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Found 82 results

  1. Patch Notes 2015-10-23 Game ClientSettings should now be saved correctly.The "Cancel Refresh" button will now be enabled on start.The Quit keybind will now unbind itself if bound to the F12 key.The Quit keybind will no longer default to the F12 key, uses F11 instead.Screenshot binding now defaults to F12. ServerMissions should no longer be generated with the objective of slaying 0 creatures.Logs will now be created in the current server folder, for instance in Creative/Logs.Removed some logging that is no longer used.You can now change which steam query port to use, enabling multiple server instances on the same machine.NPCs should no longer stay in local chat when they die or are too far away.You should no longer start with the hatchet and carving knife equipped.Kilns should now be movable.Amphorae are now turn-able.
  2. Galapagos[PVE]

    Hi All, I would like to welcome you join the Galapagos server. Its been up since the start and I should imagine it will be up for many years. I play WO for quite a while Currently its set up with; Start Island with open iron, forges, traders (with loads of silver left), open inn with free beds, lots of space for you to venture, 15k max creatures (10% hostile) - will change if it density is off but fine so far, give feedback Skill Gain *3 Action Speed *3 Mind Logic 25 Body Control 25 Body Strength 24 (so you can load/unload, ask gm in freedom to bump) Characteristicts start at 20 Fight and overall skills start at 10 Deeds are free, until we build up an economy and may change if long term abandoned lots ever become an issue Teamspeak (ask in game and i'll give you the address) A few people on from the release of WU but I haven't been proactive hunting for players, all are welcome to use and its in a vm on my dedicated servers that have been up many years and will be for the foreseeable future give or take a dead hard disk every so often which get swapped out of the raid set quick when needed, should this change I will release the map to all players so they loose nothing. Lots of stuff to get kitted out in the starter island which is bridged to the mainland for you to wander and find your place, also several sail boats for people to share (or pinch). The setup is flexible and may change subject to community consensus, so chat in freedom or poke me in teamspeak if you have suggestions. Thanks for reading jim (in game Jimmy/YanVogel)
  3. WurmWorldGenerator

    After long work I can finnally release the first version of my map generator. I've called it 'WurmWorldGenerator' to avoid confusion with the other one. All generation algorithms are executed on the GPU and it can even show all changes in realtime. In order to run the application you need a good graphic card with OpenGL 3.3 support and Java 8. You can download the latest version on sourceforge: https://sourceforge.net/projects/wurmworldgenerator/ Features Uses the graphic card to generate the map Can display changes in realtime Each step can be edited Generation data can be saved Current Limitations At the monent the full map is updated if a parameter is changed. No zoom function is available. Requirements Java 8 Graphic card with OpenGL 3.3 support ChangeLog Version 1.1.0 (2015-11-18) new start dialog menus and toolbar flower biomes possibility to change number of mining actions Version 1.0.1 (2015-11-15) map template scale window if larger than screen fix of problem with dirt generation
  4. Edit 6/2018: Project deleted (GitHub = sellouts). Hello, I'm working on a simple Google Maps generator for WU. It's actually continuation of my older project (Google Maps for WO). Current version: v0.9-beta.5 (2015-11-16) GitHub repository Download User guide Example maps (possible spoilers!) Generated maps are standalone (only HTML, CSS, JS and images), not connected to WU in any way anymore. Maps can be viewed locally (using any modern web browser) or uploaded to a web server (no PHP or Java needed). Generator is written in Java, so far working only on Windows (Linux fix coming soon). Future features: - more configurable options - bridges - walls, doors, fences, gates (only when zoomed enough) - in-game map annotations - altars - dens - source fountains - source springs - custom markers and labels (non database stuff: points of interest, road names, sea names, mountain names, canal names, tunnel names...) - tower zones (guards response, building restrictions) - settlement zones (deed, perimeter) - bigger zoom - progressive zoom - more... Any feedback or ideas are welcome.
  5. What specifications would be good and ideal for a Wurm Unlimited server and is there an officially sponsored hosting company somewhere? The few hosts I've found have had different prices of servers for basically the same specs. I'm not looking for a huge map (maybe as small as 2048x2048) and the max amount of players would be from 10-30. Explain good host server specs to me like I was am a noob, and if you know, about how much it'd cost.
