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Found 29 results

  1. This screenshot shows the mouse over on a tool in the crafting window has the "F: Repair" listed but pressing F doesnt work. https://prnt.sc/1u4554f . Changing to a custom key bind doesn't work either. Right clicking and selecting repair does work but if there's a hot key, I'd like to be able to use it. Also if we could get the craft window to work, could this (repairing with a default key on mouseover) work on the toolbelt too? If you have a custom key bind (set for repairing), pressing that key will work when mousing over the tool. The "F: repair" text doesn't show on the mouseover, nor the custom key bind, and also trying to just use the default "F" key doesn't work either. Both toolbelt and craft windows need right clicked to repair. Hope I didn't get too complicated there.
  2. I set Mouse Button 3 to Free Look in my game and it will toggle into free look but will not toggle out of it. This soft locks the game and requires task manager to close out where you can then change it again in the settings.
  3. Please allow the Repair keybind to work on the tools in the crafting interface slots. This function is already available in the crafting interface, by right clicking on the icon and using the right click menu > Repair, but it would be faster and simpler if we could use our key-bind in the same way. An example of how this would work is when using a tailoring loom in the left crafting interface slot. Once we notice some damage, we hover the mouse over the icon of the loom and press our Repair Key-bind - the loom is then repaired. A much needed use for this is the constant repairs needed to a chisel when making bricks, or the regular repairs needed on a spindle or rope tool when making string or cordage. You might ask me, why not just hover over the active item in inventory? or over the loom on the floor - and then press my key-bind? Well, items in my inventory are usually tidied away in containers and groups to make space for the newly crafted items. In addition, I only have a small sized screen and during crafting, the crafting interface obscures most of the scene behind it. Thank you for considering allowing the Repair key-bind to work on the crafting interface slots.
  4. We got shiny new tool bar and some new buttons and icons, but still the call for help is the same old. If one would aks me, i would say it is the most old thing Wurm Online has. A new player not even has the keybind set, you have to open a console, and add in some weird command line. in 2018 !!! #omg #fail Write help in local chat, is also not natural for new players, it is quite "unique" for WurmOnline. How about we get a button added on the toolbar or somewhere else, but not keybound anymore??
  5. It would be nice to have either the "plant" or "sow" keybind work on pottery planters for planting herbs and spices in the same fashion they work for trees/bushes/flowers and crops.
  6. If we're not allowed an easy way to discard thousands of rock shards, if we have to pick them up then be limited by mind logic.. could we please have a keybind to make it easier? thank you kindly
  7. long time ago was available to bind "pave", but it was removed when new paving types was added (all by the same stone brick, so too many options with one item), but currently we using different types of bricks to make different type of cobble paving, so binds "pave" and "pave_corner" are desired (especially at the time of highways another missing keybing is "smelt" , when we smelting tons of garbage it will be very helpfull, because clicking menu hundrets of times is painful. and one more: "bash" if you want to rebuild fences in your area, or destroy useless forge or mailbox or any other bashable thing, wasn't you tired of clicking that menu ?
  8. Hey so I noticed there's no mount/ride/embark( as captain/passenger) keybinds, any reason why not?
  9. theres been a lot of keybinds added in kinda recently for spells and catapults but for some reason no lock picking keybind. don't see any reason why there isn't one yet so yea put it in that would be cool.
  10. I'm on 3.99y unstable and this may be a result of playing on the test server for rifts, but back in the regular wurmverse, my bindings for "say guards!" and "say /fsleep" changed to "SAY GUARDS!" and "SAY /FSLEEP" Currently game commands are case sensitive, which has created confusion for players in the past. Does the new client get to ignore case? I suspect the new clients changed my binds to all caps? Hopefully we can have the binds/commands no longer be case sensitive.
  11. hello, i think, very helpfull can be some changes into "plant" option i right click menu and keybinds: 1. "plant center" for lamp, bsb, signs, (and many other thing that i can't remember atm) (it takes many hours to make sraight line of lamps when not planting in tile corner, but we have 3 tile roads, and palnting in tile corner doesn't keep symmetry of road, and for lot of people this looks very ugly:)..... best combination in my opinion will be "plant center" and "pland random" on tile, and tile border. 2. for example: to plant flowers and moss should work both keybinds "plant center" and "plant naturally" (in this case can be named "plant random" or something which sounds better), because amount of keys are limited, and switching between kybind sets are not clear for everyone, and using binds like "ctrl + shift + F12" is not comfortable:)
  12. This topic has been brought up a bunch of times, everyone wants it, so can we have it PLEASE. Shooting a bow would be much easier on a moving target than double clicking it, right clicking it then selecting shoot, or right clicking target window, then selecting shoot. A streamline solution to just smashing a key would be nice. Thanks.
