Search the Community

Showing results for tags 'bug'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Official Buildings
    • GM Hall
    • City Hall
    • Website 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 449 results

  1. While fighting mobs after the update and trying to use focus, the following happens: - Pre-patch, when I engage in combat with one creature, then target another creature, I could continue to focus against the second creature (this mainly worked when you had 2 focus and after switching targets you would lose 1 level of focus ending up on level 1 focus and then you could keep focusing from that point), that is no longer working (focus on 2nd target after switching doesn't work) - My focus level is locking at 3 and will not go any higher, my fight skill is 50 (focus lock at 3) - and by locking i mean the "eye" closes and is unclickable. I made sure to check my stamina and it was fine, i even did 2 special moves after this occurred. Either this is intentional and was left out of patch notes, or its a serious (combat breaking even) bug.
  2. I'm on Release and wanted to have a spirit templar as we are getting a lot of mob incursions onto our deed, I know from past experiences that you need to brand animals which are normally hostile to make sure that they dont kill them ( we have champ rats and hell horses on deed ). After requesting the spirit templar from the deed token it spawned and attacked some trolls on deed, died a lot, then I finished one troll which was a problem off. After this I saw it spawn then run over to one of the hell horses pen's and attack the hell horse, I thought that this may be a one off so watched until the fight was over, but then it turned around and went into another pen and started attacking our champ rats. I ran over and stopped it by removing the guard from the deed at the token and thankfully it instantly disappeared! I have one theory why it may have attacked those champ rats and hell horse: when I picked 1 guard at the token there was a delay before it spawned so in that time I branded that hell horse (which was killed) and 2 of the 3 champ rats. We have 3 champ rats and 2 hell horses on deed ( now 1 ), one of the hell horses and champ rats was already branded. My assumption is that these brandings after the guard was summoned didn't register for some reason resulting in the guard considering them as free game to kill. As the branded hell horse and champ rat pre-spirit guard summoning are closer to the deed token so would of been closer and therefore a higher priority target to kill? I have posted the combat log here: Spirit guard chatter here: If possible could I get the initial 2 silver back from summoning the guard, I'm not to concerned about the hell horse but am very thankful it didn't kill any of the champ rats!! I would also be grateful if someone could let me know when this is solved so I can summon a guard as they are needed! Edit: For more info I have a shield on when I go into the rats pen to feed them so that is why there is combat with the champ rats at the start of the log, not sure if that had something to do with it?
  3. As in the title. Chain shoulder pads that have never left player inventory were equipped. Had 0 dmg when equipped. While equipped, they gradually rose to 1.7 dmg during combat (seen at 0.4, 1.2, 1.6 and 1.7 dmg). No other pads I've used have taken dmg this way and I can't see any reason why these should. The wiki entry only mentions dmg taken when outside player/merchant inventory, magical chest, and mail system. Edit: Worth noting, this dmg (from 0 to 1.7) was taken over a period of about 30-60 min, only some of which was spent in actual combat.
  4. Putting bunch of green tea-leaves in frying pans in ovens to turn them to yellow tea leaves for skill(by drying) ends up with wasted time and materials resulting into oolong tea leaves because of the passive oxygenation(with leaves just laying around out of fsb or inventory just taking time and laying around in container or on the ground in a pile)... Either stop oxygenation in ovens or allow both green tea-leaves and oolong tea leaves to turn into yellow tea leaves the same way, 2nd option is probably best and saves whoever had this bad experience already. Oxygenation and oolong turning gives no skill afaik so nothing to gain from this, besides a fix to already existing weird behavior and bug/feature causing irreversible results.
  5. While sparring, most spells behave as expected: you cast them, it hits the enemy. Hypothermia (and, at a guess, the other new spells as of the 2019 priest update) have a weird quirk however: if the opponent back off as it casts, the spell errors with "Vynora would never accept your spell on X" (Vynora was fine with it when they were in my face). This behaviour is inconsistent with other similar spells (ex: Shard of Ice) and a detriment to sparring's purpose of emulating PvP. This could be fixed by importing the line if (!performer.isDuelOrSpar(target)) { which is present in Shard of Ice and other similar spells, and missing in Hypothermia and Inferno.
  6. :32:26] You start to pick the lock of the "x". 32:47] You are too far away from the "x" to pick the lock. game lets you start lockpicking out of range (damaging the pick and risk snapping it) with no chance of actually picking because you're not on top of the thing being picked
  7. There is a bug where a rider of a cart/wagon who is not the owner gets the event message: 'You may not leave the server with this boat. You need to be explicitly specified in the boat's permissions.' The error was fixed by allowing the rider permissions to manage the vehicle. RE #64161
  8. Sailing in Xanadu i aw spiders and one troll in the sea. Spiders it seems not attacks me but troll he id it (he attackes me when i was sailing in my knarr). Should be some kind of game bug. Last picture is me swimmimg in troll attack area, was in sea. Here some screnies: https://ibb.co/BcYZ28Z https://ibb.co/nMSjkKw https://ibb.co/zmzyVHt https://ibb.co/pKpxRqk https://ibb.co/bWJFKk8
  9. We encountered this today, and it happened without any changes made to permissions. A champ wildcat on deed with no branding and no cared for, was charmed by a fo priest with full permissions on the deed. The fo is mayor of an allied deed to the deed where the cat was located. The cat was charmed successfully (priest has done this many, many times before as the priest is the char used to breed the champ animals and hellhorses). After being charmed on the deed, the cat pet was handed to another char, not allianced. The other char is the mayor of a deed not in alliance with either the fo priest's deed or the deed where the cat was located. The pet was successfully given to the other char. This char then took the cat off deed to care for it, brought it back, and untamed it. The deed's mayor then tamed the cat, branded it, and untamed it. The original fo priest then tried to charm the cat again. It was "illegal". A support ticket was lodged. Ticket #142605. GM Prawn attended and we tried different things namely Removing the fo priest's role on the deed, removing all alliance permissions on the deed, then making a role specifically for the fo priest and ticked ALL boxes, (it was still illegal for the fo to charm on deed), then allowing alliance to cast deity spells on deed (still illegal for the fo to charm on deed), then making animal specific permission allowing the fo priest all permissions for the specific cat (still illegal to charm the animal). Prawn the teleported the fo priest and the cat off deed, at which point the fo priest was able to charm the animal. Teleporting them back, it was once again illegal to charm the animal on deed, for this fo priest. While off deed, the animal was still branded for the original deed, but the priest was able to charm it, but ON deed the priest could no longer cast charm on the animal. The fo was also not able to charm any other branded animal on this deed which was branded to this specific deed, despite being able to charm all other animals on this deed which were branded to either another deed (for which the exact same permissions were granted), or not branded. It was only "illegal" to charm the animals branded to this specific deed while actually on this deed. Also, the priest can actually TAME this wildcat, just no longer charm them. GM suggested I make this forum post as neither of us knew what went wrong and had no further ideas to try resolve it. Please help resolve this before the cats die Want champ wildcat babies. Thanks
  10. I made a witches hat through archaeology with the following rune: [23:39:24] A brass rune of Vynora has been attached, so it will increase quality at a faster rate when being improved (7.5%) and have a slight glow But it doesn't glow! At all! Is my hat doomed for a not glowy future?