  6. Hello as a GM player I have used the wand and right click skill learn and given Affinities to a player but they have not stayed at all each time they log off they lose it I am wondering if theres a way to make this stay no matter what
  7. Hey all! It's the week after! Wurm Unlimited happened and we're really happy with the feedback we've had. You, the players, have played, built and enjoyed the latest chapter in Wurm as a game. For those of you new around here, this is the Weekly News. Every week, we talk about what the devs have been working on, round up patch notes and talk about some community things too. Since both Unlimited and Online are very similar and will share the same updates, we're going to cover both ga,es in the weekly news from now on. There's not much to talk about this week as dev effort went towards bugfixing (which isn't entertaining or pretty.) A little birdy told me that birdcages went live in WO though (see what I did there?!*) *I don't always try to be funny. I should avoid it really.. The Week in Patch Notes Some things were added to WO including birdcages along with some fixes, while WU received a number of fixes (not all are listed here.) Wurm Online 29/1015 Fixed a minor issue with using tomes (for the first time), where it would check if you’re outside a mine, instead of inside. Kings now have two titles: their normal king title followed by their normal title. This normal title can be changed. Fix so kiln can be made indoors as not restricted them being used only outside. Added display of signature for ‘fire’ items, and added creator for kiln. Added sig for crates (as they were already on bsbs). Increased depth that tiles can be paved. Fixes for pvp (epic) permissions. Fix for some minedoors not being able to be remotely managed. Added birdcage. (PvE) Auto-add some permissions when an animal is branded. Added 1st tile of perimeter to Deed Planner map export. Fixed bug in Deed Planner related to deeds being shifted one tile horizontally while exporting. Wurm Unlimited 23/1015: Game Client Settings should now be saved correctly. The "Cancel Refresh" button will now be enabled on start. The Quit keybind will now unbind itself if bound to the F12 key. The Quit keybind will no longer default to the F12 key, uses F11 instead. Screenshot binding now defaults to F12. Server Missions should no longer be generated with the objective of slaying 0 creatures. Logs will now be created in the current server folder, for instance in Creative/Logs. Removed some logging that is no longer used. You can now change which steam query port to use, enabling multiple server instances on the same machine. NPCs should no longer stay in local chat when they die or are too far away. You should no longer start with the hatchet and carving knife equipped. Kilns should now be movable. Amphorae are now turn-able. Screenshot of the Week This week's cave dwelling was built by Caellon and pictured by Cayce. It's dark and evil, especially with the HotS flag! That concludes this week's news. Welcome to our weekly posts for anyone who's new!
  8. WGenerator 2.9 - Wurm Unlimited Map Generator Download Here | Contribute on GitHub This map generator has been completely redesigned to give increased usability and platform support. Thanks to Budda for the original program. Major features include: multi-threading, progress bar, import/export heightmap and biome images, biome and river painting, map markers, and tons of new inputs for creating varied maps. Out-Of-Memory Error Improvements So Far Biome Color Pallet [r,g,b]: Options Menus 2.0
  9. Can it be made with mod? remember this is just a concept/example. Original topic http://forum.wurmonline.com/index.php?/topic/109425-notice-board-quest-board/
  10. Just wanted to compliment whoever did the art on them, they look really good. Anyone got a badge yet?
  11. Greetings fellow Wurmians! We would like to invite you to join our established server, Dagfinn Wurm! We provide our players with a non modded, classical experience that is very close to Wurm Online, catering to both PVE and PVP players. We have a great, tight-knit, friendly community that enjoys the challenge and thrill of the original game and can't wait to have you join us! Players that are brand new to Wurm and long time Wurm Online players are both welcome! Being the largest 1X classic rates server out there for PVE & PVP, we are dedicated to provide you nothing less than the absolute best 1X Wurm has to offer. To keep things interesting, we have also introduced an event server specifically open during event periods that are prepared and moderated by GM's, with an expendable map to get extra creative! Server Info: 200 player limit with a PVE and connected PVP server. Hosted in NA. Launched shortly after WU was released. Each Map size is 2048 x 2048. Several GM staff to help players out. No GM's build or do anything gameplay related to ruin the experience for others. Community TeamSpeak. Friendly established community. Never before seen connected "Event Server" to host events on. This server is open 24/7 where players can do quests using our custom quest system for rewards, skill and fun. Maps for events can be swapped out on the fly based on specific GM moderated events, and we get very creative being able to have dedicated spaces for events that don't effect the integrity of our primary servers. No players can permanent settlements here. Here's a sample of our custom quest system: Rates: All rates and skill timers are 1X to capture the challenge and essence of the original Wurm experience. PVP Info: Not an Epic server, no epic curve. HOTA enabled with a marked out zone on the map. Original three kingdoms with standard settings. Freedom isles also has a respawn point. Connected to the PVE server. Start on PVE server(home server), then take the PVP portal where you spawn to get there. There is no reverse portal, so once you go the only way back is to sail east. To sail to the PVP server, sail west. You spawn on the PVP server at the Freedom Isles respawn location. Players can get invited to a faction on PVP once they get over there either by another player inviting them, asking an admin in chat, or opening a support ticket. Costs: Premium is and always will be at no cost. All deeds are free to create so players can get started with their own deeds instantly. Deeds do require an upkeep cost that is the same as the original game. The server is open and can be found in the server browser under the name "Dagfinnwurm.com|PVE 1X 24/7 And PVP 1X 24/7|Noob Friendly". We look forward to seeing you there and working together to create a great Wurm experience! More info, PVE & PVP maps, Latest News and Forums available at http://dagfinnwurm.com Come join the fun!
