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Found 276 results

  1. This is my first publicly released mod. Enables players to surface mine with just 1 tile exposed. moved to my compilation topic.
  2. Quality Level Limit Mod for Wurm Unlimited A very special purpose mod that allows to limit the quality level of items obtained by several actions based on the corresponding skill level of the player. Adding the quality limit to other actions may be added on request. Actions for which QL can be limited (can be disabled separately in the properties file): Foraging & rummaging Botanizing Digging Picking flowers Harvesting farms Picking sprouts Harvesting trees Harvesting bushes Chopping trees Cutting grass Cutting grass around trees Surface mining (including gems, etc.) Mining (including gems, etc.) Fishing Requirements: Ago's Mod Launcher, version 0.43 (Wurm Forum page) Intended for Wurm Unlimited 1.9.1.5 As always with modded content, I rid me of all liability. Although the mod is non-invasive and can be removed at any time without any effect on the world, make a backup. Just to be sure. get it here GitHub page Installation: Just extract the contents of the .zip file into the mods folder in your WurmServerLauncher directory. If you don't have a mods directory, you need to install Agos's mod launcher.
  3. Please Close

    These are the mods that were released by @Sinduskseparated into individual downloads by myself. I will be updating as they are separated. It is NOT recommended to use wyvernmods and the other mods here as it will cause issues on your server. Wyvern Anti Cheat Download: https://github.com/Jubaroo/WyvernAntiCheat/releases/latest Soul Stealing Mod Download: https://github.com/Jubaroo/Soul-Stealing-Mod/releases/latest Wyvern Items Download: https://github.com/Jubaroo/WyvernItems/releases/latest Leaderboard And Titles Download: https://github.com/Jubaroo/LeaderboardAndTitles/releases/latest
  4. Since 1.9 beta when loading up a server, you get a bunch of ParseExceptions complaining about a RegEx mismatch for date and time parsing: [01:59:49 PM] WARNING com.wurmonline.server.players.Achievements: Error parsing time stamp java.sql.SQLException: Error parsing time stamp at org.sqlite.jdbc3.JDBC3ResultSet.getTimestamp(JDBC3ResultSet.java:526) at org.sqlite.jdbc3.JDBC3ResultSet.getTimestamp(JDBC3ResultSet.java:579) at com.wurmonline.server.players.Achievements.loadAllAchievements(Achievements.java:952) at com.wurmonline.server.Server.startRunning(Server.java:943) at com.wurmonline.server.ServerLauncher.runServer$1(ServerLauncher.java:130) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at org.gotti.wurmunlimited.modloader.server.ProxyServerHook$1$1.invoke(ProxyServerHook.java:56) at org.gotti.wurmunlimited.modloader.classhooks.HookManager.invoke(HookManager.java:384) at com.wurmonline.server.ServerLauncher.runServer(ServerLauncher.java) at com.wurmonline.server.gui.WurmServerGuiController.startGame(WurmServerGuiController.java:1397) at com.wurmonline.server.gui.WurmServerGuiController.startBtnClicked(WurmServerGuiController.java:154) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at sun.reflect.misc.Trampoline.invoke(MethodUtil.java:71) at sun.reflect.GeneratedMethodAccessor1.