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Found 35 results

  1. This ancient, beautiful relic has been lying in ruins under Pristine for what seems like an eternity, long before I arrived on Pristine. A couple of years ago myself and Blarster started fixing this canal up after finding it in ruins, but real-life got in the way and the project died off again. I also should have made this post long, long ago. The original tunnelers clearly put a lot of work into it, so It seems a shame to let such a useful canal be forgotten and lost to decay. Current Status: Open - Not fully reinforced. Knarrs, sailing and rowing boats only. Roughly two-thirds of canal walls are reinforced Lots of veins to be mined out of the way (see below) Canal ceiling needs raising Canal floor needs lowering for larger boats Walkway started from south side. Incomplete One or two surface access tunnels to be fitted along the canal, connecting to its walkway Midway between Oasis Motel and Pierpoint is messy old collapses and reinforcements which need fixing Northern entrance is now nice and shiny Map (Enlarged version here) Obstructing Veins All veins are listed from north to south. Anyone is welcome to come and chip away at them and you can do whatever you like with the ores you've mined. The only exception is deeded veins, unless the deed owner has given permission to mine/take them, for obvious reasons. Note: I've been gone a few weeks, so the the list below is outdated. In the meantime check out Anarres vein list. Will update the OP soon. Thank You! A special thank you to all those who have helped so far: @Anarres- busting veins @Ayesfor shedding light on the canal's history Blarster - Support beams, terraforming, tunneling, concrete, busting veins, crates, bsbs @Explora- busting veins. Canal history @Fotb- busting veins @JDBooker- Deed permissions, founder of the original project, original planning, mining and construction @Jospicy - busting veins @Jugurtha - Tunneling, concrete. Also gave me a kick in the butt to get the project restarted @LionIX- busting veins @Muse- busting veins, strongwall casts @Ohana- Terraforming, tunneling, busting veins and strongwall casts @QueenRocks- busting veins @Tilda- busting veins, concrete, crates, bsbs, original tunnel work, strongwall casts , canal history and lots of other supplies! @Tuga - tunneling, busting veins @WurmholeTunneling, deed permissions and providing an alternative route if needed! Please let me know if I have missed anyone out, including those who worked on the original tunnel. If you've mined any of the veins (even a bit) feel free to post or PM me, you're doing us all a huge favour by aiding their removal! Lastly, If anyone would like to help with getting the canal finished, please drop a post here or PM me ingame (Syncaidius), or via discord (Syncaidius#0785). Any assistance is greatly appreciated!
  2. Special thanks to Thorinoakshield for teaching me how to properly go about these things. As I own the deeds in the area and I would love to be helpful to my neighbours, I've reinstated it as an alliance project. However, as this will be a public canal, to benefit everyone, anyone willing is welcome to help! We are working on the existing Darq Canal just south-west of Greymead. CHANGES WE WANT TO MAKE: Mine Out The Veins - IN PROGRESS Mine Down The Floor To 26 Depth - Not Yet Started Dredge Down Outside & Create Walkway Entrance - COMPLETE Strongwall Ship Entrance & Mine Out From The Inside To Increase Depth - Not yet started Re-build the Entrance Area to both the canal and the walkway - Not Yet started Mine a 2-Tile Walkway - IN PROGRESS Flatten Walkway - Not Yet started Make The Walkway A Highway - Not Yet started Add Lighting - Not Yet started Add Statues For Crediting Participants - Not Yet started Make Darq Canal a Heritage site - Not Yet started As a result, Darq canal will be accessible to all ships and also by cart/wagon/foot to anyone, and deeds on both sides of the canal have the benefit of the highway connection. TEAM: AJBlack - Mining, Digging/Dredging, Lamps, Statues, Catseyes, Concrete Snowtech - Mining, Tools Zethreal - Mining Thorinoakshield - Mining, Advise Wurmhole - Original Tunnel If you are interested in working on the canal or are working on it already without me knowing, please let me know. It's a long tunnel! I will keep this thread up to date with what progress we make.