  12. Sklotopolis - PVE

    Sklotopolis - Play Wurm how it was meant to be played Website: https://sklotopolis.com/ Livemaps: https://sklotopolis.com/maps Health Check: https://uptime.sklotopolis.com/status/sklotopolis Sklotopolis has many unique features which remove most of the hard grinding. This makes Wurm even more fun to play. We have a Wurm Online style economy with big market places where people can sell their items to other people. There are many events where you can earn items, rare armor and coins. With our servers we hope to give you and us a fun experience playing and surviving together in the big world of Wurm Unlimited. Down below we have listed a bunch of the features our server we have: PVE: Server specs: -3 Servers -200 Slots - two 4096x4096 maps - one 2048x2048 hunting map The Team The Team is playing Wurm since now more than 15 years and this mostly excessively. Furthermore it also happens that both Dominikk and myself are versed in programming and specially Dominikk has already impressively shown some great features. Combined we have a service record that pretty much covers every server and gameplay aspect, we slayed Dragons on snowy peaks, fought great battles on land and sea, laid siege to impressive fortresses, made a living as merchants, worked as a low level staff member for some time, hosted events and constructed dozen of villages. This experience gives us a really good understanding of how this game works, not just mechanically, but also how it can excite you every time again. Dominikk, Sklo, Engineer Everyone is dedicated to make this work and guarantee the best wurming experience. Our lead developer Dominikk has got a master's degree in Software engineering & Internet computing and is working as Cyber Security Specialist, he also has been a Linux and Windows server admin for a living in the past. His main task is determined to keep your progress save. He put down a backup plan so you can see how serious we take it. Data Safety Backups will happen every 3 hours daily and every Monday there will be a weekly backup. They will be stored local on the server in Germany and all backups are transferred to a server in Austria about 800km away too. Further more we keep daily backups up to one month and weekly backups up to 6 months. So if something goes wrong we likely can restore ingame items up to 6 months. Below you will find a feature list of implemented features, new features will be added time by time. If you got ideas and recommendations visit our Forum a give us a though there. Features: START WITH: 20 in all skills & 21 BC to ride horses 30ql Leather Armor, Long Sword & Shield Pelt, 4 ropes, waterskin, pendulum, compass, sickle, +Normal starting tools and equipment SKILLS & CRAFTING: NO skill loss on death. 5x Faster Skill Gain 4x faster Actions (including all non-continuous actions) Decreased weapon smiting difficulty. Action Timer cap during imping has been lowered. ECONOMY: Free Premium Free Starter Deeds. (4s worth of deed is free) Free upkeep for all villages. Free Mail Bounty for burying corpses. Bounty for killing monsters. Bounty just for being online. People receive coins for highway building. (1s per 20 tiles) People receive coins for building a guard tower. (5s per tower) Payer made events (will be supported with coins and GM help) No Cooldown to change Bank locations. Receive voting bounties for voting at https://wurm-unlimited.com/server/28/vote PRIESTS: No priest penalties. No spell cooldowns. Unlimited prayers per day. (every 20 minutes for faith gain) Triple favor gain. Rite of spring fixed MEDITATION: Unlimited Meditations per day. (every 30 minutes for skill tic) No more "You fail to relax" messages during meditation. You no longer need to move for meditation skill gain. Cooldown between meditation path levels has been decreased by 80% from WO standards. Meditating is now also part of the skill multiplier. TRANSPORTATION & STORAGE: You will be able to run faster with heavier weight in inventory (max speed will stay at 17kmh) Faster movement on animals, carts, boats and ships Forges will fit 100 ores. Forges work when loaded. All the different forges will produce ash now. 19 Body Strenght to load items. (crates, forges, ovens, etc.) Decreased loading timer. Increased loading radius. Crates now hold a lot more items. Moving of bulk goods is no longer limited to inventory capacity. (drag more than 100 items) Meat, Fish and filets fit into Fsb and Crates. Mushrooms Fit into Fsb and Crates. You can drop Hot items into the bsb and fsb. Hitch animals to ships to transport them Items put in Crates or Bulks will be sorted by QL level (base 10) automatically. FARMING: Crops only take 1 day to grow and NEVER rot. Decreased Sowing timer. Harvest from Cart or Mount. TERRAFORMING: ~45 mining hits per wall Digging and leveling works like mining. Surface Mining will lower the rock on every hit. FUNCTIONALITY: Added /seasons command which shows when the next fruits etc get ripe. Added a season MOTD. Added an inbreed warning message. Drowning