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Found 38 results

  1. No, this is not another topic for animals to cross servers!!! Here is my plight: I own an island deed. - Wow... that's great! What's so bad about that? - Well, here's the thing: As a breeder, I like to have a diversity of animals and own different types of animals on my deed. I like to breed 5-speed horses and hell horses, but I also like to breed 5-speed bulls and war-traited pigs and all kinds of other "useless" well-traited animals just for fun or my own private enjoyment. Unfortunately on an island deed, my possibility to breed a variety of animals is extremely limited. Now, in a realm like Wurm where bulk storage bins and knarrs filled with large crates are standard, I feel like the lack of possibility to transport animals in crates is extremely annoying and unnecessary. I therefore have this proposal: Implement Animal Transport Boxes A possible crafting recipe: 1x Iron Fence Bars, 5x Large Nails, 50 Planks // Uses Fine Carpentry - Possible Skill Requirement To Build: 50 A possible variation: 3 different types of transport boxes, one small, one medium and one large depending on the size of the animal one wishes to transport. A possible loading capacity: Large Cart - 2 // Corbita - 5 // Cog - 3 // Knarr - 8 // Caravel - 10 A possible error message when trying to cross servers: You are not allowed to cross servers with animals on board. Please unload all animal transport boxes before trying to cross servers. Now, with this system, animal transport boxes would help people not only transport animals to island deeds that have no possible way of obtaining animals that can't swim at this point in time, but it would also solve another important issue: Currently, when trading with horses or other animals, if one gets disconnected while leading horses for example, the horses are un-lead and by the time one reconnects they might have run off into all different directions. With this system in place, animals would be safely loaded into ships and trading would be safer. If not animal transport boxes, maybe at least let us hitch animals to large carts and ships so they don't get lost when we get disconnected while sailing with them. Some Suggestions Added By Thorinoakshield
  2. There's been a lot of discussion around transporting animals, and I think the devs always find a way out saying that there's technical issues around moving animals across servers. Well, I'm sure some people would like to move/trade animals across servers but, I also think that most people would agree that just being able to transport them by the coast would be enough. Not being able to move animals across big distances also makes sense, 'cause it's difficult to keep them alive and healthy while they're shaking in the ocean and enclosured for a long time. I have a suggestion and some options for animal transport that might please both players and devs: 1. Animal Cage. A simple plank and iron bars cage that can be locked with a gate lock and loaded into ships and wagons. Each animal requires his own cage regardless of which animal you're transporting. It takes the same space as 4 large crates, so a wagon would be able to transport 3 animals. Animals inside animal cages can not be groomed, fed or interact in any way, so players would need to move them efficiently or make stops to tend them, I guess that just makes sense and saves the devs a lot of headache. Now there's two options: Option 1.1 Once a animal cage is loaded into a ship, whether it is occupied or not, whether it is inside another container (like a wagon) or not, it disables the ship ability to move from one server to another. Option 1.2 Animal cages can only be loaded into wagons and a new specific type of ship named Ark, which is unable to sail across servers. It would be pretty much a corbita in most characteristics, but lower, wider, slower and require 22 Mind Logic to command. It's a big ship, difficult to maneuver and ok as a cargo ship, a little worse than the Corbita, so people wouldn't want it unless they plan to move a lot of animals around. That would encourage a new market for the transporting business and stimulate the economy. Those two option are independent, choose the one you like the most. Hope you enjoy. With enough support we can make it happen, so leave your comments below.
  3. ~The Adventures of Hellhorse and Pheasant~ ~AHP STABLES~ Currently selling beautiful, quality bred horses, marked-down at this time to move out some old stock, before they get any older! I sell 95% 5 speed horses. The 5 speed traits are: Lightning movement, Fleeter movement, can carry more than average, strong legs, and strong body. Discounts are given for older and lesser-speed horses. Pickup at my deed, F23 in Northeast Xanadu. delivery can be arranged if needed. And without further ado, I give you, the list: Jets Saralightning - female - Aged Horse (1s) Clouddream - male - Aged Horse (1s) Blood Bays Clipumbra - female - Aged Horse (50c) Billyrain - male - Aged Horse (50c) Greys Copperraid - female - Aged Horse (25c) Northraid - male - Aged Horse (25c) Oceangolden - female - Aged Horse (25c) Chaserheart - male - Old Horse (15c) **More horses will be made available, soon as I have the ability to read traits once again...
  4. Suggestion to get food trough to animal, pigs/chicken to be precis what slower decay of food(or prevent it at all). Why: you cant drop bigger amount of food to land without some of these going to be decay before those are aten.
