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Found 75 results

  1. Start price 3s Increments 50c No BuyOut (only 2 days of auction)
  2. Hello everyone! For me this has been a dream since i first heard of bridges comming in to the game.When they finally came i was very happy but pretty lazy at the same time to start it on my own,now few weeks later i finally did it but not alone. I made it an alliance project for all to enjoy and help building a big and important bridge. It was build by the New Port Benden alliance. The bridge wil help new players to go and explore the northen lands and find the perfect place to build their home. It is connected with 3 main highways:East end going to TDM,West end going west and north to the boat bridge for Exodus. The bridge is at the coords y19,x29 - y19,x31 or i18-i19 on the ingame map. Informations: -Marble bridge,90tiles long 2tiles wide made of 3 parts,11-12k marble bricks,9.3k mortar,4k rockshards. -Names of those who helped making the materials needed and help to build the bridge: Ally members:Aarbi,Almerian,Bolto,Catulus,Ddrosler,Elfnz,Joseanjim,Kuntur,Laywin,Reyaa,Sweetsusie,Tclunatic. Non members: Arndell,Moogien(both very friendly and helpful people who live in the bridge area) The bridge planner: Cerber (great guy!! I couldn't have planned it without him) (I'm very sorry if i missed any names) All of this wasn't bug free but it was fun!! As you will see on the video i buged the wagon and ended up on water,we unhitched the horses and pushed it to shore:D Here is a picture of the bridge and the video with the construction of it! Please keep in mind that i'm very newb on making/editing videos.If the music it's not on your taste just mute it. Thanks to everyone!
  3. SO I was super excited to make a bridge on my deed for decoration and of course I could not. Said that a mine opening was too close. I would be bridging over the tile. Not blocking in any way and no gatehouse either. Please remove this. It is truly silly, and bridges would actually help to disguise the big openings that mines require. BTW Spell check is not working here for me.
  4. I created a house, added a bridge to get to the 2nd tile. Then I was doing an addition to the house and put the house tile plan on the tile that is next to the bridge. Decided I didn't want it there, when I try to remove it I get this message. [18:49:13] You already have a bridge under construction. Finish that one before trying to work here. The bridge is not on this tile, it is next to this tile, and the bridge is in-fact finished. *edit* I cannot remove any newly planned tile from my building now.
  5. While being in the area of S10 xanadu, I decided to take a walk across a Rather large bridge that has just been constructed by Unluckyone. >https://www.youtube.com/watch?v=ytjU8qsEiDo
  6. We need a clarification that a highway bridge can be single tile wide and not necessarily two tile wide. The material cost is already huge for a single tile wide and should be enough for normal travel. If every highway bridge has to be two tile wide then please make two tiles less painful to build.
  7. Hi we have a deed in xana S11 Bimini Bay yesterday i was building a bridge that goes across the water to other island was going good. Today i try and i can't do anything. The bridge is 3 1x1 building 3-4 stories high connected to each other with a bridge starting on land ending in the water so far. the building portion i'm able to embark load everything, but the bridge sections i can load, unload, drive, manage, or even open any of my wagons so i'm guessing its an issue with bridges. I posted to gm they checked it out and checked it out and seen that there was an issue If anyone else has this issue please reply or post so they fix it ASAP toon name is hellsgardian middi unluckyone Please fix this issue we have spent 2 weeks on this project and now it's at a halt since this update we can't use our wagons on the bridge, this is really aggravating.
  8. I don't know if this is asking too much. I think it would be great if in addition to the wood and brick bridges we can currently build, a new version without the guardrail/parapet so after completion we could have the possibility of build any of the fence types we have on game now. Currently bridges are nice, but is hard to blend it into current projects wen the parapets doesn't match with the fences we have. Since bridge tiles/blocks seems to be a solid object and bordless maybe this is not possible, or too hard to implement, but i had to ask anyway.
