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Found 74 results

  1. sold

    Comes with plate set, some usefull gear and a knarr full of crap. 7000 Karma. No warnings. Male. You have premium time until 28 May 2017 https://www.niarja.com/skill_compare/Tarnhold Looking for 230e
  2. Correction: After mixing many more batches of concrete I realized that I made an error by using the total amount of lye used in my calculations. Since concrete is made using 1.5 lye per action, the maximum amount of concrete which can be made from a small barrel of lye is 30. I've changed the percentage amounts to reflect this fact. Substituting a maximum total of 30 concrete per small barrel now indicates that the success rate is higher (at least in this instance) than the Chance percentage listed in the crafting window. I apologize for any confusion I may have caused. I spent the day today making concrete from 900 ash. The amount of concrete I was able to craft does not agree with the Chance percentage listed in the crafting window. This leads me to believe that either the Chance percentage listed in the crafting window is calculated incorrectly, or the mechanic for determining the success rate of crafting actions is not accurate. While my findings pertains only to crafting concrete, I have a suspicion that all crafting actions may have a similar issue. My Natural Substances skill was 49.97 when I started, and 51.29 when I finished. I created batches of lye in small barrels using 45 ash per 45kg water for a total of 20 batches, as well as 2 smaller batches of leftover lye. The Chance percentage listed was 80% for the first batch, and 81% for all the rest. Here are my results: 1 45 lye 29 concrete 96.7% 12 45 lye 29 concrete 96.7% 2 45 lye 29 concrete 96.7% 13 45 lye 29 concrete 96.7% 3 45 lye 29 concrete 96.7% 14 45 lye 29 concrete 96.7% 4 45 lye 29 concrete 96.7% 15 45 lye 29 concrete 96.7% 5 45 lye 29 concrete 96.7% 16 45 lye 29 concrete 96.7% 6 45 lye 29 concrete 96.7% 17 45 lye 29 concrete 96.7% 7 45 lye 29 concrete 96.7% 18 45 lye 29 concrete 96.7% 8 45 lye 29 concrete 96.7% 19 45 lye 29 concrete 96.7% 9 11 lye 7 concrete 95.4% 20 45 lye 29 concrete 96.7% 10 45 lye 29 concrete 96.7% 21 45 lye 29 concrete 96.7% 11 45 lye 29 concrete 96.7% 22 9.75 lye 6 concrete 92.3% Total: 592 concrete 96.4% (592/613.83) If I understand the purpose of the Chance percentage in the crafting window (which is highly unlikely), it is an approximation of the expected crafting results based on a character's skill level modified by material quality. I would expect that the Chance percentage is not a random chance approximation, but rather a measure of proficiency. Based on the Chance percentage I was given I would expect to see an average of 80 successes out of 100 crafting actions (or 36 concrete per small barrel of lye) with a variation in the results, perhaps ranging from +-5% to +-10%. The results I achieved clearly do not correspond to the Chance percentage, and they are also too consistent to correspond to a random chance calculation (which would actually be a poor way of calculating crafting success). Based on all of the nonsense I just spouted, I think either the Chance percentage needs to be recalculated to show the actual chance of success per crafting action, or the mechanic used to determine successful actions needs to be modified to produce successful crafting actions more in line with the displayed Chance percentage. Alendhor Aven Linuath, Newspring Island, Xanadu
  3. Hello there! My friend recently started playing and he wants to catapult his Wurm career. We are looking to buy a starter account who has decent starter stats. Don't need to be anything crazy. Contact me with offers and let's talk price!
  4. Hi everyone! I'm looking to buy a solid crafting account, pm with offers.
  5. Time to thin the ranks! Male - Crafting/Fighting Account (name kept private for privacy of new owner) [19:48:03] You entered through the portal to Wurm on day of the Ant, week 1 of the Raven's starfall, 1041. That's 881 days, 16 hours and 52 minutes ago. [19:48:03] You have played 80 days, 18 hours and 8 minutes. [19:48:03] You have been premium a total of 0 months until Dec 2013. [19:48:03] You have not paid for premium time. The character will come with nothing on him except 2 mirrors, and can be picked up on Xanadu. I will accept private bids, however the bid will be posted without your name. All offers will be in Silver or Euro (1/1 ratio) through Paypal. Starting Bid 10s/e Bid increases by 10s/e minimum This auction will run a total of 10 days, starting 12/5/2016 Sniper Protection : 1 hour Happy Bidding!!