  5. My horse (Dreamunity) has twice now lost a shoe off of the same foot. Other shoes were at 10 damage the first time a shoe went missing, and other shoes were at 3 damage this last time it went missing. I noticed the first time that a shoe was missing right before the Black Dragon fight on Deliverance, replaced the shoe and then continually did upkeep on the shoes to make sure it didn't disappear again. After about a week and a half and quite a few runs out of town I was preparing to repair and change her equipment. My friend bought me a set of Rare horseshoes as a gift and as I was about to put them on, I noticed the same shoe was missing (The Left Hoof). After repairing all of her shoes and saddle I moved the equipment to a different horse. The only people that have access to the horse are myself and my village (all are people I know IRL). I've asked and they say that they aren't messing with me.
  6. As the title states, I'm looking for an experienced horse breeder in north Xanadu. I am first and foremost interested in purchasing some horses but I also have a few questions about animal husbandry, specifically horse breeding. Just reply here or drop me a tell in game if you prefer, main is named Amory
  7. Had a nostalgic attack and played some old Dungeon Keeper II, and got to looking at the possession spell for taking control of individual minions. Something similar in Wurm could be an enchant or personally better yet as a sorcery ability, perhaps even replacing one of the more "worthless" ones. Or an artifact ability, anything is possible. As the name implies, possession allows you to take over the target monster like its your own character. Your character remains where you cast the ability, vulnerable to attacks and etc. High difficulty to begin with, and it scales higher based on the target critter's combat rating. You are limited to what that particular creature is capable of to begin with on its own. You can remove yourself from the creature at any time, limited by the usual logout rules. EDIT: ie no leaving while in a fight. The creature dying while you are possessing causes a backlash, which permanently removes some of your mind speed and/or logic. The exact amount could correlate to the possessed creature's Combat rating.
  8. A large gripe of many players is that it is so difficult to transport animals. Especially ones that cannot swim. To help a bit with this, I'd like to suggest the addition of animal cages. Construction wise, they would be similar to small/large crates, requiring a good bit of carpentry to start/create one. You would put an animal in a cage in the same way you would hitch an animal to a cart, and you load a cage into a vehicle the same way you would load a crate. Smaller crates would hold only the smaller animals (a wolf or sheep being the largest animal that would fit inside), while large crates would be able to hold pretty much any animal. In order to stop people from having animals in cages all the time, and animal stuck in a cage too long would starve to death and turn into a corpse. I think something like this would be a very useful addition to Wurm.
  9. Simply what the title suggests. Wearing lambs as headwear, preff. with a pink cloth tie between the 2 forelegs as a chinstrap. Usable until it reaches mature stage? Pink laced Balls of fluff belongs on top of balding mens heads. Chickens might have a spot there aswell. Edit: They arent to be killed for this. I mean live cute balls of fluff on our heads. Not dead stinky corpses. [16:38:09] <Reager> they get to see the world as they grow, before ending up as breeding machines inside a pen when reaching mature
  10. Looking for the following mod: Stablemaster.jar Parts: Stable master (NPC) ticket: object The concept is to interface with stable master NCP Target the selected animal (horse) NPC dialog. Right click. Options: Exchange animal (procedure to convert animal to a ticket) Fee for player custom Price (price configurable flat rate) Toggle on or off (if on 2nd line price = in irons) Ticket maintains weight of animal. Ticket then can be loaded into a ship larger than a sailboat. Or custom list. I need to restrict to ship. right click ticket (select activate) Animal is restored next to player and ticket is removed from player inventory. Would allow for large transport of animals on ship cargo. Ticket would only load into a ship larger than a sailboat. (hard coded) Paying $500 for completed MOD use ID's with 20001 ID range. NPC use ID with 20002 for Ticket Note: must be compatible with ago server and client Modloader. Note: Author would be able to publish & share with mod community.
  11. I know in the past the animal sounds where removed because some people complained about "ear shattering sounds" and such. But maybe there is a chance to give voices to animals making that an option in the settings same like other environmental sounds, like a check box to enable it and a slider with 3 levels, akin to how tile decoration works maybe? Inspired by Malena's video: >
  12. Would be nice to see new life put into the Rafts again made useful as/through Animal Barges. How many times have you seen a herd of animals or some Champion type that you are able to lead, tame, or subdue, but guess were out boating and now the journey back can only be done through water. Have the Barge load up 1 animal initial and 1 extra per 10ql , mooring rope-it to your Sailboat or better(maybe limit size of ship to quantity of barges towed or total max creatures) and load that puppy up and be on your way. Even leave your ship with the barge still connected to your ship while you take a pits stop or picnic. Main idea is to have a means to get special animal (even unicorn or champs) and be able to bring them back more easily to a distant area or even the isolated Isle. Nothing special, just a means to ship creatures, (as crates are easier-access-relocatable/portable bsb's). Plus you can load the "barges" inside your ship as a raft would be. Just an idea.
