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Found 91 results

  1. Hello Wurmians, I like a job or work. Let me know what you need and what you will pay me. If i need to travel thats ok too plz have a bed ready for me:) And if i can,ill take some friends with me to help. I have ql85+ Tools a rare Knarr with a cart on board. I Have a Lib priest :100 faith 91 channeling Fo priest: 100 faith 62 channeling Aroma skills : Hope to hear from you soon. Pm Aroma or leave a prvt msg. Greets hugs: Aroma Forwoman From Amore P15 Xanadu.
  2. I am actively seeking any available opportunities for digging or surface mining work within the PVE maps. Digging - Level 88 = 264 Slope at a price of 1s per 1k dirt/sand Mining - Level 50 = 150 Slope at a price of 1.5s per 1k Rock Shards
  3. looking for some digging work , no job too big , love to create and enhance deeds 300 slope walls availible/diggable , hit me up in game or here . prefer to work to timeframe and final aesthetic required rather than x amount silver for x amount dirt and so on ill do the work , you pay me what you think is fair
  4. while standing on clay tile and moss tile is south-east from the clay S E W N *this is with full inventory of clay and tile where I stand is full with 100x clay Only noted issue is .. I am clearly not interacting with the tile(moss) behind me.. it shouldn't be referring to random tile/resource unrelated to the action I'm doing, check is doing the typical corner/direction check and reply for some reason.
  5. Hi everyone, I am looking to hire someone to come remove a ton of earth on my new little deed and also work on making a straight earth slope. Ideally will have done this type of work before as I need someone who knows what they are doing. PM me here or in game (Tarathiel or Oakmyst) Thank you
  6. contact via this thread, ingame, or via discord (Xelexya#3763) available for delivery via the xanadu wagoner only. (crates are free) if I can make/gather a bulk item with my skill (listed below) you can order if I have a slot open! made to order slots Open Open Digging - 90 skill sand / dirt, 0k / 0k in stock - 80c /1k clay, 8k in stock - 1s /1k Masonry - 65 skill mortar, 2k in stock - 2s /1k stone bricks, 2k in stock - 2s /1k Mining - 62 skill Iron Lumps, no stock ~50 QL - 10c /100 Blacksmithing - 47 skill iron small nails, no stock - 10c /100 iron large nails, 400 stock - 10c /100 iron ribbons, no stock - 50c /100
  7. I know that this has been suggested before, but we still don't have it so here it is again. Digging is a pain and could be improved hugely with a few key tweaks. Get rid of "dig" = "dig-to-inventory" Done - Yay! Dig to pile should be default ahead of dig to inventory, just for starters. I know this suggestion is usually met with "but keybind" which is okay as far as it goes, but let's face it is still a work-around. My preference is to activate the tool, select the object and then use the numbered action button. Partly this reduces the need for multiple binds because binds aren't context-sensitive whereas the numbered buttons are (3 could be forage, cut down, mine, dig depending on the context whereas binding would require 4 different keybinds). It is also more intuitive because it is displayed in the UI. The default action should be the most generally useful, and digging to inventory is not that. Dig to containers when they are available Having established that dig-to-pile should be the default, I am going to go right ahead and say it shouldn't be the default.🙂 It should be the default when you have no container within reach. If you have a container within reach of you, then the dirt/sand etc should go into the container. This one change, which has been in pretty much every WU server I have tried, has allowed me to really dig into terrain modification (see what I did there?) on WU. Unfortunately it doesn't translate to WO, where the current setup weighs me down. If "within reach of you" is too hard a mechanic to manage, perhaps "either on your target tile or on your current tile" would be easier. "Drop" from containers or piles When leveling, dirt should be grabbed from inventory, the tile you are leveling, tiles within reach (or your current tile if that is too difficult), containers within reach (ditto re difficult). This would remove the fiddly and somewhat gratuitous extra actions of constantly "loading" your inventory (which as you progress can also involve a LOT of frustrating treacle-walking). In my thinking, carts and wagons count as containers. I am not suggesting digging while driving large carts and wagons, but just accessing them as containers (and their nested containers). If you are dragging a cart, of course you should be able to dig etc. Actually, that could be an implementation of leading hitched animals to keep the cart or wagon close. Just keep them draggable & when animals are hitched use the animals in the max speed calculation (i.e. you wouldn't drag faster than your walk speed, but you wouldn't be slowed down either because it's really the hitched animals doing the dragging). Believe me, I have shoveled a lot of material and the FIRST preference is from the container (trailer, ute) directly to the target site if you can get close enough. then from container to a pile and then to the site. You don't load up a backpack or satchel full of dirt and walk around with it. Barrows While typing this, I realized we need another "cart", smaller than a small cart. With a small cart, if you have a body strength of 30 and are carrying 100kq on your person, your maximum draggable cart load is over 1,000kg. That would be over 50dirts, but since it is capped at 40 the load in that case would be 800kg. Admittedly, dragging that would be uber slow, but doable. A smaller container for "pottering" could be useful, especially for newbies. Make its capacity 1/4 that of a cart for instance. 