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Found 8 results

  1. I've just been watching a new player stream their first experience of Wurm Online. Another player asked them to take some items out of a BSB, but they were unable to work out how do it. Neither Left or Right clicking on the items in the BSB brought any kind of options except Examine icon, Wurmpedia and Emote. I would have expected at least a 'Take' option on the items in bulk containers, but there is no such option. Of course as experienced players we *know* we can drag items out of the BSB into our inventory, but this was at no time obvious to the new player, who reported back that the BSB was not working. Please add a right click 'Take' option to the items in bulk containers, which brings up the usual 'Removing items' dialog pop-up. Sometimes right clicking the contents of the BSB to take them is more intuitive to a new player.
  2. I often use CTRL+Drag to pick up something like a corpse and drag it into my cart. When I pick up a pile of items, for example foraged items or archaeology fragments and CTRL+Drag the item pile to my cart, always exactly 2 items are left on the ground. Because of this I have to use CTRL+Drag three times to pick up all of the items. With archaeology fragments these occupy the same position but are large enough to pickup easily, however, with small foraged items such as acorns or eggs, it's a lot more fiddly. It would be great if CTRL+Drag picked up the whole pile of items, and did not leave two items on the ground.
  3. I just got this idea from Retrograde's WurmOnlineOfficial stream, so he should take the credit for it, and probably will. Retro's mouse was moving so fast when he was creating the mushroom planter box on the ground, and his mouse was so silent it actually looked like he was dragging the materials (in this case beams) on to the unfinished planter box (it was like lightning believe me.) I thought wow - what if we could drag materials onto an item we were creating? - we could drag planks onto an unfinished large cart to continue it, drag bricks onto an unfinished house wall to continue building it, drag pegs onto an incomplete knarr to continue adding to it etc etc. You might be thinking well, what's wrong with using the crafting interface (which is lovely btw), or double clicking to activate the material and then right clicking the unfinished item and selecting Continue Item, or pressing a bound key as many do now? I use a laptop touch pad, and I am mindful of what a relief it is that we can just drag items onto bulk containers to fill them - what a great asset and improvement to Quality of Life! - so I would love to be able to drag a stack of mats onto unfinished items to continue them. The action timers would stay in place of course, and you could only queue the same amount of actions/mats, but the amount of wear on mouse or touch pad is bound to improve. I also think it would be quite satisfying to physically 'put' the materials down onto the item being constructed (yeh, weird I know). I think the only downside would be mis-clicking and accidentally completing your knarr in the wrong peg wood type, but that isn't likely to happen is it? ...often? Just an idea.
  4. haven't seen this around lately, but to be able to lasso and tow things behind a cart or horse on land and use a knarr+ to move stuff on water like other boats. the idea would be lasso a BSB, sailboat, statue along with other things and be able to command a cart to "drag" it along with a nice speed reduction but still be faster than spam pushing. i understand you can already move a ship on land, but to me it would be nice to dry dock boats by dragging them out of water for a little. for ships it would be nice if a knarr or a caravel can anchor itself to another ship and drag it along unless its moored or no permissions to use.
  5. Some of the worse chores with a mouse can be filling multiple listed containers. Say for example thirty small barrels in a wagon, or thirty bowls in an oven. There are methods that panfillers use to approach this state; however, imho they still fall short. Some degree of a shortcut would be handy, for example 'dragging and dropping' a liquid unto the header item of the list, which would attempt to fill each container in the list until either the liquid runs out or no more containers. Granted one might want only so much of the liquid in each container; though, theres several ways such can be implemented. Same can be said for nonliquids, dragging over a pile of say chopped spices.