  13. Want to sell, Red dragon skull. 62ql 10s thanks.
  14. Tried to put animal in a 1x1 pen, it doesn't work. If I could atleast pull this rope or push her inside both of us would be much more happy.
  15. I've noticed that animals no longer seem to be grazing correctly or needing to feed anymore. The pair of pigs I own didn't die recently despite not having any food for a over week. Nor did they even lose their 'fat' title from the name. Which anyone who's ever kept pigs will know is extremely unusual. It seems to be causing issues with breeding also. Here are the even logs for one of my breeding pairs : [2014-07-16] [21:40:45] The Aged fat Huntingbenita doesn't seem to be in the mood right now. [2014-07-17] [21:46:33] The Aged fat Huntingbenita doesn't seem to be in the mood right now. [2014-07-18] [20:53:23] The Aged fat Huntingbenita doesn't seem to be in the mood right now. [2014-07-19] [07:43:29] The Aged fat Huntingbenita doesn't seem to be in the mood right now. Horses normally only take around 24 hours to become 'in the mood' again after giving birth, but this horse hasn't been in the mood for over 3 days now. Apologies if this issue has been raised elsewhere, a forum search didn't bring up any similar results. Hopefully this will get fixed soon! Servers reporting breeding problems : Xanadu (AnarchistRise, huntgrem) Pristine (myself) Indy (Brash_Enveavours) The following is Get Info data for a mare of mine 'Huntingbenita' [2014-07-20] [09:00:50] Hunger value 3301, fat level 125, nutrition level 89.999985, thirst level 0, dominated by none, loyalty level 0.0. [2014-07-21] [06:35:51] Hunger value 1301, fat level 125, nutrition level 89.999985, thirst level 0, dominated by none, loyalty level 0.0. ======== Server Reset =========== [2014-07-21] [22:05:17] The Aged fat Huntingbenita and the Mature fat Cactusgold get intimate. [2014-07-22] [20:47:11] Hunger value 4001, fat level 125, nutrition level 89.999985, thirst level 0, dominated by none, loyalty level 0.0. [2014-07-23] [18:06:45] Hunger value 3501, fat level 125, nutrition level 89.999985, thirst level 0, dominated by none, loyalty level 0.0. [2014-07-25] [22:00:26] Hunger value 8501, fat level 125, nutrition level 89.999985, thirst level 0, dominated by none, loyalty level 0.0.
  16. ..

    Gone Delete.
  17. Sometimes it would be quite nice to just unhitch a single animal, especially on a wagon. Maybe do a combined patch that includes more unhitch options & fixes the "stop leading when you embark" bug.
  18. I have a great suggestion that would help Ranchers track their unnamed animals and help them prevent accidental inbreeding. My idea will use some of the already in place game mechanics so nothing elaborate would have to be created, and will allow the ranchers to open up their deeds and let the animals roam more than the current tracking method allows. Using Papyrus, you could create a tag that can be attached to the animal (like a brand) that will allow the ranchers to name or number their animals. Attached labels will be described upon examination. This could say something like "This <animal type> has been tagged <tag label>". Ranchers can then simply keep track of what labeled animals have been bred with who, and what parents their animals belong to (would have to be tracked outside of the game by using spreadsheet or something similar). Also, if you want, the labels can either be permanent or removable in the instance of selling an animal. Any Constructive input into this idea is welcomed.
  19. I don't care how you do it either by a new crate or just load in a boat but we need a way to transport animals over water. Not across server boarders just across the water on the same server. Edit: The non-swimming kind like bison, deer, cattle and hell horses
  20. We need a way to stop your neighbour with 10 billion horses to take a horse crap on your game preformance, freedom or not freedom... breeding horses should not affect spawn rate of random animals either. (as in, a deed with 50 horses for breeding makes almost no animals spawn in a large area around it, ever... for neighbouring deeds this can be pure ######, especially for hunting. so i suggest something like this; As some limitations go, it has to be built inside a house on the common ground (so its not retarded with render distance, think a barn), it would come in 1 tile sizes that can hold 2 or maybe 3 animals. (be it cows, horses, whatever...) These animals would become part of the model. (so no animal cap count while inside, no "walking around" rendered, minimal animations, low rendering distances, no smoke particles for "hell" versions etc etc so its real effin smooth on both netcode as vis rendering and the animal itself wont prevent random wild animals to spawn in the wild around the deed) actions able on it might include; Hitch or mount or whatever (when leading an animal, puts the animal inside) Unhitch left, mid, right when appropriate Open (a small container to hold food, it would be eaten every tick that would balance out considering all the animals need food etc, think a troff) Maybe animals left inside these things for very long periods of time without grooming or walk time would get diseased? maybe the "troff" part of it would fill up with "filth" (poo) over time, if not cleaned animals become diseased or the troff cant feed them for very long times? it should be that you cant breed animals while they are inside, but you can take them out, breed and put the preggy animals back inside preggo animals poop their children next to the structure for them to run around freely (because where else will they go lol this isnt dwarf fortress, and they are in a house anyway)
  21. Having a major problem with animals dying on deed. below is a list of all animals that have died within a 24 hour period and the conditions that apply: Astoria and Astoria Basin (Deliverance) 1. Deed tile/animal ratio - 69(Astoria), 20(Astoria Basin) 2. Large open area for movement. 3. Groomed and fed Daily (Grazing area replanted daily as well) (1 animal was on enchanted grass) 4. No diseases 5. No mobs gained access 6. Animals were on deed 7. Two of the dead were being cared for List of animals: 1 Adolescent Champion Dog 1 Adolescent Pony 1 Adolescent Chic (rooster) 1 Aged Deer 1 Old Hen (cared for by Awen) 2 Venerable Horses (1 being cared for) 3 Venerable Deer I can understand about the venerable animals, but the younger animals don't make sense..... Please Assist!
