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Found 49 results

  1. I apologize if this has been suggested before, but might perhaps we have alder trees introduced to the game? They would be a unique tree with special abilities, similar to the cedar and how it resists decay. In the same family as the Birch, traditionally Alder has been renowned as a Faery tree, one to use as a portal to the Fae realm. Flutes carved from the Alder were said to be more efficient in attracting the attention of Air Elementals. It would be interesting to work some of these aspects into the game through the use of Alder logs and/or planks. Furthermore, on a practical level the alder is used in underwater construction. Something to do with the way it hardens up and "steels" itself when in contact with water. The majority of the city of Venice is built upon pilings of alder wood for this very reason. In game Alder would be most beneficial for underwater constructions. I.e. docks of some sort, bridges, and more I'm sure. Just posting my thoughts as they come up. Maybe they are random or maybe they would be beneficial to others as well. Let me know your thoughts and how you might improve/expand on the idea!
  2. Non-harvestable decorations to compliment new trellises. Allow bush sprouts to be planted in flowerpot with appropriate graphic scale. New item: Tub; scaled down graphic of huge tub, allow tree sprouts to be planted, scaled down graphic of adult tree = bonsai trees Also please, climbing-rose seedling for trellis.
  3. I'm on Exodus, around R18 (I live in Wessendale if you need specifics) and the past couple days or so I've noticed that Wild Growth does...nothing. I get the "You succeed." and "An invigorating energy flows through you into the ground and reaches the roots of plants and trees." messages, I certainly lose the favor of a successful cast...but no tree around the target tile OR the caster ages or changes. Young trees which previously visibly change after a Wild Growth cast remain unchanged. No new sprouts grow. Nada. I haven't been casting Wild Growth for a while, so I can't pin exactly when it started, but I have found logs showing Wild Growth was working September 24th (2014 of course) without issue. I have tried casting it on deed, in perimeter, and completely offdeed...all to the same results: nothing.
  4. could tree growth be made faster? at least pines. pines are supposed to be the fastest growing tree but they take around 2 months to reach overaged. i can understand longer timers with willow and oak and using the fo priest on those if you want quality wood tools etc, but pines or birchwood shouldnt be this slow in my opinion. what happens is people like me will need to go out in the open and clearcut open areas and make them barren and look ugly, or make a few people angry at me for disrupting their surroundings. theres the option of picking sprouts and replanting them too, but theres only so many hours in the day to do stuff. ty
  5. I would love it if there was an option in the settings menu for disabling following things: - Creatures dying - Trees falling I appreciate the effort put into creating these animations but I would appreciate it even more if there was an option to disable them since I don't need to watch them hundreds of times. Before they were added creatures and trees just fell flat to the ground, I would like that.
  6. Enabling the ship transporter to hold a large number of felled trees, or perhaps a similar vehicle dedicated to just hauling felled trees. http://snlm.files.wordpress.com/2007/06/manuel-log-wagon.png If you're wondering about the wheels, they would sometimes use reinforced rounds cut from the logs
  7. Tree & Plant Traits Trees have several variables each Size, Bounty, Quality, Foliage. These range from 1-5. Default is 2 (as in 3,3,3,3 would give the current trees) Size affects the size of the trunk (50%, 75%, 100%, 125%, 150%) and also the amount of lumber each stage gives (25/50% more or 25/50% less) Foliage is a visual effect (leaf cover) and determines growth speed (50%, 75%, 100%, 125%, 150%). Bounty determines how quickly harvest item regen during season (0%, 50%, 100%, 150%, 200%) Quality determines the maximum QL for the wood in the trees (20,40,60,80,100) Since both growth and foliage affects appearance each tree type will have 25 models per growth stage rather than just 1. A lot more assets, but some might well just be enlarged kinds of others. Rare saplings automatically have a random stat set to 5, supreme and superior scale accordingly. Forestry Changes : When harvesting a sapling the maximum sum of the values is ((forestry+14)/3 rounded down). The values are inherited from the tree the saplings are harvested from (with slight randomisation (+/-1 range). A forester examining a sapling/tree can see the size (skill 20), quality (skill 30), bounty (skill 40) and foliage (skill 50). A forester can combine 2 saplings for the same type with the aim of improving one value type (improve for size for example). The % chance this works is based on the consumed sapling's (the one activated to combine) value for the stat targetted and the QL of both saplings. The MAXIMUM a value can be improved to is (forestry/20) + 1. So to make a 5,5,5,5 tree using this you would need forestry 80. To maintain such a tree and collect saplings of a similar quality you'd need a forestry of about 42 and a bit of luck. This should add depth and variety to forests, even if they only use a couple of kinds of tree. Edit : I just realised something would need to be in place for BSBed sprouts. A rather contraversial option is for sprouts in a BSB to just have random values between 1 and 2. This means that if you want to keep the QL of your trees up, plant em!
