this time - none of the logs reports that the animals are infected. So I was freaking out over a User Experience way the game was telling me that "I" was infected. It does not explain how I became infected if absolutely no animal on the deed was infected, but it does note why I thought everything was infected.
  8. On melody - at deed "Unicorn Exile" - I had the following animals in a 2x2 'pen' (really it's a building with walls but no roof, and two gates attached at the front) I had 7 animals and 2 hitching posts meaning one adolescent ram was walking around. That was probably the trigger. These animals are technically separated from the rest of the animals via walls and gates. In an adjacent house (2x6 = 6 tile space) I had a pet chicken. It's a fully built house with all walls/doors and is bed-compliant meaning that I do not receive any warnings about it being too drafty when I try to use the bed. I note this to verify it it's completely isolated from the 'pen' next door, and the other animals outside. Outside the house I had a cart with 2 horses attached to it 2 tiles away from the horses I had two more hitching posts with 6 animals on it. And I myself have a bed in the same house as my pet chicken. EDIT: Report from Deed: The tile per creature ratio of this deed is 60.0. Optimal is 15.0 or more. This is a good figure. There are 2 creatures currently branded. There may be other animals on the deed wandering around but they were nowhere near my house, pen, or two outside hitching posts. I will make a walk around my deed to see if any that are on my deed still are considered diseased as well and edit this post afterwards my findings. EDIT: I remember there was a seal on the property in the higher deck area - nowhere near the other animals. It is gone now. I did find another bull on my deed about 20 tiles away from the rest of the animals. It was not diseased. I have since moved it to a stationary spot. So there was 4 zones of separated animals - the only cross-contamination would have been me walking around to check my animals to determine which one was diseased and finding out they all were. At first I checked my pet chicken and discovered it was diseased since it was closest to me after I logged back in (since I was next to my bed). My immediate thought was to kill that chicken before it spread to the rest so I dispatched it - and buried it. I then walked to my enclosed pen and found they were all diseased. From there I knew something was wrong. I then walked out the pen and from about 2 tiles I looked at the stats of my horses on my cart and found they were also diseased. I then examined my other two hitching posts of animals - at least 2 tiles away from them, and discovered that they were all diseased as well. That's when I raised the alarm in CA-Help to see if this was a normal mechanic in the game and asked if anybody has seen this before. (where the entire deed is instantly diseased - including yourself - even with separation.) The basic consensus was that people had seen disease affect one or more animales but never an entire deed and so fast. So I logged a ticket. By that time I suspect an invisible GM overheard all the chatter in CA-Help as shortly after I received a message from the game saying my disease was gone and I felt better. Checking all my animals I found they were all cured as well. Thank you whoever did that. It really helped stop a very stressful moment for me. I have since learned that - while hitching posts are convenient, the only 'true' safe number of animals per tile is '1'. I see a lot of older forum posts saying that 2 per tile is 'okay' but to watch out for wandering animals that might bump it up to 3. For now - since I didn't have a lot of pens built, I built another two hitching posts and have moved animals around so there is no more than two animals per hitching post, and all animals are now stationary. (either via hitching posts, or by being hitched to my cart). Later on I will devise a way to bring that ratio per animal on a tile down from two to just one but I needed to sleep.
  9. I recieved this message when I logged in: "[00:22:08] You scratch yourself. What did you catch now?" - I then found every animal on my deed is diseased. All at once. deed ratio 60. What happened? Even cared for horses that were seperated from the rest of the animals became diseased. I just don't understand how my deed in melody "Unicorn Exile" became 100% diseased and so fast. Is this a bug? If so- can my deed be cured? Or am I to kill all of my animals or pay for priests to come out for 15 animals? In my personal opinion there is something seriously wrong that an entire deed who has a significantly healthy ratio, and has well maintained feeding areas and all fat animals can become instantly diseased.
