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Found 10 results

  1. On 24 Jun 2023, it looks like Sidereal updated the "Branding" page (https://www.wurmpedia.com/index.php/Branding) of Wurmpedia to incorrectly state .... * The maximum number of branded and unbranded animals per deed (PvE) is (number of tiles)/15. ** You can see the number of branded animals in Settlement info: The tile per creature ratio of this deed is 45.621952. Optimal is 15.0 or more. This is a good figure. There are 35 creatures currently branded. That was posted as a bullet point in the Description area. The correct way to describe this is: * The maximum number of branded animals per deed (PvE) is (number of tiles)/11. ** You can see the number of branded animals in Settlement info: The tile per creature ratio of this deed is 45.621952. Optimal is 15.0 or more. This is a good figure. There are 35 creatures currently branded. The ** portion is clear, concise, accurate, and should remain unchanged. Unless you would think en-bolding or underlining the There are 35 creatures currently branded portion would make it even clearer. I see it already is in Italic. The number of branded creatures permitted per deed is (number of tiles/11), while the total number of creatures can be on your deed while protecting birthings is (number of tiles/15). But that /15 ratio has nothing to do w/ the branded count, and should (for clarity) be left off of this page. This page covers the topic of branding. Please rewrite that bullet to exclude the main bullet line reference to the /15 ratio, and just have it mention the correct /11 ratio as per my suggestion (above). Thanks your time 🙂
  2. Many people allowing Leading for non-citizens on their deed for one reason or another. Those reason can include but are not limited to: Self-Serve animal selling service(s) Allowing newbies or other players to freely take unwanted animals for themselves Allowing newbies or other players who have recently received an animal to pass through their deed without worry of Disconnect, Death or otherwise losing lead of an unbranded animal being lost to "You can't do that here" when attempting to recover their new animal after an event that caused them to lose the lead. The problem however with having "Lead" permission enabled on a Deed means that branding your own animals does not protect them from being led off your Deed (or anywhere) by anyone passing through. This means any riding animals you have equipped with gear such as shoes, saddle and bridle can just be walked off at any point from anywhere in the world. Whether it is on your Deed or not. (I had this confirmed with a friend of mine from another deed, who was able to take my Bison who was branded to my own Deed) The only way to combat this is to make sure every branded animal to my Deed has this permission set: Having this permission set per animal no longer allows anyone not of my Own Deed to lead that animal by anyone who is not myself (or of my deed). However, I have now learned that despite having Lead (and Brand) enabled for my citizens on my Deed: Having a setting like this on a branded animal doesn't allow them to Lead a branded animal (although they can unhitch these animals from carts just fine): I had thought that since the Animals default to "Brand Permission of Deed", saying that Management of Animal, Leading/Riding and Equipment Management were allowed that this would allow my Citizens to interact with this animal without issue. Since after all, they had Brand Permission for the Deed. Apparently this is not correct and thus I am confused what purpose this seems to serve if it is not to say "If you can brand it, you can actively interact with it". I actually had to go retrieve a set of Bison this morning that my Deedmate had intended to use on another transport item and was in a panic trying to Discord me that they were unable to retrieve them and they were wandering off Deed. The additional "Citizens of Nydai" setting must be enabled to allow them to actually interact with the animal: Apparently this system was changed to work this way back in 2017 and I must say it has caused myself a lot of headache (and I'm sure many others as well) with not understanding exactly how Branding is supposed to work in-tandem with Deed permissions. I assumed that Branding worked no different than putting a lock on my chest or door to my structure. If I have pickup perms on my Deed but do not have Perms on my house to pickup items, my house doesn't allow picking up items. I don't have to Deny any role a permission to prevent this from happening because the idea of a house (a lock system in it's own right) automatically defaults to "no". If I have a chest with a lock on it, no one can open that chest and take items from it. Despite my deed having the pickup permission made available. So why does branding an animal to my deed not automatically lock that animal from non-deedmates? Why is branding not considered a lock in itself? Right now a branding seems no different than this: Something that says "This is mine" and/or "I made this". Which seems entirely counter-intuitive outside of the idea that Branding something over-rides someone else's "No Lead" setting so you can take your animals with you should you get disconnected, die or otherwise lose lead. So my question is: Why doesn't branding work like a lock system