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Found 24 results

  1. Over the last a while this tunnel has been created (see history below). Current Status: passable by boat (rowboats, sailboats and knarr). Depth will be increased to allow all boats once the ore veins have been mined out. Cart access is available at points b, c, and d on the map - point a provides access to an underground harbour, and there is currently no western cart entrance (there was once access via the caves on the Winter's Night deed, but that has collapsed and left for anybody that re-deeds that spot). The bridge inside the cave at the western end is bugged (it has been named to warn people) so do not use it to cross to the footpath. Bridge is no longer bugged. There are lots of ore veins that still need to be mined out, so there will some weaving to do until these are removed. For those interested in helping mine out the ore there is a map available, see Some History Those with a long memory might remember this video from the Factional Fight brothers. Hopefully McGarnicle will stop by and flesh out the early history. When I spoke to him about this project he mentioned that somebody had spent everyday for over a month with an alt army working on the tunnel. What with burn out, and people relocating deeds in the year since the video, with only part of the tunnel with support beams, it was slowly decaying (not helped by a little bug that saw many tunnels have problems). Having used this tunnel a number of times, a couple of months ago while using it as a short cut to a rift, the tunnel was blocked in a couple of places due to recent rockfalls. With the help of Gatling and Merina the rockfalls have been removed, together with a few of the ore veins, and the cave walls supported. I have also put some lighting in, to help dispel the Grue and light the way around the ore veins. Some pictures of the tunnel, taken on a journey west to east.
  2. The El Rancho Knarr Canal in far NW Indy has now been fixed, and is easily passable and exit-able without pulling/pushing. ChampagneDragon and I spent the day yesterday surface mining the lagoon-side exit and smoothing out the slope of the canal egress. The water level is now considerably deeper than it was, and ships pass through the eastern exit quite easily.
  3. So,i have made a cave and inside i want two canals,one of them is going from south to east and the other one south to west they form like a semi circle but there is a bug with the water.. Here are the screenshots of both canals: -you can notice that the south west canal has the water in a straight line and the other one has it in zigzag way..which looks weird and not nice. -has anyone else noticed it and if so is there a fix or is it a game code problem? Please let me know. South-west canal: South east canal: EDIT: I did a test outside on dirt and it looks is south east like the one in the cave. Pictures with unstable client where you can see better graphics and how the cave floor liks like on both canals:
  4. For a place to begin, I initiated a conversation within Western Union Alliance Clan Chat(July 2016?) between myself and Barricade about too many and numerous tile collapses that happened in the canal. I was enquiring if the Alliance could help fix the canal guessing that many of our alliance use the canal. Barricade agreed and he began repairs over the last couple months, thanks Barricade. An idea that I had was that Alliance members could set aside a large crate on their own deeds and lable it "Darq Donation" then either contact someone in alliance to pick up, or sail to/drop off @Western Union Alliance Warehouse which is situation by the West Canal entrance. I don't know if anyone tried this idea, but I did and it worked out great for Leather City where I'm mayor. I delivered/installed 46 mine supports, then leveled canal floor. Darq Passage Canal What I'd like to see next is: ~ Barricade post letting us know and describing the work he did on the canal to leave a trace history for our Alliance and other sailors in the area.
  5. Greetings fellow Wurmians! Darkenstone Canal is a historic locale and has been in need of an upgrade. After getting our own Cog stuck at Darkenstone, Xack and I decided to speak to the leader of our alliance, who owns Darkenstone Canal, and we requested permission to work on the canal. Most of the canal was large boat accessible, except for the once-was land bridge on the south side, where a stone brick bridge was created, superseding the land bridge. We went to work on the canal dredging the south side, and after completion we brought our own Cog to test it out. We hope that with Darkenstone Canal allowing access to larger boats, it will alleviate the difficulties of bridging the Inner Sea to the Samling Fjord and increase ship travel in the area. We are proud to announce that Darkenstone Canal is now big-boat accessible! (A screenie of Xack driving the cog through Darkenstone)
  6. Hello. I'd like this to go smoothly, it's been a long road and half a year of work uncounted hours have been put into redeveloping risky and evilspot's old territory, Horsedog. I am selling it after a job well done and effort well spent. At 18s + Coffers, the starting bid is low. Work complete includes; creating a moat and a canal to a private lake, 103 surface mined tiles at 25 depth one channel wide, ready for anything you can throw at it. Removed 36 carts and wagons, applied major landworks, built 4 bridges, burnt a forest and collapsed many mines (thank you Wilca) For reasons, i named it Horse, the token sits next to where the Armpit of Vynora used to stand. the original owner i knew, and knew of, from eq.(bristlebane), it's a pity it was a desolate mystery for so long but now it's ready for planning. The highway hill lettering is heritage protected but the sea level `runway`, i added, feel free to modify. Thank You Starting Bid - 40s + this includes the 22s in the upkeep.. Price will drop by 20 silver if u wish me to disband the deed + Increments - 5s This is its location on the North East of Deliverance; (this map is inaccurate, the land has changed shape as indicated by the plotted highway) Compiled images of deed, i'm positive i could have done a better job on the screenies. (shadows are off, bloom's off, anti-aliasing's low, etc) do come and have a look for a better picture. ------------------------------------------------ An added footnote: If unsold - a private offer will be made - if still unsold, it'll be placed, with better screenies, in wts for 35s excluding upkeep
  7. Hi A new canal project allowing big ships going between north crystal lake and Harmony lake. It will be 5 tiles wide with land passage on the east side Its starting in south just east of Hells Harbour and is planned to end just west of the main road leading up there ( at the guard tower west of lorath ) Project is well under way. At some point the help of a Mag priest would be convenient and much appreciated to tidy up minor mistakes og closing holes to older mines though i dont recall there beeing much mining activity along the route atleast since 2010. I am aware there is reminents of an old 1 tile canal at Sand Castle but its reinforced parts of the way and will max allow for a sailboat to pass. Its expected ready in a 2-3 month time depending on the number of neighbors taking part. When done im considerering connecting Harmony to Inner sea.
