adonies

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Everything posted by adonies

  1. Starter tent and toolbelt, these are the only items we'll take. We'll deed of course, as soon as we decide we're satisfied with a particular plot of land. There is already three of us, and we will start on Monday 8th Aug, near the inner lake southwest of Linton.
  2. That is the spirit! Unfortunately, these are both true: can't light either forge or charcoal pile without flint-and-steel. This is a gap in the game mechanics, that will probably enforce us to take the flint-and-steel in the end... EDIT: Although, being the summer of bugslaying and all that, it could be fixed before we even start on the project
  3. The toolbelt has to go, too.
  4. Also no tent... That'll make it a nightmare of walking on xanadu when dieing lol
  5. Don't forget the backpack!
  6. I kinda miss the 'survivalist' Wurm; it's become too much of a 'perfectionist' Wurm. So I'm thinking of starting a new character and try to survive with ... nothing (throw away everything from starter's kit). And I mean totally nothing; not even use friendly deeds or towers or already existing mines etc. So, which do you think is the best area in Xanadu for such a project? (starting town and general direction thereof)
  7. 11. I'd like an option whether my mining actions should create a pile on the floor, or collected in my inventory. The same, in reverse, for digging/leveling/dredging. 12. Saddlebags for horses! Please! 13. A way for painting ships without having to become Hercules... 14. Add the option to 'plaster' (all) wall types 'plastered [X] wall', which then can be overpainted; with different color on each side. 15. Pottery Walls! (With pottery bricks instead of stone) 16. Improve (through an appropriate GUI option) the pan-filling activity, which is tedious and time-consuming, without offering any skill... 17. Why need a second character to hold the dioptra for the bridges, when it could be 'planted'? 18. Make Sol rise in the East and set in the West, not in the North like it is now in both cases... 19. Potatoes + 'Fileting' + pan -> CHIPS! + fish/meat filet --> Fish & Chips --> Kebab & Chips! 20. More skins and colors for horses!
  8. 1. If possible, I would like to see all the combat-related messages inside the 'Combat' tab, not split with the Events tab. For example the 'RIP' message, the shield that can't be used, focus, etc. 2. Increase the number of activities that can be performed while riding or commanding cart/wagon/ship. 3. Enable hitching a drag animal (even bovine) to the handcart, maybe with the addition of a (removable) yoke -> yoked handcart. 4. Make handcart possible to lock, maybe with the addition of a (removable) cover -> covered handcart. 5. Add to the GUI a small (icons?) queue displayed what are the remaining actions in the action queue, when planning many actions it is easy to misclick. 6. Add 'pyrite' (to be found by rummaging) as a crude form of 'steel' (brittle iron) for the creation of 'crude' flint and steel, which would be only usable maybe 1-3 times due to the heavy damage it'd take per use. 7. Make flint a possible, even if very rare, rummaging find, for the above purposes. 8. Make it possible to transfer fire through the use of any of the light emitting items: campfire to torch to forge to lamp to street-lights to lantern to kindling to campfire... 9. Make all existing weapons different and viable, before focusing on making tools viable as weapons. And the other way around. 10. How about the addition of a 'sling' (or 'staff-sling) weapon set, complete with 'bullets' ammo and bullet 'pouch'?
  9. When I start leveling a tile that needs 12 dirts to be removed, the timer starts from 40s and goes down normally -5s per dirt, until it reaches 'Finishing...' and in that state I remove the remaining 4 dirt. The timer computes correctly in other tiles that need 4 or 8 dirts to be removed (sorry that I haven't tested more extensively). I inquired in CA in-game, and Wraithfoe suggested that it may be because of the WoA (36) cast on my 59ql shovel. However I can remember not too long ago, probably last week or so, that I could accurately compute the amount of dirts I have to remove by starting a leveling action and checking the timer, so it's probably something that broke recently.
  10. Case solved. Ropes can only be sold up to, and including, 30ql. My ropes became increasingly better as I raised ropemaking, so at 32ql they became unacceptable to the Token. Thank you all for your input, please close the topic.
  11. My ropes were straight out of BSB, 90 pieces, and the quality was 32. I will definitely try later with some lower ql rope I'm going to make.
  12. I took like 90 pieces out of the BSB. It seems like you have the same issue, CAs verified that they are still able to do it, and I was definitely able previously.
  13. I used to be able to sell 'rope' to the token; actually I've already sold hundreds as I've been skilling up ropemaking. However, in the last 3 days (8, 9, and 10 of March) I cannot sell 'rope' to the Token (neither thick, mooring, or cordage, in case it's relevant). I don't get the option by R-Clicking - and when I attempt by keybind, I get the message "That item can not be sold this way." I talked to the CAs every time, and had it verified that they are all able to sell 'rope's to their tokens, even in different servers (I'm on Xanadu), which shows that it's only me that has the issue. Since it's been ongoing for 3 days now, can someone please look into it? Server: Xanadu Deed (token) "Acropolis" Character "Adonies"
  14. Xanadu Map

    Thank you for the update! There's a minor mistake, Acropolis is where the Styx was (not further inland as I see on the map now). (btw Equipforge is also a bit inland, not on the coast)
  15. Xanadu Map