  8. They don't really contribute anything and you need to cut them down and replant to get a new good tree. I suggest the Fo spell Wild Growth gives them life again. Something like [00:00:00] Trees in the area are revigorated!
  9. To the Graphics Team . . . . What a great surprise to log into spring and see all the fruit trees in bloom. Great job people (Many pluses) Skyefox Mayor: Albia Estates
  10. Currently enchanted grass serves a purpose (animals find it harder to pack), but the same cannot be said to be true for trees. (Just a side note, forage/botanise would be nice on enchanted grass...) They're essentially normal trees you cannot prune and others can cut. I propose that enchanted trees require a high (say 50) woodcutting to remove and can be pruned/saplinged. Means they're more durable as decoration and can be used for saplings without too much worry., Optional Extra : Give 10% more logs when cut
  11. Not a really complicated idea. Allow us to plant tree saplings in plantpots for a mini version of the tree. Needs watering like normal plantpot goods. That's it. Seriously, why has this not been added yet?
  12. Hey there, I am not really recruiting for a village, more looking for someone who shares a similar interest. My home is a small cottage on a small deed, 2x1 and very cosy. The locals are very friendly, we often help and trade with one another, my deed provides the local revive point. I tend a small forest named the red woods, a forest entirely populated by maples and bushes (mostly maples). Over time this forest has grown and grown, replacing the other trees in the area (though there are small groves of other tree types). It is my hope to expand it further bit by bit, alas though... Tending all those trees? It can net over 200 maple saplings per day and is soon going to be a task beyond my ability alone. Thus I am seeking an apprentice, to help me tend and extend the forest. In return? I can offer a place to live (a small 2x1 cottage on the deed) and all the maple syrup you can keep down. The forest provides food regularly (mostly stews and casseroles I will admit, forage runs yield a fair amount of food). This is for those who just love making forests and beautiful locations, not someone looking to turn a quick buck (though if they want to sell maple saplings they are welcome to XD) and (more importantly) for someone casual (I spend an 1-2 hours making a sapling run daily, it's relaxing and pretty calming). Contact me ingame (Etherdrifter) if this kind of life appeals.
  13. This way, the wilds can remain looking natural, and on deeds, and player gardens don't look stupid because the plants place themselves randomly within a square. Also here: http://wurmonline.uservoice.com/forums/12046-wurmonline/suggestions/4428858-be-able-to-choose-where-on-a-square-to-plant-bushe
  14. Please revert the Nerf to enchanted trees in PvE servers. As they have been rendered useless now. Or give ideas for new functionalities.
  15. Well, im noticing my pine trees taking longer than usual to grow. After 5 days many of them are still baby trees. anyone else noticing this? or is it my imagination? only difference with these is i planted them on top of the new tree stumps. edit: usual typos
  16. It's what it says in the title, really. There are black boxes around pretty much all of the trees, and most of the small plants. Last time i played the game, a couple months ago, i didn't have this problem. Here's a screenshot. http://imgur.com/aGlqTD8 . I'm really not sure why this problem has arisen, but any help would be great.
  17. Currently each apple tree gives one apple (using apples as my example here). Doesn't seem right considering that they're seasonal items. Then again we don't want to flood the world with them. So, without further ado : Fruit bearing trees/bushes now work differently. They have a fruit "pool" that fills when they ripen. This pool contains 5 fruit. The harvest of fruit gives EITHER gardening experience or forestry (random) If the pool number is 5 then anyone can pick a fruit. (so for people who do not invest in these skills things stay the same) If the pool number is 4 then you need a forestry+gardening average of 20 to pick a fruit. (so from a full tree they can take 2 fruit before they have to stop) If the pool number is 3 then you need a forestry+gardening average of 40 to pick a fruit. (so from a full tree they can take 3 fruit before they have to stop) If the pool number is 2 then you need a forestry+gardening average of 60 to pick a fruit. (so from a full tree they can take 4 fruit before they have to stop) If the pool number is 1 then you need a forestry+gardening average of 80 to pick a fruit. (so from a full tree they can take all 5 fruit) Thoughts?