  8. Closed. Sorry, I tried.
  9. I've created a canal, which is secured at both ends by deeds, but nearing a point where I can open to the public. Within a week, it should be fully passable by knarrs and smaller. The Darq Passage Canal is not intended to support larger ships. Once this canal opens, travelers will be able to sail all the way through Xanadu, thanks to other canals already in place. Current status: 100% passable (providing I enable permissions for visitors) by rowboats, sailboats and foot/horse/cart/wagon traffic. Several ore veins have been mined out and several times several yet to be mined, so there are a number of small detours in the route. How long is it? 3.86km, or 965 tiles. Travel time? 7-10 minutes on a fast horse, 10-20 by boat (dependent on winds). Special features: - Unique cave entrances that allow entry at full speed, without the need to disembark passengers and push/pull. - Shallow bottom, which allows smooth horse traffic (not sticky) and no "sloshing" sounds, when you disembark and reembark your horse/cart/boat. - Darq Falls Lodge - A rest stop for travellers with views from the top of the mountain (To be opened a few weeks after the canal is opened). Bring your cameras! Beds will be available, for those that become exhausted after the 500 tile climb to the top. (I strongwalled off the route to the top, but Darq Falls is still there, where some friends live.) - Enchanted parking and lodging at either end of the canal. Branded & saddled horses only, as the Enchanted grass will be on deeds. I'm looking forward to many people passing though and hope you will all say hello on your way through. Ore miners are welcome and plenty to go around. . You may also notice the canal directly between Greymead and Whitefey. I've drawn an updated line in orange, to indicate the actual position of that canal, as the diagonal representation has caused many people to miss the North end of the canal.
  10. Hi Pristine, They where there before, but now they are improved, the canals at K22 on the map, all ships fit through em. below a map of the area from the mapdump with safe and unsafe parts marked out, unsafe is only too shallow for the larger ships so safe for rowboats, sailboats and knarrs. enjoy and safe sailing Gheng
  11. Sometimes I'm greedy for time, so I tried to save some when sailing from the far north-east of Indy to The Howl/Freedom Docks, by going south through Crystal Lake. The problem was, nobody could tell me if big ships would fit through caves now. There was one to go through. Let's find out... With a little pushing and pulling at the cave entrances/exits, or dragging if you have the muscle, the answer is yes. The canal in question is Cave Canal near The Howl, connecting the Inner Sea at Freedom Docks with Crystal Lake, relatively center on the map. Most relevant information (music etc.) should be in the video's description. Sorry for the mouse cursor. I hope you will enjoy watching that
  12. After a day of diggin in the pits of the new canal, drowing to AFKness and generally having a good giggle with the slaves, the math is complete and the conclusion is:- 68 tiles need lowering using a shaping wand to allow for corbitas to pass through. Using my not so awesome brain to do the math after a cocktail or three i work this out to be 3g 50s!! So people how bad do you want this canal passable for the larger ships, as donations for this project would be needed!? At the ends of the canals 2 beautiful bridges will be built if we do choose this option. Post your thoughts, screams and general pics of eyes bleeding at the cost !! Ready steady GO!
