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Found 14 results

  1. I'm not an expert, there's a lot I don't know even at 100 arch, but I'll try to give you some pointers, some of which you will probably know. Investigating (arch skill): The most important thing is to make sure that you are always investigating over a previous fallen deed. If you search off these deeds, you will usually either get a fail, or a piece of junk. The junk will likely be high QL junk, and because it has this high roll, will often also be pre-identified when you pick it up, so stay over a past deed. Investigating old past deeds also gives the chance to add to a blank or existing report in your archaeology journal, and these reports when completed give directions to caches of high QL fragments. If there are no old deeds in your area, you can create a dedicated arch deed. You create a deed if necessary and disband it (without minimizing the size) and then deed it again if you wish - and then every tile will be over a past deed. This is expensive, but also means every valid tile* of your new deed will then have a chance to complete a report - which means caches. * Some tiles never add to a report and some never even produce fragments - you get to know where these are and don't worry about them. There will be a minimum of 10 fragments per cache from your disbanded deed, so ideal if there are no old deeds in your area. If you have a new dedicated arch deed which is over a collection of old deeds with gaps in between, and you want to create an optimum space, you can also disband and re-deed, BUT you need to balance this with the possibility that your disbanded deed might sometimes be chosen in preference to the older deeds when details are added to reports, and especially if the new disbanded deed was not kept for long, may well produce less fragments per cache than the other older deeds. If you have a dedicated arch deed, it's best to fence it so mobs don't bother you while grinding. I set the tiles to grass so that I could put Sleep Bonus on for foraging and botanizing at the same time, but most surfaces will work for arch (note: crop tiles do not replenish fragments). I search the deed in strips up and down. Tiles do refresh *roughly* every 24-48 hours, so if you find doing arch daily is giving you diminishing returns, it can be good to have 2 deeds (and do one every other day) or do one larger deed 1/2 at a time. A shovel has a higher difficulty than a trowel and so could be good for grinding, but I think @Retrogradementioned somewhere that the fragments found with a shovel are capped in some way. My trowel also seems to last longer than my shovel between repairs. Caches Caches are your key to good QL high value fragments with many statues and masks - as soon as the report says (Located) take the report out of the journal and leave in inventory, and it will use the next blank sheet in the journal. Don't lose your location - keep investigating, and then find the caches at the end of your session. Always keep your cache fragments separate, and identify them when you feel you are due a rare roll(!). Identifying (Arch and Restoration skill): Some types of fragments give more skill when identifying - for example weapon fragments - so when your fragments get to the brush stage - collect all your weapons tools and statue fragments, and put Sleep Bonus on. For skill gain: Low QL tools with CoC For good items: high QL tools, add some CoC if you like It is important to keep these two types of fragments separate as I think I saw @Budda type on a Factional Fight stream that the ones identified with high QL tools have a higher chance to produce items with good rune(s) / casts. It is possible that high QL fragments also have a higher chance to be iron (or steel for alloys ones) but I don't have any test data for this. Try not to worry too much if you get strange materials, some can be used but most have to be chucked (except scissor blades). When you think about the vast quantity of items you produce, it's only logical that most will be wasted. Combining (mostly Restoration skill) For most small items such as tools and weapons, pay attention to the arch tools that were used to identify the fragments as I said before, and for best results combine the ones that were produced by high QL tools. I don't tend to grind while combining as I usually need to keep my wits about me, but I notice I do get some Restoration skill from combining statue fragments. . I hope this helps.
  2. Hello, I just installed the Wurm launcher from this AUR package and there's no text in the launcher window. I'm using GNOME on Xorg and the open-source Nvidia drivers from the nvidia-open package. Output when I run it from the command line: Runtime path: /home/garf/.wurm-launcher/linux64/runtime/lib/amd64/server/libjvm.so Working Directory: /home/garf/.wurm-launcher Number of options: 10 Native libs: -Djava.library.path=/home/garf/.wurm-launcher:/home/garf/.wurm-launcher/jcef-natives:/home/garf/.wurm-launcher/linux64/runtime/lib/amd64Create java VM! java.library.path: /home/garf/.wurm-launcher:/home/garf/.wurm-launcher/jcef-natives:/home/garf/.wurm-launcher/linux64/runtime/lib/amd64 java.class.path: /home/garf/.wurm-launcher/client_live.jar sun.java.command:null OS: Linux Time is Sun Jul 31 13:24:55 CEST 2022 Running client version 4.2.57(c4ab0f2) === System information === Executing from /home/USERNAME/.wurm-launcher/ Operating system: Linux (arch: amd64, version: 5.18.15-arch1-1) Java version: 1.8.0_211 (Oracle Corporation) <http://java.oracle.com/> Jvm version: 25.211-b12 (Oracle Corporation) [Java HotSpot(TM) 64-Bit Server VM] Available CPUs: 8 Max memory: 8012MB >>> Main thread exiting. Loading config default Executing /home/USERNAME/.wurm_data/configs/default/keybindings.txt Keybinds UI: Secondary keybind for MOVE_FORWARD: UP Keybinds UI: Secondary keybind for MOVE_BACK: DOWN Keybinds UI: Secondary keybind for TURN_LEFT: LEFT Keybinds UI: Secondary keybind for TURN_RIGHT: RIGHT Keybinds UI: Secondary keybind for TOGGLE_CHARACTER: P Keybinds UI: Secondary keybind for "toggle skills": F2 Keybinds UI: Secondary keybind for "toggle inventory": F3 Keybinds UI: Secondary keybind for TOGGLE_CHAT: T Keybinds UI: Secondary keybind for ZOOM_OUT: MINUS Keybinds UI: Secondary keybind for ZOOM_IN: EQUALS Options up-to-date! No user player active, not loading password. I hope this issue can be resolved. Thanks in advance.