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at sun.reflect.misc.MethodUtil.invoke(MethodUtil.java:275) at javafx.fxml.FXMLLoader$MethodHandler.invoke(FXMLLoader.java:1769) at javafx.fxml.FXMLLoader$ControllerMethodEventHandler.handle(FXMLLoader.java:1657) at com.sun.javafx.event.CompositeEventHandler.dispatchBubblingEvent(CompositeEventHandler.java:86) at com.sun.javafx.event.EventHandlerManager.dispatchBubblingEvent(EventHandlerManager.java:238) at com.sun.javafx.event.EventHandlerManager.dispatchBubblingEvent(EventHandlerManager.java:191) at com.sun.javafx.event.CompositeEventDispatcher.dispatchBubblingEvent(CompositeEventDispatcher.java:59) at com.sun.javafx.event.BasicEventDispatcher.dispatchEvent(BasicEventDispatcher.java:58) at com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(EventDispatchChainImpl.java:114) at com.sun.javafx.event.BasicEventDispatcher.dispatchEvent(BasicEventDispatcher.java:56) at com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(EventDispatchChainImpl.java:114) at com.sun.javafx.event.BasicEventDispatcher.dispatchEvent(BasicEventDispatcher.java:56) at com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(EventDispatchChainImpl.java:114) at com.sun.javafx.event.BasicEventDispatcher.dispatchEvent(BasicEventDispatcher.java:56) at com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(EventDispatchChainImpl.java:114) at com.sun.javafx.event.BasicEventDispatcher.dispatchEvent(BasicEventDispatcher.java:56) at com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(EventDispatchChainImpl.java:114) at com.sun.javafx.event.BasicEventDispatcher.dispatchEvent(BasicEventDispatcher.java:56) at com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(EventDispatchChainImpl.java:114) at com.sun.javafx.event.EventUtil.fireEventImpl(EventUtil.java:74) at com.sun.javafx.event.EventUtil.fireEvent(EventUtil.java:49) at javafx.event.Event.fireEvent(Event.java:198) at javafx.scene.Node.fireEvent(Node.java:8411) at javafx.scene.control.Button.fire(Button.java:185) at com.sun.javafx.scene.control.behavior.ButtonBehavior.mouseReleased(ButtonBehavior.java:182) at com.sun.javafx.scene.control.skin.BehaviorSkinBase$1.handle(BehaviorSkinBase.java:96) at com.sun.javafx.scene.control.skin.BehaviorSkinBase$1.handle(BehaviorSkinBase.java:89) at com.sun.javafx.event.CompositeEventHandler$NormalEventHandlerRecord.handleBubblingEvent(CompositeEventHandler.java:218) at com.sun.javafx.event.CompositeEventHandler.dispatchBubblingEvent(CompositeEventHandler.java:80) at com.sun.javafx.event.EventHandlerManager.dispatchBubblingEvent(EventHandlerManager.java:238) at com.sun.javafx.event.EventHandlerManager.dispatchBubblingEvent(EventHandlerManager.java:191) at com.sun.javafx.event.CompositeEventDispatcher.dispatchBubblingEvent(CompositeEventDispatcher.java:59) at com.sun.javafx.event.BasicEventDispatcher.dispatchEvent(BasicEventDispatcher.java:58) at com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(EventDispatchChainImpl.java:114) at com.sun.javafx.event.BasicEventDispatcher.dispatchEvent(BasicEventDispatcher.java:56) at com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(EventDispatchChainImpl.java:114) at com.sun.javafx.event.BasicEventDispatcher.dispatchEvent(BasicEventDispatcher.java:56) at com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(EventDispatchChainImpl.java:114) at com.sun.javafx.event.BasicEventDispatcher.dispatchEvent(BasicEventDispatcher.java:56) at com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(EventDispatchChainImpl.java:114) at com.sun.javafx.event.BasicEventDispatcher.dispatchEvent(BasicEventDispatcher.java:56) at com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(EventDispatchChainImpl.java:114) at com.sun.javafx.event.BasicEventDispatcher.dispatchEvent(BasicEventDispatcher.java:56) at com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(EventDispatchChainImpl.java:114) at com.sun.javafx.event.EventUtil.fireEventImpl(EventUtil.java:74) at com.sun.javafx.event.EventUtil.fireEvent(EventUtil.java:54) at javafx.event.Event.fireEvent(Event.java:198) at javafx.scene.Scene$MouseHandler.process(Scene.java:3757) at javafx.scene.Scene$MouseHandler.access$1500(Scene.java:3485) at