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Found 50 results

  1. With the recent addition of new wall types like the trimless stone options, timber frame, and the portcullises, I've been thinking about a few other options that would be easy to add and allow players to develop new housing and castle designs! Stone Long Arched Wall: Stone Tall Arched Wall: Though they don't add much, I think they will add even more variety to the walls in game currently. Just a thought (:
  2. Another thing I pondered and found only archived suggestions. Secret door that you have to manually open and has to be successfully searched to find if you are not on the writ. (Bonus points for a creepy scraping sound)
  3. Hi, I think it would be pretty cool to have the option of combining a Shaft with a animals head to make a Head on a Pike! Just like how during the Halloween event with those Pumpkin heads on the lamps.. instead its just a pole with a animal head. Also to maybe make them wall mountable (Trophy) just like what hunters usually do in real life that way you can make a hunters cottage or just collect them. Something different.. SourceCode
  4. Not really a bug but the construction options are not grouped up right on the stone houses. I would think that all the new plain stone options should be at the bottom of all the old regular stone options. Having it staggered just makes it hard to find and more of a chance to pick the wrong one when building.
  5. 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
  6. Hi all, I'm building for my first deed and require a straight wall going all the way round. The plot is 16x16, centre needs reducing to a flat, same level. Work would take about 8 hours Can split, I will also be doing it myself Message me here or ingame for rates
  7. making one more post for slate becouse surely last one was not good for administration. so we have LOTS AND LOTS of slate veins and only 3 uses of slate 1)slate roofs 2)slate floors 3)catapulting why not make slate walls/fences? they exist in real life => here or slate arrowheads? => here please stop making f. turtrles or seals or plates make some usefull stuff like beekeeping someone posted before. thanks
  8. I have thought of it to be a bit strange that you would build houses and all the wall take the same amount of materials to build each kind of wall. • Wall: ○Stone- 20 bricks, 20 mortar ○Wood- 20 planks, 20 large nails ( i know that is more nails then it is now but 1 nail 20 planks? makes no sense) ○Timber Frame- 5 Wooden beams, 20 Clay, 10 mixed grass • Window: Need to make the "Window" part of the Window) (4 Shaft, 4 small nails= Window) ○Stone- 10 Bricks, 10 Mortar, 1 Window ○Wood- 10 Planks, 10 large nails, 1 Window ○Timber Framed- 3 Wooden Beams, 10 Clay, 5 Mixed grass, 1 Window • Door (Need to make the "Door" part of the door) (3 Planks, 3 Small Nails= Door) ○Stone- 8 Bricks, 8 Mortar, 1 Door ○Wood- 8 Planks, 8 large nails, 1 Door ○Timber Framed- 3 Wooden Beams, 10 Clay, 5 Mixed grass, 1 Door • Double Door (Need to make the "Door" part of the door) (3 Planks, 3 Small Nails= Door) ○Stone- 6 Bricks, 6 Mortar, 2 Doors ○Wood- 6 Planks, 6 Large nails, 2 Doors ○Timber Framed- 3 Wooden Beam, 5 Clay, 3 Mixed grass, 2 Doors • Arched Wall ○Stone- 4 Bricks, 4 Mortar ○Wood- 4 Planks, 4 Large Nails ○ Timber Framed- 2 Wooden Beams, 3 Clay, 3 Mixed Grass Just a thought, don't know if anyone else has thought about this or posted about it.
  9. Disregard this post, it appears this entire building is bugged, and the server for some reason is seeing 2 of the inside walls as outside walls.