like everything else in the game does? (A house, a gate lock, a padlock, etc;) I've lost a few animals who've been walked off deed while branded and GM's have shrugged at me and said "You set it up that way" and went on their way, causing me to lose the animal to whoever walked off and penned/hitched it. Why doesn't branding to a Deed (because it isn't a personal lock, it's a deed lock) automatically allow Members with the setting to Lead and/or Brand automatically set (and prioritize over non-citizens) access to do these things to animals branded to their deed? Why does Ally role permission to "Lead" allow an Ally to walk around with a branded animal (even if it has Everyone - Deny) but not a Citizen with the same permission and Brand Permission? My suggestion(s): Make Branding work like a "Deed Lock" system, as it is believed entirely to be by many already. Non-Citizens cannot lead animals belonging to a Deed (branded) even if Lead Permissions of the Deed are set to allowed for their citizen role. Individual Animals would need to be set to allow Non-Citizens or Individuals to allow interaction with that particular animal. (Just like chests and houses) Citizens belonging to the Deed can lead a Deed-Branded animal at any time unless otherwise set to "Deny All" for citizens or individual user "Deny" setting. Allow leading of non-branded animals on Deeds the default behavior at any time. If it is not branded, it can be led off deed by anyone at any time. This means keep your animals behind locked gates or branded if you don't want them to be taken by others. "Use a lock" Add a new Permission to Deeds themselves that separates Lead and "Branded interactions" "Lead" can remain to allow the leading of any non-branded animals on and off the Deed Add a new Permission to the Deed itself that allows interaction with Branded animals specifically. This would make branding function a lot like the "secure action" used in Lamps and other items on Deeds that utilize the "Pickup/drop allowed" permissions (often in-tandem with Load/UnLoad settings).
  3. I swear it used to be the case that Branded an animal instantly Defaulted to "Locked". This meant that if your animal was branded, regardless of where it was located it could not be accessed in any way shape or form. A brand meant the animal is locked, no leading, no riding, no inventory access by anyone who wasn't a member of the deed they were branded to. In the last year, after returning to Wurm Online I've learned that Branding doesn't work that way at all! I've had a Branded horse lead off my deed and clear across the Harmony map onto someone else's deed, equipment and all. Support at the time basically shrugged at me and said "Deed permissions to Lead over-rode Branding" and I wasn't getting my horse back, despite the Branding on it. Based on this information, I was specifically granted leading permissions on a friends Deed to come and "adopt" some of their unwanted Horses off Deed and brought them home. It wasn't until I reached my own Deed that I realized 3/4 of these horses were branded. I've confirmed that I've been able to lead these animals even after I've stopped leading them on my own deed. I cannot ride them, but I can hitch them to my wagon/carts. No horse has individual permission settings "per animal" set as frankly it's not something we've ever bothered with over the years. Since it used to be that Branded = Locked. Prior to this, they had brought me 4 horses (all of which were still branded, but I was not given deed specific leading permissions to their deed or those animals) and I was able to lead and hitch them just fine. It wasn't until I went to brand them myself that I learned they were still branded to my friend's deed. So the first set of animals I was given absolutely no rights to leading these animals. I've been told recently that individual settings per creature is needed to prevent animals walking off, despite being branded on a Deed with lead permissions. Now I haven't tested this yet, as I'll have to wait for my friend to log back online but I'm honestly skeptical if that's the case. Since I've also been told "Deed permissions over-ride branding". So logically speaking, Branded Perms on the "per animal" would be over-ridden by Deed's "Lead" permission. So which is it? Branding is a Lock? Deed Permissions over-ride Branding Permissions (except if it's Brand Permission to specifically say "No") ? Ultimately the Branded "lock" system being incredibly inconsistent with every other lock in the game is incredibly unclear and frustrating. If this is the case here, then why don't Pickup Deed permissions over-ride the item pickup in buildings? Why on my own Deed I cannot pickup, move or otherwise alter an item that has been planted/secured, despite being the Mayor of the Deed? So ultimately, is Branding basically "Apply an unlocked lock to my animal" and we're still required to set actual permissions on the Animal after branding? To prevent even wild, other deed or Deeds with lead perms, to prevent theft? And why is this the case, when applying a lock to ANYTHING else doesn't work this way? Since Locked is Locked for everything else. Why was this changed to work this way? Why is Branding no longer considered "Auto Locked" from non-deed mates? Why has the decision been made to keep it this way, and why was it thought it was a good idea? 🤦‍♀️
