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Found 25 results

  1. Ocean Breeze Tunnel is finally open! After more than a year of work, the Ocean Breeze Tunnel is open, adding another travel opportunity across Harmony. 30 different veins were removed or mined out. Around 250 000 mining actions were made. All the walls were clad with stone bricks, and the whole tunnel was properly lit with lamps. Ocean Breeze Tunnel is 286 tiles long. Safe travel friends! Big thanks to Rihanna for help with removing veins, Spercheius for allowing me to mine under his and casting lava/freeze on some lq veins, and Starwaffle for providing some building materials. P.S. If I forget to mention you and your help, feel free to contact me here via the forum or directly in the game, and I will add you.
  2. Quite often new players spend time performing 'mine' on a rock tile, and can't understand why it never opens a mine. 'Mine' is for surface mining, and they need 'Tunnel' to actually open up a new mine to use as a newbie base. They don't know that until they ask in CA_Help. The problem arises because Tunnel and Mine are both verbs AND nouns - you can tunnel a mine, and you can mine a tunnel, and it's all a bit confusing for the new player. Could we please have a mouse tooltip over the tunnel and mine options? - or at least point new players towards the Tunnel command a little more clearly? Perhaps we could change the options to 'Tunnel a new mine' and 'Mine rock surface' whilst we are outside of a mine, rather than just 'Tunnel' and 'Mine'. What do you think folks? Interested to hear from those players who have had this problem as a new player, as well as those seasoned vet surface miners that use the external surface 'Mine' command a lot.
  3. You did not ask, but after months of mining and crafting, the tunnel through the Mountain of the First Rift is now open and safe to walk through. (The map is a "little bit" off, so I marked the existing highways with orange. I guess we will fix it after the new official dump release) I have started this highway almost a year ago and started the active work on the tunnel around two months ago. Now the tunnel is open. Big thanks to Rihanna for helping with mining. I appreciate your help. Also, special thanks to Antongalaktiki for some Strongwall casts and Blpolarbear for Strongwall casts and surface mining. Update All the tunnel walls are now cladded with stone bricks
  4. Hello all! The people of melody are looking for help! We are working on the groot tunnel wich opens up a root from the south Sea to the inlands of melody for quicker access of trading and travel. The tunnels name is "Groot tunnel". The stone is almost all removed, there are 15 ore veins we need help removing. Some iron of medium QL and others. If you are a tradesman or high class wheel an dealer, this opens up more opportunity to you as well! So grab your pick axe with woa and coc and give us a hand! Everything you mine you are free to take with you so bring a boat with loads of storage. The entrances are S15-S16.
  5. Good evening folks of Indy! -> South Haven Canal connecting Elysian Lake and Crystal Lake finished! Open for all Ships and looking for Heritage status! <- We are on the ingame map around Q 20. Many people of Indy might remember slight attempts to dig a canal between Crystal lake and the Elysian Lake since Indy started, but this important Infrastructure connection was never started for real and never finished, until now! I am proud to announce to you, i have dug and mined for weeks to present you this grand Canal and Tunnel, and hopeing it might even appeal to GM team. I started the digging around when Haven landing was founded as well December 2018, the dirt layer in the area is very high, the rock layer very low. I finished the Canal and Tunnel parts this week mid February. ----------------------------- The beginnings of the south side: The beginnings of the north side Looks from above the hill that was carved into Mid stage Look faceing South East End stage Look on the Hill that contains the tunnel part of the Canal - faceing South The look from the Top of the Hill, faceing to the north - The marble brazier pillar act as lighthouse, guiding ships savely into the Canal! The Tunnel inside - faceing the North Exit The area is mainly Sandstone Veins, so i decided the Thema shall be warm yellowish red colors to reflect the natural occurences of the local veins The South Exit - On the south side i found a few Silver veins, so i decided for Marble white colors, which also makes the normal gloomy cave look much brighter! You can see, the canal is 30 slope deep, allowing every ship type, it also has a sideroad, allowing criss-crossing of carts under the hill and even above the hill, on the sideroads i surface mined into the hillside ? --------------------- Edit: My South Haven Canal on Q 20 allows every ship type, however if you sail to it from the south coast, you have to sail throught a tunnel at the south-eastern side, which is deeded by Damascussteel, who seems to pause the game right now, since December. This tunnel might