  6. I did a quick search and didn't see a similar topic, apologies if this is well worn territory. A couple of improvements that I think could help make the crafting recipes window more useful: A Back button to return to the previous entry. For example if you are looking at the Large Cart recipe and click into the small wheel axle, you have to search for Large Cart again to get back, shouldn't be necessary. Show the amount of material needed. Looking up sheet all it tells you is that you need a needle and square cloth. It would seem reasonable for it to be more specific that you need 1.5kg of cloth.
  7. I was thinking -- IRL we have Swiss watches, Italian fashion, German cars, French food, etc. What if there was an in game mechanic similar to this? So we might see Celebration coal, Independence pie, Pristine pork pie, Release Rat on a Stick, Exodus altars, Deliverance huge axes, Chaos cookies, etc... One way to implement would be: The server that creates the most items over 90 ql of a certain type over a 3 month period earns the option to add a regional title to the item. The title gives some minor bonus to the item. Go catch some Xanadu trout!
  8. Looking for high crafting account. Please send any skill dumps to me via PM. Any purchase will be via verified Paypal. I will be able to supply good references to verify my trustworthiness. Cold
  9. As in the title. I enjoy the game a lot despite not having played it for long enough to find myself regularly indulging myself in the game's more advanced activities. And despite that, I found myself particularly enjoying ditching my starter gear and starting off as the blankest of blank slates (not trying to be a special snowflake of any sort, bet there's at least a few more people who share my sentiments). Although I have taken note of the game's robust crafting system (it would be dumb of me not to), I think it falls a bit short in the "primitive" stage. There could be some more things to craft, and some more mechanics to be implemented, such as wielding a hefty branch actually allowing me to hit something with it. As opposed to, you know, holding it with one hand, and beating up stuff with the other, as I understood its actual use in combat by Wurm's mechanics. I was quite surprised to see it being the case of crude tools, especially the axe. While some of you would understandably bash the idea of adding a number of crude additions (such as weapons, armor, perhaps some substitutes for construction materials) as unneccesary clogfest, as we can already get to crafting iron stuff quite quickly, I think it could really aid an RP aspect of the game, which I also find important. If you guys find it interesting, though, let me know, so I can find myself welcome to elaborate. You are welcome to pop your own ideas, too! And yeah, a few lines of text in, I realised that was quite rude of me to pop my cries and demands in without even introducing myself. I shall do so soon.
  10. Been away for a while and want to get back into Wurm again. Seems like the game is making huge headway on new features and options, like WU. I don't expect to find an account with all the skills I have listed (in no particular order of importance), but PM me with what you have and we can discuss price. I bet someone needs some extra Christmas cash? Hoping for 80+ in the following: BS WS PAS JS LW CT NS Farm WC Mine Dig Carp FC Masonry HFC Pottery Rope 50+ in the following Metalurgy Firemaking AH Taming Forestry Gardening Paving Coal Butchering
  11. Situation: Starting a complex item (i.e. any item requiring "continue" actions to complete) with rare/supreme/fantastic items. Expected behavior: Similar behavior to continuing with rare parts. In that case, chance to transfer rarity from a part used is 1 in (total number of parts needed by item). Actual behavior: Rarity does not transfer from either starting item, ever. Steps to reproduce: Create tons of unfinished items. They should never start rare from rare parts, only from a rare window Moment of Inspiration. Cause of bug: The code sets a local rarity variable on unfinished item creation based on the rarity of the action (MoI), the rarity of the parts, and random chance. However, this value is never used. In AdvancedCreationEntry.run(): byte rarity = 0; if (act.getRarity() > rarity && Server.rand.nextInt(this.getTotalNumberOfItems()) == 0) { rarity = act.getRarity(); } if (realSource.rarity > rarity && Server.rand.nextInt(this.getTotalNumberOfItems()) == 0) { rarity = realSource.rarity; } if (realTarget.rarity > rarity && Server.rand.nextInt(this.getTotalNumberOfItems()) == 0) { rarity = realTarget.rarity; } However, this value is never used; the code instead uses act.getRarity() (MoI rarity) when creating the actual item. I assume this is a bug, since it is inconsistent with how continuing unfinished items works, the code seems to imply it should work, and I can't see any reason why this would be intended. This just seems like a simple oversight that the item creation calls use "act.getRarity()" instead of the rarity value set previously in the function. Solution: In the ItemFactory.createItem() calls in AdvancedCreationEntry.run(), replace "act.getRarity()" with "rarity" as set by the function properly.