  13. The backpack when opened is always the same default position and size. Is it a bug that it doesn't stay at the size and position you change it to? Stacking isn't working in there. Keybinds don't work on items in there. Why is the backpack equipped so different than all other containers?
  14. Strafe Mod (keybinds)

    I recently learned that the INSERT key, when held, will change the TURN keys to act like MOVE keys, which makes you strafe (move sideways) with the arrow or numpad keys. I thought this was great, but what I really wanted was it to toggle between strafe and move mode so I don't have to hold the INSERT key down all the time. So I created a couple of keybind files to make it work as a toggle. It really is just 2 simple files you need to create and one line added to the autorun file. To do this simply go to your Steam game directory (default is "C:\Program Files (x86)\Steam\SteamApps\common" but you may have installed it somewhere else). Then go to "Wurm Unlimited\WurmLauncher\PlayerFiles\configs\default" and create the following 2 files: strafe.txt: // This file replaces the normal STRAFE key functionality to // effectively make it a toggle rather than having to hold // the INSERT key down to strafe. It does it by swapping // the binding of the TURN_LEFT and MOVE_LEFT keys and the // TURN_RIGHT and MOVE_RIGHT keys. (It assumes you start // with the default keybinds. You will need to change // the keys here if you wish to use other keys.) // SETUP: You need to add the following line to the // autorun.txt file (go to your game directory and then // Wurm Unlimited\WurmLauncher\PlayerFiles\configs\default): // // bind Insert "exec nostrafe.txt" // To uninstall remove the above line from autorun.txt // and rebind INSERT with: bind Insert "toggle strafe" // NOTES: // 1. You can start in "strafe" mode using "exec strafe.txt" // NOTES: // 1. You can start in "nostrafe" mode using "exec nostrafe.txt" // autorun.txt instead. // 2. You should make the above change while game is not // running (or you at least need to restart game). // 3. In "strafe" mode you can turn mounts, carts and other // vehicles which use the MOVE_ rather than TURN_ keys. bind Q TURN_LEFT bind E TURN_RIGHT bind A MOVE_LEFT bind D MOVE_RIGHT bind Left TURN_LEFT bind Right TURN_RIGHT bind Insert "exec nostrafe.txt" nostrafe.txt: // This file replaces the normal STRAFE key functionality to // effectively make it a toggle rather than having to hold // the INSERT key down to strafe. It does it by swapping // the binding of the TURN_LEFT and MOVE_LEFT keys and the // TURN_RIGHT and MOVE_RIGHT keys. (It assumes you start // with the default keybinds. You will need to change // the keys here if you wish to use other keys.) // SETUP: You need to add the following line to the // autorun.txt file (go to your game directory and then // Wurm Unlimited\WurmLauncher\PlayerFiles\configs\default): // // bind Insert "exec nostrafe.txt" // To uninstall remove the above line from autorun.txt // and rebind INSERT with: bind Insert "toggle strafe" // NOTES: // 1. You can start in "strafe" mode using "exec strafe.txt" // autorun.txt instead. // 2. You should make the above change while game is not // running (or you at least need to restart game). // 3. In "strafe" mode you can turn mounts, carts and other // vehicles which use the MOVE_ rather than TURN_ keys. bind Q MOVE_LEFT bind E MOVE_RIGHT bind A TURN_LEFT bind D TURN_RIGHT bind Left MOVE_LEFT bind Right MOVE_RIGHT bind Insert "exec strafe.txt" Then edit autorun.txt to add the following: // Added the following to make INSERT act like a toggle for strafing // rather than having to hold it down. bind Insert "exec nostrafe.txt" Pretty simple method. When you press the Insert key now it will rebind the keys to the other mode and change Insert to call to other mode next time it is pressed. Note that if you have configured your movement keys differently then you will need to modify the files as needed. You could also use a different key as the toggle.
  15. I had another interesting mod idea if someone is up for the challenge. I suspect there is probably a function one could hook that is called whenever a tool is activated. If so, then perhaps it could be possible to then automatically set up some keybinds for that tool. For example, if a shovel is activated then you might want to have binds for dig, level, and flatten. Or if a pickaxe is activated, then tunnel, mine, etc. I haven't looked at any of the code, but perhaps there is a function that could be used to trigger some configurable keybinds. Yes I know about binding some keys to exec a file with keybinds, but I think it would be much more user friendly if just activating an appropriate tool would automatically do the binds for you. Anyone up for the challenge? (Or perhaps it's not possible, in which case your feedback is still appreciated.)