  13. there are times when I just accept the nutty things we have to do in wurm, but today has been nothing but frustrating. Wasted hours of sailing, to get to a hunt that was just too laggy to function. But what really gets me is the 2 hours of time I've been spending trying to stuff my knarr through cave canal entrances. Some days is can slide right out and no disembarks, but most of the time it is stuck, disembark, the alts that disembark get bugged teleporting, log them out, log in, push/pull knarr, climb back on, try again. Turn lag... trying to wiggle when stuck in an exit can sometimes get through, but because turn lag is so bad, you don't know how far you wiggled and suddenly your ship is stuck sideways in solid rock. Is this considered a bug, or simply sloppy programming? I'm tired and horribly annoyed. Forgive my tone, but come on people....
  14. As most of you are aware, the canal is under new management! I will be making some adjustments to it in due course, but as its highly used by you all, i wanted to ask if there was anything you would like to see there The depth issues will be addressed, however this could end up costing a small fortune, and i don't particularly want to remortgage my house in order to enable all boats to be able to pass, so its a case of wait and see there. Let me know any thoughts or ideas! Over and out! Bibi
  15. Just to let anyone in the area of P22 and Falconguard know, that we have a bit of a vandalism problem. The people at Falconguard worked on a really nice canal to connect the lakes north and south of their deed. They haven't deeded the canal as it's a public canal and I can understand if they didn't want to pay the extra upkeep required to deed over its. I'm aware of the "deed it or lose it" saying and am simply posting this to let people know if anyone tries to sail up there. The canal was created by some good natured players to allow passage between two lakes. They even lent me their cart and horses to carry away from of the dirt for use on my deed. The canal has been destroyed by someone dropping a ton of signs everywhere and loads of dirt to fill the canal in. Myself (Naitey/Harmony) and friends will help fix it when we can. I myself won't be on again until Tuesday night due to work so will help if it's still not fixed by then. I'm hoping when fixed we can get the GM's to set it as a heritage site (before the player wrecks it again).
  16. (46,33) Is the west side of Free Barony's mountain, starting in the south from Crystal lake, extending through the shore of Ugbara Harbor and north to neighboring Angbar. It is mostly undeveloped, with few trees and shallow dirt beaches, but a 175 dirt high hill in the north, seperating the two deeds.. It has a mine with an uneven entrance into the mounain on the east.. If a canal were built, it would connect Free Barony, and other prosperous towns, to the rest of the sailing world. It would go through no buildings or trees in either town, and does not separate neighbors. The canal would be parallel and hugging the mountain. I'm asking for permission of both towns' mayors to build this canal. I'd like to hear the opinions of villagers of both towns, and the worldwide opinion of people living around Crystal Lake. I'm sorry I don't know the mayors' names, as I forgot to check the settlement tokens during my survey. The canal building would have to be a group effort, because of slight climbing involved, so if you're up for some digging if it's approved, post here too. This zone has had a circle around it last month Meyfei, and I thought it should be brought up officially in the forums. I can understand either side of the canal's construction being shy about this matter. I will read this topic for one month, and if there's no response, I'll consider the proposal dead.
  17. North Star Is a 41x41 Sized fortress deed located on the North Coast of the Celebration server. The deed is fully walled with decorative towers and has its own two tiles wide Canal to the North Ocean and to under the middle of the deed. Its a great deed and id love to keep it however we're pretty damn busy with other projects so cant give it the love it needs It is located at D21 on the in-game Celebration map. The deed comes with a deed holder alt called Coalition who is currently not premium. The deed is not completely finished so its prefect for someone who is looking to make thier own mark on it, however the bulk of the work is done and it is fully teraformed. There is a tar pit right outside its South Gate and a clay pit located right on the coast a 2 minute walk away. Hunting on the desert is pretty good and it is easy to sail from the deed across to exodus and you'll find you come out right on the south exodus steppe so its perfect for budding hunters. There's Lead, Zinc, Iron, Silver and A lot of Marble within the Deed's mines (the majority of the area is still not mined) Pictures of the deed and further info: Bidding starts at 25 silver Buyout (Theres no set buyout but if you make a good offer im happy to consider it) Each bid must be 1 silver higher than the last. Im not massive fussed if it doesnt sell, like i said its an amazing deed and im happy to just throw more money into the upkeep and keep it however if i can find a new owner who will give it some love that would be awesome Happy to show people around and if you have any questions feel free to contact me.
  18. To the person who took the time to destroy pavement and dig the canal over near Wolfe's Crossing so you could get your boat across.. Next time just push it. Or at least put the canal back the way you found it. Thanks.
  19. The area were i am set up (a bit north of the settlement redcliff) has a incredible amount of abandonded boats just sitting in the canal, one has even been there for about 6 or so months if not more i was wondering, if possible, if i could claim salvage on those ships
  20. Hi all, Don't know if it has been "fixed" yet or not, but Ridgepoint Canal's north entrance was closed recently (was still blocked last night). Not sure if it was intentional, griefing or just lava spawn (been a lot of that in the area recently) So if you're traveling North, might want to plan ahead.