10 dirts, 200kg. More than most can carry for a while (for me, once regular inventory and attire are factored in, it is roughly twice what I can currently carry of this kind of raw material) and also importantly, it can be moved about at a much higher walking speed. Make it easier to craft than a small cart, not lockable but maybe able to be carried when empty (like a BSB in that regard). For material... hmm... 1 small wheel, 1 small nails, 2 shafts, 5 planks? More material and complexity than a bucket, less than a cart. Less likely to litter up the landscape because it can't be locked (it's not a storage container but a tool) so it is either secured away unseen or able to be moved. It's an open container so no damage protection for contents. Crafting from containers An ability to open a container and directly performing crafting actions on the contents. I am thinking of bulk items, like bricks from shards. Currently I take as many shards as I can, combine them in the crafting window and make bricks. I then move the bricks from inventory to the container and repeat, and repeat, and repeat. It would be much simpler to open the container, add "stone shards" to the crafting window from there and create bricks, which appear in the same container. I know the unit size could be a problem: 20 kilo shards unit, 16.5 needed to make a 15kg brick. As the container inventory would update anyway upon creation, I think that containers that auto-combine would not have a problem with this (i.e. the last one is always the partial, whereas the first one is the default active - I think).
  8. Please apply the Digging animation to Remove Pavement, then it won't look like I'm just standing around doing nothing holding a shovel. Thank you!
  9. when you use "f" to defaut action with shovel , ie dig and you queue dig actions, if you embark to a wagon when timers are running the dig action continues so you can move around the tile on wagon , the dirt will still goto pile . if you try to dig when in wagon after the queue has finished tyou will get the "you need to be on solid ground" message , i have noticed this issue after digging slopes where the wagons yoke will lower to where my mouse is after using the keybind , i will embark said wagon , but continue to dig the dirt i had queued up
  10. Hello. I will offer my services for money. I am living on an island called Cadence, but can travel all around the northern isles as long as my services are needed. I can do every task you need done. My skills are not yet the highest, but i work hard mostly every day. Digging(60), Woodcutting (50), Mining(60), Panfilling, Transporting, Planting, Cooking(40), Farming(40), Harvesting, Milking, Brushing, Singing (85), Dancing (90). I do everything as long as i get paid. If you are interested contact me here or send me a letter. Noclown, Sandefjord, Cadence
  11. Ok I finally decided to get round to making a guide to flatraising for all you wannabe diggers out there. I know there is a basic guide on the wiki, but I would like to expand on it for more practical purposes. First things first: What is flatraising? Flatraising is a method of raising land by dropping dirt on one point, and flattening the tiles around it. By this method, the surrounding tiles can be raised higher than the 40 dirt "sliding" slope limit. This method can also be used to extend flat areas such as docks out into deep water or over steep hillsides including cliffs. What are the limitations? The action of Flattening is limited to a maximum slope of 3x your digging skill. For example - with 20 digging skill you will not be able to create any slopes higher than 60. Terrain types can cause issues. Flattening actions (unlike digging) can only be performed on dirt, grass and sand terrain types. If you try to flatten a tile which has clay or marsh next to it, it will stop you. If there is a tree next to it, you may be allowed to flatten but it will often end with the tree side being horribly misshapen. Large areas are required - as you will see in the pictures I provide, you cannot raise a single tile by this method, there must be at least 4 being flattened and as a result you are affecting the terrain of 16 tiles (a 4x4 area). Now on with the tutorial! Edit: Thanks to AnarchistRise for suggesting using spoilers to display images, and also thanks to Yaga who has helpfully compiled this into a PDF for anyone who fancies using it that way: />http://www.sendspace.com/file/5z7win I will be using links to pictures for these tutorials instead of embedding them, as there are 21 of them and I think the ideas will be explained well enough you don't need to look at the pictures and text at the same time. If you disagree, you can always have them open in separate windows! First off, you need a nice working space. try clearing out any trees on nearby tiles and making sure there are no structures in the way. For ease of demonstration, I have modelled the following tidy world: I'll begin by showing the most basic method of flatraising - straight up! In