  4. Resurrecting this request from 2016 Please can we have a "rename branded animal" permission in the Settlement form?
  5. “You never know what you will find in caves, so send someone else in first.” Sir Baggins at the foot of an old abandoned cave Hi Everyone! Another week down, and it's a bit of a slow news day today, with ongoing updates and adjustments, as well as collection of feedback and all that fun stuff that comes after a major update. But first... Patch Notes Branding WSA In today's update we introduced a new permissions group for branded animals, grouping anyone with the brand animals permission on a deed. Previously they were all individually added, which had the downside of those permissions staying even if that person left the village. With this update if someone leaves the village, they no longer have permissions to manage the creature. You can also deny permissions to this group if you have a personal horse. W.S.A. Currently this group does not copy over to the corpse upon creature death, so the items will not be able to be looted. This will be rectified in an upcoming update to address this issue. If you are concerned a bout losing gear and not being a ble to collect it please use specific names Discord! A few weeks ago we launched our own Official Discord channel, and this week we were verified! Our server now has A custom invite link at https://discord.gg/wurm and higher priority voice servers. It also means that our server is verified, and totally cool! (It was already cool, trust me). If you're not familiar with discord, it's definitely worth checking out, it's a great way to stay in touch with Wurmians outside of the game, and also join your own little communities, there's several community ones out there for servers already, so check them out too! But for the official one, check out: WU Beta I know with the release of Archaeology, Restoration and all those other goodies, many of our Wurm Unlimited players are chomping at the bit to get their hands on them. Right now our focus is getting it all working nice and smoothly in WO, and we'll continue to adjust and work with feedback until we're satisfied it's running perfectly, then release a beta. There's no ETA on the beta yet, but it's being worked towards, so keep your eyes peeled for it in the coming weeks! Creature Crates Each weekly news is rightfully met with the question "but what about creature crates?!" I know it can be tough waiting for these to come, and the last thing we want is another bridges, but work does progress on them, just a bit slowly, given the many areas we need to address, and in some cases redesign systems that were never intended to include creatures crossing. It's a long process and one we hope improves border crossing as a whole in the future, but until then though, we have no set date for their release. Community Content In this weeks community content, veteran grinder Ondar shares their tips on grinding as well as what drives them to the grind. I cannot fathom the statement "Yeah, good old WS. Its easier to grind it 3rd time around", clearly a sign of a deranged mind! Ondar has an awesome little blog where they share their wurmian adventures, and also what they focus on to grind, what do you grind and why? http://unrealondar.blogspot.com.au/2017/11/grindity-grind-burnity-burn.html That's it for this weeks news, we're beginning to set our sights on future updates and looking ahead into 2018, with plenty more in the works. What could be coming? You'll just have to wait and see.. Until next time though, keep on Wurming! Retrograde & the Wurm team.
  6. Hi! So, I've been running a small private WU server for myself and a few friends. We can't however, for the life of us, seem to be able to get branding to work properly. We've branded a number of horses while on deed, but despite them showing as branded when examined, there's no manage / permissions options when right clicking them, nor is there an option to manage animals when the deed owner right clicks their own body, nor are we able to equip the animals (When trying to put a saddle or horseshoes on them it says "You are not allowed to do that"). I've done a bit of searching and can't seem to find anyone else having this problem. Is there something we're doing wrong?
