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Found 32 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 Note: I've been gone a few weeks, so the the list below is outdated.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. Upon logging in yesterday I instantly died, circumstances and conditions are as follows: Logged off as commander in my Knarr in a cave, checked event logs to confirm I did indeed embark as commander, and not as passenger, (relevant extract below). Upon logging in next day I got a very brief view of the knarr, as if I were looking through the walls at it, followed by death popup. red tunnel. I had some issues finding my corpse, which was not in the cave, and did not appear on the surface above the tile I logged out on, I did find it in the end, displaced 3 tiles away from my log off position, above ground, but obscured by trees/bushes. [17:01:17] You board on the "Demented but Determined" as the captain. [17:01:17] The "Demented but Determined" is currently moored and won't move. Logging started 2019-03-21 [15:27:13] You will now fight normally. [15:27:14] You will now fight normally. [15:27:14] Welcome back, Zenity! Wurm has been waiting for you. [15:27:16] You enter Freedom Isles. [15:27:16] You feel the presence of Vynora. [15:27:16] 35 other players are online. You are on Independence (254 totally in Wurm). [15:27:16] Type /help for available commands. [15:27:16] The teleportation target is in rock! [15:27:16] You are not invulnerable here. [15:27:18] You feel rested. [15:27:28] You leave the "Demented but Determined". [15:27:28] The server has been up 1 hour and 4 minutes. [15:27:28] It is 11:23:44 on day of Sleep in week 3 of the Bear's starfall in the year of 1082. [15:27:28] Currently Harvestable (from your almanac): [15:27:28] Camellia, season ends in 5 days. [15:27:28] Lavender, season ends in 1 week, 0 days. [15:27:28] Rose, season ends in 3 weeks, 5 days. [15:27:29] You manage to become stuck in the rock, and quickly suffocate. [15:27:29] You are dead. From the look of it I was placed in the centre of a rock tile on logging in, instead of on the tile where I logged off, I'm unsure if my corpse was further displaced after death, before/during popping to surface, or if my character was displaced that far away from the log out point, either way, I luckily was able to find my corpse, rather than have it destroyed in a rock tile.
  3. There's been a few posts that beg for this, but nothing with it in the title. The need for this, especially since levelling tile borders is now possible outside, has become imo somewhat imperative. Pretty please, allow us to level tile borders in caves and possibly add them to ceiling tiles.
  4. Now that we can build underground, there are plenty of people living in caves. Most people have at least one animal (a horse), so it would make sense that now caves are a living area, we should be able to plant enchanted grass for animals to graze on. I suggest we get an option to 'plant' dirt in a cave instead of dropping it, then make grass the normal way. Maybe it would only grow if there were lamps nearby for light.
  5. (at the end of this first post, is a list of mobs that do not respect and may pass through locked doors, building walls, or locked or unlocked fences underground) Ok, I put my dog inside a building (building name: South Three Interchange) underground on 12 Nov 2016, around 2am-ish EST on my deed Cornersville on Independence. The building has 3 locked doors and is a 2x2 underground. Once I released the dog (branded to my deed, Cornersville, Aged dog 'C0r f f2016111') I untamed it. I later found the dog wandering the mines outside that building. So I had to run go do other thing, when I came back, that same dog had wandered out of the area I had spotted it in and then thru another building I have underground (building name: Cornersville Long House, which has 4 doors on it, all locked), and it had wandered off deed. No way for it to get off deed underground, in that area, unless it passed thru a building with locked doors. THE PROBLEM: The problem is, my dog is walking out of a building underground. As far as I know in wurm, such an animal as a dog, should not be able to just walk out of a building that only has doors as access? right? Plus, the doors all have locks on them, with permissions set. Forums was down that day, so I submitted an in game ticket (#54917 12/Nov/2016 08:55). CM Moogien responded and stated that there may have been a forum post on this bug before, but wasn't certain. Dogs are not supposed to be able to just walk out of a building that only has doors on it for access. CM Moogian suggested that I submit a forum post, this topic, as soon as forums was back online. That is the reason for this post. Work around: My dog is not lost. I have my dog. I put it in a top side (above ground) fenced in area w/ gates. This dog appears to have no problems obeying the 'do not go thru gates game rule' above ground. Please fix this, so that I can release and rest assured my animals will not wander out of closed buildings underground. Thank you for your time :-) TeeeBOMB PS: I did look, but did not find any other post on this