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Found 86 results

  1. I would like to suggest the ability to grow mushrooms in mines. A lot of large mines have open unused space, why not set up mushroom farms. This would allow players to grow there own mushrooms for healing covers, instead of having to forage for them randomly. You could crush the mushroom like Wemp and just spread it on the rock tile for planting. You could use the farm action to remove bugs and worms instead of weeds, or add some type of fertilizer.
  2. As some know, the newly implemented ability to craft runes and "imbue" them onto your tools, weapons, armor and other items has added another flavor of uniqueness to customizing the in-game items that we use on a daily basis. One such rune, the gold rune of Fo, increases the effect of tending fields (with a rake) and harvesting trees (with a sickle). I have logs that prove otherwise. Today I put on my farmer's hat and harvested about an 800 tile farm. Half of it was wemp, half of it was corn, and a 3 tile wide stripe of onion separated them. One of my alliance mates was kind enough to apply a gold rune of Fo to my supreme 90 ql rake, and off I went farming my fields. The event logs in the spoiler below have been significantly trimmed to make it easier on the human eyes to read. As a 98.30 farmer, I normally get 7-8 crops per yield by tending the fields once (right before I harvest the tile). I do not normally tend my fields on a daily basis, but if I did, my crops would yield up to 14, depending on the crop difficulty. For those that do not know, the event message you receive when you complete the "farm" action on a field dictates whether you succeeded or failed to increase your yield. They are: The field is tended. (You fail, no skill tick, and your yield will not increase). [13:38:45] The field is now tended. (You barely succeeded, like making a 1-20 ql item, you would get a skill tick) [13:38:40] The field looks better after your tending. (Marginal succes) [13:41:45] The field is now groomed. (You succeeded, 40-60 ql, NO skill ticks here). [13:40:47] The field is now nicely groomed. (You succeeded, 60+ ql, NO skill ticks here). From my own experience farming, the first three outcomes do not result in an increase in crop yield. The bottom two do. This is why I sometimes get 7 per harvest and most other tiles I get 8. With a 90 ql supreme rake and 98+ farming skill, it is rare that I get "failures" on easy crops like wemp and corn. Happens a little more often with onions, obviously. In these logs, you will see that every time I "groom" a field, I get 8 crops. If I don't "groom" the field, I get 7-8. This is the exact same yield that I was getting before this rune was put on my rake, so I am convinced it does not work.
  3. Hi, It would be SO very nice if crops ripened at the same time. Currently, it takes me 3 real life days to harvest 108 fields, all of which were planted at the same time, well at least within the same hour or so. I find this incredibly annoying, as no doubt most farmers do. Surely this would not be a difficult thing to fix? It would make the life of farmers a whole lot better. And it would be a small compensation for them not having the chance to receive anything at all when they have a "moment of inspiration" when farming, harvesting, sowing, etc.... Thank you, in advance, fellow players, for your support on this one - and to the Devs, IF they listen... Cheers, Baloo
  4. Since we will soon :-) have cabbage to grow, why not have saurkraut too, and perhaps other vegetables could be pickled? Maybe even make cabbage and other leafy vegetables unbinnable, but capable of preservation and storage by pickling.
  5. When you have a scythe activated and use it to harvest crops that don't have to be harvested with a scythe (not grains), you get no scythe skill (expected, because harvesting with rake doesn't give rake skill), BUT you do get damage on the scythe, which is unexpected, because a rake doesn't take damage when harvesting. I think scythe should only take damage on the harvests that depend on scythe and give scythe skill. Steps to reproduce: activate a scythe, harvest crops that are not barley/oat/rye/wheat.
  6. I was replanting a field while farming. I queued up 2 actions for sowing, and my remaining two actions for harvesting some fields. When the sowing actions finished, my character stopped, even though I had queued up the harvesting actions. I tried the inverse, which is sowing after harvesting, which worked fine. So, the bug is that you cannot queue up harvest actions after sowing.
