Search the Community

Showing results for tags 'mine'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Official Buildings
    • GM Hall
    • City Hall
    • Game News
    • Public Test Board
  • Back Streets
    • Town Square
    • Community Assistance
    • Village Recruitment Center
    • Suggestions & Ideas
    • The Creative Commons
    • Wood Scraps
  • Northern Freedom Isles
    • Harmony
    • Melody
    • Cadence
    • Northern Freedom Isles Market
  • Southern Freedom Isles
    • Celebration
    • Deliverance
    • Exodus
    • Independence
    • Pristine
    • Release
    • Xanadu
    • Southern Freedom Isles Market
  • Maintenance Buildings
    • Technical Issues
    • Server Bugs
    • Client Bugs
    • Model and Sound Bugs
    • Other Bugs and Issues
    • Wurmpedia / Wiki Maintenance
  • Wurm Unlimited
    • Unlimited Discussion
    • Unlimited Modding
    • Server Listings & Advertisement
    • Technical Issues

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Chaos


Independence


Deliverance


Exodus


Celebration


Xanadu


Release


Pristine


Epic


Cadence


Defiance


Harmony


Melody


Acc1


Acc2


Acc3

Found 78 results

  1. Ok, I'm listing this as a bug, because it is frustrating as heck and can't possibly be "intended". If this kind of thing is intentional, then Rolf/Devs hate us. I am making a surface canal and mined out the bottom edge to just the right amount, the climb mode up the slope, to do some surface mining up above, to smooth out the harsh edge. While in climb mode, I stay put, even when stam is gone, so long as I don't try moving. I can mine like this for hours, but sometimes, for unknown reasons, climb turns off and I drop to the water. I can kind of live with the drop, as a hazard of climbing, but what I consider the "bug" is that I am continuing to mine as I fall down the mountain. Inevitably, I succeed all too frequently in mining out some shards, in exactly the worst places, such as impossible to concrete places and the entire project gets ruined. Like Completely botched. No choice but to scrap weeks of planning and working to create just the right look. Possible solutions: 1. If characters never move, Don't Drop them out of climb mode. 2. If not #1 above, then please make it so all mining actions stop if moving. 3. If not #1 or #2, then make concrete sticky, so it won't slide down 40+ slopes like dirt. In RL, they have been making concrete that can be plastered onto vertical surfaces for ages. Why does Wurm concrete only work on 40 and under slopes? Finally, is there some intended reason for falling out of climb mode & somehow still mining on the way down? Maybe that is the ultimate macho miner in action, but I think most of us are more like Zoolander and not tough enough to drop 10 stories and keep swinging our picks.
  2. Storm's End is a 51x35 village located close to the northern shore of Crystal Lake on Independence. I've recently returned from hiatus and expanded the deed to continue projects on site. Storm's End is a member of the Storm Lands alliance, which also includes neighboring deeds; Yoggster's Patch Returns, An Unusual Place, Haven (the Hunting Lodge deed in the Grand Steppe), and Fafnir. The local area around Storm's End is fairly quiet, except for the alliance members. We have space for a few new villagers if anyone is interested in settling down in a new neighborhood. We'd prefer experienced players to apply, however we don't discriminate against the newbs either! If you'd like a nice village to settle into and hone your skills or work on projects then Storm's End is a good fit for you. We have a rare guard tower, a mailbox, an extensive mine and close access to the waterfront. Leave a comment here or pm me if you're interested in joining. Have a blessed day!
  3. I made a water tunnel entrance by tunneling in . Mined several other tiles in the water. Cave floors in the water are all flat except for the entrance tile. Had priest collapse the entrance, Tried mined the entrance tile wall from inside the mine and I get the error that the water is too deep. Was hoping to achieve a level floor on the entrance. Luckily this was just a test and not a real canal entrance.
  4. I thought maybe it was just me, until my friend asked me if something changed. I could swear that I'm getting 3x (merely a guess) the cave in rates as normal. Anyone else noticing this?
  5. It would be nice for priests to have a spell to reinforce mine floors as they do for walls. This spell should be able to reinforce floors in canals even under water.
  6. I am sure this has been requested before, just want to re-request this to allow better terraforming: 1. Rock under water for canals (or deep harbours, nice fishing spots...): Please create some way in which we can make the rock level lower so we can make channels deeper. .. perhaps some tool or device we can use like a dredge, but it would "surface mine" exposed rock layers under water? As things currently stand, we cannot sail through shallow canals, so ships other than rowboats, sailboats and knarrs are excluded from using these canals. It makes a lot of Wurm inaccessible and make sailing times, which are already LONG, much longer for those ships. 2. Clay: Lots of the clay deposits on Wurm are at shorelines and under water. Once the clay has been raised (which is super easy by just dumping dirts on the clay), it can never be lowered again to a level where deeper ships can sail over. You can get it to a point where rowboats, sailboats and knarrs can pass (with over 70 digging, mind you), but it basically becomes an underwater bank of entrapment for any deeper ships. It seems silly to me to make it so easy to raise clay by dumping dirt on it (which noobs do when they run from mobs), yet it is so difficult to even lower to just below water level, and on top of that it is impossible to lower it enough for deep ships to pass over it. Could we make a tool that could be used like a dredge, perhaps by people with over 70 digging, to lower clay like we can lower dirt with a dredge? Thanks.
  7. Wagon BUG