not be useable by all ships, i have to look into that. Perhaps @Damascuscan message /pm me on forums or ingame about that area, in a post below i had seen you answered ? Wurm is waiting for you, come in and join me again with the mineing, we had fun! Until i have more intel, please be careful if you come from the south coast. The sailing from north lake to south lake through Q 20 area, is deep enough for all ships. Edit2: Damascus finished the South Part of the Canal! Hurray! And thank you a lot! The South part is now 2 tiles wide deep channel 25 deep, which allows all ships, even your very biggest Caravel! The whole Elysian-Crystal Route is now sailable and deep enough! -------------------------- I want to Thank Damascussteel, who made this project possible, for he mined the connection into the lake South-east of this canal last year. He also helped a lot with mineing and collapsing the Mine openings. I want to Thank @HughMongus, the leader of the Albia alliance, for putting the canal onto their community map, and Webleywickers for helping in digging, mineing and dredging. I also want to Thank my neighboring deed mayor @Voochand his Villager Thicket supporting the project with lots of delicious meals and pizza and lots of alcohol such as met and moonshine! Very good kitchen! I want to thank various players in the Freemasons alliance for donating parts for many support beams! I want to thank the countless players for selling me crates ? And now, i declare the South Haven Canal open, you can come and sail through, you can sightsee the area, easy to find around Q 20 on the ingame map, and on the Indy community map organized by Hughmongus. Have fun and have a good wurmy-Day! ----------------------------- Perhaps i upload more screenshots later on. Cheers, your Daryan
  6. On the 19 May 2018 a tunnel of considerable undertaking was started, which was eventually completed on the 26 November 2018. It was a long and grueling 6 months, for the persons involved in the project to connect the ocean in the east at Serendipity Bridge to Shake Lake. The tunnel comprises a single walkway and double boat tiles enabling all forms of boats to access Shark Lake as well as an additional entrance / exit to the steppe area. Our thanks goes out to the following persons for their assistance in the construction process and the removal / mining out of the 57 veins that were encountered. Angelklaine (for the removal of the last few veins) Brentox Delightfuldee Dystern Epryss / Helmbow Kochinac Led (planning of west bridge) Mrcoolman Neko Odynn (for the use of Valfreyja) Relson Skyfalls Sputnix Velvetsun Yaga for prospecting the pesky veins (hope i have not forgotten anyone) Stats for those interested : Main tunnel is 505 tiles in length Material Used 2000+ tiles excavated- reinforced and cladded / paved 2k+ slabs 4k+ logs 6k+ shafts 4k+ ribbons 10k+ mortar 10k+ sandstone/slate bricks East Entrance / Exit Tunnel Interior Tunnel Interior - Steppe Entrance / Exit West Entrance / Exit
  7. As the title says, i see no reason why Marble brazier pillar should not be secureable, or placeable from hand. not only unloadable from cart - which means everyone can come by and load them up if not on deed. Lams and Buoys only light up for 15 tiles, hard to see from afar. Pillars could be a very good light house, show the entrance of canals or tunnels or highways ( 80 tile visible light). We should be able to use them properly, withut haveing to make a house for every pillar to prevent stealing.
  8. Came across this: https://arstechnica.com/cars/2018/03/can-you-build-an-environmentally-friendly-megatunnel-sweden-thinks-so/ The article is in English. The video is in Swedish, but even without understanding a word, I'd imagine they're saying, "We are Swedish, we invented Wurm, and we build badass tunnels." Paraphrasing of course.
  9. The highway connecting the south of Celebration to the north is now open and active! The current highway leads from Port Alora and connects to the highway at Misfits going through the newly renovated Roman's Pass, the tunnel originally made by the player Roman of Celebration. The highway will soon be extended to the south west of Cele and will connect Stonehaven Island through a bridge and tunnel network. Waystones were placed on possible future crossings to make it easier for those interested in creating their own connections to connect. There are still areas who will need some work, but its mostly cosmetic and I will take care of it as I find the time. But now the connection is workable and free to be used by all. Special Thanks to all of those who helped make this possible: Wargasm, Roman, Anchovie, Cybroachara, Bix, Nomadikhan, Stikher and any other I might have forgotten! Enjoy! Pictures below.
  10. Unable to tunnel in to begin a mine on any rock tile. [19:17:47] A surface highway interferes with your tunneling operation. Same message no matter when it is tried, have moved to a mountain completely devoid of paved tiles, still unable to tunnel. Server affected (so far) Serenity. Has also been reported by other players on this server.