  7. Why is it that only the Mayor can name branded animals? My Fo priest is the AH toon, and to keep bison organized, I have to wait for Isoki to log in and rename/name animals. Having Fo priests (or an assistant mayor title) would be awesome. As a side note, the "Assistant Mayor" title could also be able to mine out supports. My main is the miner on deed and cleaning up the tunnels and opening caverns is kind of a pain. Thanks for all you folks do!!!
  8. [20:56:06] A metal brand on a sturdy metal shaft. This is a very rare and interesting version of the item. It is searing hot. It could be improved with a lump. That's right, now you can brand your horses with shiny rare branding iron ! Starting Price : 1s Min Inc : 0.25S Buyout : None Reserve : None Sniper Protection : 1 Hour Buyer pays Cod.
  9. I had started this a while ago, power surge killed my post, so no i'm taking up the ddos time to make this again. I guess we can agree that many of the village settings and such are kinda broken, or simply dumb (sorry but its true). The idea behind this thread is to make a comprehensive suggestion about changes to the overall village permissions and roles so we can have a bit better control on what happens inside our deeds. I'd like you guys to help out and don't just post -1, if you disagree with a point or all the points, do explain why (and "i want to grief people" isn't a good point). When you post try to be clear, like discuss stuff addressing each point, and separate suggestions and additions to counter arguments for changes already added. Read other people's posts please, i'll try to add suggestions (and if a mod chips in would be great) as soon as at least 3-5 other users agree to them (users with less than 50 posts will be excluded, i mean alt posts aren't welcome). Some of these also come from other player's suggestions, i'll post a link if i can find them: Taming and picking items Problem: So this is probably the dumbest thing someone ever thought up in wurm. I'm sorry devs, but there's really no way to put it. Why in god's green earth would you associate allowing people to tame a animal within our deed with picking stuff from the ground? And why did it have to be made a GLOBAL setting. To allow a ally to tame you have to allow EVERYONE to tame, and at the same time allow EVERYONE to pickup stuff from the ground on your deed. Suggestion: Separate those two settings for starters, then add them as a role permission, instead of a global thing. This will address several problems at once. First you'll fix the nonsense that is that setting. Second you'll allow people to give tame and pickup permissions either globally (by ticking non-citizens), locally or even select which level of citizenship (if they have many) is allowed to do so. Third you add the choice for people to disallow allies to pickup stuff on their deeds. Not the first time i've seen someone complain, or KOS a ally because a new player "stole" stuff from a allied deed. Set Roles by player name Problem: Sometimes you want a guy to do something in your deed (be it hired help, or whatever), but he already has a village. So what can you do? You either allow everyone in that village to do that task, or allow everyone to do that ask. Both potentially allowing people you don't know, or don't want, to do stuff on your deed. Suggestion: Keep the system as is, but change the village field to village or player (if there's a problem with unique entries, maybe add a toggle button between player and village). The pretty much the same, if the game encounters the name, it creates the role for that specific person. Filter Village Roles Problem: When you add a village to your deed's permissions as a role. You essentially add EVERYONE in that village to do those settings. But sometimes villages have new players on probation that they don't know yet which have reduced permissions, and yet those players will have all those permissions in your deed even if they can't do them on theirs. Its complicated, so here's an example: Player1 of DeedA is longtime friends with Player2 and Player3 of DeedB, so he has open permissions for them to cut wood, farm, dig and mine on his deed, because he knows them, and that they respect his things. Now Player2 wants to do a big terraform project, so he recruits Noob1 to his deed so he can help out with that. But since he doesn't know Noob1 and doesn't want Noob1 to ruin his oak grove, or any of the other stuff he only gives Noob1 permission to Dig in his deed, and nothing else. Noob 1 frustrated he can't get wood from DeedB keeps trying till he gets to DeedA, and basically is able to clearcut the place "cause he wantes some skillz". Not a pretty scenario, right? Suggestion: Do a check on player's permissions on their deeds before allowing on other deeds. If DeedA allows DeedB to cut trees, ok, but if Noob1 can't cut trees on DeedB, then he can't cut trees on DeedA either. Gate Management