    every time I get on the wagon. freezes me and I have to restart the game . it happens so i load wagon on knarr and unload . This happens even in the mine . Please fix it
  8. Listing Tunare for Sale Located R-15, just South of Lormere 19x19 area, 1S upkeep, has mine nearby with Iron. Pictures below linked to imgur. 10Silver/Euro Or Best Offer http://imgur.com/a/Z7N9k Have an INN, Stables, Farm Land, and 4 crafting buildings linked on 2nd floor by wooden rope bridges.
  9. I would like to see a Mine Wall that you put in Mines/Tunnels/ Shafts that have a lockable door on them. This would be mainly used for on deed preferences to lock sections of mines so that they may not be accessable to other with appropriate permissions. Set them up as a regular building door but have the somewhat stronger with the intentions of a mine door (even making them out of rock possible to hide sections, but this would still be seen through by the more experienced players). The reason being is to lock off veins of ore that have more precious value to them than the lesser quality ones that you may not want mined. On deed or less likely off deed(where they could be bashed with somewhat more difficulty than a rock shard wall because of the heavy beams used in them) they would use the appropriate skills to build from Wood or Stone("clevery hinged into the surrounding rock making it nearly invisible" ). Just an idea.
  10. This is not a bug but i would call it a game mechanics problem... I was putting in a boat mine entrance today on my deed and i discovered the hard way that i could surface mine two dirt/slope lower than the game allows us to tunnel in water. Luckily I could still use concrete to get the tile back high enough to be allowed to tunnel again but if not i would have been really upset right now, lol edit: I guess it should be either reversed or made to be the same height so others do not run into this problem.
  11. SO I was super excited to make a bridge on my deed for decoration and of course I could not. Said that a mine opening was too close. I would be bridging over the tile. Not blocking in any way and no gatehouse either. Please remove this. It is truly silly, and bridges would actually help to disguise the big openings that mines require. BTW Spell check is not working here for me.
  12. Can only be done on a tile that has two perpendicular walls visible and may only be done on the right angle visible, must be stood on the cornering tile. Result is a right triangle (a=4m, b=4m, c=5.66m). May be reinforced. Takes 25 actions to mine out, reinforcement same as usual.
  13. I am not sure if this should be considered a bug or a suggestion but you can not level in a mine underwater past like 15 deep i think it is. I do not see why we can not flatten or level at the same depth we can mine. (if this is not a bug then please move this to the suggestion section)
  14. I have now had a mine on my deed for a very long time and it has been quiet down there. But today as my priest was to visit his magranon altar down the mine there where 2 cave bugs waiting for him down there. The mine is all on deed and there has been a mine door on it since the beginning of it, my question is if this is something new as I have been told that mobs cannot spawn inside on-deed mines?
  15. I have never seen this before and was wondering if any of you had any idea on why this is happening. I have an iron vein on my deed but it does not give me ore with every action but it does give ore still. I can mine 6 actions at a time and maybe 1-2 i get ore but on the rest i get nothing. I would assume that it is low on ore but i have mined it a bit and it still has not broke. My prospecting is not high enough to check the amount but there is no reason that it would not break and it does not give any messages in event...so anyway have any ideas?