javafx.scene.Scene.impl_processMouseEvent(Scene.java:1762) at javafx.scene.Scene$ScenePeerListener.mouseEvent(Scene.java:2494) at com.sun.javafx.tk.quantum.GlassViewEventHandler$MouseEventNotification.run(GlassViewEventHandler.java:394) at com.sun.javafx.tk.quantum.GlassViewEventHandler$MouseEventNotification.run(GlassViewEventHandler.java:295) at java.security.AccessController.doPrivileged(Native Method) at com.sun.javafx.tk.quantum.GlassViewEventHandler.lambda$handleMouseEvent$353(GlassViewEventHandler.java:432) at com.sun.javafx.tk.quantum.QuantumToolkit.runWithoutRenderLock(QuantumToolkit.java:389) at com.sun.javafx.tk.quantum.GlassViewEventHandler.handleMouseEvent(GlassViewEventHandler.java:431) at com.sun.glass.ui.View.handleMouseEvent(View.java:555) at com.sun.glass.ui.View.notifyMouse(View.java:937) at com.sun.glass.ui.win.WinApplication._runLoop(Native Method) at com.sun.glass.ui.win.WinApplication.lambda$null$147(WinApplication.java:177) at java.lang.Thread.run(Thread.java:748) Caused by: java.text.ParseException: Unparseable date: "2015-09-28 13:40:15" does not match (\p{Nd}++)\Q-\E(\p{Nd}++)\Q-\E(\p{Nd}++)\Q \E(\p{Nd}++)\Q:\E(\p{Nd}++)\Q:\E(\p{Nd}++)\Q.\E(\p{Nd}++) at org.sqlite.date.FastDateParser.parse(FastDateParser.java:299) at org.sqlite.date.FastDateFormat.parse(FastDateFormat.java:490) at org.sqlite.jdbc3.JDBC3ResultSet.getTimestamp(JDBC3ResultSet.java:523) ... 83 more
  5. And I really mean "anything". This mod was made for the PVEpLands server earlier this year, and I've gotten the express wish for it to be released as open source after some time of exclusive availability. I haven't heard too much about it, but you'll be able to use it to some hilarity (or serious purpose). Key features: Can plant, grow, and harvest almost anything in a pot like herbs and spices. Freely configurable. The model displayed is chosen by a seeded RNG from the existing ones, unfortunately there are no models for planted odd items. Config can be reloaded without restarting the server. Download: https://github.com/dmon82/MorePotables/releases Not too much to spoil here so let's get to it. You can specify any item template ID in the config file, to be able to be potable. This can be iron longswords, copper lumps, or chicken eggs. Of course if you want to keep it sane, you can put tomatoes, woad, or mixed grass. Really almost anything seems to work.
  6. I've recently been looking into a few things for someone, and I noticed that the com.wurmonline.server.zones.CropTilePoller (as well as the TilePoller, depends if the CropTilePoller is enabled in server features) plays sound effects depending on the field tile age, and whether it's day or night. But when the tileAge is less than 7 and it's night time, it wants to play sound.ambient.night.crickets which I can't find in either jar, but there's a sound\ambient\sound.ambient.day.crickets.ogg in the graphics.jar (with a lot of other sound files). I wouldn't say the sound itself sounds like either day or night time crickets sound, so it seems like either the could should use the existing crickets, or it's a missing or misnamed sound file? /edit: I wonder if I should mention that it might be sensible to make it so that not every tile plays a sound when it grows or is ripe, because stacked on top of each other dozens of times makes it very, very loud. I've noticed it before but luckily my volume in-game is always rather low.
  7. When a new character is created, it's always been bugged that you don't get your newbie buffs until you logout, wait for /lotime, and log back in. The new tutorial also does not start for new characters until after relogging. And the old tutorial popups are also still appearing.