  7. I feel that this would help to remove a good chunk of the animal-related tedium from the game, particularly for those of us who are into breeding them. None of my animals have the hunger trait, but it seems like despite keeping them alone in 1x2 stalls, the majority of my horses and bison will end up reducing their feed to dirt every day, and sometimes multiple times a day.
  8. As the title says, I've been looking around and haven't come a crossed anything. I'm not sure if this would require a small tweak or a full blown mod. Small rolling hills for farmlands would be awesome.
  9. The default server setting means that players on the server are not getting enough time to sleep and work the field - in my own experience I planted the seeds as one of the last things I did then logged in less than 12 hours later to fields of weeds from having missed the harvest time. Could someone please help by explaining the Field Growth setting? Ideally I'd like a field to last at least 24 hours so players have chance to do various things but I've no idea how to configure the setting to achieve this. Thanks in advance.
  10. Although the fact that you need to be near the sea level/water level to be able to farm rice is somewhat cool for specialized rice farmers, some maps in WU make it quite hard. Also i think most would like this idea even if it would make rice farmers obsolete. Rice patties/fields as a buildable construct. Lets say you use bricks/stone to start building it, and its dropped just like a charcoal pile, then you add more dirt and rock to finish it. The stone would be to help support the dirt walls you would be making as a dam to hold water in. Basically you create a farm area with a dirt dam around the edges to hold water in. Since its a "building" im not sure if the normal way of sowing and harvesting would work, but that would be ideal. The patty itself you would open and fill with water like any container. Then as its not a real waterproof dam, lets say the water drains at some set speed. Should come in 3 sizes. Small, medium and large. If having farmable tiles within a structure that would also have to check for water in the patty container is hard to make, maybe the patties would have the rice seeds as a building part, so you would have to actually use the rice as a part for finishing the patties, then when its ripe. You open it and take out the harvestable rice, breaking the patty back down to the stage where it needs new seeds and new water to start over. (this seems harder though, as the rice would not be an actual field tile. Though you could maybe add the "farm option to the patty itself then?) Hope thats not to messy and you understand what i mean. Pluss one if anyone is interested guys, also feel free to add your own ideas for how it would work in comments.
  11. The oldest bulk supplier on Deliverance is back in business! Status: OPEN ( ) Contact in game: Krivak, Smokus, LeeLord Bulk Masonry: 500 Bricks for 1s500 Mortar for 1.5s100 Slabs for 1s500 Colossus Bricks for 2sBulk Carpentry: 500 planks for 75c500 shafts for 50c500 Arrowshafts for 1s10 Support Beams* for 50c10 Floorboards* for 1s10 Large Crate for 1,5s10 Small Crate for 1s1k Ash for 3s*Unfinished, last piece separately. Ship Building Materials: 100 tenons for 20c100 pegs for 20c100 hull planks for 20c (pick up only)1 Anchor for 30c (30ql+)Bulk Blacksmithing: 100 small nails for 15c100 large nails for 20c100 ribbons for 1.5s100 fence bars for 2.5s100 rivets for 20c100 frying pans for 2sDigging Materials: 1000 clay for 1s1000 tar for 1sRopes (Over 50ql, Cordage over 30ql): Rope for 5cMooring Rope for 8cThick Rope for 15cCordage Rope for 10c10 Bowstrings for 5cBulk Cloth Tailoring (low ql): 10 kg Strings of clothes for 50c10 kg Square pieces of clothes for 75c20 satchels for 1sCloth Tailoring - Sails (over 30ql): Small Square Sail for 15cTriangular Sail for 30cSquare Sail for 50cBulk Leather (20ql+) 10 backpacks for 50c10 quivers for 50c10 waterskins for 50c50 leather for 