  3. WTS an amount of statues those 13 pieces statues and we have some and its a lowered price so all can afford ^^ ( 30c/Each ) + Some Uniqe skulls PM Mrcoolman or Ricthje. have a Good day Btw Old prices on merchant All gold Statuette Sold!! NEW PRICE IS 30c/each
  4. Hello Wurm Support, I don't have an option to build a wooden parapet inside wooden arch (on 1st floor of a wooden building), but I do have options to build any other parapet (i.e. stone) inside it. Is it a bug, or there is a purpose of it? I believe wooden parapet is the best option for wooden arch and if it is a bug, then please fix it. Thank you 😀 Kapybara
  5. Fragments of statues are not combined, they can be sent by mail Statue of kyklops Starting bid: 5 s Increment: 50 c No reserve No buyout Sniper Protection: 30 minutes Statue of rift beast Starting bid: 5 s Increment: 50 c No reserve No buyout Sniper Protection: 30 minutes Statue of mountain lion Starting bid: 5 s Increment: 50 c No reserve No buyout Sniper Protection: 30 minutes
  6. The fragments of the statue of goblin are not merged, so it can be sent by mail Starting bid: 5 s Increment: 50 c No reserve No buyout Sniper Protection: 30 minutes
  7. [15:14:27] You continue to build a arched wall. Should be: [15:14:27] You continue to build an arched wall.
  8. After completing the new stone L/R arch combination I tried to build a pair of stone and iron parapets under it. With my bar and bricks in inventory I activated my trowel and right clicked on the tile border, just like I do with the legacy arch. But I get no fence option with the new arch. However I can still build parapets under the legacy single tile arches.
  9. I am not sure the reasoning for the support in the middle of a tri-arch, but it just does not fit in my opinion. Great job on coming up with the new arch options though, I love them. Here is a picture of a T-arch with a fence, if this was to be a fence gate it would not make sense at all. Even without a fence gate and just a regular fence, it does not look like a good match in any case. The right and left arch's used alone look great, and I see no reason why we can't have a center arch without the post in the center, call it a crown arch, as I would like to use a tri-arch in a few designs, but will not if its an area I want more open without a post. Please change the T-arch or add a crown arch.
  10. I recently ran into a construction problem because I thought guard towers were solid and had planned on using two sides as walls. After asking in help about it, I was informed that my only options were to either demolish my project, or the tower, & rebuild; neither were very appealing. Because the only reason I thought the guard towers were solid is because they 'look' solid, I figure if the main level of the tower 'looked' to have arched walls instead of solid ones (& an unclimbable ladder inside, so it still looks functional) it might prevent others from making the same mistake.
  11. Feature Request Perhaps add the ability to flip walls or some other way to fix cosmetic issues as shown below. Not sure what can be done about the walls bleeding into the floors but maybe it has to do with thickness. Cosmetic Issues Pointed ends of straight walls always face one direction and causes an issue like this... http://imgur.com/aQKWFRl Angled part of arched wall only faces one direction and causes an issue like this... http://imgur.com/dA5l1Cs Textures from stone brick walls overlap with textures of wood floors and stone brick floors... http://imgur.com/x7zzWOP
  12. With the recent addition of new wall types like the trimless stone options, timber frame, and the portcullises, I've been thinking about a few other options that would be easy to add and allow players to develop new housing and castle designs! Stone Long Arched Wall: Stone Tall Arched Wall: Though they don't add much, I think they will add even more variety to the walls in game currently. Just a thought (:
  13. Hey all, I built a 4x4 building with a 2x2 open middle. I finalized the writ and started to designate the walls . First is surrounded the the outer ring with slab and the inner 4 tiles with slab as well. Naturally i began to add 1 brick and 1 mortar to just start all the walls. I was going around from inside the walls (like a long square tunnel ) starting all arches on all inner and outer walls. everything was working fine until i hit the 2 outer walls on the west side (the the 2 middle of the 4 outer walls on this one side). every wall but these to went normally ,However there two will not allow me to designate them to any type of building material or style. All I get is the "refreshing" indicator on the bottom of the building window when you right click an wall plan. I hope this is fixable. Thanks all Monctonclown (Deli)
  14. Hello, this evening I tried to sleep in my bed, which is in a House with no exterior Arched Walls, Only interior. I was unable to do so, Reciving a message telling me that I would not sleep with such a draft. Is this a bug? the bed is not on a tile connected to the arch, The arch is only on the inner walls, and If it is, is It going to be changed in any up comming patches?