  16. I would love a mine door option inside the mine. Can be all the materials that normal mine doors are made from. When it is a stone door, it will perfectly blend with rock walls in the mine, looking exactly like a reinforced wall. If you try to mine it or prospect it, you get the same results as if it were a reinforced wall. Yes, I know we don't have borders to attach it to, so here is my trick... Make them a "plantable" object, that can be pushed/pulled into position. The width is a fraction wider than a normal tile, so you don't see gaps. It sits lower into the ground and higher into the ceiling, to disappear into the rock, for better disguising. Or, make a "snap to" feature when pushing close to a border where it could fit. Got a few other ideas for how it could work, but that is the basics. - hide your special veins - hide your stash of supplies - hide your secret tunnel that leads into your deed Good times! (suggestion for after bugs and performance issues are addressed)
  17. Welcome to Complete Mine Services! I am Elflamablanca and I am based out of i-8 on Xanadu. I am a level 60+ prospector and experienced mine mapper. If you need it done, I'll get it done quickly and neatly. Current Services: - Mine Mapping - Vein Estimations(Remaining Ore Count) - Exposing Covered Veins - Mining Materials - Expanding Your Mine The complete service will include planting signs, leveling floors, prospecting veins, mapping as well as placing supports to solidify and clean up your entire mine. - Mine Supports - Concrete - Signing - Leveling/Smoothing Pricing: My current pricing is 2c per vein prospected. This price includes the mapping service with it. So if your mine has 100 veins, it will cost 2s. I have no travel cost but I do have a 1s minimum cost to help so I don't lose money traveling the entirety of Xanadu to earn 25c. If you are nearby(within 20 minutes) we can negotiate the price. Just PM me here or in game. Mine finishing prices are subject to an estimate as every job is different. Depending on the size some upfront payment may be required. Examples: Grindewald Mines: C/O Aspergerssyndrome https://docs.google.com/spreadsheets/d/1ZVna4mvbHSTs8bJcHtI_qdsj6qpKyjIV3WrgUBgeneQ/edit#gid=767147251
  18. It's with great sorrow I've decided to sell my first ever deed, "The Humble Abode" to the highest bidder. Server: Exodus Coordinates, Ingame: S13, Ejects public map: X17, Y44 Size: 37 x 15 (The harbour + the walled off area is deed) Perimiter: 6 Guards: 0 Coffers: 2S, 19C & 49I (51 days left) More pictures here: http://imgur.com/a/Lj9SO On deed/in house Trader Main building with basement, and cave entrance on the front. With a few transformation rods, you can turn the basement into a perfect in-house mine. On deed harbour almost fully terraformed. Place on deed for both knowledge and love tile Enchanted horse pens. Off deed farm/grove possible. Guard tower just off deed. Loads of BsB's on deed, some left over stuff in them. Mailbox next to Token Stone Vyn altar on deed (edit: Gold mag altar is gone) Off-deed mine with on deed entrance with loads of iron and 2 copper vein (1 good and 1 very good) Clay and tar not far off, but off deed Good hunting grounds on Goblin peninsula Very nice neighbors And COME ON!!! THAT BASEMENT! It cost me more then 2k concrete, but how many houses with a proper basement on have you seen Starting bid: 15 silver (no reserve) Minimum increments: 1 silver Buyout: 50 silver Snipe Protection: 1 hour Ending in 3 days from the start.
  19. Well i guess i have not had a tall enough mine entrance before to worry about it but what is the skill to slope ratio? I had thought you could build low stone wall on any slope entrance but it does not seem to be working now. Did it change or have i just not needed the skill before?
  20. WTS Seryll Pickaxe 4.50 Skiller 96 Coc Enchantment asking 8s or best offer pm Vortexx ingame will trade as well just pm what your willing to trade. thanks
  21. Starting bid: 5s Min, Increase: 50c Buyout: none Private bids: no Winner pays CoD Will accept euros also at 1s:1e ratio.