  8. I cant log on Indy. Seems I am not the only one. Server status show 0 players. We should quit Indy?
  9. This simple mod tricks creatures you are leading into thinking they can swim, so that you can lead them over water. Note if you stop leading them they will try to get to shore, and start taking drowning damage. Simply unzip into your mods folder, nothing to configure. This mod makes all creatures you can lead able to go across water while leading them. https://github.com/Dynarev/creaturesonwater/releases Requires at least Ago's Mod Launcher version 0.19 or later
  10. I threw together a little winform app that allows you to transfer your character skills, religion, affinities, titles, and achievements from one database to another. Export: Select DB will open a dialog box for you to select the wurmplayers.db file to act as the source database Once selected, the dropdown box will populate with the players from that server, select the one you want to backup Export button will go through the relevant tables in the selected database, creating a txt file with insert statements, for example: Import: Select DB will open a dialog box for you to select the wurmplayers.db file to act as the destination database Select Character File will open a dialog box for you to select the [charactername].txt file that was created during the export Import will Insert/Update the character in the destination database with the values from the txt file. The character needs to already exist in the destination database, so create it there before attempting to import. Import Skill Dump: Pretty straightforward, choose the database, rename the skill dump file to name.txt (e.g. vardoj.txt) and then click Import. The character needs to already exist in the destination database, so create it there before attempting to import. It will bring over all skills, and your faith/favor/alignment. Select a god from the dropdown if this character is a priest. NOTE: MAKE A BACKUP OF YOUR WURMPLAYERS.DB BEFORE YOU GO HOG WILD! I knocked this together in a couple of hours and briefly tested it against a couple of my database, so it has a "works on my machine" level of QA. This does not bring over inventory, yet. If I find some spare time I might look into inventory. Links: Latest Release (1.1.2) - make sure you download the exe, SQLite.Interop.dll, and nlog.config and put them all in a folder together. Once you start using the application it will create a "logs" folder that will help with troubleshooting issues. Source code
  11. This is a client/server mod to add quality and damage information to the tooltip when hovering over structures (walls, fences, bridges, etc.) as well as ground items (forges, carts, tents, single dropped items, etc.) It requires Ago's client and server modloaders. Updated May 20, 2016 to version 0.4. Requires the newest client (0.4) and server (0.19) modloaders and uses bdew's ModComm API to send the data between the client/server so it no longer creates chat windows if you are missing the client. 0.3 still works with the older modloader if for some reason you can't update. Latest Release on github Readme on github Changelog on github Background I created it for my own benefit as I am new to Wurm and was annoyed having to hit examine to see how a structure I was imping was changing. I'm releasing it in case anyone else wants similar functionality. I don't have a ton of time but if you have change requests let me know. Special thanks to: ago for making the modloader, posting all his code, and posting useful information about wurm unlimited modding. It was very helpful. bdew for making several mods I use and also posting the code. Also for making the ModComm API and updating this mod for it. joedobo for posting useful information about modding wurm unlimited. Instructions (Copied from Readme link above) Client Installation Download QualityDamageTooltipsClient.zip Extract QualityDamageTooltipsClient.zip into wurm unlimited client folder (for example, C:/Program Files/SteamLibrary/SteamApps/common/Wurm Unlimited/WurmLauncher). The QualityDamageTooltipsClient.jar file should end up in mods/QualityDamageTooltipsClient/QualityDamageTooltipsClient.jar Server Installation Download QualityDamageTooltipsServer.zip Extract QualityDamageTooltipsServer.zip into wurm unlimited dedicated server folder (for example, C:/Program Files/SteamLibrary/SteamApps/common/Wurm Unlimited Dedicated Server). The QualityDamageTooltipsServer.jar file should end up in mods/QualityDamageTooltipsServer/QualityDamageTooltipsServer.jar. Startup Start the Wurm Dedicated Server and Wurm Client and enjoy! Youtube video showing usage: https://youtu.be/spJjviVnx-A Have fun! -Tyson
  12. Hello, I play on a server and we regular players play on other people's servers and we suggest mods to the owners and they look into them before adding. I always look at the mods however I don't know if anyone suggested this yet. If so, well I'll just bring it up again. I'm sure many want the same mod. But it is that we all can't use "disintigrate" to destroy veins. Instead, we would ask a fellow staff of our server since we cannot hit to destroy them in 1 hit like GMs can. Sure we can simply mine them, but would you, yourself spend most of your time completing thousands and thousands of actions to destroy a vein, and having too much of stuff you won't use like sandstone, copper, almost everything? We've all been there, sooo much lol. So I like to have a mod that will allow us to use a blunt wep like a large maul to destroy veins that are in the way by ourselves so GMs arnt helping with them. They may help to be helpful, but it's not rlly their job to hop around destroying veins for players who are too lazy. And sometimes, GMs don't have the time to come on, or come by every time. This is what I would suggest. Thank You.
