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Found 92 results

  1. Pm me if you need something. Low QL Meat is 55c/k 80ish QL Crops are 80c/k 99ql crops are 1s/1k - except things i have a lot of could be a little cheaper (like strawberries) Pm me for the rest, or post offers here, or PM offers in game (Davih) or PM offers or forum, or do what your heart tells you. Pickups are on Xan Q25 I can do 1s-fee deliveries for 8s+ of stuff, but usually not instant ones. i can do free deliveries for 20s+ of stuff. Both coastal only - no chaos
  2. Church - Stormblade Hi Everyone! We've covered a few upcoming features in the next patch over the past few weeks, so it's time to get ready! The next update will come out on the 28th, and include tree collisions, branding protection on corpses, and the new tapestries! There's also another thing coming, which is a small change to how eating in houses works. Eating out In order to make it easier for providing food at events and such, players will be able to eat foods from locked containers as long as they have the may open permission, and the may enter building permission. With these sittings the foods themselves cannot be taken out of the container, and does not need the ability to pick up items, meaning no risk of sticky fingers (except from the food!) Big update coming This update will be the last content update before the major one, including the new Valrei system, new skill, and a few more surprises. We have no firm date on that yet, but will begin revealing and discussing what this major update will entail over the coming weeks. I hate to use the old "Soontm" but it'll have to do! WU beta All WU-ers have been patiently waiting (some not so patiently) for the next WU update, and I can confirm it will be coming to beta in the next week or so (pending any major issues). We'll have it up as a beta for a little while as usual before going live, hopefully early October for that one! Community Content This weeks community content is the culmination (or maybe just a continuation?) of a descent into madness, with the Fire and Sand alliance (formerly known as the Empire of Mol-Rehan of Chaos) hosting an impalong at Magranons Rest, the ginormous underground construction by Nadroj and Co. The impalong will have lots of events, a live auction (I love those!) and a few "accidental" deaths I'm sure. It runs form the 20th to the 22nd of October, so make sure to save the dates in your calendar! That's it from us for this week, I'll be back next week with some news and info on what's coming in the big update. and we'll begin organising public testing of a few parts of it, until then though, keep on Wurming! Retrograde & the Wurm team.
  3. Hi, when I use "lore" on a sausage skin I get this: [10:08:09] Have you tried adding a heart? [10:08:11] The heart will not fit in the sausage skin. Am I missing something or is there some sort of bug here? Update: I consumed some of the ingredients to make them smaller and that made it work eventually
  4. I would like to buy 2k each of any meat, veggie & spice to grind cooking. A couple of hundred of any flower would be excellent as well. Delivery to my coastal deed near Glasshollow would be greatly appreciated as well. Contact in-game is preferred but I will check back here as well. In-game character name is Mithrian.
  5. Mod source on pastebin: https://pastebin.com/NEDD6FC8 Since this uses extensive bytecode modding I don't want to support it. It might be useful for another modder so I'm sharing it. I will not make releases for it. I will not fix it if it doesn't work or breaks or whatever. It does these things for me currently: - Remove all affinity creation and instead apply an additional 10% skill bonus to the already existent 5% bonus from nutrition. Instead of up to a 5% bonus from nutrition, this mod make that up to 15%. - Remove limits that stop you from eating or drinking when food is too hot. - Remove the mechanic that stops eating if food bar is full. Your toon can just keep eating forever if you wanted. - Remove the food complexity scaling for ccfp. Every edible thing will act as if it has 10 stages and 30 ingredients.