is now completely disabled. NEWS: One week bridge cooldown due to a WU bug has been removed. Now a welcome message for new players appears in Event. CA Help is now enabled for newbies by default. Fix for characteristics skill multiplier. Fixed a dredging bug. Donation System is live. Tools can improve themselves now (hammer on hammer etc.) Dragon loot has been increased. Drake loot has been increased. GMs and DEVs no can use the powers of Zeus Action timers are fixed Receive karma for being online Animal creature ratio on deeds is tripled Lightning on player death Creature spawn bug is fixed. All kind of creatures will spawn everywhere Lowered amount of crabs KOS has been disabled Steamid bans can be issued more properly now Bulks can be loaded even if they are not empty Bulk can be used when loaded Wagon volume has been more than doubled Sheep Shearing cooldown is now 50% lower A bug where corpses fit into food storage bins was fixed Some GM commands have been improved You will now be able to obtain glimmersteel, adamantine, seryll like gems during mining Fog spiders have been disabled due to lag, they are replaced by spawning lots of horses all over the server. Thanks to nekoexmachina! A few other possible lag issues have been addressed and fixed Wooden house parts only need 10 planks instead of 20 to be more newbie friendly Buying premium from tokens has been disabled because people purchased premium by accident Move to center and move to nearest corner have been added to the moving options. Thanks to Bdew! All gods share an alchemy affinity now, which means the same double favor items as Libila Added voting bounties. You will now receive a small bounty for voting at https://wurm-unlimited.com/server/28/vote use the commando /voted to receive the money to your bank. Treasure chests should no longer spawn with locks. Creature slaying bounties will now go directly to bank. The different pauldron types are now craftable with a high difficulty. We added the Fireburntime Mod, which shows the remaining fire time. Next Event Changelog (Outdated too long for the forum.....) If you want to keep track on updates and announcements join our: Steam Group Forum
  13. Make the raft usable and act like a boat. the easiest to build, before the small boat easy to make but slower than a small boat I'll try to figure out how to change the the models/item properties but if anyone knows how to make changes, this is a idea in-game raft gif -> http://i.imgur.com/li6iYRH.gifv
  14. Hello to all, im very new in the wurm galaxy i have a really noob Question and i hope that somebody can help me with this. Can somebody tell me step by step: How to set up a public dedicated server on my local pc please ? i tried but everytime i can only see my server in LAN and not in the public Internet List. My Firewall is turned off and im using Windows 10. i hope somebody can explain it to me. thanks for any help and regards from germany
  15. EDIT: I made this map in 2015 when Wurm Unlimited was released, it was an experiment to see if it would be possible to create a custom heightmap painted by hand inside photoshop. I no longer have the original .PSD files but the heightmap can be opened in an editor available in the mod tools forums here if you want to make modifications. ------------------------------------------- Hello people. Posting to share a custom map i did. I painted the heightmap in photoshop and use the generator to put the resources and ore. It is fully set up, just put in the server folder adjust the settings to your liking and play. The season is set for summer the spawn coordinate is already set to the center of the map, change if you want Download link 55.1mb compacted (RAR) https://www.dropbox.com/s/encgccvol8av1dw/VulcanLand.rar?dl=0 Extract inside the folder WurmServerLauncher and run the server. I'm making changes so that it will show the custom map in game when you press M, for now appears the default global map. Edit to explain trees I have not filled the map with trees, I left a lot of space without trees, most are scattered around the map, forests in different regions. i found interesting let some big areas without trees. with time, they will grow and spread (even in open areas you will find a few scattered trees, so it can spread). if you want to fill it with trees, just use the magnificent magic wand Album with in-game screens here http://imgur.com/a/tOOOj Map
  16. On my Adventure server I found that I am unable to sell to my settlement token. (It is set to being Home server, freedom isles) Could there be something I missed somewhere in the settings that is causing this or are there others who are unable to sell to token? I've tried a few different corpses (cat, bear, pig) as well as meat and forage/botany items. I am activating the item in my inventory, and right clicking token. But there is no "Sell" option on the token menu. My fiance who plays on my server couldn't sell to it either so it doesn't seem to be a player bug. Let me know if I just missed something in settings or etc.