  10. I feel it would be a good idea to allow some form of decay system or single action method to destroy hedges. The hedges provide no security due to the fact you can trim them down to a stage where you can walk over them and they are the only construct that ignores the usual decay of player-made structures, this often results in abandoned long decayed deeds being left unappealing due to being infected with copious amounts of hedge borders if the old deed owner was keen on them. You are unable to destroy them bit by bit due to the fact the regrow and reduce thier own damage over time so you need to commit to destroying the full thing in 1 session, and this can become a real maul / axe destroying couple of hours on those 95ql + hedges that can exist. So overall, they do more harm than needed because while you can prune them to walk over they still deny many off deed abandoned areas a chance for people to reclaim and make new areas unless they are willing to spent (in some cases weeks) alot of time to painstakingly bash hedges, you could deed an area in order to get the damage bonus for them yes, however I feel most people settle and build a little first before fully commiting to deeding an area, and this also often leaves you needing to deed tiles you never wanted to destroy more hedges without destroying your maul / axe or ignoring them and having quite an ugly mess surrounding your new deed. When off deed I think it would be beneficial to either have them decay or have a "burn" action with flint and steel or "Cut / dig up at roots" with sickle / shovel. Personally I have my deeds and landmass I want sorted out for all i need until further notice so I don't have anything immidiately personal to gain from any such change, however all my old neighbors were very fond of hedges, and the land over the hills from me is covered in hundereds and hundereds of them all in random labyrinthian lay outs due to them being the last surviving parts of those old deeds. It has been over a year since all but 1 person in my local has quit playing and I beleive it is due to those hedges making the land pointlessly unattainable.
  11. House bugged

    I have a /support going on this but no response yet today and the deed this is on is Stillwater on Pristine 39x 15y if anyone wants to come have a look. When i logged in this morning the house i had been working on was bugged. It has house walls shooting out everywhere and some that are not even attached to anything. The only thing that i have done any different than i would have normally done is that the structure started as a 1x1 trader shack and i just added to the house rather than starting a fresh plan. I remember seeing things like this in the past but can not remember what caused it and i had assumed that it was fixed. I know i am probably going to have to tear the house down but was hoping to get the bricks and mortar back from a GM and wanted them to see it anyway. I have a few ss of it for your viewing pleasure, lol
  12. Hello, I was wondering if it was known precisely which walls / fences can and cannot have archery be conducted across them. The Wurmpedia is vague and incomplete on this topic. Before I went about constructing an elaborate experiment I wanted to check to see if the knowledge was already out there. My understanding is that shooting is possible across low stone walls. It is not possible over TSWs, however; I validated that myself. Even if you are on a very high elevation and can actually see a target on the other side, attempting to target the item gives you the message "you cannot draw a line of sight to the target." How about tall iron fences, for example? I would expect you could shoot through the gaps in the iron bars.
  13. Hi, times ago there was no skill requirement for walls or fences directly surrounding a mine entry. Walling-/ fencing-in mine entries, as soon as you closed the mine with a gate or a gate house, was even required by the rules back then - to prohibit death traps where the unsuspecting newbie could easily fall in, but never escape anymore. Obviously this has changed, now walls at the sides of mine entries require the same masonry/ carpentry skills as any other walls/ fences. So walling in mine entries isn't possible anymore quite often, because rarely there isn't at least one slope above 39 (max slope for walls/ fences according to wiki). See this (from there): Often there's need to secure a mine. Mine doors are a way to go, but they decay quickly and don't show signs of decay. Fences and gatehouses are a ways better idea, even if "kingdom enter" is planned. But this seems to be obsolete now, due to normal skill requirement in mine-side walls and fences. Since avoiding to have death traps was a requirement not this long ago, I cannot but think that this is an undesired side-effect of another change, and thus a bug. Have fun! Edit: Added Wiki Link + Quote
  14. The Friends of Exodus alliance is looking at offering a service to New players on Exodus. Where we will assist in repairing and imping your existing house, fences and gates. We have a number of skilled Carpenters who can improve your existing low ql structures to something that will last a bit longer, allowing you to concentrate on other aspects of the game, such as mining and growing your own food. We may be needed to be added to the writ or deed for a short period to do the required work (houses mainly, fences off deed do not require any changes). If this service would be of interest to you, please post your details below, Your in game name: Location (use the Exodus map and grid reference http://forum.wurmonline.com/index.php?/topic/85299-exodus-deed-map/ ): Service required: (repair/improvement, house/fences etc) Usual time of day you are logged in: Anything else you think may be relevant: If we find there is sufficient interest then we will organise a schedule to work through the people requesting assistance. Be aware - We will not build new structures for you, you need to have shown your own commitment to surviving and progressing in Wurm. Do not pm me, only players posting in this thread will be considered if we progress with this project.