forum area 'Server Bugs'. So I am opening a new thread. If someone else finds such a post, sorry I missed it. LISTED: These animals will/may pass through locked doors, building walls, or locked/unlocked fence gates underground (pre Jun 1, 2017 testing): dogs, branded (Alectrys, Teeebomb) wolves, not branded (Teeebomb) champion wolf (JakeRivers) champion goblin, not branded (Teeebomb) champion wild cat (Uisge_Beatha) brown bear, not branded (Teeebomb) trolls, not branded (Zigozag) < my 2 test trolls in buildings, have not escaped in almost 2 weeks now escaping animals after June 1, 2017: Dogs & wolves & champion wolf escape from underground fences/gates brown bear escaped from underground fenced in area w/ a gate ven troll entered locked building door undergound, 18Jan2018
  6. Issue has place at the border of the cave, when you're leaving/entering it dragging small cart. at some circumstances you can become a proud and happy owner of the "invisible" small cart. you can hear, that you're still dragging it, your speed is slowed accordingly, but you won't be able to see/iteract with it until relog. To reproduce: 1. Find a cave, start dragging a small cart 2. Enter the cave, when you'll got a message "You enter the cave" - move back backwards, i mean - don't turn, just push "S" button. At the moment when you will leave the cave - your cart gets stuck on the edge: From my experience, it will always stuck if you'r moving backwards from the cave. And this is an issue in itself, but more funny things will follow. 3. Now, physically, cart is in the cave. If you will enter a cave again, you can open your cart, you can drag it deeper into the cave, and everything will work fine. But you cannot do anything with it if you're leaving the cave. For ex., you can open cart's "inventory" being in the cave, make few steps outside the cave, and inventory will just dissapear. Similarly, you can start dragging cart being in a cave, step outside, and you will stop dragging it without having appropriate message in events. 4. Now, main part of the trick: step outside the cave and Pull your cart. Somehow it will work, but if after the pull you will try to drag the cart - it will simply... dissapear. You will hear it, you will be slowed down, but there will be no cart. "Imagine: there is no spoon" (c) Matrix
  7. I just noticed this today, but it looks like ambient light has been messed with in caves and mines making them far too bright. Mines and caves aren't supposed to be bright enough to see clearly without a light, they're supposed to be dark and mysterious, and a light source should be absolutely necessary for vision. Whatever was done has completely negated this, and the torches and lamps I do have now make it so bright it washes all the color out.
  8. i paved the tunnel (support beam, mortar, and colossus bricks) and i noticed, at cave entrance tile speed is low, like on regular freshly mined cave tile, instead of speed at rest of tunnel.
  9. In my recent endeavours with underground paving, I noticed that it is not the same as above-ground paving. Much to my dismay, there is one huge difference. You can only pave an entire tile. The option to "pave nearest corner" is not available. With above ground paving, paving the nearest corner does not only make nice corners, but makes super nice paving-patterns possible. Wurm Devs, please bring paving equality to the underground dwellers! We want fancy roads through our dark tunnels too!
  10. Hi Im prevented from mining out of a cave. Getting some odd message about a highway is in the way. Not sure if it's a real bug or it's just the wrong message. Still i do not se any reason i should not be able to mine out at that particular spot.
  11. went to walk into mine on deed fell thru floor into a collapsed room area. cant see which way to mine to get out of it. A good quality vein iron onside a utmost on the other and stone on the other two sides.
  12. Is there interest in (or does there exist) a cave generating tool that would basically hollow out different areas underground, under certain constraints like maybe: floor and ceiling heights, and slope limits maximum/minimum cave area size how close each cave room is to one another, and how often they should be connected to each other would or would not retain ore veins inside the generated cave area whether or not caves close to the surface should have tunnel entrances I would really like to hear about any practical considerations that might go along with a tool like this. Could this be a feature adapted into one of the map generating tools out there? Thank you
  13. I have 2 wide cave entrance and 4x7 size cave. Any floor tile i try to mine it gives this message [16:02:45] The cave entrance is in the way. no matter which tile corner i try to mine. Note: all cave floor tiles are flat at the moment but cant mine on sloped floors either, it gives same error message. After further testing, i have no idea what fixed it but i used keybind to mine forward on floor and it gave the msg but then i right clicked and mine and it worked, then i went outside and back to cave and now keybind works too and doesnt give the msg anymore. Works fine for now.