  17. Hey everybody, Woah! What a busy week! But Wurm Unlimited is now out on Steam, and the Wurm franchise now has two games to its name. We haven't got much new stuff to talk about this week, so I'll use it as an opportunity to talk about our PR plans from here on out and make sure you know about all the things we want to do and keep doing with WU and WO. Starting from next week, we'll be posting the weekly news to Steam as well, and it'll be a slot shared by both WO and WU for talking about dev work on both games. It's because almost everything we develop for one game can and will be added to the other (things like graphics updates or new features,) and so it seems logical to share the news between the two. We'd also like to thank everyone, as players, for playing and contributing to Wurm thus far. There are many new journeys to be had with many new players - game on! The Week In Patch Notes There were a few small fixes over the past week, and amphorae and kilns were added too! 19/10:Fix for dragging unlocked small carts when you do not have an item active. Also applies to catapults. Fix for clay containers. Fix for rotating various items, e.g. large anvil. Fix for config twitter for villages. 20/10:Allow settlement may pass gates work even if some permissions exists for gate. Fix for feeling bad about bashing floors when you have modify permissions. Removed possibility to attack your own mount on PvE servers. You should now be able to invite offline players to your village using /recruit . The player should use the command /join. Check /help for reference. 22/10:Added Large and Small Amphora and Kiln. Possible fix for uneven creature distribution on large maps. Seeing the result of this will probably take a week or two and note that creatures usually don’t spawn in the vicinity of online players. Screenshot of the Week This week's screenshot was by Devily of his Temple of the Forgotten Gods. It looks really nice, especially in its soft shade of green light! That concludes this week's news. Come and join us aboard the Wurm train: we don't know where the next stop is, but we'll make it a good one
  18. Nothing special, just somewhere for the casual player to hang out. http://infinite.purp.co.uk/ Location: France Map: Vanilla Creative Kingdom: Freedom, all spawns at a fixed location. Skillgain: 20 Action timer: 10 Base skills: 30 (inc. Body & Mind Logic) Free deeds and traders are enabled, there is one currently at the starter deed who starts with 1s. Breeding is set to 5 Wurm days (1 real day) Field growth stages at 4h each. Events & Activities I've just opened the Maze of Infinity, not for the faint hearted. Halloween treats all around!
  19. Hi Guys, I have been so hyped for WU for such a long time now, as I have always wanted to tweak my gaming experience and it has been a long standing title that has been a favourite of mine and my friend since we first played it in around 2010 . The fact me and my friend could play co-op on a server of our own was a big factor for the hype, so naturally the first thing we did was try to set up a server for ourselves! However, I just can't seem to get the damn thing to work on LAN - or at least virtual LAN. Apologies if this has already been raised as a topic, but we have tried connecting via Hamachi and it just doesn't want to work, despite Hamachi working for various other games easily . Here are the problems I'm getting: Can ping the server and see it in the LAN list Cannot connect and get retries each time I try to connect Can join other servers - so its not my network I just want to hear you guys thoughts, and just find out any way/the best way to get a private co op server going via LAN or hamachi? Maybe if anyone else has achieved it and what the best route to go down is . Look forward to hearing what people have to say.