  13. This simple little server mod adds Glimmersteel and Ada to the Transmutation OreQuestion. Can be configured to allow either of the 2, or both by default. Download / Source https://github.com/ausimus/wurmunlimited-Ada-GlimmerRods/releases/latest
  14. Hi I would like a Horse or two on release. So I thought perhaps someone on release would like a horse at their disposal on Indipendence. Idea is that i can care for some animals your place ( i can care for 10 ) and you for some on mine. On top we could have some horses at our disposal at each others deeds. I can provide some enchantet grass tiles on top. That way we both have more cared for animals for breeding and we have transport on each others server. Perhaps a guest house with essentials would be nice as well. I live pretty central on indi at the north end of Crystal Lake L18-19
  15. I have not loaded the client in a while. The last time I did, I started a local server and played on the creative world. A few months have went by, and I came back to play again. Now when I start the client thru Steam, my mouse gets really laggy and my system is unresponsive while the client loads, once the client loads everything runs fine. However, when I click on Manage Local Server, nothing happens.... I reinstalled, but same thing. I tried the Dedicated Server, and it brings up the server management tool, I can make changes and it saves them. If I click start server it goes through initialization in the console, but then closes and never starts the server. With the Dedicated Server Launcher I can click on Start Offline Server and it runs just fine, but I have not tried to connect to it yet, as it is running on the same machine as the client.(I am running Dedicated from directory and not through Steam) I figured it has something to do with the new 1.6.3 patch as that is the only thing that is different from the last time I successfully ran the Local Server. HELP ME!!
  16. Alright, I know the creature cages just came out a day ago, and I wasn't there for testing. Because if I was, I would be asking to keep permissions of branded animals cross-server (or some kind of new craftable nametag that says "It has been branded by and belongs to the settlement of {deed name} in {server name}"). If you have branded the animal, people should be able to see this brand on other servers (instead of saying "Wogic's the reason the brand magically disappears after crossing servers"). Now I realize most people are going to be against this, saying "Wurm isn't a soloable game, you're supposed to play with friends, or own a deed on every server." Not everyone has time, or wants to make friends, or have the money to afford deeds (including the upkeep) on every server (so they can explore every server with their horse). That's why I say, a special branding or some kind of nametag (perhaps based on one's Animal Husbandry skill) could be attached to the creature cage (since you cannot attach items to the horse while its in the cage), that would transfer the permissions off-server. Of course, the item should have decay.
  17. Templar Replacer Replace templars and guard models, speed, combat rating, etc. Unzip this archive into the mods folder. No additional mods required on server or client side! See properties for configuration settings. https://github.com/Jubaroo/TemplarReplacer/releases/latest
  18. The title says it all. Is it possible to have a small server (on my own computer), that I could join, and also have a friend that can join as well? And if so, how harsh on system resources would it be?