  6. Selling affinity meals of your choice! HOW THIS WORKS: We send you 2 sample meals, you taste (using the taste option in the rightclick menu) both and tell me which one gives you what affinity and send them back. Tasting those 2 meals is only required once per character, after this we can always prepare the correct meal for the affinity of your choice. If you need the same affinity for 2 different characters, they will have to do the tasting separately and will most likely require 2 separate meals as each toon is different. Based on those 2 samples, we can prepare meals which are about 4kg in weight and +/- 90 quality. This means that if you want Tailoring affinity, we will send you a meal which will give you 4hour+ of Tailoring affinity after first bite! Don't eat it all, just choose "eat" and hit escape right away, one bite of 0.03kg in size will give 4h+ affinity time and 100% CCFP, if you have a magic chest, it will last you over a year assuming 4h/day, otherwise it will pretty much decay before you can use up the hours it gives. This amazing deal which is not offered by anyone else will cost 1 silver per meal. There is an exception to this, some characters are "bugged" and they can't have affinity from meals by this recipe for the 20 skills below, we will know if your toon is one of those after you taste the 2 samples as well and will let you know. If your character is one of those affected by this, we can't prepare the following affinities for you and there is nothing we can do about it, some toons have affinities distributed weird. 20 skills out of 138 are affected: channeling, exorcizm, artifacts, foraging, botanizing, climbing, stone cutting, lock picking, stealing, traps, catapults, animal taming, animal husbandry, short bow, long bow, med. Bow, ship building, ballistae, trebuchets, turrets. We can still prepare the remaining 118 affinity meals for the affected toons. STEP BY STEP GUIDE
  7. Suggestion to get food trough to animal, pigs/chicken to be precis what slower decay of food(or prevent it at all). Why: you cant drop bigger amount of food to land without some of these going to be decay before those are aten.
  8. I think it'd be acool to have a divide/split/cut option to divide meals up in weight. alot of larger meals wont fit in the lunchbox when i travel, so id like to cut it up. it'd also be awesome for sharing meals with friends and guests.
  9. Hey everyone, and welcome to the grand opening of Shydow's Pawn and Trade. We have a ton of stuff in stock, and always looking to make a good trade. High QL Iron (prices per large crate) - Delivery included to any outer coastline. Extra charges may apply for central Xan and Indy 90+ QL (in stock) - 2s 95+ QL (in stock) - 3s 99+ QL (sold out - mined to order) - 4s 100.00 QL (sold out - mined to order) - 5s High end meals (90 QL Bangers and Mash, 190+ varieties available) 10c each 15 for 1s Other stuff (make an offer for any items) Rare Huge Axe iron, 90 QL, blank Rare Large Maul iron, 65 QL, AD N73 FB82 C88 M82 Rare Unfinished Forge Can be finished and improved to 60 before delivery Supreme Stone chisel, low QL, blank Supreme Open Fireplace Potion of Woodcutting - 54 QL Oil of Weaponsmithing - 80 QL 2h Sword iron, 90 QL, HD N94 C83 FA98 M81 Seryll Pendulums (Never shatter when casting) 12 in stock 2h Sword iron, 85 QL, FB90 x10
  10. hi again..... i just gonna make an auction for another RARE LARDER i got I hope i'll make another mistake now this is rare larder i got from a merchant with cheap price ..... NOT RARE LARDER that i make Auction last !!! rules is below : * auction will go for 1 day 15 hours (quick sale) * starting bid 8s, increament 50c * buy out 20s (i use last price i got) * larder can be picked at Haven Bay, J11 Xanadu or delivered with some fee (no chaos, sorry) * private bid accepted * no reserve happy bidding and thank you
  11. It's well-known at this point that there are some oddities concerning how certain food effects interact with nutrition: Path of Insanity "Fill" has been said to give random nutrition, or give bad nutrition if your food bar is low. Opulence has been said to sometimes cause food to lower your nutrition for some reason. Eating just before you would fast has been said to lower your nutrition as well. I'm pretty sure I've figured out why. Before getting into the code involved, here's the gist of it: If a hunger-reducing effect restores too much food compared to how full the character already was, nutrition is not calculated properly and will generally be much lower than expected. Note that this does not apply to refresh, dying, and possibly some other things, since those use their own methods for altering nutrition and hunger. Now to the dry, annoying stuff. The problem is in CreatureStatus.modifyHunger(). Here, have a code snippet: final int oldHunger = this.hunger; this.hunger = Math.min(65535, Math.max(1, this.hunger + hungerModification)); if (this.hunger < 