    XANADU E-F 8-9 The "Oasis" deed has gone down. Same with the "Styx", but in its place I deeded my own "Acropolis". There's a new coastal road now, the 'Puhroad', connecting Sea Side Shanty, through Acropolis and Equipforge Peak, to Strandavallen.
  16. Xanadu Map

    Update in my corner of Xanadu: E 9 There is a new coastal road (the 'Puhroad'), from 'Sea Side Shanty', through 'Mineview' (owner Wexor), to 'Reagopolis' (owner Reagor). Please update the map with deeds and roads.
  17. Xanadu Map

    A little update about my corner of Xanadu: F 9 Axiom deed is gone, the one depicted on the map is called Oakwood Bay. There's a new road, the blue line, single-tile width atm. There is a new deed, right where the blue road begins southwards, called Oasis. At the end of the blue road, there's another new deed, called Iron Mountain Hunting.
  18. Xanadu Map

    Completed the road from Sea Side Shanty to Styx and connected to the road to Strandvallen and Axiom, currently 1 tile wide ( F9 ) - in cyan lines in the image.
  19. The whole point is to 'disturb' the ground surface; instead of 'packed' it could become 'cultivated', or a 'mound', and (optionally) a gravestone. Burying a corpse in seconds, as it is now, is a developer deviation from reality, it should be taking more time. The problem of laziness, that people leave corpses unburied, is a classic example of lack of incentives, or counter-incentives. I like the idea of multiple corpses per pyre. A 'pyre' need not be anything more complicated than a campfire, to provide for cremation. Just light it up, power with wood, and the corpse will convert to 'ash' when it reaches 'glowing hot' temperature. This cremation could provide bonuses when performed (or be mandatory) by priests and followers of a certain god, e.g. Magranon. In any case, I also agree with the idea that I found on another thread, that corps-dispensing should provide more benefits if they are un-butchered. Taxidermy/Mummification is arguably more, or equally, useful to 'toys' and a number of other skills we have in wurm already. It could have the dual purpose of corpse-dispensing in a monument type action, and also hunting trophies for hunters (instead of leaving the corpses around on deed to prevent decay). It could also provide knowledge to create consumables that are less affected by decay. As for the constructions, I know quite a lot of people that are tired of so many colossuses, and would be happy to build something different. The same goes for sarcofagi, in contrast to coffins.
  20. Xanadu Map

    Completed the road from Sea Side Shanty to Strandvallen and Axiom, currently 1 tile wide ( F9 ).
  21. Currently "burying" simply makes a (butchered?) corpse disappear. However, the terrain/surface where it's buried should be affected. If it's farmed/grass tile, it should become 'packed'. If it's rock or road, it should not be allowed (destroy the pavement first). And there should be some small exp gained, probably 'digging' and/or 'paving'. Maybe even create a tile-surface that is a burial mound, with time it could revert to 'dirt'. 'Burning' dead bodies is another form of corpse dispensing. It could be a subskill of 'firemaking', with a new 'furnace' creation: 'funeral pyre'. 'Mummification' and burial in mounds/pyramids is another idea, but this needs new models, both for items and buildings, and maybe a new skill.
  22. Here's my input for the little corner of Celebration that I live: Oreimo has gone down and a new deed is at its place "Arnshire Castle". Active deeds: "StriverSperat" x28 y17, "Castle Black" x28 y16, "Birch Wood Grove" x27 y18 I've also drawn the roads that exist around here and we take care of. Also you might want to emphasize the roads between "Maplewood Trading Post", "Crispy Lake" and "Golden Market" as they are in pristine condition and used very often. Keep up the good work Nectarine!
  23. It is always birchwood unfinished floorboard at first, afterwards (second plank etc) they become maplewood but you need to change container for the update to show in gui. my 118x pile: I dropped woodscraps en masse from inventory on a tile that already contained many woodscraps. I forgot to mention that this tile also contains a BSB (not sure if it's relevant). I used /support on that and Epiphron replied that it's alright there can exist 100+ piles in the game. To make piles >100, just drop 100 items and then keep creating unfinished floorboards, they'll stack up alright.
  24. I've noticed the following while making floorboards and i think there's something glitchy here: I've made a woodscrap pile on the grass with 118x woodscraps (weight 2.00 each maplewood) by accident. Naturally nothing can be dropped here (That place is too littered with items already.) Then i take maplewood planks and nails in inventory and create an unfinished birchwood (!?)floorboard right on top of the pile. The pile now contains 119 items (reported correctly as 'pile of maplewood items', 'A pile of items. It is made from maplewood.' although one of them is displayed as birchwood when opened). I added 5 unfinished planks this way on top of the woodscrap pile, and then I stopped addind because there seemed no end in sight and the point was made. The unfinished birchwood floorboard remained thus named in GUI no matter where i placed it (i moved it to small cart and back to inventory). Then i continued on it with another maplewood plank {both in inventory}, its name didn't change, but when i moved it to the small cart it showed as unfinished maplewood floorboard. The same when i added the last plank of cedar, when it still displayed in inventory birchwood or maplewood, but when i moved it to the small cart it became cedarwood. Stable client, with option 'show item material' enabled.
  25. I have ready 15 (unfinished -1 large nail, included) rafts and will be making more. They should all become cedarwood when completed. Pickup only. Price 10c each. Pickup point: CelebL AR 35, oreimo/arnshire, a mere ten minutes' walk north of TD.