  22. So i was skimming around the forum and didnt really see this suggestion. I did see some sorta liek this but not exzactly. Here is my idea. I think we should get door management perms for house doors, very similiar to mine doors. I know of a few people who are working on specail projects like INNs and community town hallls. But cant really manage it as they would like. As it stands right now the only think people can do is be added to a Writ of a building. Which gives them access. My idea would be to make them not be able to enter cetin rooms of that building unless they have their name added to the door. Very similar to the mine door. This could help people make single writ buildings and still be able to assign players parts of that building. In fact take this as an example. My current deed has a town hall. In fron of my town hall there is a 2x3 area of nothing but arches. and inside those arches are fences. I use this area for community storage. The only roblem wit this is i have to add them access to my writ to use the items in the arch section of the building. Doing this allows them access to the inside of the house as well, (even if locked) and this i do not want. I could see giving access tio a door by using keys like a gate. But i feel that could get a tad annoying with people losing their keys. So id suggest using thee same System as the Mine door, where u can actually assign a name. Also perhaps adjust the current Writ system so insead of needing them on your friends list. You could just add their name to the writ, like the mine door. In conclusion I feel this would open so many more possibilities for players to customize their deeds more freely and create more creative builds. Maybe even possibilities for like Player owned Rooms of an INN, or whatever. I can see how making it so they control a room can be difficult to adjust. seeing as the writ gives currently access to whole house and not sub sections of it. But allowing door management liek mine doors, You could give as many people access to your writ as you want. BUt certin rooms still wont be able to enter because of the Door lock. I havent played on any PVP server to know how this would affect Lock picking and stuff. But im sure it could be adjusted to allow lock picking to bypass the doors or something. So what are your opinions on this? Give a +1 If you agree. Maybe Devs and GMs will read this and add it soon. Please keep this post flame free.
  23. Dynamite would most likely be an item from a trader for 25-50s... Maybe 1g? Earthquake a spell that requires 250+ linked Mag favor to cast. BOTH require deed permissions and ONLY work on deeded mine tiles. When using, they would allow you to completely collapse all open mine tiles, destroy all items in the mine, including reinforcements. Possible additional feature would be to reset all veins as well. Not to what they were, but old veins vanish and new ones randomly appear, based on the vein properties for the region. Why? Every time I take over a deed, I spend months using Mags to strongwall the whole thing and retunnel it all. I suspect many others do this. Also, after living in the same spot for years, much of the ore is mined out and then we have to go hunting for other places to drop mining deeds, further littering the landscape and filling the ground full of holes. I know lots of folks that would love to pay for the option to refresh the mines. Great income for Code Club (if a trader item). If a spell, it would be an awesome way to get Mags working together to mass repair mines. Edit: Choosing an area to collapse, within the deed, rather than only the entire deed.
  24. Walking of a building from 2'nd floor or higher above a mine entrance causes you to walk in the air and on mine roofs. I expected to fall down, into the mine entrance instead.
  25. I would like to make the suggestion to add some very simple options to make caves look nicer and to allow for some form of structure changes without the need of adding borders to cave tiles. it would be awesome if we could "pave" Cave walls and Floors, which can act similar as support beams or can be attached over support beams and veins as some form of decoration (Can be destroyed easily?) They would allow us for some Variation in Caves without intruding cave code too much kind of just adding new textures to cave walls and floors We could make walls made of marble (that dont look similar to marble veins) or made of gold sheet