  16. For some reason a Milk keybind doesn't exist; though, for some reason I keep thinking there was one...
  17. please allow to keybind refresh. even after today's fix to invisible piles i still get lots of items invisible when moving around. not just piles still, but bsbs, lamps, lairs, pillars, merchant stalls etc. and have to constantly use the console to type refresh to be able to see those items. i'm actually to the point of having to copy refresh once and then paste it in console over and over whenever i have to move more than 20 or 30 tiles. tl:dr refresh keybind please edit: at first i thought of suggesting a server side refresh ticker every minute or so but a keybing would be easier to code i guess. also when i spent a lot of time in a mine and leave people arent able to see me. has happened 3 times with 3 different people. they only see my cart and not me lol
  18. As title says. make it so if you push Take keybind on an item on bsb or crate it will take max you can carry. What ya think?
  19. I'm asking for a simple software tool built into the client that, with some exceptions, duplicates what for example Logitech G-Keys do. I don't like that you need a special keyboard/mouse to take advantage of a programming tool that lets you fill up your action queue with a single button push. One alternative is to start talking about third party macro/automation/scripting programs. While these will be able to fill the action queue they have a lot of other uses that won't be allowed. To make a long story short, the temptation of trying those other features is troublesome. A simple key sequence sending tool integrated into the client would solve this issue. I have no idea what the syntax should look like. I just feel something like this would make useful tools available to all players. We could freely talk about it on the forums, give advice on different ways to use it. All the while Wurm retains control.
  20. Trying to add an unfinished roof to the crafting window via the ADD_TO_CRAFTING_WINDOW keybind results in the following error message: [23:34:43] You failed to find anything to do with that. Trowel is already in first slot, second is empty. Edit: It seems it only sometimes gives this message, usually whenever the roof already has one piece attached. The command doesn't work regardless of having a piece attached or not.
  21. So I have a corpse in my inventory and a keybind for Butcher. I press the key while hovering, and nothing happens. The keybind does work with a corpse that is on the ground. Other keybinds like Examine work fine for me in inventory.
  22. Any open container window where that container resides in inventory or is equipped on toon should work with keybind ACTIVATE. When you use keybind ACTIVATE on something in the main inventory window it will make it active. It doesn't activate tools in other containers even when that other window is a subdirectory of inventory. For example, if you have a backpack equipped, have opened a separate window for it, keybind ACTIVATE won't work on anything in the container. Put a satchel in your hand, open it in a separate window, and again no keybind ACTIVATE. While this is not the main part of this suggestion its worth mentioning. In another game called Crea it uses a world proximity approach. Any tool or resources in a world-container can be used as if its on your character as long as the toon is in close proximity to the container.
  23. You can use the keybind, "ADD_TO_CRAFTING_WINDOW" to add any tool or resource to the crafting, not just things you can't pickup. I perfer this to dragging items over. But it doesn't work with fences and building walls.
  24. Tool basic use and description This is a tool to simplify keybinds. Its function is essentially to use the last keybind. Python does the following: scanning Event logs, looking for key phrases to identify a keybind, and writing a Wurm recognizable keybind line to interact.txt (you put this in your Wurm config file). An example from my interact.txt file is: bind F SOW. You execute this file with Wurms exec keybind utility. Here is mine: bind Shift+F "exec interact.txt". Here is a Wurm wiki page with more information about "exec": http://www.wurmpedia.com/index.php/Quickswitch_hotkeys To put it another way, you do an action with mouse and menues. Python sees the line in the event log file and writes the appropriate keybind to interact.txt. Then, you hit your keybind to do exec interact.txt and your "f"-key will now do whatever it is you just did with the menu. About the Tool and how to get it This isn't a bundled exe file you can just install or execute. When your all done all you need to do is double click the InteractWO.py file. Some people will probably be weary about this but all the code is there on Pastebin. The script probably could use some improvements. I'm not that skilled of a coder so moving it from a script to multi-platform programs isn't something I've looked into. I pretty much made it for myself and it works. Making sure it works on other operating system isn't something I spent any time on. You'll need Python 3.3 ( InteractWO uses modules: csv, re, os.path, time, datetime. All are standard ones included with Python distributions so you shouldn't have to do anything other then download and install Python 3.3) The program expects to find a folder in you User directory called "InteractWO". In my case that is: C:\Users\Jack\InteractWO. If it doesn't find things where it expects them it will probably break. Inside this folder you need: 1) InteractWO.py .................. PasteBin => http://pastebin.com/XbFRG6Ne 2) KeyWords.csv .................. PasteBin => http://pastebin.com/W0ujqTkc 3) file_paths.txt .................. You need to create this. My file_paths.txt looks like this: wurm_log_path,C:\Users\Jack\Documents\wurm\players\joedobo\logs\ config_path,C:\Users\Jack\Documents\wurm\configs\default\ In the configs folder which "config_path" points to you need to put the file(it can be blank): interact.txt I give anyone permission to use this in anyway they see fit. I'm hoping someone can improve it. Questions?