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Found 80 results

  1. Ok, I would like to see the items i have clicked on and am going to be smithing in my que. It could be a simple thing like the heat marker for items in the forge with an outline letting know I have that item qued up so I don't do it twice. I know its not needed or very important just something I think would be helpful while working on items. What say you?!!
  2. So I have seen the throw option and my cousin when playing mistakenly clicked it because he forgot he was set to range. Now I personally feel there is really no point to it, BUT there could be. I took the liberty of throwing together a quick model of a possible throwing knife which could add a slightly more interesting combat/crafting option. AND THIS IS THE UV MAP Now I figured for the knowing knife it would use a wooden handle (duh) and have its own craftable blade! The blade would be made out of the basic lumps of ore etc, and use about .5kg to make and lose .1kg-.2kg per failed attempt. Also the range would be almost like that of a short bow (almost) maybe around 3-5 tiles away from target would be ideal range. But as we all know this is just an idea/suggestion for the simple fact I felt throwing lacked a purpose besides losing the item and peeving some creatures or person. -UPDATE- Possible texturing? (sorry for weird look me and map had a disagreement) MORE DETAILS! This one is thanks to Martynas from/on the deliverance server. The weapons could be used against certain types of armor for best effect. Knives for cloths and they would be mostly short range, Axes for leather and be about medium range, and Javelins for the higher armors and be long ranged. Not to mention the minute details most throwing weapons would need could attribute to fine carpenty to balance the handles and such "... Those smiths have too much power" -Dizzylexia [11:06:28] <Dizzylexia> a thrown weapon could be improved just like any other fine carpentry item, just something like "This weapon is finely balanced (78) and will strike enemies harder and be more accurate" The basic stats would be knife, axe, javelin from light damage to heavy damage. Both the axe and the knives could be made with just handles while obviously a javelin would be used with a staff. The axe heads would use a 1kg lump as to where the javelins might use something less. Speed I would assume via regular logic that the knives would be fastest to throw and have something like a base timer of 10s and say chip off .5s for every 10 levels. The axes would have something like a 15s timer and the javelins 20+s give or take. -Javelin model and UV map- NEED TO BE TEXTURED ANY TAKERS?! -JAVELIN UV MAP- -Throwing Axe- This was done in 30 minutes while juggling other things so its not as good as the others. But its not supposed to be perfect. -UV MAP-
  3. #1 I stored 6 items (foot board, head board, bed frame; 2 each, each set on separate tiles) on the first floor level a few days ago, without assembling the beds. Decay hasn't set in yet, but after a server restart 3 items were missing. I thought it would be a single occation, but at todays server restart, when I was building the walls up there and had 4 piles of 38 stone bricks and mortar each, all piles vanished, leaving only 2 bricks where the whole pile stood. Instead they reappeared on the ground floor, bare the two items from the first floor. The bed parts reappeared too, but only on 1st floor when nothing else was occupying the tile. So, it seems as follows: Server restarts now teleport items from first floor level (and maybe above) to ground level, if there's more than 2 items on one tile. In addition some objects can't be reclaimed if there's a proper floor on ground, as they sink in (but this is a graphical/client bug mostly). This is annoying, to say the least... #2 Stand on the first floor, commander a large cart with hitched horses standing on the ground floor -> the cart teleports to first floor level, with you embarked. You are able to drive up there, unencumbered by the walls below, so you are on 1st floor actually. Disembark the cart, and you glitch through the floor, dropping on the ground (and being hurt). #3 Leave said cart on the 1st floor, climb up again, plan your walls. If one of the walls goes through the cart, it can't be accessed any longer, from no tile nor floor, even if you remove the walls. This may be even true if you don't plan walls at all, but just embark (for teleport) and disembark again. Relog, and the cart is on the ground floor again. This might as well be a communication error between client and server, as you're not obstructed by any walls below when driving the cart around on the 1st floor, which shows it's not entirely client side (as the relog would suggest). #4 Plan stone walls on top, which have no other stone wall underneath - it looks horrible. Haven't tried that with wooden walls as of now...
  4. All of the items below are for sale. Post which items you want (Item Name and Cast), and we'll mail it to you! A simple and straight forward sale. Buy fast, because it may be gone the next time you look! All items will be mailed COD to their buyer(s). Note that Bows and Shovels will not mail, so we'll discuss a pickup/delivery option. Please post what name you'd like the items shipped to.
  5. New Tiles: Tainted Rock - Rock blessed by the Black Light gods. Used to make any objects like other stone, but with a higher QL value. Any items made from it (Sculptures, tools, etc) will be infused with the tainted rock making it a darker color. Enchanted Rock - Rock blessed by the White light gods. It is very rare and produces a high QL rock shard. Items made from it (Sculptures, tools, etc) will be infused with the enchanted rock making it a lighter color. New Deities - Extenias - The god of greed. He is a BL god and at will randomly place a thorn bush on any Epic server at any time. He has a special artifact that is like a skeleton key, it can open any door once a week if it is highly damaged. New Animals / Monsters - "Divine" Condition Animal - A random mob that spawns will be given this condition. light blue, size the same, attack speed increased, attack power the same, stamina increased, movement speed increased. "Tainted" Condition Animal - A random mob that spawns will be given this condition. Purple, Size increased, attack speed decreased, attack power increased, stamina decreased, movement speed increased. Divine Champion - A ghostly figure that randomly spawns in Elevation and Serenity that protects a set area of tiles / Artifacts from enemy mobs and players. Shadow Champion - A ghostly figure that randomly spawns on Elevation and Affliction that protects a set area of tiles / Artifacts from enemy mobs and players. This is all I could think of so far, I will add more later on. Have a good day, guys!