the following picture I have marked the tiles that we are going to be performing actions on. These will be the tiles that form our pillar of awesomeness. The first step is to drop some dirt, right in the middle. It's important to consider the numbers involved in this - you can drop up to 40 dirt in one place (with flat surroundings) before dirt will begin to "slide" to other, lower corners. A good digger tries to avoid the slide as much as possible, as it can waste dirt (especially when operating in steep areas, as we will see later). However we will need to drop a significant amount of dirt, as we are raising 4 tiles which is 9 corners and so for every 1 height gain we need 9 dirts. Let's begin by dropping 27 or 36 dirt in the middle. This way we aren't going to end up carrying dirt around afterwards since it divides nicely: Now we have a nice small pyramid of dirt, but we can't drop much more there before the dirt slides. The only solution is to make the 4 tiles around that middle point flat again, so we begin flattening them one at a time: If you continue this process, you will end up with a nice flat 2x2 square which is slightly higher than the surroundings (if you used 36 dirt to start with, this area is now 4 dirt higher than surroundings). We can repeat this process over and over again, because the action of flattening never leads to sliding dirt: This means that if we keep dropping small mounds and flattening them round, you can end up with that 2x2 area being significantly higher than the next tile along, depending only on your skill and your supply of dirt. In fact, if you incorporate an extra ring of tiles (so you flatten a 4x4 area first) you can create towers higher than your skill might suggest, because you can then have a slope that is 2 tiles wide around the middle (tower on tower basically) and this way you are reaching 6x your digging skill in height. The downside is that to do this takes much more dirt - for every 1 height on that base level you need 25 dirts instead of 9! Second Use - Heading Sideways Next up is the second common use for flatraising - instead of trying to raise a flat area upwards, we are trying to extend a flat area sideways over steep terrain. Take a look at the picture below: If we imagine that those slopes are steeper than 40, we can't even drop dirt on the edge as it will immediately slide down to the bottom. For whatever reason, we want to extend the flat area out into this steep bit, so how do we do it? Start by picking a tile (as highlighted in the above screenshot), and flatten it. Here is where skill is quite important - if that slope is too steep for your skill to flatten, then the only way you are going to be able to do this is to drop dirt all the way to the bottom (incredibly slow and incredibly dirt-intensive!). I suggest if it is so steep your skill is insufficient, ask for help or get grinding that digging skill first! Now we have flattened a tile, we are on our way. However, don't be fooled into immediately dropping some dirt on one of the corners! As you can see in the next screenshot, I have highlighted the slopes that are still steeper than 40: If you look carefully, there is actually nowhere you can usefully drop dirt that wont slide away. The only solution is to flatten another tile: Having done that, we now have two tiles that are still lower than the flat land we want, but at least they are level! As you can see in the next image, this means there is one spot we can usefully drop dirt to raise these tiles up by the original flatraising method: Now we have two new, flat tiles on our land risen from the depths. An important factor to consider on large projects is a subtle difference in that last image. If you look at the edge of our new land, you can see that it is steeper than previously. Since we haven't raised the edge of the tiles below, the slope of the next tile has become it's own original slope PLUS the starting slope of the tile we have flattened. This is generally where people become skill-limited, and it does mean that the further out you go, the more dirt it takes. So where do we go from here? Well, that new area is just 2 tiles wide, let's go sideways and make it more spacious by flattening one or both of the highlighted tiles: Using the same method as before, we can drop dirt on the inside corners and flatten them so that our highlighted tiles have joined our flat land: And now we can easily continue in two directions - make the flat land wider, or extend out further by repeating this whole process: End state: Most often these skills are used to create docks, flat roads on steep hillsides, or tall towers. For a long dock, it is possible to continue the sideways-flatraising process with just a 2-tile wide area. If you find that water becomes a problem, remember that you can also flatten the tiles behind you essentially sinking the dock until you drop the next load of dirt down. I have nearly reached 90 digging skill (89.13 at time of writing!) without grinding, simply because I have enjoyed making all of these things. Below are some pictures of my personal projects even just within a single village that fit these descriptions well. I hope this guide has helped people understand how to save those precious dirts. Please do leave feedback on ways to improve this, or any other comments. Tower: Dock: Hillside Road: (also check out my Crystal Coast Trail from the Cave Canal around Crystal Lake on Independence!