  19. After being asked to release wagons and other items to the public, I went ahead and compiled the mod that @nekoexmachina had made and posted to enable those to be crafted. Some items do not work such as the towers and tabards, but I made a tabard mod already and will make the towers as time permits. Add Kingdom Items Mod Enables the creation of PMK wagons, banners, and flags not normally able to be crafted. Prerequisites: Server mod loader 0.34.1 or greater Unzip this archive into the mods folder. No additional mods required on server or client side! See AddKingdomItemsMod.properties for vehicle configuration settings https://github.com/Jubaroo/AddKingdomItemsMod/releases/latest
  20. DrakeMountMod Allows breedable, rideable, tameable Drakes to be enabled in Wurm. Many Drake settings can be customized to fit your needs. Detailed instructions on the configuration settings can be found in the DrakeMountMod.properties file. Example properties file can be found HERE List of item ID's for Items_Butchered can be found HERE List of Creature Types can be found HERE List of Armor Types can be found HERE Unzip the archive into the mods folder. No additional mods required on server or client side! Make sure you have a current version of the mod loader. https://github.com/Jubaroo/DrakeMountMod/releases/latest
  21. Merchant Listing Mod Stay up to date with your favourite Wurm merchants Download latest release | Install instructions | Github The merchant listing mod offers a way to view up to date inventory listings of any merchant, in your web browser. You simply right-click a merchant, choose "get listing", and open the url in your browser. You can then share the link to this page with others, for example to share your merchant on your server's forum. This is the first release of the mod, so there will probably be some bugs. If you encounter any issues, please report them in this thread or on Github. Other feedback (positive or negative) is of course also appreciated This is currently a basic version of what I want the mod to be, I plan to refine it a bit more. I may also add some new features based on community feedback.
  22. Tabard Mod A mod that allows all kingdom tabards to be crafted and worn by players. https://github.com/Jubaroo/TabardMod/releases/latest Prerequisites - Server Pack mod for BOTH client and server Unzip this archive into the mods folder See TabardMod.properties for ID settings
  23. Foreverlands is shutting down. Do to low population and Me going back to work I will no longer have time to maintain and continue to add new stuff. Foreverlands is shut down as of today. You can find stuff from Foreverlands on Requiem of Wurm server and anything I recently worked on which was a ton will be given to Requiem of Wurm. I'm sorry if the few people on my server feel let down but Real Life is calling and I need to spend what time I'm not working on my studies so I can build my own mmo in a few years. Hope those who played on Foreverlands enjoyed there time and the new stuff I was adding.
  24. With the introduction of highways it made servers small, and small servers tiny. Everyone can easily get anywhere and deed. Mobs don't spawn close to deeds (most times). I would like to request a server dedicated to hunting with buffed mobs, increased spawn rates and no deeds allowed. Would be awesome for the dedicated Wurmians who regularly need a hunting fix (or those of us who need cochineals so would be looking for a cave bug spawn).
  25. My idea to help those crazy long travel times, sailing around Xanadu: Trade Winds. When you reach a decent distance from the shore, you enter into the Trade Winds, which blow 2-3x as strong as the normal winds. We don't want crazy fast sailing near land, because it would make cave canal navigation and docking quite the challenge. I would envision full implementation of this as a new water texture, for the outer 100-200 tiles, leading up to the server crossing border. Don't know how hard adding a choppy water texture would be, but this would be something that could be done down the road. I imagine the speed zone coding could be done quite easily. In addition, it would be fantastic if we could actually see the server border, with some clever little graphic additions. No visible walls or border lines, but some floating debris, like ship wreckage, or a batch of seagulls circling around. Seeing the border was close would be helpful in normal winds, but much more necesary with the Trade Winds, where you could easily shoot through a border crossing unintended. The orange text warning might not provide enough time to respond. Also, while I am at it, lets eliminate the "shark scouts you" message and kick off to water thing. Could we just have a "strong gust of wind" blow us away from those dead zones? Would help in afk sailing quite a bit. Could make it fun and do a pirate ships for the border graphics in those places and "Pirates chase you back into safer waters".