1sFurniture (unfinished, last piece included): BSB/FSB for 15cLarge Chest for 10cSmall Chest for 5cSmall Barrel for 5cSmall Bucket for 5cWeapon, Bow, Armour Rake - 15cBed - 20cShipbuilding (any woodtype): 1 raft for 8cRowboat for 50cSmall Sailing Boat for 1s Corbita 4sCog 5sKnarr 12s (NEW option Knarr with 40 large crates 15s !!)Caravel 15sAll ships are with option of choosing wood type, imped to 70ql with lock and anchor. Delivery option depends of location of buyer. FARMING (QL90+)* 500 Barlery____- 50c 500 Corn______- 50c 500 Cotton_____- 1s 500 Garlic______- 50c 500 Oat________- 50c 500 Orion_______- 50c 500 Potato______- 50c 500 Pumpkin____- 50c 500 Reed_______- 50c 500 Rye________- 50c 500 Strawberry___- 50c 500 Wemp_______- 1s 500 Wheat______- 50c * completion time of order can be up to 6 days (If You are in hurry please ask about accessibility of commodity in priv msg on forum) Woodcuting 100 logs (24kg) >QL 25 - 30c10 Log (24kg) - QL 40 - 10c10 Log (24kg) - QL 50 - 30c10 Log (24kg) - QL 60 - 50c10 Log (24kg) - QL 70 - 65c10 Log (24kg) - QL 80 - 70c10 Log (24kg) - QL 85 - 75c10 Log (24kg) - QL90+ - 1sChain smithing (full set with cap): 70ql for 1s80ql for 3s85ql for 5s90ql for 7sAnimals (Only Deliverance): 5 speed - horses - 1s MAGNARON PRIEST services STRONGWALL spell minimum amount of tiles to collapse is 7 (1s each), next walls are 80c each required mag priest altar nearby (priest will have his own door locks to sacrifice for favor). DELIVERY Deliverance Delivery by sea (20c) Delivery by land (40c) Independence (only by boat) _______________________________________________ __________|The minimum | | | __________|_value of the |__FREE__| cost of delivery | __________| contract | | | __________|____________|_________|_______________| ZONE 1 ___| 2s 9s+ 1s __________|____________|_________|_______________| ZONE 2 ___| 2s 7s+ 50c __________|____________|_________|_______________| ZONE 3 ___| 2s 9s+ 1s __________|____________|_________|_______________| ZONE 4 ___| 2s 7s+ 50c __________|____________|_________|_______________| Exodus (only by boat) _______________________________________________ __________|The minimum | | | __________|_value of the |__FREE__| cost of delivery | __________| contract | | | __________|____________|_________|_______________| ZONE 5 ___| __________|_____2s_____|___5s+ _ _|_______35c_____| ZONE 6 ___| __________|_____2s_____|___5s+___|_______50c_____| Celebration (only by boat) _______________________________________________ __________|The minimum | | | __________|_value of the |__FREE__| cost of delivery | __________| contract | | | __________|____________|_________|_______________| ZONE 9 ___| 3s 7s 75c __________|____________|_________|_______________| ZONE 10 __| 3s 9s 1s __________|____________|_________|_______________| ZONE 11 __| 3s 7s 75c __________|____________|_________|_______________| ZONE 12 __| 3s 9s 1s __________|____________|_________|_______________| Xanadu (only by boat) _______________________________________________ __________|The minimum | | | __________|_value of the |__FREE__| cost of delivery | __________| contract | | | __________|____________|_________|_______________| ZONE 13 __| 3s 9s 1,5s __________|____________|_________|_______________| ZONE 14 __| 5s 12s 2,5s __________|____________|_________|_______________| ZONE 15 __| 7s 15s 3,5s __________|____________|_________|_______________| ZONE 16 __| 3s 9s 1s __________|____________|_________|_______________| ZONE 17 __| 9s 20s 10s __________|____________|_________|_______________| ZONE 18 __| 7s 15s 5s __________|____________|_________|_______________| ZONE 19 __| 3s 9s 1,5s __________|____________|_________|_______________| ZONE 20 __| 5s 12s 2,5s __________|____________|_________|_______________| ZONE 21 __| 7s 15s 3,5s __________|____________|_________|_______________| Release (only by boat) Calculations in progress, prices of delivery will be added soon. Pristine (only by boat) Calculations in progress, prices of delivery will be added soon.