  15. I do love my little cottage on wurm, it is rather cosy and keeps me safe. But... It looks just like everyone elses cottage! To remedy this a few more wall/window/door/roof styles. Sapling : Requires 30 saplings of the same type, 50 gardening. Once planted takes 3 real time days to grow. Must be pruned regularely otherwise becomes overgrown and the wall starts to decay as per normal. Canvas : Requires 6kg of cloth, 50 tailoring. Canvas walls/doors/roof can be "packed" by the building owner and weigh 5kg when packed. No windows. Door cannot be locked. Decays at normal rate. Shack : Requires 20kg of wood scraps, decays at 150% the normal rate. Doors/window/wall/roof. Wattle & Daub : Requires 10 wooden shafts and 10kg of clay, decays at normal rate. Sod Roof : Requires 10 wooden shafts and 10kg of peat. Works like a normal wood roof, looks a bit more green.
  16. first make wall types have different decay ticks, wooden walls/fences should get twice maybe 3 times more dmg as stone walls/fences,and also between types of fences involving same or common material, less dmg/tick to=> higher dmg/tick Tall wall>iron fence>low stone wall>Palisade>wooden fence>crude wooden fence>woven fence. higher dmg/tick the dmg received by bashing/catapulting them should have other order tough: less dmg/tick to=> higher dmg/tick Tall wall>palisade>iron fence>low stone wall>wooden fence>crude wooden fence>woven fence all this should get a steeper curve on dmg received at a certain ql, a 20 ql wall should be gone in 1 month no mater what type, a 90 ql tall wall should reach 30 dmg in 1 year(see below why just 30) all of them should get a boost in decay once they pass 30 dmg, should be gone in 3-5 days once they pass 30 dmg,even if it took a year for a tall wall of 90 ql to get there. the dmg boost should not apply for catapulting/bashing the walls, meaning that even if it passed 30 dmg the next bash/hit should do similar dmg amount,although if a wall is forced to 30 dmg it should be gone in 3-5 days if left like that. make the visual effects on damaged wals/fences show at 30 dmg, that makes it easyer for active ppl to see when they have a wall that might be gone in 5 days. i know this might have some bad implications on some ppl, those that play wurm only few days a month or that take long breaks and don't have a deed to keep the damage from kiking in,i feel sorry for them. it als can be considered as an exploit on pvp servers where one can spot a not so active enclosure, catapult a way into it but only getting the walls to 30 dmg then wait for 5 days to get in. in my opinion this is quite unlikely to happend, first because raiders won't stay tehre for 5 days, second even if they may come back after5 days there's a really high chance that someone will expect them ,third and most important, if one is playing on pvp server and expects his offdeed place to be safe from raiders by logging in once a week that person is quite wrong, if u want that kind of play go on freedom,on a pvp server playing offdeed should require a really active player. the benefits of this change are that we can clear deserted areas ourselves with a lot less effort than we can do now, we can just do 30 dmg on any wall/house then let nature take it's course. i'm sure 30 dmg is a lot more appealing to any1 than bashing a entire wall from 0 to 100. another benefit is that areas will be kept alot cleaner, even if no1 takes action , newbie created structures/walls will dissapear alot faster, ppl will have a reason to get 70-80 ql walls instead of leaving them at creation ql.
  17. I've been pondering about this for awhile now, especially looking at pictures of massive castles in Wurm that are pathetically split up by a tall stone wall, 5 levels below the houses surrounding it. You should be able to plan house walls in-between two other existing buildings. The maximum size of each of these segments would be one tile by whatever width the two houses are, but not forced, meaning you can build just a single 1x1, or even multiple, throughout the entire width of two buildings if you want to. Let's say you have two houses here 5 levels high and you wanted to connect them so people couldn't get inside. Well, the only option you currently have is to cram a tall stone wall or two in the middle of them and hope it doesn't look too bad in the end product: As you can see, that looks terrible. With this idea, you could ultimately connect the houses in a variety of ways, such as the two examples below: The mechanics behind this idea would be simple, and nearly the same as planning a standard multi-level house. The height would be limited by your skill, and by the height of the existing buildings around it. You can only plan a wall if there are two house-writ walls touching, and in order to plan a floor there needs to be at least 2 walls touching it. Perhaps to limit any forms of abuse and "bugs," don't allow doors to be built, but rather only walls and windows. Catapulting this would work like a regular house, starting from the top and going down. The same limits on these would be in place as standard housing, meaning that you could plan multiple levels of catwalks if your Carpentry skill and the heights of the surrounding houses allow you to. That way, we can have awesome crosswalks and arches like the below picture: Please post your comments on the idea! (Thanks Warlander for the awesome 3D Planner found here: http://forum.wurmonline.com/index.php?/topic/79352-housecalc-3d-house-planner-for-wurm/)
  18. Would like to suggest the use of arches to support a floor from above like a barrel vault the romans used or a buttress. that way you could have a floor about open space below with the barrel vault supporting the above floor. give you and overhanging floor.
