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Found 3 results

  1. This is something that has highly annoyed me for years. The fact that the tile of the enchanted trees has a different base texture than the enchanted grass, resulting in a very ugly mismatch. In Wurm Unlimited, I went into the files and sure enough, trees use a different texture. I would like to humbly suggest that either the enchantedgrass.dds texture be copied into the "enchantedforest.dds" texture, or even better, have the code assign the enchantedgrass texture to be used as a base for the enchanted trees. Apparently I'm not the only one who feels like this, @Hordernposted about this in 2015 and even made a poll. Here are the results of the poll, which speaks for itself:
  2. Enchanted Nature Mod's purpose to make enchanted terrain better. V100 just has the option to disable enchanted grass from packing because of animal grazing. Here is a list of possible other features that may get added: 1. Enchanted trees that don't age beyond very old, sprouting. 2. One can pick sprouts from enchanted trees. 3. Maybe increase the likelihood that a tree with jump from very old to very old, sprouting. This would let users harvest sprouts faster. 3. Increase the harvested yield and allow them to be harvested in the first place. 4. Maybe harvest grass from enchanted grass tiles, I'm not sure if this is possible to add it. and increase the rate which it grows. 5. Flowers on enchanted grass tiles (assuming it possible to get them on the tile) are more likely to spread to surrounding tiles. 6. Last but not least, is to add substitute ways to make these tiles that aren't restricted to meditation. These ways will likely involve plain old crafting outlets. :Required: Ago's WurmServerModLauncher.http:// https://github.com/ago1024/WurmServerModLauncher/releases Most resent tested WU version is 1123 :Install: Get a archive release for the mod here: https://github.com/Joedobo27/EnchantedNatureMod/releases/latest *Get one of the archive releases and unpack it into the mods folder. The folder path should look something like this: ~Steam\SteamApps\common\Wurm Unlimited Dedicated Server\mods * See "EnchantedNatureMod.properties" file to configure options.
  3. http://wurmpedia.com/index.php/Enchanted_tree From what I understand Enchanted Tree's have 1 use - Enchant a tree you want to protect from being cut down because it looks pretty where it is. In fact there are more ways to remove an enchanted tree than reasons to enchant one! Please read to the end as I have ideas that I think would keep it balanced. To make this more useful/worthwhile/saleable I'd like to see these changes; Tree's & bushes can still be harvested for fruit & sap in the right season Thorn Bushes do deal damage when walked through Enchanting a tree/bush gives the tree a pro-longed life at Overaged before turning shrivelled Like the 'Care For' system with animals. Players would be able to prune the tree when it reaches Overaged. To balance out the pro's I've listed above I suggest these restrictions; The damage dealt by enchanted thorn bushes would be either halved so much less damage or become a % chance of damage dealt when walking through them. Like now Saplings would not be able to be picked When a player prune's the tree at Overaged there is a high chance (say 75%) that the tree will revert to a normal tree. What do you all think?