  12. Lost Shores Smithy, Tailory, Carpentry, and Farm Grand Opening 20% Off For the rest of this month everything is 20% off the listed price. Get your items soon, this is a limited time offer. Map location: Xanadu, s15 Map Location Lost Shores Thanks for visiting with us today. We have a lot of items to offer. Everything from the bulk items to plate sets. Take a look and see if you like anything. Buyer pays CoD on all items or pickup can be arranged at s15, Lost Shores, Xanadu. *Tools* Iron Steel 20ql - 5c 20ql 15c 30ql - 10c 30ql - 20c 40ql - 15c 40ql - 25c 50ql - 25c 50ql - 35c *Custom qualities available *Ask about our imping prices *Carpenty* 20ql - 5c 30ql - 10c 40ql - 15c 50ql - 25c 60ql - 35c *Custom qualities available *Ask about our imping prices *Tailory* 20ql - 5c 30ql - 10c 40ql - 15c 50ql - 25c *Custom qualities available *Ask about our imping prices *Metallurgy* prices and quantities will be discussed upon order Steel Brass Bronze *Bulk* Bulk Veg Pumpkins - 1s/1k Wemp - 1s/1k Corn 1s/1k Wheat - 1s/1k Cotton - 1s/1k Garlic - 1s/1k Onion - 1s/1k *Hold on all veggies until further notice Bulk Mats Tar - 1s/1k Clay - 1s/1k Planks 1s/1k Small/Large Nails - 1s/500 Ore - 1.50s/1k (iron, slate, zinc, gold, lead, silver - max ql being 56ql) *Plate Sets* 42ql - 1.50s 52ql - 2s 62ql - 3s *70+ql coming soon Individual Pieces: 42ql - 20c 52ql - 30c 62ql - 40c *70+ql coming soon
  13. sold

    Now selling my Deed Fledermausland (Bat Country) South west Independence Kinossbay Including: The size of Fledermausland is 36 by 33. The settlement has 11 silver, 38 copper and 17 iron in its coffers. The monthly cost is 2 silver, 37 copper and 60 iron. The upkeep will last approximately 134 days, 3 hours and 4 minutes more. 2000+ Tiles Faming on/offdeed ~150 grape bushes Courier has been cast on it, so it seems to be possessed by something. [94] rare fsb 2x rare bsb Finished Colossus of Fo Finished Colossus of Vyn Finished Obelisk Rare unfinished Colossus 6 small 2level Houses Colored Lights at the Docks rare Guard Tower ~ 30k Garlic (90ql) ~ wemp fibre 3k (90ql) ~ wemp plants 7k (70ql) ~ cotton 1k (60ql) ~ cotton 2k (90ql) 4x5speed horses 8 sheeps 95x90ql woad ~ 4k shafts ~ 4k iron ore 2-3k NS items set of good ql rainbow dye some good ql forges Starting Bid: 50€/s min increase: 2€/s Buyout: maybe
  14. close

    Thx to all pm´s. Through my limited Time now i will start an auction. Picotto, deed and rares will follow. Umek the observer [Master Farmer] You have premium time until 23 Sep 2015 19:32:51 GMT Skills: 0.0 Religion: 52.508907 Prayer: 60.441994 Channeling: 66.01409 Preaching: 8.004378 Exorcism: 1.0 Artifacts: 1.0 Hammers: 1.0 Warhammer: 1.0 Healing: 4.773613 First aid: 11.315278 Clubs: 1.0 Huge club: 1.0 Archery: 2.933968 Short bow: 1.7831568 Medium bow: 1.0 Long bow: 1.0 Thievery: 1.0 Stealing: 1.0 Lock picking: 1.0 Traps: 1.0 War machines: 1.0 Catapults: 1.0 Trebuchets: 1.0 Turrets: 1.0 Ballistae: 1.0 Polearms: 1.0 Staff: 1.0 Long spear: 1.0 