  12. New Skill Idea Skill: Hunting * Sub Skill - Traps , { To Create the tool / items to start with} New items: Small Trap box, Medium Fall Trap The items Small trap box - 4 small nails, 10 shafts, acorns Or cheese. Medium Fall Trap - Shafts , 1 rope , felled tree or Logs , Raw fish or herbs from botanise for example. * Sub Skill - Trapper , {To use the items) New Mechanic 1) - Plant the Small trap Box, (Not drop), Can not be picked up for 1 RL hour. after the timer the Bait is gone and in its place is ** x Squirrel meat, or Mouse/rat meat. 2) - Plant the Medium Fall Trap (Not Drop - Must be within 1 tile of a Tree) Can not be picked up at all Decays within 24 hours. After ** time it produces Bair meat, or Venison. Skill: Glass Smiting * Sub skill - Mixer {to make Glass lumps i.e. like Mortar} New items: Glass Mound , 1 x Sand + Smelter *Sub Skill - Enamel To make ornaments or Cutlery (we have spoons forks and knives already) 1 x Glass lump + Mallet New items: Creates plates and bowls Glass Windows * Sub Skill - Glazier Mixing Colour with glass. New items: glass window, jugs, plates etc , + paint/dye Produces stained glass windows , colourful globes , colourful ornaments. Please leave Feedback and additional add on ideas.
  13. Everything's in the title. This would definitely hurt noone, but could help with making crafting more comfortable thus improving QoL a bit.
  14. I have no idea if this has even been reported, but here goes: Dredges consist of a cloth bag on a rope, with steel lips to scrape up dirt. The in-game model, crafting recipe, and skill all reflect this to some degree. However, when you build them, they are all inexplicably made out of birchwood, and thus improve using carpentry materials. This obviously makes no sense. Why does a blacksmithing item made out of steel, cloth, and rope become birchwood upon creation? Solution: Make them out of a more reasonable material involved, like the cloth or the steel (although steel might be annoying to improve).
  15. Ql of a finished staircse seems a bit higher than expected. [01:16:01] It is a normal counter clockwise spiral staircase with banisters made of wood. [01:16:01] QL = 93.16136, dam=0.0. Mats used: Mortar 22ql Small nails 23ql Large nails 14ql Shafts 71ql Planks 72ql Stone bricks 21ql skills: 97 carpentry and 63 masonry tools: 79ql rare throwel, 91ql mallet
  16. So there's making 99.99ql items and making rarity level items... but what about creating something more? What should be the price? Admittedly still on a slight "feels" trip after episode 20 of "Ushio and Tora" http://www.crunchyroll.com/ushio-and-tora Good action anime if that's your thing. I highly recommend. Anyways, High level crafters over 90 in a particular craft gain the ability to make some item that is truly unique. Granted nothing really comes to mind offhand that's not grossly OP'ed in potential. Guess the stats could be something within certain ranges, and the player gets to create descriptions and backstories (vetted by Staff). Something along the lines of the role-played heirloom items (http://www.wurmpedia.com/index.php/Heirloom), with some actual ingame impact. However, the act of creating such an item (success is not 100%, I'm just feeling evil that way) costs the crafter the character. Good old fashioned Wurm perma-death. Maybe even throw in another char's life as well.
  17. A comment in another thread got me to wondering if having some artifacts double as tools would be too much or fine. http://forum.wurmonline.com/index.php?/topic/135399-why-making-scale-armor-sucks/#comment-1387558 It certainly would provide yet another incentive to obtaining them, or at least getting the ones that are not in much demand pvp-wise. For example the Finger of Fo acting as a needle. On the otherhand, maybe too much of a good tool...
  18. More Clothing

    More clothing would be a nice addition, I don't know how hard it is to add but the current clothing line is rather limited
  19. Ran into a weird bug today. I've been making hundreds of wooden shafts for yoyos. No problems, no issues. Then, all of the sudden, on this particular batch...some of the shafts come out as birchwood...even though I only pulled pinewood logs from my BSB, have pinewood showing in my inventory and crafting interface....very strange. Only a few random shafts of the whole came out as being made from birch. Reproduced a second time (see 1st time screenshot and 2nd time screenshots in spoilers below). Process: Grabbed "all I can carry" pinewood logs from my BSB (14 logs). Drop into crafting interface window. Drop carving knife into window. Choose "shaft" from menu. Spam "create" over and over, periodically emptying inventory into BSB. I could not find any rhyme or reason for the quantity, frequency, etc. with which they would randomly come out as birch instead of pine. Also, I didn't have any birch of sufficient QL to produce shafts of the QL that came out, so it was like a phantom portion of a birch log. Though, as you can see in both images - all pine.
