Search the Community

Showing results for tags 'Water'.



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 53 results

  1. Occurs temporarily when a felled tree falls over shallow water ... disappears once the tree is at 'rest" on the ground
  2. We are unable to drink water from fountains (and probably wells too) on deeds outside our alliance, as of today's update. I went over to Port Sopor, Deliverance - a neighbour's deed not in my alliance, and tried to drink from his public fountain. The fountain contained plain water. [22:12:25] That would be very bad for your karma and is disallowed on this server.
  3. Hey, I think it would be great to have some extra plants for the water. Either deep water or along the shoreline. Lilypads are one such example but also some water based flower plants would be good. Maybe even some trees for the shoreline. Maybe there could be a new tree shoreline tile that could be created to fix the issue of trees not being able to be planted at the waters edge. Maybe you could use the hand icon on dirt that is a max of - 4 in the water to create prepared moist soil or something. Then by having a special tile created with these slope conditions it stops people being able to plant trees in the middle of the ocean. This was inspired by my friend who made a pond in my village and wanted some nice Lilypads and other plants to be around the pond to make it look pretty.
  4. One of the most common complaints one sees from new players learning the game is when they first discover pottery. Figuring out how to use one's hands as tools and then apply it to making pottery items is painful and annoying for new players. Here's my suggestion: Alter pottery mechanics so that using hands as a tool is changed to using water as a tool. That's it. Simple fix. I suspect it will even be a moderately simple code fix. An odd outlier crafting function is suddenly replaced with a tool and function that matches the rest of the game. It even preserves the existence of a pottery improving tool that isn't able to be enhanced by enchantments. Enchanting water was made useless years ago. It is a given in every single other trade skill that you are using your hands as a tool. It should be a given in pottery as well. Using water as part of unfired pottery creation and improvement makes sense, and would be a QOL improvement, IMHO, especially for new players learning the game. I cannot offhand remember any other crafts that require the use of hands as a tool, but if there are any, please revisit them as well.
  5. Hello everyone, so here's a not really original idea but a different way of looking at it. So you're going out fishing and on your way you merrily pick bark/twigs and search for bait and after getting down to the water and fishing for a bit you have a nice haul of fish... but what about all of those smaller fish we keep throwing back in! Id much rather take them home with me and put them on display! Wouldn't it be nice to have something decorative but is also actually unique to the player other than just say changing a color with dye? This being said an aquarium could be an interesting addition to the game and would complement the amazing changes to the fishing system. This would most likely have to be made from glass. This brings me to the other less unique suggestion of adding glass to the game. This could be used for decorative reasons only, so possibly add two more skills such as Glassmaking and the other Glassblowing, consider this as carpentry and fine carpentry. This could also be used to fill in those drafty windows! These additions if even applicable should for for mid-game to end-game skill progressions e.g. 50-70. Thanks for reading.
  6. I keep seeing these dark shapes in the water. Sometimes they disappear when I move or turn. I am not using the modern renderer. This is facing south from U17 Deliverance, and seems quite persistent even if I spin around and move forward and back. Facing south-west: Also I can't help feeling rainbows are in the wrong place - in real life you're only supposed to see them when you face directly away from the sun towards the rain-cloud (the sun is always behind you when you see a rainbow) - this one is in the south-west when the sun is in the north-west - wogic? https://en.wikipedia.org/wiki/Rainbow
  7. It would be great if we could have water on tiles above water level. For this we would need to have a slope check (water will not stay on a flat tile). Next, water will not flow over the edge of the hole that it's dropped in. Will spread if another sloped tile is connected. The tile that it's dropped on can't be a normal tile. This means that there has to be a water solid tile (don't know a name yet). This can be made by maybe mixing stone clay etc and other materials or use an existing tile form. If such a tile were to be deleted or there is no longer a slope the water will dissappear. You need to drop at least 10kg of water at once to make this work per layer of water. For short as this may not be clear: 1. Dig a hole (size doesn't matter as long as the bottom of the hole is all the same level) 2. Cover sides and bottom with stone of some sort. 3. Drop at least 10kg of water at once per layer (level) this duplicates per tile. So for a 6 tiles big hole you'd have to drop 6 x 10=60 kg of water per layer. This will raise the water level in the entire hole by one. This also limits the size of the hole as at some point it's hard to get the right amount of water in. 4. Upon deletion of one of the stone tiles all water will flow away "you make a hole and the water flows away" This way you could make ponds, moats, lakes, fountains, canals way easier than when digging down to water level. And you could create it on mountains too. Also there would have to be a floodgate/mills to control water level in different "water holes" with these you can connect them and pump water up and down a hole. Dredges could also be used to fill holes or control levels. Suggestions, critics or simple no's or yes's?