Problem: Since trolls and such were allowed to enter locked gates, the way gate management works has been left kind of obsolete. The way it apparently worked was if you "opened" them 24h on gate permissions, even if you had them locked they would count as unlocked for all intents and purposes. Which sucks. In my case i had a portion of my deed enclosed in tall stone, with gates open 24h so that players passing by would have a safe place to rest. Also, my mailbox, and water source are within those walls. Since the change happened i had to remove the 24 open thing so that i wouldn't get unwanted trolls bashing my priests while he was near the altar. And i'm sure i'm not the only one that changed this. Also there's the overall issue of how gates work. The gate management page basically either opens it for everyone or not, and the pass fences setting that either allows people to pass all your locked gates or not. We should be allowed to have more control over those things without having to resort to roundabout measures like building gatehouses. Solution: Well i can think of a few: - Remove the gate permission page from the writ and have each gate manageable individually (more or less like mine doors) when on deed. But instead of adding names you could have a check box like the house guest list that would show all roles on the deed so you could check which have access. This would be ideal IMO. - Keep the gate permission page, but modify it so that you can have more control. Add a new role option for "access selected gates" and then on the gates management page add a "select gate" check box. -Keep the gate permissions exactly as it is, but if it has a lock, then aggressive creatures will treat it as locked. Less desirable IMO. Add Lock Permission Got this idea from http://forum.wurmonline.com/index.php?/topic/91622-locking-items-restricted-to-writ-guest-only/ Problem: At the moment anyone that can walk into your deed can lock stuff that belongs to you. And on freedom you can't pick them. Solution: Either disallow it entirely on deed, add a role option on deed to allow locking of containers, or only disallow it inside houses, but allow it for guests. Wild Growth Problem: Having a Fo priest that doesn't belong to your deed cast Wild Growth on trees or Hedges within your deed keeps giving a error message, and apparently failing (although i read someone saying it would work after several attempts). Solution: Allow Wild growth in general, or link wild growth to forestry permissions on deed. So if you give permissions to do forestry to someone they can also cast wild growth. Expanded Branding: I've had these ideas throughout a few threads about several distinct issues, but i'll cover them here. So branding was a awesome addition to village settings, but imo it can be taken further on, here's some suggestions: Naming animals: Either add a equipable item (nametag or something) that when reamed and equiped on an animal (head or torso) will add a title to that animal. Title should be visible when examining offspring for breeding purposes (knowing who are the parents of a certain calf for example so you don't cross breed). Or add a option to name un-named animals (not horses) when branding. Pop up window with input box saying "You have branded venerable fat cow to your deed, do you wish to name it?". The name would be added as a title-like thing (So in this case Venerable fat cow [bessie]) and would show on examine of their offspring. Simmilar Suggestion Here. Allow villagers of the brand-deed to equip and unequip animals without having to tame and re-tame. Brand is already a testament of ownership. And taming is possible for non-deed members. Disallow non-brand deeds to equip and unequip animals (or maybe add a role option). Make branded agressive animals neutral to deed owners and allies (in and out of their village), as well as guards (unless at war or kos, or maybe a added checkbox on deed settings for guards not to attack branded animals). This would make templars more useful for breeders (although probably branded offspring would need to be auto-branded) of agressive animals as well as allow better use of hellhorses on PvP (including for hots). That's about it as far as i can remember, please comment and leave more suggestions.
  10. I was thinking about how to keep aggressive animals on deed and still have spirit guards active to protect against trolls bashing walls down and had an idea. My idea is that while we have an aggressive animal tamed/dominated allow them to be branded . Once they are branded and turn back aggressive the guards will know that they belong to that deed and will not attack them anymore. This would only work on the deed that the animals are branded to any other deeds guards would attack as normal. I don't know if you can even brand an aggressive animal now or not but thought this was a good idea for keeping hell horses and other animals.. What do you think?