  21. Hi, We have rules regarding how to handle highways. Is there a possibility to apply similar rules to canals as well? Because cattles can't swim, and boats can't go across a canal above a certain water level but they still can be pulled/pushed, seems the conflict with carts and boats not solved with the changes. I led cattles to Esert from and can't pass at a canal with the cows because the depth of water stopped them. There was no way to fix it because the canal has been deeded, the owner away for some weeks and no digging allowed even for their citizens to fix it. Please don't take this offensive, I know how good is to sail, I am building and use boats too, but I think the blocking of animal transport inside server may be against other people's fun too and has negative effect on game economy. I would like to suggest to add a rule for canals: if they are deeded, that they must have at least one tile width way where people can go across with cattles, but deep enough on other places to go with small sailing boats or knarrs at least. This has some similarity with the goal of the highway rules: deeds cannot block the traffic on important areas. Is there any possibility to do this? Of courese this problem may be solved easier if cattles can be packed to boat or can swim. Regards, Heroic
  22. I would Just like to Notify all that the NE all Boats canal Project is being worked on. The aim is to Make a Canal from 44x20y to 47x20y they With all Boats can Travel. We where lucky to find the remains of a Semi-mined canal from when Deli started. Update: Open to all Boats Cart level is open Loading Transits are open (shafts between cart and main) Length of tunnel is ~90 tiles. There is a side shaft for carts and a Maintenance shafts. and there is connections to all 3 each 5 tiles. Stage 1 = 100% DONE Mine a a tunnel at sailboat level. (Thanks Tayomi for your help mining it out) Stage 2 Mine it to 5 Wide (thanks Pinpong , Tayomi , Vigilant , Doriandrex (and your alts) , Taxton , Aleanda , Jesselyn + Others) Stage 3 = done Fix Both entrances to allow all Boats thru. Thanks Vigilant for the Strongwall and Disintegrate Cast {&Dori for the Link} and TYVM Darthryan and Snakegal for finding and delivering a Sculpting Wand Stage 4 = done Mine the Roof to max height Stage 5 (Only south row left to do) Mine the Floor to max depth Drowning might be a problem so be Carefull Thanks again Tayomi Stage 6 = Sort of done Dredge the West side better. Thanks again Tayomi Side stages: Maintanace shaft to cart area = Done + 2 iron veins Cart shaft = Done + 1 lead Lights in it. = Done - Going torch lamp as the flames looks cool - Thank you Taxton & Aetherwalker(replaced a few stolen ones) Dye for the lights - Zivirit made us a 73ql yellow - [23:50:10] Dye, used to colour clothing and items with. Colors: R=128, G=126, B=27. Signs to mark the canal - Thanks Zivirit Supporting the walls - Thanks Losik for the beams Getting it declared a Heritage sight. - 1st needs to be done. Maintenance workers As I am now Mag priest (Sincor) I can do disintegrate cast on the collapses and can mine it back the way it was. We got a 50+digger for the tar (higher ql tar = light burn longer) NOTES: Donators (that exclude mining or discounting items) Rudie Yetian Miners (those who mined more than 1 tile) Sincor Vigilant Aetherwalker (lead) Cita (lead) Pingpong Tayomi (She spend many a day in there) Taxton + a few others.
  23. KAMI MARKET After a long construction period we are pleased to announce that the Kami Market is open for business once again! Feel free to drop by for all of your shopping needs or to place your very own merchant to sell goods! After further consideration and feedback from the community we have closed the cave canal that was constructed and returned the old canal back to a passable spot right through the center of the market. We have kept a 1 tile landbridge for animal crossing; so large ships will have to push/pull over the 1 tile. Once bridges are placed in game we will change again to full boat access and a bridge for foot traffic. The new market has many great features and more to come as we continue our work. Currently there are stalls in place for 124 merchants, with more room to expand if needed. Some additional features to the market include: - Public Trader, open to all! No need to ask for access - Plenty of docking space from both sides - 124 market stalls - Two mailboxes - Two Inns - Space for bulk sales - Land crossing between North and South of map (1 tile in old canal, 9 deep) - Love tile - Guard Tower to keep you safe! Also a templar! - Chapel with Fo, Vyn and Mag altar Coming Soon! - Ship sales - Live auctions - Raffles and contests! -Animal Pens for Animal Sales ... and more Located at AC52 Contacts: Ishymitsukai (Owner/Contact) Tek (PR/Contact) (Topdog in-game) Reply 2 - Screenshots Reply 3 - Market Overview, Layout, Merchants