  8. Right clicking a water-covered tile for example in a low level mine, shows the 'Pray' option listed twice. I am a Nahjo.
  9. I would like to suggest the introduction of a loche (or lock) system. In places all over the real world as far back as ancient times, loches have been used to allow boats to sail virtually anywhere, even uphill. They work by isolating small areas, one by one, as a sort of step system. Each isolated area can then be filled and emptied of water in order to raise or lower the boat therein. In game, perhaps this could work by allowing tiles to be walled off and filled or emptied of water in much the same way. In the end, players would be able to create ingenious and very convenient loche and canal systems never before seen in game.
  10. Not sure if this is in the right place, I assume this is a server mechanic issue since it has persisted through several reboots and is noticeable by others. There is a loud shoreline water splashing sound on my deed (Roasted Malt: Indy), by my pig pen gate, I'm quite far from the shore and quite high up in a mountainous area. It wasn't there when I moved in and appeared after I made a sandpit (which was moved) and it is still there.
  11. Lead Pipe: Lead sheet + Lead sheet. Improves like blacksmithing items. Water Source: Any container that is placed on a spring tile that fills up. Fountains and wells. Water Receiver: large containers not on a spring tile. Fountains, wells, large tubs, huge oil barrels, possibly others. Creating Sources and Receivers: Use a lead pipe on a well or fountain on a spring tile to turn it into a water source. Once done it cannot be moved, but it can be rotated. Use a lead pip on a fountain, well, large tub or huge oil barrel to turn it into a water receiver. Once done it cannot be moved, but it can be rotated. Connecting Sources and Receivers. Use a lead pipe on a water receiver to get a list of all water sources in range you have permissions for along with the amount of lead pipes needed to connect them. Once connected keep adding pipe until the connection is completed. Each water receiver can be connected to a single source, but each source can be connected to many receivers. Distributing water When examined the water source will list all the water receivers connected to it in the order they were connected. The water source simply goes down this list in order at a set rate, maybe one attempt per minute, and attempts to push 1 liter (or fraction available) of water into the receiver. If the receiver is full this fails, same as if a player had tried to add more liquid to an already full container. Amount of lead pipe needed simple equal to X+Y distance from source to receiver in tiles. All pipe is lost when the connection is broken. Permissions would be tied to plant/secure. Connections and status as a source or receiver broken using a crowbar.
  12. The client is playing unrelentingly loud shoreline water splashing noise up at Roasted Malt (Indy) because some sand was placed down on our mountain. *Would be great if we could get an option just to silence or change the volume of said water files.
  13. A new item made with blacksmithing (min of 30), takes 2kg of copper. When used on a tile next to a water source it creates a special kind of water source (piped water source). If used on a tile next to a piped water source it moves that piped water source onto the tile. If you want a water source 20 tiles away from your existing one you are going to need 20 pipes. Simple as. Piped water sources decay off deed if nothing is using them (no fountain/well on the tile). On an upkept deed they do not decay. Optional Extra : Allow lead to be used to make pipes too, just so we can all get lead poisoning! Edit : Another optional Extra : Clay Pipes (40 pottery needed)
  14. Hi, how many tiles and how deep are needed to keep non Swimming animals on an Island?
  15. Wurm players have always wanted a way to turn a non-water tile into a water tile and I have a few ideas that might make heading down that path a bit easier: Idea 1: Create koi (fish) garden pond items (basically a water basin) that you install into a tile like floorboards. This could consume one tile as a single small pond or you could create multiple items that would create a bigger pond that would take more tiles (think of a pie cut into four equal pieces (+) that make up a larger item) and it could even be filled with water like a fountain or placed like a well to fill on its own. This could provide water in deserts/steppe/tundra and on top of mountains, where you currently have no access to water if you are above water level, making it more difficult in these fantastic places. Imagine an Oasis in the middle of a desert/steppe or a hotspring resort on top of a mountain, or even a fish farm far inland! It would certainly help fishers hold their catch. I also had some other idea's: A multi-story stair or floor that is a trap door (so think in pvp if you you pass/bash through a gate or into a building, go up some stairs and step on a trap door and get trapped in a makeshift jail below). And another idea that could add some more capacity to multi-story buildings is theorizing that you could somehow add additional coded containers per height level for each floor which would allow you to treat each floor level as its own tile with its own tile contents, instead of just a single tile with multiple floors. This would allow you to do things like add trees on top of buildings, or other tile enhancements that are currently restricted to single tile. I don't know if this is possible but I thought that it would be worth looking into, if the devs already hadn't. Thanks for taking my suggestions into consideration, I'm sure they would improve the game and help players accomplish more in the game as well as more personal enjoyment.