  20. Hoping these maps work well on WU! Fingers crossed for release. Spent some time making up this 2048x map, which unless I missed something, includes everything (incredibly rare glimmer/addy). ZIP: https://drive.google.com/open?id=0BxcZRLd3WWEDRVBpeVhEaUlzamM World View; Cave view; http://i.imgur.com/WuA4fTM.png
  21. WGenerator Map Generator for Wurm Unlimited Servers Download Here | View Source on GitHub | WGenerator allows you to generate maps for Wurm Unlimited with a large amount of flexibility. Generate a heightmap to suit your tastes, erode it to smooth out the rough edges, and drop dirt on it to build up your desired dirt layer. From there you can add as many biomes as you want for all tile types, restricting biomes to certain height ranges, certain sizes and rarity. Generate an ore map with your desired ore distribution, and save it all with a history of actions taken, map dumps and actual map files needed for servers. If you need to edit or load a previous map, simply edit the text file of saved actions, or load the actions file back into WGenerator and keep working on your map from where you left off. Detailed Instructions HeightMap Generation: Map Size: Map width and height in tiles, defaults to 2048. (Deliverance sized maps are 2048, Independance sized maps are 4096, Xanadu sized maps are 8192). Seed: Seed used to randomize heightmap generation. #: Automatically generate a new seed. Res: Resolution of the heightmap. Higher numbers for large land mass, smaller numbers for smaller islands and archipelagos. Iterations: How many times to pass over the heightmap adding more details. Lower iterations will leave a smoother, less detailed map. Min Edge: The minimum amount of tiles between the borders and first bits of land. Border Weight: How steeply the land will taper off near the borders. Higher number for steeper edges. Max Height: Maximum height for tiles (measured in dirt). More Land: Increases the base height of everything to create more land. HeightMap Erosion: Erosion Iterations: How many times to pass over the map eroding the heights. Erosion Min Slope: Erosion ignores all slopes below this value (measured in dirt). Max Sediment Per Iteration: Amount of sediment that will be moved for each iteration, higher will cause smoother lands faster. Dirt Dropping: Biome Seed: Seed used for random generation in dirt droppng and biome seeding. #: Automatically generate a new biome seed. Dirt Per Tile: How many dirt to drop on each tile total. Max Dirt Slope: Dirt will start flowing downhill above this slope. Max Dirt Slope (Diagonal): Dirt will start flowing diagonally downhill above this slope. Max Dirt Height: No dirt will be dropped above this height. For a few tiles just below this height, a smaller amount of dirt will be dropped. Water Height: The height of the water level (measured in dirt). Biome Generation: Dropdown: What type of tile to place with the biome generation. Tree and bush types will only be placed over other trees and bushes, or on grass tiles. Seed Count: How many initial seeds of the biome to place, each seed will spread to a certain size. Size: How far each seed can possibly spread to depending on growth percentage. Max Slope: Biome will not grow if the slope to the next tile is above this. Min Height: Biome will not grow below this height. Max Height: Biome will now grow above this height. Growth % N/S/E/W: Percentage rates that any tile will spread in a given direction. 100/100/100/100 will make every biome spread in a diamond pattern skipping no tiles. Add Biome: Adds the new biome. Undo Last Biome: Removes the last biome added - only stores the last biome, so can only use this once at a time. Reset Biomes: Reset all biome changes. Ore Generation: Each entry box holds the percentage of tiles that will be a given ore type. Rock is automatically calculated so everything adds up to 100%. Note: Default ore generation values may be very dense, you may want to test this. Saving & Loading: Text Box: Name of the map. All files saved and loaded will be saved to the "./maps/name/" folder from where WGenerator is launched. Save Actions: Saves all actions taken for the current map generation to a text file. Text file can then be edited to remove certain lines, or shared with others etc. Load Actions: Loads the actions file from the current map name directory. All actions will process through the UI in order, so may take a fair bit of time to load and generate everything. Save Image Dumps: Saves the map dump, topography map and cave map to the map name folder. Save Map Files: Saves all map files to the map name folder. If you want to test those maps with WGenerator still running, you may have to click this button twice before copying the maps, else it doesn't save the files completely. Show Map View: Shows the map dump view in the WGenerator window. Show Topo View: Shows the topography map view in the WGenerator window. Show Cave View: Shows the cave view in the WGenerator window. Show Height View: Shows the heightmap view in the WGenerator window. Tips & Tricks Heightmap Erosion and Dropping Dirt both take a fair amount of time to complete. Keep in mind that we're dealing with 4.2million tiles for a 2048x2048 map, and both erosion and dirt dropping are making around ~50 passes over every tile, maybe more depending on your settings. Don't be surprised if everything is taking a long time to complete, especially with large maps. With a (fairly) top end PC, erosion and dirt dropping still take 7-8 seconds each on a 2048 map for me. With older PCs and laptops, that can be at least 30 seconds each, if not longer. If you've clicked a button and the program is hanging, just wait until it completes - the button will stay pressed while everything is working. If you're clicking a button and something isn't finishing properly, e.g. clicking Drop Dirt and it finished in a few seconds with no change, you may be running out of memory. You can run from command line to confirm that. In order to fix that, run the jar from command line specifying how much RAM to use: "java -Xmx2048m -jar WGenerator.jar" where 2048m is how much RAM to use. Remember to check your maps folder fairly often. Map files tend to be saved a fair amount, so if you're generating a lot of maps, a lot of files will be created. Be sure to delete any folders for maps you no longer require, otherwise your storage drives might start getting full fairly quickly. That should be everything. Any questions feel free to ask here. Thanks to Xyp, Vardoj, Keenan and Tathar for testing, changes and feedback over the last few days helping to get this out in time for the WU release.