  11. cutting grass offdeed takes 47.7 seconds 99.27farming, 93.33ql scythe, 83botd enchant on it..
  12. What happened: i was cutting down a big pile of felled trees and noticed that the pile of logs was over 100 items. What you expected to happen: i expected to get a message telling me i need to clear the area before i can keep cutting. Steps to reproduce : stand on a tile and cut trees looking away from the pile of logs you are making, keep going until it goes over 100.
  13. can not pour on ground - water from a water skin.. - that does nothing.. what stops me
  14. I have a single troll mask fragment in my inventory. Every now and then a flashing box appears around the weight (0.04kgs). I understand this is supposed to happen to the heaviest item in your inventory when you're carrying too much, but I'm not and it's certainly not the heaviest thing I'm carrying! Help suggested I post here.
  15. The amount of stone shard necessary for a waystone is shown as 20kg, as pictured below. The actual used value is 5.5kg, as it was before the patch.
  16. When creating a BSU within a mine while the uncompleted BSU is in my inventory upon completion the BSU will leave the mine and show up outside the mine on the surface directly above where it was created in the mine. When creating a BSU within a mine while the uncompleted BSU is on the ground upon completion the BSU will stay on the ground without leaving the mine. I only tried this with a BSU so I'm not sure if the same thing will happen with other objects created.
  17. So today I've had at least 6 packed tiles across several pens of horses, where normally I don't see any packing at all since I put in troughs. One or two would be noticable, but six is a lot! It might be related to a movement bug reported in cahelp by Crimsonearth? I did have one of my horses follow me across some packed tiles as I was replanting them. EDIT On further inspection I have at least 10 packed tiles across several pens, and my champ rat is pacing back and forth across one tile obsessively. She either needs a dance partner or a tranquiliser.
  18. As the title states: A troll literally started swimming towards me ( center of the lake). It showed the troll walking underwater as if its walking on the ground and got to me. He is now stuck in the middle of the lake, as I swam back to shore fast and he could not swim back to me this time.
  19. Hi, I'm finding horse timers misleading. Pretty often those are showing completly different numbers giving the wrong impression. It goes both ways: - Timer says: xxx hours until being able to breed; Reality - able to breed. - Timer says: READY; Reality - "not in mood" (not hungry, not right after giving a birth, don't need grooming or anything other, checking two or three times every 30 minutes). Screens below First check: Check after 8 hours: Another horse, same situation: The other thing is, that new born animals have instantly age of 2 months. Is that correct?
  20. Today while I was commandeering a boat I got a DC, upon waiting for /lotime and reconnecting all my affinities had dissapeared. I wrote in CA HELP about it and they believed it was just a visual bug on the client side and not a server side error and that the affinities should still be active, unfortunately they didnt know how I could check this so there is no real way to know for sure if they actually remained activated or not. Best, 58
  21. So I'm unsure if this is a bug or a feature, but I reckoned it couldn't help to report it anyway! I have a barn that my sheep go in in winter (I can't leave them all shorn outside in the snow!) and this has been the first winter they've used it. I'm just doing the shearing rounds, and I noticed this: [18:11:20] An aged fat sheep 'Celeste' eats some hay stack. Now I didn't put any hay in their troughs, but there is some on the floor above in the hay loft! Here is an image of the hay loft. And for the record, Celeste has never been up there.
  22. So I've noticed that ages of horses and foals are a bit odd. Now I have 90ah I can see their ages on examine and inspect, however I've noticed that some foals are older than adult horses! This is Walkingqueen, a foal born on 25/7/21. [14:42:37] You determine the age of this creature to be about 4 wurm months. This is Tailstrot, an adolescent horse born on 12/7/21. [14:43:19] You determine the age of this creature to be about 3 wurm months. It's not just these 2, these are just the first ones I found while making this post! I've also noticed that foals seems to pop out of their mums at 2 months old, however if you catch a young horse soon enough on aging up, you'll see their age is 1 month. So ages of horses don't reflect their real ages, just the time since they became adults.
  23. I had a female foal born today with a distinctly male name. I'm assuming this is not as intended! She's definitely a girl so it's not my mistake! [12:30:35] You hug the young Happysimeon. [12:30:38] She has a normal build. [12:30:38] It has fleeter movement than normal. It has lightning movement. It has very strong leg muscles. It looks unusually strong and healthy. It has a slow metabolism. It seems vibrant. It looks stationary. It has been bred in captivity. [12:30:38] Her mother is the venerable fat Stronghop. Her father is the venerable fat Starkhoney.