  12. Prosperity Marketplace! Capitalism, Ho! Welcome to the Prosperity Marketplace! We aim to be a one-stop shop for a large range of items all at reasonable prices. Feel free to take a look at our below 'stalls'! You can place any order or any questions through Dhilzax or Eyrik and we'd always be happy to assist. Our deed is located at the bottom left corner of L-15 - head for the mountain, and you will find us! Please note that this page will be updated frequently, check in often to find good deals on anything you may need! All tool purchases come with 1 free repair imp, if requested. Blacksmith All blacksmithing based tools currently made to order! (Note: Large Anvils cost double) 30QL Tools and Blacksmith Items for 15c 40QL Tools and Blacksmith Items for 35c 50QL Tools and Blacksmith items for 50c Silver Statuettes for 60c Carpenter 40QL Carpentry tools for 30c 30QL Fine Carpentry for 25c 40QL Fine Carpentry tools for 45c House Planning - 51 Carpentry - 1 - 2s based on accessibility from our deed at L-15. Clothier Any QL Meditation Rug - 30c 25 QL Meditation Rug - 50c Leatherworker Toolbelts 30QL Toolbelts for 20c 40QL Toolbelts for 50c Armor Sets 40QL Studded Leather set for 3s 50c 40QL Leather set for 3s Ropemaking Thick Rope 1s ea Cordage Rope 20c ea Shipyard Made to order, I'll need a little time to get these ready. Estimate of 1-2 days for smaller ships. Rowboat - Pickup - 2s Rowboat - Delivery - 3s Small Sailing Boat - Pickup - 5s Small Sailing Boat - Delivery - 6s Corbita! - Waiting List Only - 25s Priest Services Successful Courier cast - 1s - 2.5s, based on accessibility our deed at L-15. Available now! Bulk and Labor Services 40QL Iron - 1s / 100KG 40QL Silver - 1s / 5KG 50QL Clay - 25c / 100KG 40QL Logs - 5c / log
  13. Something made me think of when I started playing Wurm as a newbie. I was excruciatingly lucky my original mayor was around coz he was working on the near by starter town. I soon found out he is rarely around. While milling around as a newbie someone was advertising to buy newbie dirt. They were offering half price & when i pushed to split they wouldn't have a bar of it so i thought, I'll dig my own dirt & sell it at the difference. 2 years later I haven't sold any dirt but I've filled bsb's of the stuff terraforming the town I bought from my original mayor. When I bought the village it came with a room with half to a dozen bsb's of dirt. Sitting here now I think about what my villagers would give for such an offer. ..but.. I have 55.75 digging to show for it If I had understood the value of hql tools & how much they speed up the process immensely I might not have been so confronted by the effort getting the dirt when the offer was put to me. I still see players now & then offering to buy @ half price. If they are quick they could post there forum stores below for free advertising
  14. I don't know of a good reason why tree tiles would hinder terraforming with a shovel. If you do, please enlighten me. To me, it's just a hindrance to quality of life, so I am putting this suggestion out there.
  15. I'm looking for someone to dredge some tiles for me at E20 on Exodus. I need approximately 100 tiles dredged down from 40 to 90 below water. Please send me your rates per 1k dirt dredged.