  22. Hey all! This week we've been doing final touches to Wurm Unlimited. It's been all hands on deck with testing and bugfixing - ranging from final bits of work on the Linux dedicated server to final tests of Adventure mode. As such, there's not really much news to show off - although we do have a rather exciting plan for the weekend, which you can find below... Remember, Wurm Unlimited comes out on Wednesday 21st October (next week!) and can be pre-ordered at 20% off of the release price from DLGamer. Wurm Unlimited Developer Livestream This Sunday at 8pm CEST, you'll be able to join myself and various developers for a livestream preview of Wurm Unlimited over on Twitch.tv. It'll be an informal chance to ask any last questions that you have about the new game, while watching us play live and look at a few features. We'll have a look at the things people are most interested in Can't make it? We'll make sure the stream is available to watch after it happens, and might do a written summary of what goes on too if anything big comes up. Keep an eye on the forums and our social media outlets for a link to the stream and for any relevant updates. I expect it'll last for 1-2 hours - longer if there's demand for it! Screenshot of the Week This weeks' screenshot was taken by Journeya of a white dragon looming ominously over the players trying to slay it. Looks like fun! That's it for the final week before we release Unlimited. See you on Sunday?
  23. So i just pmed warlander and found out recipes are server side, So i got a simple mod request here. ? amount of water + 20kg of dirt = 1kg of clay. Rotab was the first to post the modification, you can find the post here
  24. Greetings fellow Wurmians! With 11 days until Wurm Unlimited is released, I figure it's time to announce my intentions to run a Wurm Unlimited private server. Again, most of the capabilities are uncertain but the following is a rough road map of what I want to do with the server. In-Game and Community Features Monthly in-game events (provided these can be scripted) - Examples would be a troll uprising and invasion of the starter city that players must defend against or holiday themed events Additional creature types if available Occasional quests offered by wandering NPCs with rewards being skill gains in a related skill, high QL items, or other rewards Pre-scheduled dragon slaying events, limited to 1 every other month in addition to whatever the current dragon spawn mechanics are Played owned deeds and alliances New items (if possible) Public Mumble server with private channels for alliances and villages If possible a web based news feed for new deeds being started, disbanded, and other notable events (event starts, dragon slayings, etc...) Fully functional in-game economy, including foraging for money and traders 10 silver to each new player that joins Patreon account to facilitate extended benefits for those who help offset costs of the project* Challenge mode featuring 60 day resets, other details to be worked out with community Starter city with access to free food, basic (10 ql) tools, and other items to help new players / characters get established Alliance / village leader boards - compete in a variety of categories with your fellow community members Accelerated skill gain, up to 5x Infrastructure Each server is planned to be hosted on a virtual private server in a major data center, not running on a spare tower in my basement! Planned for three initial servers: Pve, Challenge Mode, and a testing environment for testing modifications to the game Both PvE and Challenge Mode will have public Mumble server Weekly server maintenance performed Sunday mornings (OS patches, restarts, etc...) Project Specifics Server costs - $39.95 per month (potentially more depending on resource requirements) Mumble software - open source Forum software - potentially open source, potentially licensed Web site software - open source Development and enhancements - myself / volunteers GM staff - myself / volunteers *Patreon rewards are limited to silver and in-game items, not skill gain increases or other features that would give Patreon subscribers an unfair advantage over non-subscribers. It simply exists for those who wish to help with the costs of the project, and is not considered mandatory. Any money received via Patreon will go 100% to the project, and not to my wallet. So why am I starting this project? I love games, and I love Wurm. Running a server allows me to add my creativity to the game via the modding tools and server admin tools it offers, plus allows me to provide a place where people who want to flex their creative muscles can do so in a medieval fantasy environment. It's no small secret that Wurm is a unique game, and by running this project I get to ensure that experience is preserved and enhanced. I also enjoy creating things for others to enjoy. Over the years I have been a server admin for various MUDs in the mid-late 90s, ran several pen and paper RPGs, and founded / led gaming communities in various MMOs. My favorite thing is when a bunch of players get on and enjoy what I have put together, be it roaming fleets in EVE Online, raids and games in World of Warcraft, a 10 session campaign into political intrigue around a table with dice, pen, and paper, or by experiencing a journey through one's imagination via a text based MUD. I am committed to funding this project for a minimum term of one year. If the player base grows to 15 players in the course of that year, then the project will move from a project to long-term endeavor. If this project attracts donations, then it will be guaranteed to run longer. After one year I would like to have 2-3 volunteer game masters, and another volunteer developer working on extending the game, if possible, or working on in-game events. So what qualifies me to put this project together and manage it? In real life, I am a server administrator / business intelligence developer with 14 years experience. I have a deep passion for this game and for providing fun content for others. I like to code, and I like to design elements ranging from houses to sprawling deeds. If you are interested in this project, post here and let me know what you like and don't like about the plans. I'll be updating the thread as I work through the initial setup over the next 11 days.