  9. Most of you know that we built a new bridge connecting the mainland of Deliverance and the Serendipity Peninsula in the southeast. (Read all about it here: http://forum.wurmonline.com/index.php?/topic/124030-community-bridge-project-in-southeast-deliverance) We are now building the connecting highways and ran into a little problem on the south(west) side of the bridge. To finish the highway system we need to build through the perimeter of a deed called "Godric's Hallow" (and somehow across a little harbor basin north of it). We did not yet succeed to contact the mayor "Trinitros" - there is no forum account with that name. Trinitros, if you read this, please contact me ("Yaga") either by forum PM or ingame! If anyone knows the owner, please give us the info. Thank you! Here is a map of the area:
  10. We have flooring in houses what i am suggesting is expanding the flooring to include a bridge flooring. It works just like the flooring now but it is kind of like a rope bridge and has the graphics that look like a bridge and not just a floating floor. I am not sure how that all would work but it would give us more options inside a house. Edit: I guess you could just allow us to build bridges in houses that we own/are on the writ of too, lol
  11. Building Bridges Look out for those trolls! Bridges are here and along with them come our questions. A fellow alliance member of mine suggested that an information gathering thread was started, so here it is. So far there's a few things we already know, thanks to a few threads from the test server, which I'll link to below, and Q&A already posted in CA ingame and on the forums, and of course since many of you have already built your own. How I see this working - post like crazy in here (on-topic only, same as CA) with your questions and findings. Every day or so (until the thread slows down) I'll collect the top or most common questions and stick them in the second post, with links to the answer posts and/or Wiki page. This will also be a great resource for updating the Wiki pages on Bridges. A few asks: If you post an image that's more than 200px high, please could you put it in spoiler tags. Same with any log dumps more than a few lines long. [spoiler] Image / log dump [/spoiler]
  12. Removed banding with pliars, process worked, nothing changed.. must be related to the bug on the ground which is directly beneath them. I removed a floor plan to allow a bridge to be built. It keeps re-appearing. When i click on the frame of the plan, infinity refreshing occurs. the object is not there, but it is. Created a ticket then got advised to use the forum (high-lighted image for visual aid)
  13. I built a bridge, 20 slope x2 so that a Caravel can pass under it because a caravel's height is 35. Turns out this isn't necessary? What's the required `dirt above water` measurement for a Caravel when applied to bridges? A magic number that i think, we need to know. (caravel being the tallest ship) 28-05-15 EDIT - Here is the info, we require; http://forum.wurmonline.com/index.php?/topic/124030-community-bridge-project-in-southeast-deliverance/page-3#entry1279033
  14. If you have made bridges over water, please post what height above water and what boats have sailed under. Also, what boats may have been blocked by it. Include the bridge type please. Should help folks with planning. Thank you!
  15. Hi, Just noticed that some parts of the bridge (crown / abutment / support) have instant damage on crafting. [21:37:08] <Finalwolfblack> [15:36:54] QL = 61.526985, dam=10.0. Adding a plank for repairing helps ([21:37:23] <Finalwolfblack> [15:37:09] QL = 61.500313, dam=0.0.) ... so it s NOT critical... but still not nice
  16. Course there's all kinds of designs and types.
  17. Bridges need permissions management. I should be able to unload a crate on a finished bridge off-deed and someone should be able to take items from it. Please make this happen. It works with normal tiles off-deed so I don't see why a bridge would be different.