  16. Last night I had an odd idea and now I am trying to figure out if it is possible for me to do it. I started dredging out the bay in front of my town, I wanted it deep enough that Ocean going vessels would be fine to sail through it. Then I decided to see how deep I could dig with the dredge. After this I though of trying to see if I could make it an Ocean tile if I dug deep enough. So my questions are: How deep, in water, must I dredge for a water tile to become an ocean tile? Is it possible for a player to create an Ocean tile by digging and area deep enough with a Dredge? I guess this would apply to world building as well, At what depth does a tile has to be a certain depth in order for it to become an Ocean tile? If I can do this, I will definitely win the next fishing tournament on my server if I drop some Ocean fish on the table and no one else can do it
  17. Normal: What we now do today, for mining, chopping down trees, digging. Aggressive: Faster actions, Less skill gain, Higher chance for lower QL results, for mining ore veins, each hit drops the vein by 3, but only produces 1 shard. Precision: Slower actions, More skill gain, Higher chance for higher QL results (up to your max skill level). Skill gains from Aggressive and Precision become a fixed amount per action (dropping the old skill formula). Higher QL tools ONLY affect the speed and QL results. QL results are capped at tool QL +10, but can be exceeded with potions & runes. This will also have the benefit of providing lower QL mats on demand. Seems to me, if I am highly skilled at WC, I ought to be able to intentionally produce low QL results. I really want to see the invers connection of tool QL and skill gain eliminated, but with this system, we keep Normal for those that prefer Wogic and give the option of Aggressive and Precision to those that prefer Logic. Obviously, there must remain a balance. Precision should not be any faster than what someone would do using Normal, targeting the appropriate vein type and using the appropriately low QL pick (for example). Normal, Aggressive and Precision can be a mini bar that appears when appropriate tools are equipped.
  18. So. I was actually working on building things, and then I came up with an idea: Cellars. ON the ground level of a house, it allows someone to dig up a hole in one of the tiles. Though, it is still limited to the 'width' of housing as normal, using the floor-level system used already, but on a negative scale rather then positive. The bigger the house, the more digging skill (or maybe mining, or both) is required to dig up the cellar, at a same rate as the carpentry skill needed to plan a building. (Expanding the house would also require the one to plan the expansion with an existing cellar to have the digging/mining skill to also do the expansion down there) Now, what is the point of a cellar? It could have a few effects. Historically, wine ages better when placed in a cellar. A larder placed in a cellar also would not require snowballs to preserve food. The other good point of having a cellar, is security. Since the cellar is actually further underground, destroying the floor does not open the way to the cellar. The only way is through the shaft that leads down to it (stairwell, or just a trap with a ladder) ... if you placed walls inside with a locked door, folks would also need to bash down, or pick that lock to access the content of that cellar. Great for storing your valuables, but as it is impossible to actually go down there with a horse, dropping crates with stuff down there would be impossible, so only for storing small valuable objects, food without requirement of snowball, and accelerating the aging of wine slightly. On another note, if the writ owner destroys a house with a cellar, all items in the cellar are destroyed, burried under a thick layer of dirt never to be found again. This is a draft of an idea I had. It might break things, or it might be impossible, but it is an idea that I like. So lets discuss about what could be broken with that, or fixed! and other possible ideas to come with it!
  19. No longer have the ability to level or dig paved tiles, regardless of slope or location. I've tried in several areas, 1 or two tile paved areas. It seems that if the corner you're attempting to dig is connected to paved tile at 3 or all of the 4 points, it gives the error [19:24:37] You cannot dig in such terrain. The dig option does not appear for any paved tile. You must select a grass tile as a workaround currently. Level option does not appear on paved tiles.
  20. Hello I'm looking for any Digging/Surface Mining work within the PVE Maps Digging - Level 86 = 258 Slope at a price of 1s per 1k dirt/sand or 10 Iron per Dirt/Sand Mining - Level 50 = 150 Slope at a Price of 2s per 1k Rock Shards or 20 Iron per Rock Shard
  21. I dug this up a couple of days ago, i'm not sure if I want to sell or not. What would it be worth? Thanks
  22. Looking to sell this bone I dug up! 25s or 25e
  23. Can provide rowboat and dredges. Deed is on south coast of Celebration. 1s/500dirt pst Arakiel ingame or pm on forum, thanks.
  24. I'm an old player returning with some random free time on his hands. I'm looking for work that can be completed at my own pace because i can't usually know when i'll be able to log in. I have 60+ carpentry, 65 mining, 70+ FS, good digging, and a spattering of other skills, a knarr for transporting goods or dredging, all my own equipment etc. Just looking for something to do because I don't have time for a deed. in game name is james message me here or there if you catch me online.