  19. #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...
  20. Hi. The idea with multistory is to enable players to be creative in building their home in wurm. Variety, options are central and will be worked towards during upcoming releases. We really want to enable you to build your own magnificent castles. How does multistory work right now (or at least how it is supposed to work). - Planning new floors requires carpeting. - The higher you want to build the higher your carpentry needs to be. - Selecting the floor material type requires specific skills and tools depending on the material, see list below: - Some challenges remain, like having a solid leveling path for Paving, it will be fixed somewhat with changing packing to give paving skill instead of digging. Floors Wood plank (Carpentry) -- this is the entry level material Pottery brick (Paving) Slate floor (Paving) Stone brick (Paving) Slate slab (Paving) Marble slab (Paving) Roofs Wood shingle (Carpentry) -- this is the entry level material Pottery shingle (Masonry) Slate shingle Stone brick (Masonry) Thatch (Thatching) Known issues: - Walls on second floor and higher seem to be badly aligned causing visual crack in some corners. - If you just make a planned parapet and then continue to build above it, it becomes impossible to go back and finish the parapet fence. - Issue with too low quality yield of floor compared to raw material QL and skill level. - Possible to fall into walls on the ground floor and get stuck in them. - Traders, Merchants fall to floor level #1 when dropped on upper floors - Piles are counted for the whole tile and all floors above it, should be maxpile per floor - Walls at floor 2 and up can be planned without material consumption. Will fix so it requires 1 plank + nail. - Wheels are inside the floor on ground floor. - Creating a floor above you makes you float in midair on ground floor if you have no floor on it. - Bulkbins floors etc are not abel to coexist on same tile, different floors Fixed issues: - Skillgain for paving considerations: Skillgain for paving now given when packaging dirt. - Planning a roof on the first floor requires a floor on the first floor. This restriction will be removed, so that making a roof on your first 1x1 house will not require the floor. Should be fixed with the 2012-12-25 reboots. - Built to 4th story, destroyed 1st story floor plans and can't plan them anymore. Should be fixed with the 2012-12-25 reboots. - Improve does not work (hangs?) Fixed in patch 2013-01-03 - Repair does not work (hangs?) Fixed in patch 2013-01-03 - Donut homes now fixed
  21. After the recent update to show damage on walls & fences it highlighted some walls on my deed that needed repairing, which is brilliant. I then went around my entire deed to check every fence & wall for dmg levels. I found a surprising amount of walls with dmg, varying from under 10 to +50 dmg. I was surprised because these were on walls & fences within the inner sections of my deed, myself & my partner are the only ones who live there & have access, so that ruled out animal dmg. We do live on epic however we do not believe it is raid dmg. It is my understanding that if your token has more than 30 days of upkeep that damage doesn't happen. We keep our deed topped up to the 40 day mark normally and it never falls below 30. So I went around one of the inner houses 3 days ago and repaired each wall to under 10 dmg, and we have been checking the dmg levels daily. Today some of them walls are over 10 dmg again. Has anyone else experienced this? possible bug?
  22. I build 4 walls on my 2nd story and the bottoms of the walls can be seen coming thru the floor on the 1st floor.
  23. I built 4 arched stone walls in the middle of my seconded story and good amount of the base of the walls can be seen comming thru the floor when you are on the 1st floor.
  24. When building the outside walls on the second story, if the second floor outside wall is over a first floor internal wall you can't get into the outside room on the first floor. It's like there is a wall blocking you on the first floor.
  25. Hello Freedom Isles Im here to offer you my services as a courier, I can transport any items to any server at a cheap price, as long as they fit in my sailboat you can count on me to be shipping them. You need a ride to another server? Want to go visit a friend or maybe do a little sight seeing or some community events even some shopping at a fabulous out of town market? You can drop me a PM and ill have you there in no time!! Pricing: Any shipment cost will be 20c, for every server border I must cross to fulfill said shipment, 10c will be added.