  22. I am looking for a new player who wants to build his/her skills in a safe and fun environment. I am part of a strong, close alliance here on Deli. We have all the resources you need to build your skills and experiment so you can decide what you want to be and do in Wurm. Brandville is located around 35y 4.5x. I can come and pick you up if you need help getting here. Skills you can build include, but not limited to: Nature-Gardening, Farming, Foraging, Botany, and Forestry. Animals-Animal Husbandry, Animal Taming. Fighting-choose your weapon and we will hunt! Cooking-Butchering, Hot Food Cooking Fishing Carpentry, fine Carpentry Smithing, Black Smithing, Weapons Smithing Masonry Mining Digging Pottery Leather Working Ship Building Body and mind skills Wood Cutting Tailoring And much much more Please PM me so we can talk.
  23. I call tower guards and despite the usual "I see ... " and "I will help with ..." nothing happens. They stand where they are and don't move. You can call them ten times, they answer, but don't run to help. Spirits are saying "I will take care of...." every few seconds, and nothing happens. They keep saying it over and again, despite there being other dangerous mobs right at the token of my deed. (Lava spider on the token, deed is huge). The spirit is not taking care of the mob he is spamming local with, let alone the ones on deed. I have had several lagging sessions, seriously lagging. I have been booted and crashed several times tonight. I have had an issue where I was booted off straight after connecting. This happened on three different clients. My animals are still not moving to graze, they stand in fields of grass on a pack tile as if they have a saddle on. When can we expect these things to be sorted? Thanks.
  24. Comes with: off deed trader 7 buildings 1 large 4 x 11 barn rare spirit temple 20 to 30 horses, few of them 7 and 8 trait 10 to 15 bison few cows (1 is a 5 speed I won at the impalong) 30ish deer (7 champs, few greenish, scared,fierce) champ wolf tar on deed clay about 10 tiles off deed tons of iron veins close to 40 bsb's with stuff in them few fsb's with lots of stuff in them Lots of enchanted grass 89.7ql forge tons of trees and tons of open area water on north and west side nice quiet area but still close to greendog access to the ocean through tunnels leaving most my stuff behind, so there are tons of tools weapons (some have enchants) room for at least 2 towers on deed and 2 like 5 tiles off deed Starting bid: 20s Reserve: no Buyout: 40s Minimum increment 1s Sniper Protection: yes Location: deliverance 30x 20y
  25. As a new player to Wurm, the fact that animals don't make any sounds during their normal non-combat state, has felt very strange to me. Especially considering how much effort has been put into making the game so immersive otherwise. Something as simple as hearing a horse whinny or snort, a cow moo, a chicken cluck, a cat meow, a dog bark, an incoming wolf pant, a bear grunt etc - could enhance the immersion ten-fold. Right now these silent animals make them feel like lifeless game robots. The other day I tried out a branding iron for the first time and was absolutely shocked to hear the horse suddenly neigh in response to the pain! So the sounds are there, but are only used for when the animals are fighting/hurting? It goes without saying that I don't want the game to sound like a zoo 24/7 - however an occasional sound from nearby animals would enhance the atmosphere a lot! The sounds would not have to be attached to any sort of trigger, hell I'd be happy to just hear them once in a while. However if you really wanted to make things fancy it would of course be super cool if horses for instance snorted or pawed the ground upon grooming, or if one or two whinnied upon approaching the horse pen. This would also make tracking down wild animals more fun. I think back with much warmth to my Ultima Online days and keeping my ears open for a possible horse neigh in hopes to find a nightmare. And while we're talking about sound, it would be cool that the closer you got to the shoreline, the more you could hear the sound of seagulls to accompany the lap of the waves. When inland or on high mountains you could instead hear the sound of a hawk pass over once in a while. These sounds could help you navigate when lost in the middle of a huge forest as well. "Go towards the water, go towards the sound of seagulls"