  11. Hi When my alt travels in my mountain tunnel I go swiming sometimes with wagon other relogs without wagon this is high up on the mountain. Im stuck again going back up with supplies to Freefall p14 this time relogs does not help. http://imgur.com/a/eQxDC Edit ok there are two tunnel on my mountain road between Perls and Freefall both are bugged and lamps are blessed after many relogs alt made it true both tunnels.
  12. 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?
  13. Hi, I started a mine in one place (by digging down) and am now trying to break though to the other side (of the small hill). From inside the tunnel I get a warning that there's a lot of dirt and I would be killed if I continued mining. Then I tried it from the outside and I think I found the right spot, so started digging and hit rock. But now I get the message that the ground sounds hollow and brittle and can't continue either. Isn't there a way to just keep on digging and end up on the other side of a mountain/hill until you hit air? Thx
  14. 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.
  15. I recently got very frustrated trying to open a tunnel which just wouldn't work. Turns out an old lava tile, which I had frozen from the surface and then forgot about it, was getting in the way. The situation underground was like this, where the dark grey squares are cave entrances from south to north: [18:20:22] <Logi> report it So here we go, what I thought was a feature but may actually be a bug: - Freezing a lava tile from the surface doesn't remove the lava wall from under the ground - Instead, you need to freeze a second time from underground - This makes it hard to remove a lava wall when the terrain tile is very close to water surface or underwater. Another thing is, when you use erupt, the North-West corner of the tile is raised by 4 slope. This is great and very useful to terraform, but: - When erupting, the tile corner is raised even if it is part of a house or cave entrance. - In the image below, erupting the lava tile would make the entrance of the left dark square non-flat. - The inside cave floor is not raised but instead remains flat, resulting in a small visible gap between cave floor and ground floor. - Non-flat cave entrances remain after the lava is gone and you can use them normally. The final thing is what really made me crazy. I am not sure if it is a bug or not but I want to report it anyway: - When trying to mine a tunnel adjacent to an underground lava wall you will get a not really indicative mine warning that stops the action: -- The ground sounds strangely hollow and brittle. You have to abandon the mining operation. - When trying to open a cave from the underground adjacent to a lava wall you will get another warning stopping you: -- The cave walls look very unstable. You cannot keep mining here. - This was not tested further, but both tiles on the above image were unable to be tunnelled. Many thanks to GMs Smejack, Ladywoe and Logi for the time they put in solving this!
  16. Hi, I'm behind a firewall and I have set up putty tunnel to my proxy (proxy is outside of firewall). Java network connection is set up to use that proxy via socks on same port as defined in my putty tunnel.I have also forced jp2launcher.exe to go trough proxy with ProxyCap app.Login and update is working like a charm but when I try to connect to server I get message:An existing connection was forcibly closed by the remote host.I'm out of ideas and need help Help me to play my game from work Sry for bad english and thanks for help.
  17. The ins and out on Tunnel Crafting. We pull out our pens and pencils and draw our way to understanding lining up tunnels to near perfection. It's been a while since my last video due to xmas period, kids holidays and internet troubles. I got a couple of exciting videos coming up. Enjoy. >http://youtu.be/iZiCIBviEC0 Here is a link to mountain top tunnelling. Here Wurm Online playlist
  18. Hello, Looking for help here.. I have a tunnel entrance.. And it is too deep according to the tiles adjacent (tiles right and left). I cant cement the entrance corners because "The ceiling is too close." i can't open a next tunnel above to make a 2x tall entrance because it's impossible "Another tunnel is too close. It would collapse." Is there any way to fix the slope? Without collapsing the tunnel. Is there a way to make 2 tunnel entrances next to each other? Thank you.