  25. Hey all! It's just under 2 weeks now until Wurm Unlimited releases! Excited? You can pre-order the game from DLGamer and get 20% off the initial Steam price if you want. The first batch of updates to the permissions system went live this week. Tich told me to tell you that she's sorry that there were some teething issues - like settings not always transferring to the new system properly - but we hope it'll be well worth it in the long run with just how much better the new system makes things. I'd strongly recommend looking at the Wurmpedia article on Permissions if you're unsure about anything - the Wurmpedia team (in particular Keenan) have put a huge amount of work into making it as accurate and complete as possible. As for devs, they mainly continued with general polish and bugfixing work on Unlimited this week. But we do have a few other things to show off that might interest you, like visible adamantine and glimmersteel armour... catch it all below! The Week In Patch Notes The big story this week is the new permissions system, though there were quite a few other things that went live this week; like the awesome new deed plan viewer & exporter. I've seen some crazily complicated deed plans that people have effortlessly been able to export from directly in-game! There were also some general fixes. 06/10/15:New Permissions System! Notes about security http://forum.wurmonline.com/index.php?/topic/131410-new-permissions-security-hints/Combined kindling will use the default weight when making a fire (forge, oven, campfire).Can now have a deed role for an Individual (non-citizen) role.Deed plan now available for mayors.Writs will vanish when examined / managed. Building can be managed by r-click or from manage menu.You can now attach locks without having the key on you on PvE (was already like this on PvP).You can now sacrifice keys when the lock still exists on same server.Repair keybind should now work correctly on fences and walls.Fences are now paintable.Added missing text for deed settings.Max number of branded animals is number of tiles / 11 (PvE).Fixed face masks overriding the face protection that some helmets give.Fixed leading animals who have a bridle equipped. You will always use the bridle to lead if it has one, even if you have a rope activated.Fixed an issue where you wouldn’t stop dragging items when you died.Fix for player gods, so they allow flatten and level in caves if they can mine.07/10/15: Fix for Nahjo flattening / leveling in caves.Fix for allies in buildings, now checks the correct village (e.g. the owners village).Fix so planted items can be turned by the person who planted it.Beds with no permissions set, will allow anyone who has ‘may Enter’ on building to use it for free.Doors and Beds may now be managed by anyone who has manage permissions on the building.08/10/15: Fix for branding vanishing…(although some may have vanished this time).Fix so can lead branded animals if you have the brand village lead permission.Added ‘pass gates’ as deed permission, which (should) allow the players with that role permission to pass any gates that dont have their owner permissions (if they are managed by that deed).Disallowed getting hunted status on PvE.Fix for unhitching animals from a locked cart (PvE).Fix for picking locks. Adamantine & Glimmersteel Armour Textures This week, Saroman worked on textures for addy & glimmer armour so that it can be made to display correctly. Yet another thing for you Wurmians to wear! Oh how we spoil you. DeedPlanner Updates Warlander sent us a few pictures of his latest coding successes with the village planning tool DeedPlanner. He's getting ever-closer to being able to go live with bridges, which we'll also add to the in-game deed exporter so you can export on-deed bridge designs to the planner too. Screenshot of the Week This week's eaglespirit-themed screenshot was taken by Borgir, and happened to coincide with an eclipse too. It's quite mystical! What does the Eaglespirit want?! Why is it here?! Is this a message from the gods!?! That concludes this week's news! Fed up of hearing about Wurm Unlimited? Here, have an animated webseries about a cat. Cats solve everything.