65535) { final int realHungerModification = Math.max(hungerModification, this.hunger - oldHunger); if (realHungerModification < ) { if (this.nutrition > 0.0f) { final float oldnutritionFraction = Math.max(1.0f, 65535 - oldHunger) / (Math.max(1.0f, 65535 - oldHunger) - realHungerModification); // ^^^ percentage of new food bar that was already full final float newnutritionFraction = Math.min(65535 - oldHunger, -realHungerModification) / (Math.max(1.0f, 65535 - oldHunger) - realHungerModification); // ^^^ is probably SUPPOSED to be percentage of new food bar that was not full before? // but caps food gain at value of old food bar for some reason this.nutrition = oldnutritionFraction * this.nutrition + newnutritionFraction * newNutritionLevel; } else { this.nutrition = newNutritionLevel; } } } Comments mine. The intent of this nutrition-related bit, as I interpret it, is to average the nutrition of what you're eating into your food bar. So let's say you're at 25% food bar and 50% nutrition, and eat 99% nutrition food that brings you up to a 50% food bar. Half your new food bar is the result of the food you ate, and half is what you had at 50% nutrition, so it uses 50% of the old nutrition value and 50% of the new nutrition value, leaving you with roughly 75% nutrition. Basically, it's just a weighted average of your old nutrition and new nutrition, weighted based on your food bar before and the increase to your food bar. However, the way it's implemented is very strange, and the newnutritionFraction calculation uses your old food bar value instead of -realHungerModification (the amount of food bar you just had restored) if the former is higher than the latter. I have no idea what the purpose of that is, but essentially, this means that if you're restoring more food bar in one step than the food bar you already had, things screw up and your nutrition gets tanked. There are situations where you use something that restores a lot of food at once, like Fill, and instead of the calculation saying "let's weight nutrition as 12% from the existing food stock and 88% from what the player just received" (as these must total 100% to make sense, as it is a weighted average), it instead says something like "let's weight nutrition as 12% from the existing food stock and 12% from what the player just received", with the end result that your nutrition is atrocious. This can also happen with high-QL meals when you're very very hungry, especially if you use Opulence. What I don't understand is why the weighted average is implemented in such a strange way. At the very least, the min() statement in the newnutritionFraction assignment is causing the problem here and doesn't serve a purpose that I can figure out. Really, the whole thing could be simplified a bit. Hunger is already recalculated at this point, and you know some food bar has been restored, so you could just do something like: final int oldHunger = this.hunger; this.hunger = Math.min(65535, Math.max(1, this.hunger + hungerModification)); if (this.hunger < 65535) { final int realHungerModification = Math.max(hungerModification, this.hunger - oldHunger); if (realHungerModification < ) { if (this.nutrition > 0.0f) { final float oldnutritionFraction = Math.max(1.0f, 65535 - oldHunger) / Math.max(1.0f, 65535 - this.hunger); // ^^^ percentage of new food bar that was already full final float newnutritionFraction = -realHungerModification / Math.max(1.0,65535 - this.hunger); // ^^^ percentage of new food bar that is the result of eating this.nutrition = oldnutritionFraction * this.nutrition + newnutritionFraction * newNutritionLevel; } else { this.nutrition = newNutritionLevel; } } } Of course, there may be things I'm unaware of that would explain some of this, but the newnutritionFraction calculation is definitely a bit of a mess and is definitely causing the problem.
  12. The existing cloth armor could have an additional advantage by helping to protect against bee stings. Don't even need a special hat with netting persay.
  13. So I was discussing the usefulness of items such as strawberry juice, wine, decorations and things of the like with a friend and the word "Vanity" items started to get thrown around. As the word vanity can be associated with happiness in a few different ways we had the idea that if a value called "happiness" were added it could affect things like creation chance, timers for meditation/pray, rare rolls (By a very very very slight percent) and other various actions. Things that would raise happiness: better drinks/food like wine and meals, decorations (which would give an unseen aura-like effect, like tapestries, candelabras; these would need to have a limit), praying/meditation, and many more. Things like dying/taking injuries, water and food getting too low, lack of decorations, lack of room/spacing around the character and stuff like that would lower happiness. Just curious as to the thoughts of others with this idea.