Halberd: 1.0 Prospecting: 1.0 Coal-making: 1.0 Milling: 1.0 Tracking: 5.270496 Paving: 28.988922 Climbing: 3.391269 Thatching: 1.0 Firemaking: 21.28357 Pottery: 1.0 Mining: 10.803059 Digging: 28.129213 Ropemaking: 1.233178 Smithing: 25.5172 Blacksmithing: 52.083164 Locksmithing: 1.0 Jewelry smithing: 1.0 Metallurgy: 1.0 Weapon smithing: 17.633179 Blades smithing: 3.7753327 Weapon heads smithing: 42.109074 Armour smithing: 1.0 Shield smithing: 1.0 Chain armour smithing: 1.0 Plate armour smithing: 1.0 Tailoring: 1.0360011 Cloth tailoring: 1.0 Leatherworking: 1.1799802 Masonry: 3.1928465 Stone cutting: 3.8575902 Cooking: 69.69549 Hot food cooking: 97.96517 Baking: 1.0 Dairy food making: 1.0 Butchering: 18.299957 Beverages: 1.0 Nature: 62.559002 Fishing: 49.975964 Gardening: 23.28071 Foraging: 14.265997 Botanizing: 76.838585 * Animal taming: 1.0 Forestry: 21.166428 Farming: 91.13297 Milking: 1.0 Meditating: 42.620308 Animal husbandry: 47.779152 Papyrusmaking: 1.0 Toys: 1.0 Yoyo: 1.0 Puppeteering: 1.0 Fighting: 11.694284 Defensive fighting: 1.0 Normal fighting: 7.6389227 Weaponless fighting: 1.3877242 Aggressive fighting: 8.184399 Shield bashing: 1.0 Taunting: 1.0 Miscellaneous items: 47.117985 Shovel: 6.8198457 Rake: 78.89114 Saw: 4.7059546 Pickaxe: 10.289571 Repairing: 22.339197 Sickle: 17.021677 Scythe: 1.0 Hammer: 9.081556 Stone chisel: 2.2312531 Alchemy: 1.5842276 Natural substances: 3.4064956 Shields: 1.0 Medium metal shield: 1.0 Small wooden shield: 1.0 Small metal shield: 1.0 Large metal shield: 1.0 Medium wooden shield: 1.0 Large wooden shield: 1.0 Axes: 43.43899 Hatchet: 58.50549 Small Axe: 1.0 Large axe: 1.0 Huge axe: 1.0 Swords: 9.195046 Longsword: 7.450051 Shortsword: 1.0 Two handed sword: 21.688135 Knives: 14.531899 Carving knife: 16.176823 Butchering knife: 19.894026 Woodcutting: 70.00899 Mauls: 1.0 Medium maul: 1.0 Small maul: 1.0 Large maul: 1.0 Carpentry: 21.354755 Bowyery: 1.2863083 Fletching: 23.830744 Fine carpentry: 6.290863 Toy making: 1.0 Ship building: 1.0 Characteristics: 0.0 Mind: 33.511345 Mind logic: 40.233517 Mind speed: 19.772652 Soul: 40.56588 Soul depth: 44.97233 Soul strength: 27.311844 Body: 28.034616 Body strength: 30.44842 Body stamina: 22.802164 Body control: 22.543085 Religion: 0.0 Faith: 64.93363 Favor: 48.45024 Alignment: 100.0 Starting Bid : 50€/s Min increase : 5€/s B/O: maybe Snipe : 1h € prefered but taking silvers 1:1 too
  15. Pick up only pls sw inde
  16. All those who farm know the feeling of getting a moment's inspiration on tending a field, then needing to try to remember which one it was until it's ready for harvest to see if you actually get anything extra from it... What I propose is for if the roll was a successful one for there to be something saying so when you examine the field, nothing too detailed just something like "these crops look promising". Something which can vary on the degree of rare. Say it looks promising for rare, very promising for supreme and extremely promising for fantastic?