  3. Good evening folks of Indy! -> South Haven Canal connecting Elysian Lake and Crystal Lake finished! Open for all Ships and looking for Heritage status! <- We are on the ingame map around Q 20. Many people of Indy might remember slight attempts to dig a canal between Crystal lake and the Elysian Lake since Indy started, but this important Infrastructure connection was never started for real and never finished, until now! I am proud to announce to you, i have dug and mined for weeks to present you this grand Canal and Tunnel, and hopeing it might even appeal to GM team. I started the digging around when Haven landing was founded as well December 2018, the dirt layer in the area is very high, the rock layer very low. I finished the Canal and Tunnel parts this week mid February. ----------------------------- The beginnings of the south side: The beginnings of the north side Looks from above the hill that was carved into Mid stage Look faceing South East End stage Look on the Hill that contains the tunnel part of the Canal - faceing South The look from the Top of the Hill, faceing to the north - The marble brazier pillar act as lighthouse, guiding ships savely into the Canal! The Tunnel inside - faceing the North Exit The area is mainly Sandstone Veins, so i decided the Thema shall be warm yellowish red colors to reflect the natural occurences of the local veins The South Exit - On the south side i found a few Silver veins, so i decided for Marble white colors, which also makes the normal gloomy cave look much brighter! You can see, the canal is 30 slope deep, allowing every ship type, it also has a sideroad, allowing criss-crossing of carts under the hill and even above the hill, on the sideroads i surface mined into the hillside ? --------------------- Edit: My South Haven Canal on Q 20 allows every ship type, however if you sail to it from the south coast, you have to sail throught a tunnel at the south-eastern side, which is deeded by Damascussteel, who seems to pause the game right now, since December. This tunnel might not be useable by all ships, i have to look into that. Perhaps @Damascuscan message /pm me on forums or ingame about that area, in a post below i had seen you answered ? Wurm is waiting for you, come in and join me again with the mineing, we had fun! Until i have more intel, please be careful if you come from the south coast. The sailing from north lake to south lake through Q 20 area, is deep enough for all ships. Edit2: Damascus finished the South Part of the Canal! Hurray! And thank you a lot! The South part is now 2 tiles wide deep channel 25 deep, which allows all ships, even your very biggest Caravel! The whole Elysian-Crystal Route is now sailable and deep enough! -------------------------- I want to Thank Damascussteel, who made this project possible, for he mined the connection into the lake South-east of this canal last year. He also helped a lot with mineing and collapsing the Mine openings. I want to Thank @HughMongus, the leader of the Albia alliance, for putting the canal onto their community map, and Webleywickers for helping in digging, mineing and dredging. I also want to Thank my neighboring deed mayor @Voochand his Villager Thicket supporting the project with lots of delicious meals and pizza and lots of alcohol such as met and moonshine! Very good kitchen! I want to thank various players in the Freemasons alliance for donating parts for many support beams! I want to thank the countless players for selling me crates ? And now, i declare the South Haven Canal open, you can come and sail through, you can sightsee the area, easy to find around Q 20 on the ingame map, and on the Indy community map organized by Hughmongus. Have fun and have a good wurmy-Day! ----------------------------- Perhaps i upload more screenshots later on. Cheers, your Daryan
  4. Today I sailed that tunnel to Hammer Lake. In March 2018, Snowtech had requested the rename of that tunnel/canal : Well, 2 tiles wide, sometimes more yes, though the ceilings are all low, but nearly the whole of the southern side is not reinforced. In result, there are, beside a large number of resource veins on both lanes, but mostly the southern one, also tens of rock tiles, obviously caveins. The tunnel is still passable, but most probably not for long time. This tunnel is the longest on Xanadu, as far as I see, probably in whole Wurm. It is at best half ready and about to fall in derelict.
  5. Hi I've slowly started on the cave canal /road from Lake Harmonie to inner sea. I have had some input from people and have chosen the least completely impossible route there :-). So far just exposing some surface rock making some concrete and such at LH end. Plan not completely done but if anyone is interested in killing a vein or two let me know. DL (the rodent from hell)
  6. As the title says, i see no reason why Marble brazier pillar should not be secureable, or placeable from hand. not only unloadable from cart - which means everyone can come by and load them up if not on deed. Lams and Buoys only light up for 15 tiles, hard to see from afar. Pillars could be a very good light house, show the entrance of canals or tunnels or highways ( 80 tile visible light). We should be able to use them properly, withut haveing to make a house for every pillar to prevent stealing.
  7. My alt deed, located on Poco's old deed site near Sloping Sand, has finished digging through a shallow (8 slope) 3-wide canal. The highway has been re-routed around the north side of the deed, and the cateyes over the hump at the old market have been straightened out (no more zig zag). I still have lots of clean up work to do, and to re-slope the banks (particularly on the east side). The original waystone was moved over a couple tiles, while a new one was also placed near the bridge for any future expansions of the highway system via northwest over the hill to Lake Wyvern if anyone ever decides to. **Thanks to Barricade for setting up the bridge for me.** Reed seems to growing quit quickly on it's own in the canal. Already have 8 tiles of it so eventually it could look like a swampy inland river. My first character was on Release may years ago shortly after it's release, when the area was rather built up and fairly active (and Sloping Sand was a swamp).. I always wanted Poco's spot and to build the canal. It's need has long since passed, but I now have the spot, and still need it for my own purposes to transload to/from my main on Xan. There's two old shafts running very close to where I dug on either side, so I don't think I could dredge it for deep boats without hitting rock (and likely Ill be the only one using it and I don't have a deep boat anyway). I'm surprised as it is I didn't hit any even going shallow, as the guard tower sits on top of one shaft.