  16. So I was discussing the usefulness of items such as strawberry juice, wine, decorations and things of the like with a friend and the word "Vanity" items started to get thrown around. As the word vanity can be associated with happiness in a few different ways we had the idea that if a value called "happiness" were added it could affect things like creation chance, timers for meditation/pray, rare rolls (By a very very very slight percent) and other various actions. Things that would raise happiness: better drinks/food like wine and meals, decorations (which would give an unseen aura-like effect, like tapestries, candelabras; these would need to have a limit), praying/meditation, and many more. Things like dying/taking injuries, water and food getting too low, lack of decorations, lack of room/spacing around the character and stuff like that would lower happiness. Just curious as to the thoughts of others with this idea.
  17. With settings turned up, Wurm can look pretty good relatively speaking. Though, when you crank up water, while it looks real nice, you can't see the sunken crap on the floor. You're forced to have horrific blank water just so you can see important stuff below such as item piles, mission items, arrows (has been suggested to float before), you name it. Not to mention, this blank water at nighttime just strains your eyes when you're checking the seafloor for stuff as you sail, so only checking for things on the same level as your boat/character would be visually comfy So let everything float. Corpses float, even if it's scientifically reasonable (ignoring that they sit on top of the water not in it), sunken ships float and that's not that reasonable (edit forgot even live sea animals float). We still have unicorns and giant spiders on fire though, so letting everything float so we can crank up water settings should be ok
  18. Hello, I'd like to suggest a rainwater collection system. If possible, have a platform item that can hold buckets, barrels, and or amphorae. When the item is "loaded" with suitable containers, it will run periodic checks to see if it is outside of buildings and if it is raining. If it is raining, the containers will gradually fill with water in the same manner as wells. If it is not raining the containers just sit there. When there are no containers, it will not perform weather/outdoors checks at all. With full containers it will stop performing checks. Collecting rainwater would be fantastic, but I suspect that having all containers performing constant weather checks could really bog down the servers. So, I propose an item that will create a specific case for performing that kind of a check which can also be "turned off". If there are no containers or full containers, there will be no weather check. An alternative to the platform idea would be attaching containers to preexisting items such as a cart or wagon.
  19. 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.
  20. I have observed that the food and water level in Wurm fall pretty quick and we know they directly affect the stamina regen rate. The problem is, while raiding in pvp, it takes 2-3 hours to raid a deed or while in active pvp, at such instances we really dont have time to make food. A lot of planning has to be done and the priority of food and water is low while in fights. Thus i request the rate at which they fall to be decreased to 1/3. As stamina is a important part of pvp and we all have been at places where we need stamina gain pretty quick. Even 1 second can cost us a lot of gear.
  21. On a few occasions today while out hunting, I've noticed bison and bulls swimming around, and even one with drowning damage, presumably from swimming when it shouldn't have been able to. I also saw a deer in a cave with drowning damage, possibly from similar causes. Screenshots: https://dl.dropboxusercontent.com/u/5137351/wurm.20151122.2141_1.png https://dl.dropboxusercontent.com/u/5137351/wurm.20151122.2141.png
  22. I would like it if the large barrel would work like fountains do and auto fill on water source tiles. When you build your workstation/house over a water tile it would be nice to be able to use a large barrel instead of the fountain because they are better inside decoration then the fountains are. Also maybe the huge tubes can be part of this too. Edit: This would also allow new players to get a water source up and going quicker or at least a new options over needing rope or not being able to carry the rock needed to make the fountain.
  23. Is there a reason why smithing skills should be excluded from the effect of coc enchanted water?
  24. Can we please get a fix for this?