  17. I struggle to tell the difference in crop ripeness using the image. As a result I always use the mouse over text but this dosen't work to tell the difference between the two ripe stages. I'd like to be able to get in another raking on the first ripe stage instead of harvesting it. examine - You see a patch of freshly sown field. mouseover - freshly sown examine - A few green blades pop out of the ground. mouseover - sprouting examine - Small sprouts with many blades grow here. mouseover - growing examine - The sprouts are growing, a bit above half their mature height. mouseover - halfway examine - The field is almost at full height. mouseover - almost ripe examine - The field is just at full height and ready to harvest. mouseover - just ripe examine - The field is almost beyond full height and is ready to harvest. mouseover - ripe examine - rotten old weeds, crops completely ruined mouseover - only weeds Here I grabbed the wemp crop image from the client and added text next to each image.
  18. Can grow any crops for you 93+ More than 20k per week 1k=1s/e Delivery: depends on ordered ammount but not on chaos. Basicly: anywhere on Cel. Exo. Deli. Inde. and west coast of Xanadu (untill vertical 15 grid in game) If you order 20k+ I'll deliver it on any other coast on Xanadu
  19. Rare sprouts, rare flowers and rare crops are hardly much use at the moment. They make good sacrifice fodder, that is about it. So here is an idea for alternative uses. Rare Crops :- When planted creates a "fertile field" that gives double yield and always gives the max yield a player's skill allows (no need to weed). Rare Sprouts :- When planted creates a "giant tree/bush" (possibly a slightly larger model of the normal tree, or just a different name) that give double wood when cut down and also gives double harvestable yields (2 grapes instead of one etc). If used to plant hedges the hedges will simply grow at double speed. Rare Flowers :- When planted creates "luminous flowers" that give off a faint light at night (works for plantpots and flower beds if rare) the same colour as the flowers. These flowers will not vanish unless removed by a player (trees cannot grow over them). These changes require no extra graphics to be implemented and are not too invasive or overpowered.
  20. Farming wemp with 55 farming and 19 ql rake. ............................................8-slope...%.....flat...% The field is tended.........................7.........11....7......12 The field is now tended.....................16........25....19.....33 The field looks better after your tending...20........31....14.....25 The field is now groomed....................16........25....14.....25 The field is now nicely groomed.............3.........5.....3......5 You stop farming............................3.........5.....0......0 total.......................................65........100...57.....100 You start removing weeds....................65..............57 Farming increased...........................32........49....29.....51 Here are some observations I made and I'm curious what others think. I'm only interested gain chance, not the size of the gain. Thus, I didn't pay attention to those related things: coc, action duration, SB, knowledge, nutrition. 1. It appears the slopped tiles didn't make it harder or at least the influence is very small. 2. When looking at the distribution of messages like I did above is it correct to conclude more difficulty should produce a more left skewed distribution? Likewise an easier difficulty should produce a more right skewed distribution? I'll make a ~5ql rake and update this thread with those numbers a little later. edit..When I talk about distributions I'm referring to a normal-like curve and keep in mind that the 5 messages likely represent number ranges. These ranges might be: 1, 1<x<=25, 25<y<=50, 50<z<=75, 75<a<=100.
  21. As the title says. Should have 21 BC, 23 Body str and thats it. Let me know what you got!
  22. My friend and I have been noticing an increase of farm tiles that turn to grass "overnight". No problem in my case I'm Vyn. However she is a FO priest and lives a long ways away by herself so I cant just run over and help. I would like to see the cultivating mechanics changed so that you do not have to pack grass & steppe tiles before cultivating. Edit: at time of post did not realize Fo can dig, but my suggestion remains. See further down thread for more info.