  18. Currently the marsh is a menace people would rather remove, terrain like this does add something to the game (something to hate) but other than that it adds little. This proposed overhaul adds a few odd properties to the marsh tile. 1. can only spread up to 5 tiles away from water (limits growth) 2. spawns mushrooms (slightly higher rate than forests) 3. can be foraged (even if underwater) for lingonberries (uncommon) and red mushrooms (common) 4. can be botanised (even if underwater) for any herb (common) and brown (uncommon) and yellow mushrooms (rare). 5. can be planted in water using mixed grass 6. has a unique tree (mangrove) 7. removable using rock shards (weight 40) to "firm up the ground", uses paving skill to do so. Turns unto a dirt tile 8. any grass tile that sinks below water level turns into a marsh within 1 day Mangrove tree : Planted in a marsh, wood has the same properties as pine (none), tree grows normally up to mature. At old tree spawns roots on marsh tiles in a 3x3 area centered on the tree. These roots can be cut down (regrowing within 1-2 days real time) for an 8 weight mangrove log. The tree itself gives the same amount of logs as a pine. If the tree is cut down (or reaches the withered stage) the roots decay away within 2 hours. Slow growing (same speed as oak). Notes : Properties 3 and 4 could be linked to http://forum.wurmonline.com/index.php?/topic/79404-forage-botanize-overhaul/
  19. The deed Vulcan Outpost located on the south east coast of Deliverance (32x 46y on http://minersahoy.co...p (Low Res).png) is for sale. Its size is 51x29 and surrounded on all 4 sides by Palisades. The deed was planted a few weeks after Deliverance was opened. The deed is surrounded by a small desert and right at the end of the huge steppe, so its a great place for hunting. The mine has plenty of iron veins and a few silver veins, but its not expanded very much and I know there are many uncovered silver veins in the western part of the deed ("Prospected" with a priest of Magranon and the Mole Senses spell). There are also 10 forges for fast smelting of ores inside the mine. The deed also has a trader and a large magic chest. The chest has 6 damage due to 1 months inactivity, but if you make sure to open it occasionally it will last forever. It was bought 9 months ago. There are a 110 tiles farm, a 70 tiles enchanted animal pen, and a rather large area currently unused next to the 30 tile large BSB storage house. There are 5 buildings. 1 is the 10x3 storage building, 1 farm building with 3 forges, 1 6x6 house originally made to be an inn, a 5x2 smithing house (5 forges, 7 coffins and 5 bsb's) and a 5x5 house with the trader, large magic chest, and 3 beds. Feel free to ask questions. Starting bid: 50s minimum bid increment: 1s Hidden reserve: Yes Buyout: 1 gold 50s No private bids accepted except buy out. The auction ends March 13, 20:00 GMT (1 week from posting).
  20. Okay so after coming to this part of the forums, and getting side tracked by many other posts, I finally made it to my own. What I wanted to suggest would be a way to plant trees in buckets using a bucket, dirt, water and sprouts. They should be limited on how big they can get while growing in the pot. They should also be place-able in side buildings just like a normal bucket and picked up with enough body strength, but not too much. This would be nice as you could pot a bunch of trees ahead of time and be able to replant them with little to no failures versus attempts. The potting failure should be the same when planting normal sprouts on a normal dirt tile. I apologize if this has been suggested before and appreciate you taking the time to read this. Thanks everyone!
  21. It's probably been noticed but, on the test server when trees are cut down the stumps and the felled trees become enormous and cannot be chopped or destroyed.
  22. Trees should block a player's view when waving their mouse through them. This would add a dimension of realism to the game. In PvP, a player can not hide in a forest, simply because the other players can wave their mouse cursor around to see where in the forest the hunted player is. In PvE this would add realism and could help a shy player evade someone chasing/following/harassing them. This effectively gives us x-ray vision. We can't play hide and seek. No playing cat and mouse.
  23. Mobs can run right through trees when chasing us. This can be a big problem for a weak fs player when they get face a forest of olive trees and being chased by spiders, bears, or trolls. The player has to figure out how to get through the trees, but the mob takes a direct B-line straight to the player who probably has gotten stuck on yet another olive tree, and sometimes cornered in this way. Then the player takes a hit, becomes 'hurt', and can no longer walk fast to get away from the mob. We have to obey the code that we can not walk through trees, but mobs chasing us do not have that problem.
  24. I understand that the positioning of trees in a tile are client side. The server only saves that there is a tree on the tile and the client has a certain pattern in which the trees are placed on the tiles, which repeats over an over. However since i am one of the players who like to avoid having trees growing into houses or would like to place decorative bushed which mostly are placed on the border of tiles and mess things up i'd like to make a suggestion that sure meets taste with a low space requirement and low data transfer weight. In short words implement an option to place trees on the regular pattern or centered at the tile. Technically this would mean just another boolean variable per tree / tile. Besides the already used flag which says there's a tree on that tile or not, simply add another flag that determines wether it's placed using the regular pattern (either by plant action in the menu or when trees spread naturally) or on the center of a tile (when planted by a new action plant_centered). Might seem like a small thing but it could get rid of unpleasantly placed trees or bushes and would stop the "try out where a tree will gorw on that tile" search.