  6. Similar to the harvesting issue, both may have the same root cause. I get this when dragging veggies from a satchel into a frying pan. This is not using any of the pan loading techniques, just drag one veg from window A to window B, rinse and repeat. Didn't use spoiler because it eats some of the output. Unexpected crash while playing The error was: <Index: 47, Size: 47> It's possible you might figure out what's wrong from the log file below, but if you can't, post the full log on the wurm online forums, and someone else might be able to help you. Contents of console.log: Time is Wed Jun 03 23:37:32 BST 2015 Running client version 3.87-7309 === System information === Executing from /home/USERNAME/ Operating system: Linux (arch: amd64, version: 3.14-2-amd64) Java version: 1.8.0_45 (Oracle Corporation) &lt;http://java.oracle.com/> Jvm version: 25.45-b02 (Oracle Corporation) [Java HotSpot(TM) 64-Bit Server VM] Available CPUs: 6 >>> Main thread exiting. Loading character oakheart Loading config oakheart Loading props file /data/wurm/configs/oakheart/gamesettings.txt Executing /data/wurm/configs/oakheart/keybindings.txt Loading props file /data/wurm/players/oakheart/password.txt >>> LoginFrame queue entry exiting. Loading character gaeron Loading config gaeron Loading props file /data/wurm/configs/gaeron/gamesettings.txt Executing /data/wurm/configs/gaeron/keybindings.txt Loading props file /data/wurm/players/gaeron/password.txt Saving props file /data/wurm/players/gaeron/password.txt Saving props file /data/wurm/configs/gaeron/gamesettings.txt Keybindings saved. Loaded pack sound.jar (r1) Loaded pack pmk.jar (r2543) Loaded pack graphics.jar (r2541) Options up-to-date! Loading props file /data/wurm/players/gaeron/playerdata.txt Loading props file /data/wurm/players/gaeron/stats.txt Preparing to enable console logging. Now logging to /data/wurm/console.gaeron.log === Wurm options === animation_playback_self = 1 auto_mipmaps_enabled = 2 auto_run_source = 0 cavedetail = 1 censor_chat = false cloud_shadows = false collada_animations = 3 color_black = 0.0,0.0,0.0 color_cyan = 0.0,1.0,1.0 color_error = 1.0,0.3,0.3 color_fuchsia = 1.0,0.0,1.0 color_green = 0.08,1.0,0.08 color_grey = 0.5,0.5,0.5 color_lime = 0.0,1.0,0.0 color_maroon = 0.5,0.0,0.0 color_navy_blue = 0.23,0.39,1.0 color_orange = 1.0,0.5,0.0 color_purple = 0.5,0.0,0.5 color_red = 1.0,0.0,0.0 color_royal_blue = 0.23,0.39,1.0 color_silver = 0.75,0.75,0.75 color_system = 0.5,1.0,0.5 color_teal = 0.0,0.5,0.5 color_white = 1.0,1.0,1.0 color_yellow = 1.0,1.0,0.0 compressed_textures = false compressed_textures_S3TC = true contribution_culling = 150 custim_timer_source = 1 customTimer1 = -1|-1 customTimer2 = -1|-1 customTimer3 = -1|-1 customTimer4 = -1|-1 customTimer5 = -1|-1 debug_mode = false depth_clamp_enabled = 2 disable_select_all_shortcut = false display_settings = false:false:0:1024:768:32:-1:false:false enable_contribution_culling = false enable_debugs = false enable_lod = true enable_shift_drag = true enable_vsync = true engine_multithreaded = 0 event_log_rotation = 2 exec_source = 0 fast_yield = false fbo_enabled = 2 fog_coord_src = 0 font_antialias = 2 font_bold = 11 font_default = 11 font_header = 24 font_italian = 11 font_monospaced = 11 font_static = 11 fov_horizontal = 80 fps_limit = 30 fps_limit_background = 15 fps_limit_enabled = true game_client_thread_priority = 2 glsl_debug_loading = false glsl_enabled = 2 gpu_skinning = true gui_opacity = 3 gui_skin = 0 has_read_eula = true hide_inactive_friends = false hide_menu_examine = false hide_menu_no_target = false hide_menu_spam_mode = true hide_menu_stop = false high_res_binoculars = true hint_texture_scaling = 1 impColumn = true inverse_mouse = false irc_log_rotation = 2 irc_notif = 0 item_creature_render_distance = 4 key_bindings_source = 0 keyboard_layout = 0 loadInventoryStartup = true local_list_in_event = true lod = 1 log_extra_errors = true log_gl_errors = false mark_text_read = true material_as_suffix = true max_texture_size = 2 mega_texture_size = 4 model_loader_thread_priority = 2 model_loading_threads = 1 multidraw_enabled = 2 no_brightness = false no_terrain_render = false no_world_render = false non_power_of_two = 2 occlusion_queries_enabled = 2 offscreen_texture_size = 1 other_log_rotation = 2 outline_picking = true player_texture_size = 2 reflection_texture_size = 1 reflections = 2 release_context = false release_context_on_jogl_sleep = false remember_password = true render_distant_terrain = true render_glow = false render_sun_glare = false resident_models = false save_skills_on_quit = true screenshot_file_format = 0 season_override = 0 send_extra_tile_data = false setting_timestamps = true settings_version = 3 shadow_level = 0 shift_drag_default = 10 showKChat = true show_body_in_inventory = true show_old_quickbar = true silent_friends_update = false skillgain_minimum = 1 skillgain_no_alignment = true skillgain_no_favor = true skydetail = 1 sound_al_gain = 15 sound_buzzlevel = 2 sound_cache_enabled = true sound_doppler_enabled = false sound_engine = 0 sound_footstepslevel = 10 sound_music_level = 5 sound_play_ambients = true sound_play_buzz = true sound_play_combat = true sound_play_door = true sound_play_emotes = true sound_play_footsteps = true sound_play_music = true sound_play_weather = true sound_play_work = true stipple_enabled = true structure_render_distance = 4 submit_client_data = 0 terrain_bump = true terrain_res = 1 test_attach_equipment = false test_mode = 0 thirdPerson = false tile_transitions = true tiledecorations = 2 togglePushToTalk = true treelist_outline = true trees = 2 update_optional = true use_alpha_particles = true use_anisotropic_filtering = 0 use_antialiasing = 0 use_color_picking = true use_fast_clock_work_around = true use_fbo_color_picking = true use_nagles_algorithm = false use_nano_timer = false use_non_alpha_particles = true use_phobia_models = false use_tree_models = true use_weather_particles = true vbo_enabled = 2 viewport_bob = true water_detail = 2 Jun 03, 2015 11:37:41 PM class.KA4iSdiSNi run INFO: PostRequest parameters: [name=v, value=1, name=tid, value=UA-44537377-1, name=cid, value=cef36f0b-81e4-4d5c-a925-ba68a5fe80a4, name=t, value=event, name=an, value=Wurm Client, name=av, value=3.87-7309, name=ec, value=Churn, name=ea, value=collect, name=el, value=Startup, name=ev, value=true, name=cd01, value=-1253461210] Setting up Collada Model Loader Executing /data/wurm/configs/gaeron/keybindings.txt Translating legacy key ENTER to RETURN Jun 03, 2015 11:37:41 PM class.KA4iSdiSNi run INFO: Event successfully posted to Google Analytics Word filter loaded: 23 Starting job manager with 5 worker threads >>> Launch queue entry exiting. Using LWJGL display 1024:768:0:0 (false) === OpenGL information === LWJGL version: 2.9.1 Adapter info: null (null) OpenGL vendor: NVIDIA Corporation OpenGL renderer: GeForce GTX 760/PCIe/SSE2 OpenGL version: 4.5.0 NVIDIA 346.72 OpenGL extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_NV_internalformat_sample_query GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_query_buffer_object GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_x11_sync_object GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vdpau_interop GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GLSL version: 4.50 NVIDIA GLSL max vertex uniforms: 4096 (4096) GLSL max fragment uniforms: 2048 (2048) GLSL max varyings: 124 (124) Preloading builtin materials Preloading builtin materials done Setting up dotXSI Model Loader Launching dotXSI Model Loader threads Launching Collada Model Loader threads Starting workaround for fast running clocks Using LWJGL timer. Initialized mouse with 13 buttons. Experimental direct buffer cleaner init successful Increasing image buffer to 16777216 Startup Phase - Setting up.. Initializing font texture for SansSerif (11). Texture Size: 512 Initializing font texture for SansSerif (11, italic). Texture Size: 128 Loading window positions from /data/wurm/players/gaeron/windows_1024x768.txt Loading props file /data/wurm/players/gaeron/windows_1024x768.txt Gui initialized Startup Phase - Preparing terrain Startup Phase - Connecting .. Disabling Nagles Writing to /data/wurm/players/gaeron/logs/_Event.2015-06.txt Disabling Nagles Writing to /data/wurm/players/gaeron/logs/_Friends.2015-06.txt Writing to /data/wurm/players/gaeron/logs/Alliance.2015-06.txt Decreasing image buffer to 4194304 Jun 03, 2015 11:37:47 PM class.KA4iSdiSNi run INFO: PostRequest parameters: [name=v, value=1, name=tid, value=UA-44537377-1, name=cid, value=cef36f0b-81e4-4d5c-a925-ba68a5fe80a4, name=t, value=event, name=an, value=Wurm Client, name=av, value=3.87-7309, name=ec, value=Churn, name=ea, value=collect, name=el, value=Login, name=ev, value=true, name=cd01, value=-1253461210] Jun 03, 2015 11:37:47 PM class.bdrk5lOHzx FZOk5L6Gfy WARNING: Can't set attitude of creature 637534720 because it doesn't exist Jun 03, 2015 11:37:47 PM class.KA4iSdiSNi run INFO: Event successfully posted to Google Analytics Login successful Executing /data/wurm/configs/gaeron/autorun.txt Starting update of login splash image... Finished loading new login splash image! Resized terrain FBOs to 512 Decreasing image buffer to 1048576 Now using reflection FBO (256) Increasing image buffer to 4194304 Execution aborted at connection 1, iteration 2116 Run time 1m, local time Wed Jun 03 23:39:04 BST 2015 Destroying game window ====== CLIENT CRASH ====== Unexpected crash while playing java.lang.IndexOutOfBoundsException: Index: 47, Size: 47 at java.util.ArrayList.rangeCheck(ArrayList.java:653) at java.util.ArrayList.get(ArrayList.java:429) at class.bUKNw42JmU.FZOk5L6Gfy(SourceFile:375) at class.kAi6R9AYR.FZOk5L6Gfy(SourceFile:1566) at com.wurmonline.client.X1XFlh0qbH.FZOk5L6Gfy(SourceFile:372) at com.wurmonline.client.BILF1iey6X.fgtPPuD8uC(SourceFile:328) at com.wurmonline.client.BILF1iey6X.run(SourceFile:1471) at java.lang.Thread.run(Thread.java:745)
  7. Ok well not sure how difficult this would be, but I use 3 21inch monitors and cant full screen wurm to cross all 3 never have been able to causes a instant crash, but it would be really cool to be able to drag my wurm windows i.e. inventory crafting etc. to my desktop to free up view-able space.
  8. So I am trying to move water from an rare ornate fountain to a water skin. First drag works, I poured the water on the ground, and the second time I get the message "You cannot carry that much." Activating the water skin and filling does work.