  18. Sources: Wurmpedia lists ship sizes on the following page: http://www.wurmpedia.com/index.php/Ship Boathouse concept I would like to build (see the spolier): http://forum.wurmonline.com/index.php?/topic/123372-bridge-screenshots/page-7#entry1271956 Outcome: Ability to park any ship inside a boathouse without any of its masts poking through the roof of the building. Otherwise, design the roof as bridges with spaces between them to act as roof trusses so that when a ship is parked, its largest mast sits in the open space between roof trusses. Issue: Based on the above, a Caravel is 7 long x 2 wide x 7 tall (measured in tiles). If 1 storey of a building is 32 dirts, then a Caravel is approximately 224 dirts high. Given that the boathouse concept in the link above is a 3 storey high building, it means that the Caravel's masts will poke through the bridge, i.e., roof of the building resulting in cosmetic ugliness for those who care. Option 1: One way to get around that could be to set up individual flat bridges with spaces between them, i.e., roof trusses. This way, you could park a Caravel so that its largest mast pokes up between two flat bridges, i.e., roof trusses. Each flat bridge can only be max. 3 tiles wide but building two of them to act as roof trusses with a 1 tile space between them means a boathouse can accommodate a 7-tile long ship such as a Caravel perfectly. Option 2: The other issue though is that a Caravel has 3 masts so even if you park it so that its largest mast sits between roof trusses, the other two masts may still poke through one of the flat bridges. Therefore, the next option would be to build the building high enough to accommodate the Caravel's other two masts without them poking through the roof trusses and still park the Caravel so its largest mast sits between roof trusses like in option 1 above. The downside is that you have to build a taller building resulting in the need for more materials. Option 3: The final option is creating a building(s), cliffs or land bridges that are high enough (approx. 7 storeys / 224 dirts) so that when you use a flat bridge as a roof, no masts will poke through. In this case, there would be no need for roof trusses as in Option 1 or Option 2. It's essentially the same as the original boathouse concept except the building, cliff or land bridge would have to be tall enough to accommodate the largest ship dimensions (length/width/height). The biggest disadvantage is the amount of extra materials required to build it. Also, the thickness of the bridge takes up space too so you would probably have to build 8 storeys high just to be safe and avoid any mast from poking through the underside of the flat bridge used as the roof. Option 4: Same as option 3 above except uses a combination of a building that is X storeys high and an arched bridge (with steepness up to 20) so that a 7-tile high ship such as a Caravel can be parked underneath without any of its masts poking through the arched bridge used as the roof. Questions: Since the new ship models are out, measure the following in tiles: - How long is the longest ship? - How tall is the tallest ship? - How wide is the widest ship? Bonus to also know this: - How tall is each mast on the Caravel? Who already has or is willing to measure this or are all of the ships the exact same dimensions regardless of the new models? In Closing: I realize that some people don't care about the cosmetics. Others may just opt not to build a roof at all but to me that defeats the purpose of building a boathouse that has a roof generally. I just think it would be ugly to park a boat inside a boathouse and have its mast(s) poking through the roof of the boathouse. This is the whole reason for this thread, to find the best option to avoid this issue and accommodate all ship types using a single design.
  19. I tried to build a bridge, and it turned out to be on a perimeter for a new deed. I was able to plan the bridge, then I wasnt able to build the parts over the perimeter, or destroy the plans. Planning and destroying plans should work the same (able or not able).
  20. Well with the new bridges put in place lets post up some screenshots of how we are putting them to use. (i will upload a pic of mine here once it is done)
  21. I have a steep 4-tiered deed that I built into the side of a mountain. The bridges look like they will help me travel to different steep teirs using ladders 1x1 towers,and plenty of tall houses without using my dirt ramp, not to mention making a unique homestead. Ive been building the dirt tiers in anticipation of bridges for a few months. I see bridges as a game changer that will alter deed building and this game forever. I kind of equate this exciting new code change to the day when wurmians started to actually walk, instead of float. Im certain the code is complex and you have my condolences for that work effort. I have a few questions for the devs: my deed is at Xanadu P12 (Bear Bay) if you want to get a reference for what i will be trying to do. I have already terraformed multiple tall dirt platforms and 1x1 towers to accept bridges on deed. Hopefully I did it right. 1. Do you have to remove all pavement, houses, and trees that the borders the bridge tiles in order to begin a bridge, similar to the error you get when you try to level dirt when a road or tree is in the way ("this corner cannot be modified") 2. Will you be able to destroy bridges on deed? 3. Will you be able to destroy bridges off deed, like roads? 