  19. close pls

    my horse disappeared from the wagon while i was mining some ore. name is sagesouth, golden, has a saddle and leather barding. who ever can secure it including the equipment will get a founders fee. pls pm here or hoof ingame found, thanks to gm team
  20. Hi everyone So as a new player (few months), I need to be sure of some things. Apologies if this is documented on the wiki, but I could not find info on it. I had this impression that mining, once you enter a cave, is a 3 dimensional operation. You go in any direction, and you meet up with any other tunnel, on the same "height" or depth. We set up a deed, and started mining in an existing mine, and thus, had much tragedy in that mine. Getting stuck, losing things, deaths after deaths, because of dropshafts that are almost impossible to detect other than that the texture of the wall looks weird, and the wall is actually a "floor". There are no spaces, no holes, yet you can fall into this floor, and be stuck somewhere until a hell creature mails you to death. At that point, you lose all your equipment and inventory, because you cannot go back without being stuck again. I see these tiles as "huge bugs", even if players may or may not have created them by mining like fools and ignoring warnings. However, that is not my problem. I want to know what the mining rules are. It looks like, two tunnels cannot go "over" each other, even if there is MANY MANY meter between them. The moment a tunnel crosses another tunnel, hundreds of dirts deeper, it will "dropshaft" into something that can almost never be fixed and forever scars the tunnel network on the map (unless you have 5s to throw out or know a priest) EDIT: Oh, my spirit templar, gets stuck in these tunnel areas often, spamming local with "I will deal with XYZ" for hours, while villages at ground level get mauled by trolls What do you do for mining, and planning a mine? I though I would use my space efficiently by "spiralling" downwards, in a [] pattern, but the the moment you reach the lower level, dropshaft. Care to share? Perhaps this can be documented on the mining wiki page too (tunnels maybe never cross, at any depth difference).
  21. Here is my idea, Inside of caves I would like to have the option to pave the walls, what if we build a cave through a mountain for people to pass through, well why not make it look nice too, i would like to have the option to have paved bricks walls at least where reinforced cave walls are at. I also would like this as an idea for between houses (for those people who use stone walls between buildings so nobody can get in) I think a stone tunnel between your houses would look majestic if done right, maybe make it curved at the top so it looks even nicer and not squared off Also wheres our fruit cellars, why cant we have a basement in this game? This would also need paved underground walls, ceilings and floors, it would be cool to tunnel from building to building too or maybe just a tunnel to get to your property. Maybe you wanna tunnel to your allies deeds and only use it for movement purposes, these paved walls could be used to stop mob spawning, but you have to break the wall down in order to mine and when 1 wall is down then mobs can spawn in that entire tunnel now. This is my idea, i would like to hear opinions and possible other ideas on this idea, i am open to anything, i will frown at sour pusses who don't want change though. EDIT: Also these walls would be paint-able maybe for those of you wanting to make your mines a little less gray
  22. Wurm inspres real life feat of engineering! http://www.bbc.co.uk/news/magazine-22157079 Its out now, Rolf. Now we all know that you are in the Norwegian government! -- Tritus PS. couldnt remember my password and my email has changed
  23. HI Over the + 2,5 years, I never made it to eastern plains, living north coast of crystal bay. I'm seriusly considering making a tunnel under the mountain massive NE of crystal bay making a shortcut going from the coastline east to ? somewere in a sutherly direction. The edge of the mountain is as far as i know not deeded otherwise we'ed have to speak with locals there. Ive mined an awfull lot so i was wondering if anyone would like to participate in such adventure. ingame im : deathlemming , godzildarella located at hells forge N of crystal
  24. Closed

    Help was found, thank you.
  25. Hello, Celebration. On behalf of the of the (recently renamed) Northmere alliance, I am pleased to announce the creation of a highway leading from the western shores of The Northmere (the large inland northern lake) to the eastern coast, where it terminates near the "East Outpost" settlement. This road begins south of Wealdin Anchorage and extends through what we call the Spiderwood (massive birch forest in to the East of Mount New Hope, in the NE part of the map), opening up the area, with its vast mineral and timber resources, to further settlement. There is still one short leg of the highway that needs leveling and re-planing, but overall it is complete and passable via drawn carts. Additionally, the Storrfjall tunnel is now complete, allowing land passage over the mountain range north of Mount New Hope. The tunnel begins on the Northeastern Highway at Storrfjall and extends north, over the mountain passes and toward the northern deserts. The entire tunnel is on deed, and protected by templars. Prior to the completion of these projects, it was not possible for settlers from Tapdance to bring large carts north of Mount New Hope without unhitching and pushing them bodily up the mountain face, and the prevalence of creatures in the Spiderwood led to it becoming a boneyard for wave upon wave of would-be settlers. We saw many many people turn back and head south when they realized they'd hit the end of the proverbial road. These two projects should allow for a smoother flow of traffic into and through the northeast. Special thanks go out to Balack for his material support and tireless efforts during the Spiderwood road construction sprint, as well as to Rekker for engineering the northern tunnel through his deed, and especially to Angelus for contributing backbreaking labor on both projects. Also, shout outs to Crick, Xallo, Frogster, Mihai, and others for helping with the necessary surface mining and tunneling on Rekker's tunnel. We have plans to connect our highway system more formally to the road networks near TD, but will wait to discuss those plans until the project is complete. Be of good cheer.