  8. Hi, I've been playing for almost 17 months, more than half that time was spent building highways, tunnels and bridges to open up the south and link it to starter towns. The newest addition to this big project is the only deep canal in center south Xanadu, which lets you sail through with Caravels, Corbitas and the like. It is named The Big Girl's Canal, in no way to make fun of the more voluptuous ladies out there but because I've always found it funny than men often refers to their boats, cars and other possessions as ''She'', since the canal is meant for the bigger boats, it's become the Big Girl's Canal. When I arrived where I live and have been living since I started playing, Pit Stop Slowmo, some players had already started to dig up a shallow canal but they seemed to have given up once they hit rock and found out how much surface mining would need to be done, so when I was still a noob I had decided that I would finish it up and later figured it should be a deep canal for bigger boats as the only to come here with a Caravel was all the way west through Sweet Island. It is now opened and passable with large boats and I have developed a serious disgust towards dredging hehe. i have added some images that shows it's location as well as other parts of the southern project. While I was working on new bridges across the water here and this canal, Sgtscum, a neighbor worked on a highway of his own to link to my bridges and highway to Lormere. So i've included his work in an image, the tracing of his road is approximate but gives a good idea. Making the highway, linked to mine and then to Lormere a whopping 2442 tiles long. I hope all this will eventually become useful to other players, enjoy and have fun :).
  9. Hi everyone I've been working on this for a very long time. But finally i'm proud to announce that Lake Harmony and Crystal lake now are connected. The electricians are not quite finished but you can sail/ride through it. Canal is 5 tiles wide 3 full depth one sloping and 1 land. water enterence is double in both ends. The land passage are behind stone doors awaiting to decay but open to everyone. Feel free to bash'em :-) Now some might think why work so hard to connect a tiny lake. Well the big goal is of course to continue west to the inner sea so you don't need to go down around FM Cave Canal. That project will start late 2018 likely november. A lot of trolls have spawned since i went underground cleaning out iron veins and my large maul is itching. In other words i need a break :-) Thanks to all of you who contributed killing some veins and especially you priesty guys who helped with a lot of strong walling. A few pics. If you want more you can go to Hell. We always welcome guests :-) Hell's Sewers Canal
  10. It has finally come time for me to open up my big project for public use. Wooden mine doors are still in place but have been set for Freedom Kingdom to be able to pass. This is actually 2 canals. First one goes from Hammer lake to west, into the Little lake. From there second canal goes all the way to the ocean. First one is roughly 420 tiles long going from 1721, -4834 to 1296, -4833 on community map. Second one is roughly 720 tiles long from 1033, -4738 to 311, -4736. Below is picture of the locations. Both canals are passable by any boat. Driving carts or wagons is not possible, but given locations, there would not be much, if any, need for such. For easy passage it is advisable to stay close to north wall of both canals. Canals are 3 tile wide (with only 1 tile wide entrances), but only north lane is completely cleared of veins and lowered for any ship. In the future I will take out veins in middle lane as well and possibly southern too, but that is not a high priority (all walls are reinforced, and since you can pass through with any ship it is time for me to take care of some other projects). Also anyone is welcome to hack out the remaining veins whenever they wish. For people going through on caravel, the shorter eastern canal unfortunately has your head peeking through the ceiling most all of the way, but the longer western canal is better height (somehow the ceiling does come lower in 2 locations, where you will have you head through it for short moment). Some history: Some pictures: I hope these canals will be good help for lot of players and maybe open up the shores of Hammer lake and the Little lake for some more viable deeds. - Nestangol
  11. 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 https://docs.google.com/spreadsheets/d/12g02zThs1KFxJc7PhMRqtH3o2qhPnlUY9V41WrVy4Y4/edit?usp=sharing 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.
  12. 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.
  13. 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 ok..it 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:
  14. 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.
  15. As featured in the news this week; The Orient Express canal is now officially open and a Heritage site. It took a total of 5 years to complete, is 7 tiles wide and has a length of 915 tiles. The canal runs from House of Lords to Lakes End. Map courtesy of Hughmongus House Of Lords Entrance: Lakes End Entrance: The canal features: Wide corner turnings. High ceilings and maximum min-able rock depth - for taking those big boats through. Walkways either side, all the way through. Central dock with tunnel up to the steppe hunting area and Devils Shadow. East side dock and tunnel to steppe hunting area and House of Pain. Back story: The brainchild of the canal was Nivox, who started the route from Devils Shadow to House of Lords late 2011. He worked on it as a side project for a good year before quitting Wurm for his career. With this tunnel between HOLs and DS mostly complete, Zomag (owner of DS) and I decided to continue his work of creating a canal to Crystal Lake from the east coast. The initial plan for the canal was for it to be dead straight. However this proved to be impossible due to numerous large deeds in the way. After determining the only available location on crystal lake for the exit, a tunnel was piloted to connect to Devils Shadow. Zomag and I continued working on mining the tunnel when we could, the project was more of a pipe dream and the general thinking was that we probably would never finish it. We did however, persevere, and in the final year of construction we gained the help of some fine miners. Most noteworthy being Pingpong, who personally smashed at least 70/80 veins (we lost count after a while!) and cleared vast swathes of rock on the last leg. Second major credit goes to Cerber, who also helped clearing many veins and the final tunnel section. Other Credits:
  16. 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! http://imgur.com/6tWR6RU (A screenie of Xack driving the cog through Darkenstone)
  17. 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
  18. 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.
  19. Closed. Sorry, I tried.
  20. 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.
  21. 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
  22. 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... https://www.youtube.com/watch?v=gI7aNaAM-LU 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
  23. 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!
  24. 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....