4. What happens to the bridge if I connect a land tile to a self built 1x1 tower, then I destroy the tower. 5. I read somewhere the max bridge length is 38. Is there a minimum length? Can we start a bridge, from one end, but the bridge doesnt have a connecting tile on the other end ? (example...a 100 dirt tall bridge that begins on land, but just extends over water and goes nowhere ) 6. How wide are marble bridge arches that touch the ground? Do they span 1 tile, 2 or more? and are the spans adjustable. For example, what if I want to build a bridge across two tiles...will a bridge support/pillar block the road ? 7. Can you pass thru the parts of a bridge that touch the ground ? Or is there collision detection, like with walls/trees ? 8. Can I build a marble bridge on the left and right sides of a bridge, then change types with a wooden bridge in between? 9. Can you build a house structure under a tall bridge , after the bridge is finished ? 10. Can you build other objects, such as a pillar, or brazier under bridges ? Are there any restrictions to what can be pushed under a bridge ? 11. Are there minimum heights to any bridge type ? For example, can I build a simple wooden bridge over a "canal" or road if the sides are 10 dirt high over the road ? 1 dirt high ? 12. Can you make a bridge from a land tile, to a 1x1 tower tile when the 1x1 tower is on the adjacent tile to the land ? For example, I build a 6 story tower, next to a 150 steep dirt tile. Can I connect the two tiles (roof of tower to the adjacent dirt )? 13. What is the masonry required to start? To finish ? 14. Can we build bridges inside very tall houses ? 15. Can bridges go over existing fences ? 16 Can you build fences or gates under bridges ? 17. Obviously, the minimum bridge width is 1. What is the maximum ? 18. On a 3 tile wide bridge, will you be able to destroy the "middle pillars" of the bridge, like you can destroy the middle floor tiles of houses to create very tall rooms ? Or will the bridge code do this for us when we plan it? 19. How will mob passage and newb passage work on tiles that begin and end the bridge? Can we build small 1x1 towers with locked doors to keep newb/mobs out at each end ? 20. Will I be able to drop or plant items, such as lamps, signs, banners, barrels, bins, tapestries in the middle of the bridges ? 21. Bonus question: Can we build bridges in tall/large mines ? (please say yes). 22. Bonus question: What happens offdeed when a bridge exists, say 50 dirt tall, 20 tiles in length and someone builds an 8 story tower up thru the middle of it ? Is there code to stop this griefing ? thanks for bridges...this game will never be the same.
  22. So reading on the testing thread, seems there are a ton of issues walking around, over and under bridges, as well as dropping items on them, etc. So, how was all of this solved in multi-story flooring? Could the same technology somehow be applied to bridges? Regarding roofing, once the bridge issues are solved, can it then be applied to roofs? Right now, roofs work like walls. I should be able to fall off my 3rd story floor, onto the adjoining 2nd story roof, but the invisible wall blocks me.
  23. I think it would be awesome if when getting a highway completed, we could have GMs give their approval, Create a highway easement (special highway GM deed) that is only the width of the highway (included 1 tile of sand on either side, if built that way) and the full length of the highway. - This GM highway deed could be deeded over by a player deed, but the player can't build on or teraform the highway, without getting prior approval from the GM, - When GM approval for modification is given, they simply drop "GM" construction markers marking a start point and end point, showing the player exactly how much highway that can modify, based on a preapproved plan. - There would be a time limit for modifications. Something short, like 1 week. Player would be responsible for installing a detour, with signs, prior to starting highway mods. - Tunnels and Cave Canals would not collapse, if fully reinfored and GM protection is enabled. - Players would not be able to mine in the protected tunnel "The rock is too hard here". When 3d mining comes out. mining over/above the tunnel would be fine. - In addition, ALL bridges on these GM protected highways would suffer no decay. This should certainly work in Freedom and eliminate quite a few issues with highways. PvP servers may not be a good place for a system like this.
  24. Hey everyone, I want to start this thread to coordinate so we can make a bridge from Independence to Deliverance once they are implemented. The project is not gonna be easy we are gonna need tons of dirt dumped into the ocean to create 1x1 tiles in order to be able to create the bridge. The construction of this bridge will improve transportation and it will also boost economy by opening land connections to deli. I know they have not announced a date yet for the implementation of the bridge but a lot of materials will be needed for this project as well as high skills diggers. Please give me some constructive feedback about the project and wheter you think its worth it or not.
  25. Close

    I decided and started creating a land bridge to Eminence island. I am going to need a lot of dirt and help for this to happen. I will be buying most of the dirt and do it all myself if i dont get help since my diggin is at 85 Please if you can help let me know, this is a great opportunity to skill up your terraforming skills and also open new land for noobs.