  14. Submit your new cave dwellings here and share some of your creative designs.
  15. 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:
  16. Many moons ago I started work on a boat cave on my Xanadu deed and main home. You see I have the odd crazy idea in Wurm and after building one in Fippy's Harbour on Deliverance I had always wanted to build an improved version when I found the right spot. My Xanadu deed is basically a bit of land at the bottom of a cliff and a hill with an Obelisk on it. So my mine is the main work area for my characters, always expanding... until now that is. No more tunneling for a while after this. I had a small workroom that was great for a while, with a grand plan for a fancy cave that i could move my workshop to. I don't get a lot of time these days (2 kids) so it was always a big task for me and originally the plan had a canal off the first cave with a 2nd cavern. I decided that i'd be better having the one cave and expanded the one i'd already mined out, to include workshop and storage sections. Anyway, enough rambling. I'll post some pics and then a link to the full Gallery at the bottom, in case anyone is interested in seeing more. I will add that the door is open for anyone wanting to go in and have a look around. Full Gallery - Bradda Cove - Boat Cave A lot of pics, so sorry if too much, but had to put a range in.
  17. When you mine out a tile through a double door you can not level the floor tile it gives you the message.. [10:24:34] The plain stone double door is in the way. If we can mine through the doors/arched ways we should be able to level the floor through the door too so when we expand we can get the same height floors.
  18. # What happened I was able to raise a cave ceiling corner with 'level' even though 'mine' action gave me the message: 'The roof sounds strangely hollow and you notice dirt flowing in, so you stop mining.' # What you expected to happen I expected that the 'level' action would fail, just as the 'mine' action did. Or, if there is actually sufficient rock above the corner, that the mining action would have succeeded. # Steps to reproduce Raise a ceiling corner using the 'mine' action until you get: 'The roof sounds strangely hollow and you notice dirt flowing in, so you stop mining.' Raise a adjacent tile that can be mined higher and flatten it. Then level the ceiling of the tile with the corner that could not be mined before. Note: This did not work for a corner of a mine entrance tile. The corners that were raised this way had an unknown amount of rock and dirt on top of them. I do not know if the rock layer was actually raised, or if the rules for the 'mine' action and the 'level' action are simply inconsistent.
  19. While leveling with concrete it uses 1 lump per action regardless of size. iow: 186kg concrete lump levels one slope and so does a 3kg one. Fix: 3kg / slope height leveled
  20. This is a cave where the ceiling was mined out a bit, ended up a bit too close to the surface. The walls from above started rendering, but only from certain angles. Can even see the lighting behaves differently depending on the angle. Would be nice if walls just didn't render through ceilings.
  21. 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
  22. 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....
  23. I would be ever so grateful if this was enabled. So inconvenient to dismount and embark as I travel through my caves to reinforcing them. I cringe every time I dismount and embark, because of all the bugs/glitches that could pop up and force me to relog. Oh... and it would be so much easier. To me, allowing paving and not reinforcing, is like the old days of allowing large mauls in the mail, but not a large axe. Thank you.
  24. I would like to make the suggestion to add some very simple options to make caves look nicer and to allow for some form of structure changes without the need of adding borders to cave tiles. it would be awesome if we could "pave" Cave walls and Floors, which can act similar as support beams or can be attached over support beams and veins as some form of decoration (Can be destroyed easily?) They would allow us for some Variation in Caves without intruding cave code too much kind of just adding new textures to cave walls and floors We could make walls made of marble (that dont look similar to marble veins) or made of gold sheet
  25. By The Landing on Chaos. There's at least one cave/mine with a glitchy shaft that stretches from one location just under the surface to another location deep underground. The floor is one tile, the ceiling is one tile. It doesn't hurt to walk down the shaft, and climbing back up it should be impossible, but isn't. I guess the slope value is normal....