  24. im bugged

    so i logged on then went to move crashed and now every time i try to log on it say cant connect still moving. im on idependance. its been going on for 30mins You got disconnected from the server for some reason: <Connection denied: <You are still moving on the server. Retry in 10 seconds.>> Likely reasons include networks problems, the server going down for an update,and someone tripping over the cable. Usually reconnecting in a few minutes will solve the problem, but if it doesn't, post the console log below on the wurm online forums, and someone might be able to help you. Contents of console.log: [13:11:26] [13:11:26] Preparing to enable console logging. [13:11:26] Now logging to C:\Users\USERNAME\wurm\console.jacobllent.log [13:11:26] Time is Mon Jul 19 13:11:26 EDT 2021 [13:11:26] Running client version 4.2.41 [13:11:26] client build# 70ec8400abab79e6d89b0ef64571b3ccf4c6390e [13:11:26] client build time 2021-06-17 15:27 [13:11:26] [13:11:26] === System information === [13:11:26] Executing from C:\Users\USERNAME\wurm\ [13:11:26] Operating system: Windows 8.1 (arch: amd64, version: 6.3) [13:11:26] Java version: 1.8.0_201 (Oracle Corporation) <http://java.oracle.com/> [13:11:26] Jvm version: 25.201-b09 (Oracle Corporation) [Java HotSpot(TM) 64-Bit Server VM] [13:11:26] Available CPUs: 8 [13:11:26] [13:11:26] [13:11:26] === Wurm options === [13:11:26] animation_playback_self = 0 [13:11:26] ao_level = 1 [13:11:26] auto_mipmaps_enabled = 1 [13:11:26] auto_run_source = 0 [13:11:26] cavedetail = 2 [13:11:26] censor_chat = true [13:11:26] collada_animations = 4 [13:11:26] colorItemsDamage = true [13:11:26] color_black = 0.0,0.0,0.0,1.0 [13:11:26] color_cyan = 0.0,1.0,1.0,1.0 [13:11:26] color_enchant_desc = 0.5,0.5,1.0,1.0 [13:11:26] color_enchant_name = 0.0,0.5,0.5,1.0 [13:11:26] color_enchant_power = 0.0,1.0,1.0,1.0 [13:11:26] color_error = 1.0,0.3,0.3,1.0 [13:11:26] color_fuchsia = 1.0,0.0,1.0,1.0 [13:11:26] color_green = 0.08,1.0,0.08,1.0 [13:11:26] color_grey = 0.5,0.5,0.5,1.0 [13:11:26] color_lime = 0.0,1.0,0.0,1.0 [13:11:26] color_maroon = 0.5,0.0,0.0,1.0 [13:11:26] color_navy_blue = 0.23,0.39,1.0,1.0 [13:11:26] color_orange = 1.0,0.5,0.0,1.0 [13:11:26] color_outline_ally = 0.5,1.0,0.5,1.0 [13:11:26] color_outline_friend = 0.5,0.75,1.0,1.0 [13:11:26] color_outline_hostile = 1.0,0.0,0.0,1.0 [13:11:26] color_outline_neutral = 0.5,0.5,1.0,1.0 [13:11:26] color_purple = 0.5,0.0,0.5,1.0 [13:11:26] color_red = 1.0,0.0,0.0,1.0 [13:11:26] color_royal_blue = 0.23,0.39,1.0,1.0 [13:11:26] color_salve_acid = 1.0,1.0,0.0,1.0 [13:11:26] color_salve_fire = 1.0,0.0,0.0,1.0 [13:11:26] color_salve_frost = 0.0,0.0,1.0,1.0 [13:11:26] color_silver = 0.75,0.75,0.75,1.0 [13:11:26] color_system = 0.5,1.0,0.5,1.0 [13:11:26] color_teal = 0.0,0.5,0.5,1.0 [13:11:26] color_white = 1.0,1.0,1.0,1.0 [13:11:26] color_yellow = 1.0,1.0,0.0,1.0 [13:11:26] combat_world_text = true [13:11:26] compressed_textures = false [13:11:26] compressed_textures_S3TC = true [13:11:26] contribution_culling = 200 [13:11:26] custim_timer_source = 1 [13:11:26] customTimer1 = -1|-1 [13:11:26] customTimer2 = -1|-1 [13:11:26] customTimer3 = -1|-1 [13:11:26] customTimer4 = -1|-1 [13:11:26] customTimer5 = -1|-1 [13:11:26] debug_mode = false [13:11:26] defaultActions_source = 0 [13:11:26] depth_clamp_enabled = 2 [13:11:26] disable_select_all_shortcut = false [13:11:26] display_settings = false:false:0:1024:768:32:-1:false:true [13:11:26] enable_contribution_culling = true [13:11:26] enable_debugs = false [13:11:26] enable_lod = true [13:11:26] enable_seasonal_mappings = true [13:11:26] enable_shift_drag = false [13:11:26] enable_volumetric_fog = true [13:11:26] enable_vsync = true [13:11:26] enable_world_drag = true [13:11:26] event_log_rotation = 2 [13:11:26] exec_source = 0 [13:11:26] fast_yield = false [13:11:26] fbo_enabled = 2 [13:11:26] fog_coord_src = 0 [13:11:26] font_antialias = 2 [13:11:26] font_bold = 11 [13:11:26] font_default = 11 [13:11:26] font_header = 24 [13:11:26] font_italian = 11 [13:11:26] font_monospaced = 11 [13:11:26] font_static = 11 [13:11:26] fov_horizontal = 90 [13:11:26] fps_limit = 120 [13:11:26] fps_limit_background = 30 [13:11:26] fps_limit_enabled = false [13:11:26] free_look_mode_disable_on_close_component = false [13:11:26] free_look_mode_disable_on_combat = false [13:11:26] free_look_mode_disable_on_open_component = false [13:11:26] free_look_mode_sensitivity = 10 [13:11:26] game_client_thread_priority = 2 [13:11:26] glsl_debug_loading = false [13:11:26] glsl_enabled = 2 [13:11:26] gpu_skinning = true [13:11:26] gui_opacity = 3 [13:11:26] gui_skin = 1 [13:11:26] hard_mode = false [13:11:26] has_read_eula = true [13:11:26] head_bob = false [13:11:26] hide_cursor_with_ui = false [13:11:26] hide_inactive_friends = false [13:11:26] hide_menu_examine = false [13:11:26] hide_menu_no_target = false [13:11:26] hide_menu_spam_mode = true [13:11:26] hide_menu_stop = false [13:11:26] hide_onscreen_fail_messages = false [13:11:26] hide_onscreen_hostile_messages = false [13:11:26] hide_onscreen_info_messages = false [13:11:26] hide_personal_goal = false [13:11:26] high_res_binoculars = true [13:11:26] hint_texture_scaling = 2 [13:11:26] impColumn = true [13:11:26] inverse_mouse = false [13:11:26] irc_log_rotation = 2 [13:11:26] irc_notif = 0 [13:11:26] item_creature_render_distance = 3 [13:11:26] key_bindings_source = 0 [13:11:26] keyboard_layout = 0 [13:11:26] limit_dynamic_lights = true [13:11:26] loadInventoryStartup = true [13:11:26] local_list_in_event = false [13:11:26] lod = 1 [13:11:26] log_extra_errors = false [13:11:26] log_gl_errors = false [13:11:26] mark_text_read = true [13:11:26] material_as_suffix = true [13:11:26] max_dynamic_lights = 7 [13:11:26] max_shader_lights = 8 [13:11:26] max_texture_size = 3 [13:11:26] mega_texture_size = 5 [13:11:26] model_loader_thread_priority = 2 [13:11:26] model_loading_threads = 4 [13:11:26] mount_control_mode = 0 [13:11:26] mount_rotation = false [13:11:26] mouse_camera_sensitivity = 10.0 [13:11:26] mouse_smoothing = 0.0 [13:11:26] multicolor_usage = 1 [13:11:26] multidraw_enabled = 1 [13:11:26] no_brightness = false [13:11:26] no_terrain_render = false [13:11:26] no_world_render = false [13:11:26] non_power_of_two = 1 [13:11:26] normal_maps = false [13:11:26] occlusion_queries_enabled = 2 [13:11:26] offscreen_texture_size = 3 [13:11:26] other_log_rotation = 2 [13:11:26] outline_picking = true [13:11:26] player_texture_size = 2 [13:11:26] quick_keybinds = true [13:11:26] reflection_texture_size = 2 [13:11:26] reflections = 4 [13:11:26] remember_password = true [13:11:26] render_bloom = false [13:11:26] render_distant_terrain = true [13:11:26] render_fxaa = false [13:11:26] render_sun_glare = true [13:11:26] render_vignette = false [13:11:26] renderer_type = 1 [13:11:26] resident_models = false [13:11:26] save_skills_on_quit = false [13:11:26] screen_brightness = 0.0 [13:11:26] screen_shake = true [13:11:26] screenshot_file_format = 1 [13:11:26] season_override = 0 [13:11:26] send_extra_tile_data = false [13:11:26] setting_timestamps = true [13:11:26] settings_version = 14 [13:11:26] shadow_level = 0 [13:11:26] shadow_mapsize = 0 [13:11:26] shift_drag_default = 10 [13:11:26] showKChat = true [13:11:26] show_body_in_inventory = false [13:11:26] show_creature_overlay = true [13:11:26] show_detailed_hover = true [13:11:26] show_examine_world_text = true [13:11:26] show_hit_direction_indicator = true [13:11:26] show_local_world_text = true [13:11:26] show_old_menu = false [13:11:26] show_old_quickbar = false [13:11:26] show_tab_blinking = true [13:11:26] silent_friends_update = false [13:11:26] skillgain_minimum = 1 [13:11:26] skillgain_no_alignment = true [13:11:26] skillgain_no_favor = true [13:11:26] skydetail = 2 [13:11:26] sound_al_gain = 2 [13:11:26] sound_buzzlevel = 6 [13:11:26] sound_cache_enabled = true [13:11:26] sound_doppler_enabled = false [13:11:26] sound_engine = 2 [13:11:26] sound_footstepslevel = 20 [13:11:26] sound_music_level = 4 [13:11:26] sound_play_PMAlert = false [13:11:26] sound_play_UIsounds = true [13:11:26] sound_play_ambients = true [13:11:26] sound_play_buzz = true [13:11:26] sound_play_combat = true [13:11:26] sound_play_door = true [13:11:26] sound_play_emotes = true [13:11:26] sound_play_footsteps = true [13:11:26] sound_play_music = true [13:11:26] sound_play_weather = true [13:11:26] sound_play_work = true [13:11:26] structure_render_distance = 3 [13:11:26] submit_client_data = 1 [13:11:26] supersampling = 0 [13:11:26] swap_mouse_buttons = false [13:11:26] terrain_res = 2 [13:11:26] test_attach_equipment = false [13:11:26] test_mode = 0 [13:11:26] thirdPerson = false [13:11:26] tile_transitions = true [13:11:26] tiledecorations = 3 [13:11:26] togglePushToTalk = true [13:11:26] treelist_outline = true [13:11:26] trees = 3 [13:11:26] ui_font_scale = 108 [13:11:26] ui_scale = 100 [13:11:26] update_optional = true [13:11:26] use_alpha_particles = true [13:11:26] use_anisotropic_filtering = 2 [13:11:26] use_antialiasing = 1 [13:11:26] use_default_action = true [13:11:26] use_fast_clock_work_around = true [13:11:26] use_nano_timer = false [13:11:26] use_non_alpha_particles = true [13:11:26] use_phobia_models = false [13:11:26] use_tree_models = true [13:11:26] use_weather_particles = true [13:11:26] vbo_enabled = 0 [13:11:26] vg_ui_theme = 1 [13:11:26] viewport_bob = true [13:11:26] water_detail = 2 [13:11:26] [13:11:27] Setting up WurmModel Model Loader [13:11:27] Executing C:\Users\USERNAME\wurm\configs\youlo\keybindings.txt [13:11:27] Translating legacy key NUMPAD7 to KP_7 [13:11:27] Translating legacy key NUMPAD9 to KP_9 [13:11:27] Translating legacy key SUBTRACT to KP_SUBTRACT [13:11:27] Translating legacy key EQUALS to EQUAL [13:11:27] Translating legacy key ADD to KP_ADD [13:11:27] Translating legacy key NUMPAD8 to KP_8 [13:11:27] Translating legacy key NUMPAD5 to KP_5 [13:11:27] Translating legacy key MULTIPLY to KP_MULTIPLY [13:11:27] Translating legacy key NUMPAD1 to KP_1 [13:11:27] Translating legacy key NUMPAD0 to KP_0 [13:11:27] Translating legacy key NUMPAD3 to KP_3 [13:11:27] Translating legacy key NUMPAD2 to KP_2 [13:11:27] Translating legacy key DECIMAL to KP_DECIMAL [13:11:27] Translating legacy key DIVIDE to KP_DIVIDE [13:11:27] Translating legacy key NUMPAD6 to KP_6 [13:11:27] Translating legacy key NUMPAD4 to KP_4 [13:11:29] Word filter loaded: 23 [13:11:30] Starting global frame job manager with 8 worker threads [13:11:30] Starting global lazy job manager with 4 worker threads [13:11:30] Setting up OpenAL Sound Engine [13:11:30] OpenAL version: 1.1 ALSOFT 1.19.1 [13:11:30] OpenAL renderer: OpenAL Soft [13:11:30] OpenAL vendor: OpenAL Community [13:11:30] OpenAL extensions: AL_EXT_ALAW AL_EXT_BFORMAT AL_EXT_DOUBLE AL_EXT_EXPONENT_DISTANCE AL_EXT_FLOAT32 AL_EXT_IMA4 AL_EXT_LINEAR_DISTANCE AL_EXT_MCFORMATS AL_EXT_MULAW AL_EXT_MULAW_BFORMAT AL_EXT_MULAW_MCFORMATS AL_EXT_OFFSET AL_EXT_source_distance_model AL_EXT_SOURCE_RADIUS AL_EXT_STEREO_ANGLES AL_LOKI_quadriphonic AL_SOFT_block_alignment AL_SOFT_deferred_updates AL_SOFT_direct_channels AL_SOFTX_events AL_SOFTX_filter_gain_ex AL_SOFT_gain_clamp_ex AL_SOFT_loop_points AL_SOFTX_map_buffer AL_SOFT_MSADPCM AL_SOFT_source_latency AL_SOFT_source_length AL_SOFT_source_resampler AL_SOFT_source_spatialize [13:11:30] Generating: 128 source channels. [13:11:30] [13:11:30] === OpenGL information === [13:11:30] LWJGL version: 3.2.3 1.2.0 [13:11:30] OpenGL vendor: NVIDIA Corporation [13:11:30] OpenGL renderer: NVIDIA GeForce GTX 970/PCIe/SSE2 [13:11:30] OpenGL version: 4.6.0 NVIDIA 466.77 [13:11:30] OpenGL extensions: [13:11:30] GL_AMD_multi_draw_indirect [13:11:30] GL_AMD_seamless_cubemap_per_texture [13:11:30] GL_AMD_vertex_shader_viewport_index [13:11:30] GL_AMD_vertex_shader_layer [13:11:30] GL_ARB_arrays_of_arrays [13:11:30] GL_ARB_base_instance [13:11:30] GL_ARB_bindless_texture [13:11:30] GL_ARB_blend_func_extended [13:11:30] GL_ARB_buffer_storage [13:11:30] GL_ARB_clear_buffer_object [13:11:30] GL_ARB_clear_texture [13:11:30] GL_ARB_clip_control [13:11:30] GL_ARB_color_buffer_float [13:11:30] GL_ARB_compatibility [13:11:30] GL_ARB_compressed_texture_pixel_storage [13:11:30] GL_ARB_conservative_depth [13:11:30] GL_ARB_compute_shader [13:11:30] GL_ARB_compute_variable_group_size [13:11:30] GL_ARB_conditional_render_inverted [13:11:30] GL_ARB_copy_buffer [13:11:30] GL_ARB_copy_image [13:11:30] GL_ARB_cull_distance [13:11:30] GL_ARB_debug_output [13:11:30] GL_ARB_depth_buffer_float [13:11:30] GL_ARB_depth_clamp [13:11:30] GL_ARB_depth_texture [13:11:30] GL_ARB_derivative_control [13:11:30] GL_ARB_direct_state_access [13:11:30] GL_ARB_draw_buffers [13:11:30] GL_ARB_draw_buffers_blend [13:11:30] GL_ARB_draw_indirect [13:11:30] GL_ARB_draw_elements_base_vertex [13:11:30] GL_ARB_draw_instanced [13:11:30] GL_ARB_enhanced_layouts [13:11:30] GL_ARB_ES2_compatibility [13:11:30] GL_ARB_ES3_compatibility [13:11:30] GL_ARB_ES3_1_compatibility [13:11:30] GL_ARB_ES3_2_compatibility [13:11:30] GL_ARB_explicit_attrib_location [13:11:30] GL_ARB_explicit_uniform_location [13:11:30] GL_ARB_fragment_coord_conventions [13:11:30] GL_ARB_fragment_layer_viewport [13:11:30] GL_ARB_fragment_program [13:11:30] GL_ARB_fragment_program_shadow [13:11:30] GL_ARB_fragment_shader [13:11:30] GL_ARB_fragment_shader_interlock [13:11:30] GL_ARB_framebuffer_no_attachments [13:11:30] GL_ARB_framebuffer_object [13:11:30] GL_ARB_framebuffer_sRGB [13:11:30] GL_ARB_geometry_shader4 [13:11:30] GL_ARB_get_program_binary [13:11:30] GL_ARB_get_texture_sub_image [13:11:30] GL_ARB_gl_spirv [13:11:30] GL_ARB_gpu_shader5 [13:11:30] GL_ARB_gpu_shader_fp64 [13:11:30] GL_ARB_gpu_shader_int64 [13:11:30] GL_ARB_half_float_pixel [13:11:30] GL_ARB_half_float_vertex [13:11:30] GL_ARB_imaging [13:11:30] GL_ARB_indirect_parameters [13:11:30] GL_ARB_instanced_arrays [13:11:30] GL_ARB_internalformat_query [13:11:30] GL_ARB_internalformat_query2 [13:11:30] GL_ARB_invalidate_subdata [13:11:30] GL_ARB_map_buffer_alignment [13:11:30] GL_ARB_map_buffer_range [13:11:30] GL_ARB_multi_bind [13:11:30] GL_ARB_multi_draw_indirect [13:11:30] GL_ARB_multisample [13:11:30] GL_ARB_multitexture [13:11:30] GL_ARB_occlusion_query [13:11:30] GL_ARB_occlusion_query2 [13:11:30] GL_ARB_parallel_shader_compile [13:11:30] GL_ARB_pipeline_statistics_query [13:11:30] GL_ARB_pixel_buffer_object [13:11:30] GL_ARB_point_parameters [13:11:30] GL_ARB_point_sprite [13:11:30] GL_ARB_polygon_offset_clamp [13:11:30] GL_ARB_post_depth_coverage [13:11:30] GL_ARB_program_interface_query [13:11:30] GL_ARB_provoking_vertex [13:11:30] GL_ARB_query_buffer_object [13:11:30] GL_ARB_robust_buffer_access_behavior [13:11:30] GL_ARB_robustness [13:11:30] GL_ARB_sample_locations [13:11:30] GL_ARB_sample_shading [13:11:30] GL_ARB_sampler_objects [13:11:30] GL_ARB_seamless_cube_map [13:11:30] GL_ARB_seamless_cubemap_per_texture [13:11:30] GL_ARB_separate_shader_objects [13:11:30] GL_ARB_shader_atomic_counter_ops [13:11:30] GL_ARB_shader_atomic_counters [13:11:30] GL_ARB_shader_ballot [13:11:30] GL_ARB_shader_bit_encoding [13:11:30] GL_ARB_shader_clock [13:11:30] GL_ARB_shader_draw_parameters [13:11:30] GL_ARB_shader_group_vote [13:11:30] GL_ARB_shader_image_load_store [13:11:30] GL_ARB_shader_image_size [13:11:30] GL_ARB_shader_objects [13:11:30] GL_ARB_shader_precision [13:11:30] GL_ARB_shader_storage_buffer_object [13:11:30] GL_ARB_shader_subroutine [13:11:30] GL_ARB_shader_texture_image_samples [13:11:30] GL_ARB_shader_texture_lod [13:11:30] GL_ARB_shading_language_100 [13:11:30] GL_ARB_shader_viewport_layer_array [13:11:30] GL_ARB_shading_language_420pack [13:11:30] GL_ARB_shading_language_include [13:11:30] GL_ARB_shading_language_packing [13:11:30] GL_ARB_shadow [13:11:30] GL_ARB_sparse_buffer [13:11:30] GL_ARB_sparse_texture [13:11:30] GL_ARB_sparse_texture2 [13:11:30] GL_ARB_sparse_texture_clamp [13:11:30] GL_ARB_spirv_extensions [13:11:30] GL_ARB_stencil_texturing [13:11:30] GL_ARB_sync [13:11:30] GL_ARB_tessellation_shader [13:11:30] GL_ARB_texture_barrier [13:11:30] GL_ARB_texture_border_clamp [13:11:30] GL_ARB_texture_buffer_object [13:11:30] GL_ARB_texture_buffer_object_rgb32 [13:11:30] GL_ARB_texture_buffer_range [13:11:30] GL_ARB_texture_compression [13:11:30] GL_ARB_texture_compression_bptc [13:11:30] GL_ARB_texture_compression_rgtc [13:11:30] GL_ARB_texture_cube_map [13:11:30] GL_ARB_texture_cube_map_array [13:11:30] GL_ARB_texture_env_add [13:11:30] GL_ARB_texture_env_combine [13:11:30] GL_ARB_texture_env_crossbar [13:11:30] GL_ARB_texture_env_dot3 [13:11:30] GL_ARB_texture_filter_anisotropic [13:11:30] GL_ARB_texture_filter_minmax [13:11:30] GL_ARB_texture_float [13:11:30] GL_ARB_texture_gather [13:11:30] GL_ARB_texture_mirror_clamp_to_edge [13:11:30] GL_ARB_texture_mirrored_repeat [13:11:30] GL_ARB_texture_multisample [13:11:30] GL_ARB_texture_non_power_of_two [13:11:30] GL_ARB_texture_query_levels [13:11:30] GL_ARB_texture_query_lod [13:11:30] GL_ARB_texture_rectangle [13:11:30] GL_ARB_texture_rg [13:11:30] GL_ARB_texture_rgb10_a2ui [13:11:30] GL_ARB_texture_stencil8 [13:11:30] GL_ARB_texture_storage [13:11:30] GL_ARB_texture_storage_multisample [13:11:30] GL_ARB_texture_swizzle [13:11:30] GL_ARB_texture_view [13:11:30] GL_ARB_timer_query [13:11:30] GL_ARB_transform_feedback2 [13:11:30] GL_ARB_transform_feedback3 [13:11:30] GL_ARB_transform_feedback_instanced [13:11:30] GL_ARB_transform_feedback_overflow_query [13:11:30] GL_ARB_transpose_matrix [13:11:30] GL_ARB_uniform_buffer_object [13:11:30] GL_ARB_vertex_array_bgra [13:11:30] GL_ARB_vertex_array_object [13:11:30] GL_ARB_vertex_attrib_64bit [13:11:30] GL_ARB_vertex_attrib_binding [13:11:30] GL_ARB_vertex_buffer_object [13:11:30] GL_ARB_vertex_program [13:11:30] GL_ARB_vertex_shader [13:11:30] GL_ARB_vertex_type_10f_11f_11f_rev [13:11:30] GL_ARB_vertex_type_2_10_10_10_rev [13:11:30] GL_ARB_viewport_array [13:11:30] GL_ARB_window_pos [13:11:30] GL_ATI_draw_buffers [13:11:30] GL_ATI_texture_float [13:11:30] GL_ATI_texture_mirror_once [13:11:30] GL_S3_s3tc [13:11:30] GL_EXT_texture_env_add [13:11:30] GL_EXT_abgr [13:11:30] GL_EXT_bgra [13:11:30] GL_EXT_bindable_uniform [13:11:30] GL_EXT_blend_color [13:11:30] GL_EXT_blend_equation_separate [13:11:30] GL_EXT_blend_func_separate [13:11:30] GL_EXT_blend_minmax [13:11:30] GL_EXT_blend_subtract [13:11:30] GL_EXT_compiled_vertex_array [13:11:30] GL_EXT_Cg_shader [13:11:30] GL_EXT_depth_bounds_test [13:11:30] GL_EXT_direct_state_access [13:11:30] GL_EXT_draw_buffers2 [13:11:30] GL_EXT_draw_instanced [13:11:30] GL_EXT_draw_range_elements [13:11:30] GL_EXT_fog_coord [13:11:30] GL_EXT_framebuffer_blit [13:11:30] GL_EXT_framebuffer_multisample [13:11:30] GL_EXTX_framebuffer_mixed_formats [13:11:30] GL_EXT_framebuffer_multisample_blit_scaled [13:11:30] GL_EXT_framebuffer_object [13:11:30] GL_EXT_framebuffer_sRGB [13:11:30] GL_EXT_geometry_shader4 [13:11:30] GL_EXT_gpu_program_parameters [13:11:30] GL_EXT_gpu_shader4 [13:11:30] GL_EXT_multi_draw_arrays [13:11:30] GL_EXT_multiview_texture_multisample [13:11:30] GL_EXT_multiview_timer_query [13:11:30] GL_EXT_packed_depth_stencil [13:11:30] GL_EXT_packed_float [13:11:30] GL_EXT_packed_pixels [13:11:30] GL_EXT_pixel_buffer_object [13:11:30] GL_EXT_point_parameters [13:11:30] GL_EXT_polygon_offset_clamp [13:11:30] GL_EXT_post_depth_coverage [13:11:30] GL_EXT_provoking_vertex [13:11:30] GL_EXT_raster_multisample [13:11:30] GL_EXT_rescale_normal [13:11:30] GL_EXT_secondary_color [13:11:30] GL_EXT_separate_shader_objects [13:11:30] GL_EXT_separate_specular_color [13:11:30] GL_EXT_shader_image_load_formatted [13:11:30] GL_EXT_shader_image_load_store [13:11:30] GL_EXT_shader_integer_mix [13:11:30] GL_EXT_shadow_funcs [13:11:30] GL_EXT_sparse_texture2 [13:11:30] GL_EXT_stencil_two_side [13:11:30] GL_EXT_stencil_wrap [13:11:30] GL_EXT_texture3D [13:11:30] GL_EXT_texture_array [13:11:30] GL_EXT_texture_buffer_object [13:11:30] GL_EXT_texture_compression_dxt1 [13:11:30] GL_EXT_texture_compression_latc [13:11:30] GL_EXT_texture_compression_rgtc [13:11:30] GL_EXT_texture_compression_s3tc [13:11:30] GL_EXT_texture_cube_map [13:11:30] GL_EXT_texture_edge_clamp [13:11:30] GL_EXT_texture_env_combine [13:11:30] GL_EXT_texture_env_dot3 [13:11:30] GL_EXT_texture_filter_anisotropic [13:11:30] GL_EXT_texture_filter_minmax [13:11:30] GL_EXT_texture_integer [13:11:30] GL_EXT_texture_lod [13:11:30] GL_EXT_texture_lod_bias [13:11:30] GL_EXT_texture_mirror_clamp [13:11:30] GL_EXT_texture_object [13:11:30] GL_EXT_texture_shadow_lod [13:11:30] GL_EXT_texture_shared_exponent [13:11:30] GL_EXT_texture_sRGB [13:11:30] GL_EXT_texture_sRGB_R8 [13:11:30] GL_EXT_texture_sRGB_decode [13:11:30] GL_EXT_texture_storage [13:11:30] GL_EXT_texture_swizzle [13:11:30] GL_EXT_timer_query [13:11:30] GL_EXT_transform_feedback2 [13:11:30] GL_EXT_vertex_array [13:11:30] GL_EXT_vertex_array_bgra [13:11:30] GL_EXT_vertex_attrib_64bit [13:11:30] GL_EXT_window_rectangles [13:11:30] GL_EXT_import_sync_object [13:11:30] GL_IBM_rasterpos_clip [13:11:30] GL_IBM_texture_mirrored_repeat [13:11:30] GL_KHR_context_flush_control [13:11:30] GL_KHR_debug [13:11:30] GL_EXT_memory_object [13:11:30] GL_EXT_memory_object_win32 [13:11:30] GL_NV_memory_object_sparse [13:11:30] GL_EXT_win32_keyed_mutex [13:11:30] GL_KHR_parallel_shader_compile [13:11:30] GL_KHR_no_error [13:11:30] GL_KHR_robust_buffer_access_behavior [13:11:30] GL_KHR_robustness [13:11:30] GL_EXT_semaphore [13:11:30] GL_EXT_semaphore_win32 [13:11:30] GL_KHR_shader_subgroup [13:11:30] GL_KTX_buffer_region [13:11:30] GL_NV_alpha_to_coverage_dither_control [13:11:30] GL_NV_bindless_multi_draw_indirect [13:11:30] GL_NV_bindless_multi_draw_indirect_count [13:11:30] GL_NV_bindless_texture [13:11:30] GL_NV_blend_equation_advanced [13:11:30] GL_NV_blend_equation_advanced_coherent [13:11:30] GL_NV_blend_minmax_factor [13:11:30] GL_NV_blend_square [13:11:30] GL_NV_command_list [13:11:30] GL_NV_compute_program5 [13:11:30] GL_NV_conditional_render [13:11:30] GL_NV_conservative_raster [13:11:30] GL_NV_conservative_raster_dilate [13:11:30] GL_NV_copy_depth_to_color [13:11:30] GL_NV_copy_image [13:11:30] GL_NV_depth_buffer_float [13:11:30] GL_NV_depth_clamp [13:11:30] GL_NV_draw_texture [13:11:30] GL_NV_draw_vulkan_image [13:11:30] GL_NV_ES1_1_compatibility [13:11:30] GL_NV_ES3_1_compatibility [13:11:30] GL_NV_explicit_multisample [13:11:30] GL_NV_feature_query [13:11:30] GL_NV_fence [13:11:30] GL_NV_fill_rectangle [13:11:30] GL_NV_float_buffer [13:11:30] GL_NV_fog_distance [13:11:30] GL_NV_fragment_coverage_to_color [13:11:30] GL_NV_fragment_program [13:11:30] GL_NV_fragment_program_option [13:11:30] GL_NV_fragment_program2 [13:11:30] GL_NV_fragment_shader_interlock [13:11:30] GL_NV_framebuffer_mixed_samples [13:11:30] GL_NV_framebuffer_multisample_coverage [13:11:30] GL_NV_geometry_shader4 [13:11:30] GL_NV_geometry_shader_passthrough [13:11:30] GL_NV_gpu_program4 [13:11:30] GL_NV_internalformat_sample_query [13:11:30] GL_NV_gpu_program4_1 [13:11:30] GL_NV_gpu_program5 [13:11:30] GL_NV_gpu_program5_mem_extended [13:11:30] GL_NV_gpu_program_fp64 [13:11:30] GL_NV_gpu_shader5 [13:11:30] GL_NV_half_float [13:11:30] GL_NV_light_max_exponent [13:11:30] GL_NV_memory_attachment [13:11:30] GL_NV_multisample_coverage [13:11:30] GL_NV_multisample_filter_hint [13:11:30] GL_NV_occlusion_query [13:11:30] GL_NV_packed_depth_stencil [13:11:30] GL_NV_parameter_buffer_object [13:11:30] GL_NV_parameter_buffer_object2 [13:11:30] GL_NV_path_rendering [13:11:30] GL_NV_path_rendering_shared_edge [13:11:30] GL_NV_pixel_data_range [13:11:30] GL_NV_point_sprite [13:11:30] GL_NV_primitive_restart [13:11:30] GL_NV_query_resource [13:11:30] GL_NV_query_resource_tag [13:11:30] GL_NV_register_combiners [13:11:30] GL_NV_register_combiners2 [13:11:30] GL_NV_sample_locations [13:11:30] GL_NV_sample_mask_override_coverage [13:11:30] GL_NV_shader_atomic_counters [13:11:30] GL_NV_shader_atomic_float [13:11:30] GL_NV_shader_atomic_fp16_vector [13:11:30] GL_NV_shader_atomic_int64 [13:11:30] GL_NV_shader_buffer_load [13:11:30] GL_NV_shader_storage_buffer_object [13:11:30] GL_NV_shader_subgroup_partitioned [13:11:30] GL_NV_texgen_reflection [13:11:30] GL_NV_texture_barrier [13:11:30] GL_NV_texture_compression_vtc [13:11:30] GL_NV_texture_env_combine4 [13:11:30] GL_NV_texture_multisample [13:11:30] GL_NV_texture_rectangle [13:11:30] GL_NV_texture_rectangle_compressed [13:11:30] GL_NV_texture_shader [13:11:30] GL_NV_texture_shader2 [13:11:30] GL_NV_texture_shader3 [13:11:30] GL_NV_transform_feedback [13:11:30] GL_NV_transform_feedback2 [13:11:30] GL_NV_uniform_buffer_unified_memory [13:11:30] GL_NV_vertex_array_range [13:11:30] GL_NV_vertex_array_range2 [13:11:30] GL_NV_vertex_attrib_integer_64bit [13:11:30] GL_NV_vertex_buffer_unified_memory [13:11:30] GL_NV_vertex_program [13:11:30] GL_NV_vertex_program1_1 [13:11:30] GL_NV_vertex_program2 [13:11:30] GL_NV_vertex_program2_option [13:11:30] GL_NV_vertex_program3 [13:11:30] GL_NV_viewport_array2 [13:11:30] GL_NV_viewport_swizzle [13:11:30] GL_NVX_conditional_render [13:11:30] GL_NVX_linked_gpu_multicast [13:11:30] GL_NV_gpu_multicast [13:11:30] GL_NVX_gpu_multicast2 [13:11:30] GL_NVX_progress_fence [13:11:30] GL_NVX_gpu_memory_info [13:11:30] GL_NVX_multigpu_info [13:11:30] GL_NVX_nvenc_interop [13:11:30] GL_NV_shader_thread_group [13:11:30] GL_NV_shader_thread_shuffle [13:11:30] GL_KHR_blend_equation_advanced [13:11:30] GL_KHR_blend_equation_advanced_coherent [13:11:30] GL_OVR_multiview [13:11:30] GL_OVR_multiview2 [13:11:30] GL_SGIS_generate_mipmap [13:11:30] GL_SGIS_texture_lod [13:11:30] GL_SGIX_depth_texture [13:11:30] GL_SGIX_shadow [13:11:30] GL_SUN_slice_accum [13:11:30] GL_WIN_swap_hint [13:11:30] WGL_EXT_swap_control [13:11:30] OpenGL pixel format: 8:8:8:8 [13:11:30] OpenGL depth format: 24:8 [13:11:30] [13:11:30] GLSL version: 4.60 NVIDIA [13:11:30] GLSL max vertex uniforms: 4096 (4096) [13:11:30] GLSL max fragment uniforms: 4096 (4096) [13:11:30] GLSL max varyings: 124 (124) [13:11:30] GLSL max lights: 8 (8) [13:11:30] GLSL defines (4.6): #define USE_CLIP_VERTEX 1 [13:11:30] [13:11:30] Vertex/index buffer memory limit: 2048MiB [13:11:30] Starting workaround for fast running clocks [13:11:30] Using LWJGL timer. [13:11:31] Startup Phase - Initializing.. [13:11:31] Preloading builtin materials [13:11:32] Preloading builtin materials done [13:11:32] Setting up Collada Model Loader [13:11:32] Launching Collada Model Loader threads [13:11:32] Launching WOM Loader threads [13:11:32] Startup Phase - Setting up.. [13:11:32] Loading window positions from C:\Users\USERNAME\wurm\players\jacobllent\windows_1024x768.txt [13:11:32] Loading props file C:\Users\USERNAME\wurm\players\jacobllent\windows_1024x768.txt [13:11:33] Gui initialized [13:11:33] Startup Phase - Preparing terrain... [13:11:34] Startup Phase - Connecting .. [13:11:34] Disabling Nagles [13:11:35] Writing to C:\Users\USERNAME\wurm\players\jacobllent\logs\_Event.2021-07.txt [13:11:35] Disabling Nagles [13:11:45] java.net.SocketException: Network is unreachable: connect [13:11:45] at sun.nio.ch.Net.connect0(Native Method) [13:11:45] at sun.nio.ch.Net.connect(Unknown Source) [13:11:45] at sun.nio.ch.Net.connect(Unknown Source) [13:11:45] at sun.nio.ch.SocketChannelImpl.connect(Unknown Source) [13:11:45] at class.Z57IpYK1wr.<init>(SourceFile:166) [13:11:45] at class.RLREeYzQcA.<init>(SourceFile:236) [13:11:45] at class.w6JxZW0hQ.FZOk5L6Gfy(SourceFile:327) [13:11:45] at com.wurmonline.client.WurmClientBase.wl8dyvdgaq(SourceFile:869) [13:11:45] at com.wurmonline.client.WurmClientBase.run(SourceFile:38793) [13:11:45] at java.lang.Thread.run(Unknown Source) [13:11:53] Disabling Nagles [13:11:54] Disabling Nagles [13:11:56] Disabling Nagles [13:11:57] Disabling Nagles [13:11:59] Disabling Nagles [13:12:00] Disabling Nagles [13:12:11] Disabling Nagles [13:12:12] Disabling Nagles [13:12:22] Disabling Nagles [13:12:23] Disabling Nagles [13:12:34] Disabling Nagles [13:12:35] Disabling Nagles [13:12:46] Disabling Nagles [13:12:47] Disabling Nagles [13:12:57] Disabling Nagles [13:12:58] Disabling Nagles [13:13:09] Execution aborted at connection 0, iteration 0 [13:13:09] Run time 0s, local time Mon Jul 19 13:13:09 EDT 2021 [13:13:09] Destroying game window [13:13:09] ====== DISCONNECTED ====== [13:13:09] com.wurmonline.client.fgtPPuD8uC: Connection denied: <You are still moving on the server. Retry in 10 seconds.> [13:13:09] at com.wurmonline.client.fgtPPuD8uC.iHOS3zg1KL(SourceFile:87) [13:13:09] at com.wurmonline.client.WurmClientBase.wl8dyvdgaq(SourceFile:970) [13:13:09] at com.wurmonline.client.WurmClientBase.run(SourceFile:38793) [13:13:09] at java.lang.Thread.run(Unknown Source)
  25. From a conversation in CA HELP today; It is apparently possible to create Dishwater while failing to create a black belted vest.