  20. WTB top class crafting account. I'm trying to find account similar to one of the accounts I sold some time ago. 90+ or close enough Mining Blacksmithing Weaponsmithing Platearmor smithing Leatherworking Carpentry High Fine Carpentry Shipbuilding Woodcutting 60+ Mind Logic Body Strength Budget is not an issue for the right account. I am impatient, I would like make the purchase asap. Please PM me the skill dump and the price and we'll go from there. Thanks!
  21. I love to play wurm while running there games at the same time. Anyone else play Age of Conan? I been playing for 8 years I love to play wurm and AoC at the same time crafting on both games is a great way to profit on both. Love to pvp on Age of conan and nothing like a 7 hour Raid while passing some time wurming. ( 2nd highest dps necro in game) Grand Master Architect I. Uild Guild Citys !/ Alchemy Specialist. *** I love to power level for a price contact me here if your interested. Another game I enjoy playing with Wurm Online Everquest 2 15 year veteran also another game that you can craft in a little more complex than wurm. But great to play at the same time. Crafting timers are amqzingly get into sync after yiu get into ab Alt - Tab rythem. I also PL here contact Leemar
  22. I stole this from this thread here: http://forum.wurmonline.com/index.php?/topic/126128-should-theft-be-allowed/ Only instead of requiring a lock in the current recipe or automatically locking all vehicles, I recommend that these initial lockable vehicles have a "Secure" version that auto-locks with a 1 QL lock and key. This wouldn't mess with PvP at all, as a 1QL lock would be trivial to pick. On Freedom though, it would give new players a clear option for a safer alternative than what we have now. If adding recipes seems like a bad idea, then perhaps go with the auto-lock on the normal ones, but extend it to all vehicles. Why not all vehicles with Secure recipes? Simply because by the time you can construct boats beyond a sail boat or a wagon, you should be adjusted to the game enough to know how to make your own locks. The Devs shouldn't be holding people's hands, but these beginner and essential vehicles *should* be made more secure and safe to help with player retention.
  23. I would like to see Gilding be used in the game. My first idea is the use of gold/silver applied to statues to detail characteristics and add some accent/beauty to them. Then I would also like to see the use of Slate applied to Marble and Stone creations for Black created versions of these items..and the Gilding would make it "Pop!" even more. Gilding could also be used on houses on the Non-Plain Stone builiding, benches and even Water Fountains to really add a lot of style to all of it. Gold, Bronze, Silver, Copper and Brass could also be incorporated..but my focus is Gold and Silver for this article. Better use of Jewelry skill could applay here to especially on "Upgrading" of tools to better receive enchants???? Just an idea..what do you think?
  24. When we use the crafting window it would be nice to be able to repair our tools from there was well. We can already right click on them and examine or remove so why not repair? Well i suggest it be added in.
  25. Gateway Gateway is situated on a small island on Xanadu, Q-22. We are in the alliance of Rhino Lake which is comprised of nearly 20 deeds. The deeds are all very closely knit group and very helpful. There is canal systems linking the mainland to the south and eastern seaboards. Since Gateway is still largely under development there a a multitude of projects to include but not limited to: Digging Mason Work Carpentry Farming This is the bulk of the work that is going on at the moment. However, there are always smaller projects to be done if a break is needed. This is not a recruitment thread for "labor" or "hands for hire". Plots of land will be handed out immediately and houses may be built. Any upkeep will be maintained by myself, no monetary commitments need to be made. Alliance TS and Mumble Casual play is acceptable, however, looking for individuals that play on a fairly regular basis. Noobs or veterans may apply. Kingdom drama is not allowed nor tolerated, keep it in Chaos. There WILL BE NO AFFILIATION WITH TROLLS OR GRIEVERS IN THIS DEED OR ALLIANCE, ANYONE DEALING IN SUCH MATTERS WILL HAVE CITIZENSHIP REVOKED IMMEDIATELY. Perms are made to individuals as needed until such a time as I see fit for a more lenient role to be est. based on trust and amount of time individual plays. These are fairly straight forward rules you will find on most deeds and alliance across the board, so I hope it is nothing to disparaging. Looking for 3 individuals off the bat. Thank you for your interest. Krisstofer in-game name is Krisstofer