  14. We discussed at the CA tab that a fish preserve system would be very nice to have.I mean something like a bin deticated at preserving fish like the FSB,or combining fish and salt to make it preserved.Would that be usefull and good idea?
  15. Wax

    Initially considered placing this in a bee-keeping thread... Wax or beeswax. Sure it could be used for more aesthetic uses ingame as wax seals (moneysink item) on papyrus. Wax could also be added as a way of preserving prepared food items and raw materials. One possible implementation could be some mix of pottery jars and amphora, sealed with wax. Possibly akin to the current ingame mechanics of attaching locks, unsure how much of that code could be recycled. To balance the advantage of keeping food longer, the food has to be first removed to be consumed or used. As a result, the wax seal is broken, and the container would have to be resealed again to keep preservation. Breaking the seal would also give a slight amount of leftover wax, perhaps lower ql. Can be combined with new wax in the usual manner. EDIT: Heck possibly wooden barrels as well; though, perhaps adding a cork wood tree would make for a better new resource, especially if cork wood comes out with glassmaking.
  16. Since we will soon :-) have cabbage to grow, why not have saurkraut too, and perhaps other vegetables could be pickled? Maybe even make cabbage and other leafy vegetables unbinnable, but capable of preservation and storage by pickling.
  17. You can use refresh or sacrifice a rare item to maximise your nutrition but it seems you cannot do it by eating food. Eating meals between 98.58 and 99.40ql only raises nutrition to 97% I've done it so its gone from 94 to 97 and afaik there is room for another tick to hit 98 but doesn't happen. Also starting at 97 and eating a 99ql meal to go from 50% food to 100% I'd expect it to tick up at least once but it doesn't Ideally though, a 90ql meal should allow you to reach 100%, the advantage of higher quality is you need to eat a smaller amount to get there.
  18. I've been thinking about this suggestion for a while now. How about creating pies for the bakers to bake? We have blueberries, pumpkin, lingonberries, apple, and cherry to create them This is recipe for cake...I suggest for pie to change ingredient to water Bread, Milk, Jam and 1 fruit 3 18 33 Bread, Milk, Jam and 2 different fruits 4 24 41 Bread, Milk, Jam and 3 different fruits 5 30 41 Would be great to have peach trees for peach pie So what you say game developers...let us eat our sweet dessert
  19. For those of you who desire to burrow into the earth and never emerge into the cursed surface again, I present you the Lichen Garden. Lichen Garden 10 rock shards, 2 moss OR 2 lichen. Must be underground on a flat rock tile, not inside a building. Works like cultivated land that can only grow one crop. Plant some lichen or moss (moss to get new underground colonists started) like you would crops on the surface. Wait for it to grow then harvest. Lichen: Works just like any other crop (corn, potatoes, ec) for cooking, can go in FSBs. Combine it with fish or meat for tasty dwarf food.
  20. Tomatoes. Though they are merely a step to the true food that Wurm desperately needs: The food of the gods... Pizza. Assuming mentioning pizza and Wurm in the same context is safe now?
  21. I have observed that the food and water level in Wurm fall pretty quick and we know they directly affect the stamina regen rate. The problem is, while raiding in pvp, it takes 2-3 hours to raid a deed or while in active pvp, at such instances we really dont have time to make food. A lot of planning has to be done and the priority of food and water is low while in fights. Thus i request the rate at which they fall to be decreased to 1/3. As stamina is a important part of pvp and we all have been at places where we need stamina gain pretty quick. Even 1 second can cost us a lot of gear.
  22. Food and delicious nectar of the gods. If you need another possible usage ingame: http://www.youtube.com/watch?v=L9nXfffeAIU
  23. Hi i am selling 12k 90ql Garlic. 10s delivery included Thanks, Zilbar/Aravorn