  10. I live in Melody - a very pretty place. But what it is also is very hilly. That means ton of terraforming to try to get your house built, and difficulties in farming. It also means tons of spots in melody are just not suitable for deeds. The entire centeral-western cliff-line has 1 deed on it. What could be done for such a hilly environment? I propose - foundations, and here is my thought process for them: - A 'foundation' is made of stone or wood and flattens the tile in question. If you want to build on top of it in stone - then you need to use the stone foundation to support it. - Foundations snap together - but have a maximum height it would support. I would suggest the height is linked to your skill ability (carpentry for wood, masonry for stone). So a level 50 Carpentry can build a wooden foundation that is up to 50 dirt tall. - Foundations level with the two top-most corners. Those corners also need to be leveled. This way the foundation is level for building. - Foundations can not be built on other foundations. But they can be build beside other foundations. - Breaking a foundation would cause the walls and floors above it to also break. As an additional benefit - I also suggest foundations can also be used to make balcony braces on a building. - balcony braces require iron blacksmith skill to fabricate. They are two wrought-iron triangles that use 10 iron ribbons per triangle, and two iron staffs. - a balcony brace attaches to the side of a wall. (Interior or exterior) - Balcony Braces can support a floor above it - and that floor can support anything designated as a fence for it's edges. - Balcony Braces cannot support additional walls. So no crazy inverted houses built from a 1x1 tile with tons of balcony braces. - Half floors might be a good option here. Just like we have a half-floor for stairs, that same mechanic could be used to allow a smaller balcony. - Balcony braces can be attached to a foundation to make an overhang / viewing spot on top of a hill over-seeing the bay. Perfect meditation spots!k - Two buildings that have 1 tile between them could have a balcony brace added to one of them to make a make-shift bridge of sorts. - Two building that have a 2 tile gap between them could also still do this same trick. One balcony brace on each house. - Balcony braces cannot attach to other balcony braces for support. This ensures they are not used for extensive cheap bridge building. - A balcony brace does not require the wall it is attached to to be solid. Thus you can have a balcony above a door/window/etc. And with balcony braces - I would finally offer this additional 'decorative' aspect: Hanging Planter hooks and lantern hooks. - Hanging planter hooks can attach a planter to each balcony brace at the brace point. (at the overhang position of the two triangles of the balcony brace.) - lanterns can also be hung in this same position using a lantern hook - banners, etc could also be done this way. - seasonal garland? 🙂
  11. Hello, I am a solo player and I play on a Mac using Steam. Currently there is no way to set up an alt in steam for Mac that I know of. As such - while I would love to build some bridges, I cannot because there is a requirement of two players to establish the building plans for a bridge. I have heard that - in Wurm Unlimited, they have an option to 'plant' the range pole in the ground at the location they want and then use the Dioptra to range on that pole. This would be absolutely awesome in Wurm Online! I see in Wurm Online the option to plant the pole exists, but I cannot target that pole through the Dioptra. While it is true that I could enlist the help of a neighbor to hold the pole, the population of the server I am on (melody) is few and far between. So making this feature no longer dependent on multiple players would certainly help more bridges to be built on that server.
  12. I should note that - as expected, I can now make an open fireplace. It's the exact same percentage to create as the brazier piller. I find that supporting the fact that the brazier piller is really locked to a minimum of 35, as if it was 30, then the percentage chance to complete would be slightly higher then the open fireplace. (since theoretically the fireplace needed a higher masonry level - the calculations should have been harder to make then the piller)
  13. Howdy, I was leveling to 35 before I tried again. So I did not try yesterday when I was between 31 and 35. I just became masonry level 35 and tried again - and now I have a 20% chance to complete. So yay! It works now. But was it because an internal tweak occurred? Or was it that I finally was at the actual / correct masonry level of 35?
  14. It just lists the items for Piller and open fireplace in a white sub-context as 'unavailable' with 0% chance to build, when I use the inventory Brick activation method and right-click on mortar for it's context menu.
  15. Issue: A player with Masonry build level 31 cannot attempt to build a Brazier Piller. Reproduction: If the player is Masonry level 30+ (but an unspecified level lower than the actual requirement) using the crafting window - place a stone brick of at least ql50 and mortar of at least ql 50 into the two slots. Notice the option to build a Brazier Piller is In the "Unavailable" category and marked in red saying "You have too low skill to craft this item". What happens: The player cannot build the Piller. What should have happened: - If the problem is the player should be at a higher level in masonry - then the Wiki should be updated to reflect the higher level needed. (I think it's possibly 35 - the same as an open fireplace) - If the problem is the player was supposed to be able to build it, but the materials needed to use it were too low a quality -then the error message should be changed to inform the player to get higher quality materials, or achieve a higher level of skill. (e.g. "Your materials and skill level are too low to build this. Try improving materials and/or your mastery of this skill" ) - If the problem is this was supposed to be achievable at level 30 masonry regardless and the materials check is being bypassed because the masonry requirement is different internally, then a tweak to the masonry requirement in-game is in order. Reference: Per https://www.wurmpedia.com/index.php/Brazier_pillar - the minimum Masonry level to attempt building a Brazier Piller is 30 - with the caveat noted that the material quality affects the percentage to build.