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Found 83 results

  1. Richard's Halfway Inn is offering an all included Trading Variety. Send a tell to KarlFranz in-game or make a reply to this thread to order any of the following services. *Update* Sindusk is taking a leave of absence from the game. We apologize for not filling the orders in a timely manner. We offer the following services; Top tier Vynora Enchants 90 Weaponsmithing 90 Blacksmithing 90 Mining 90 Woodcutting 90 Carpentry 90 Farming 80 Masonry 80 Fine Carp 70 Pottery Services soon offered; Fo services including high LT, Genesis, and Humid Drizzle. Priest Favor Leatherworking Cloth Tailoring Benediction Vynora Priest [15:06:00] Congratulations, you fully completed Benediction and earned the reward: Divine Title, +5 Power to Spell Casts & 5hr Sleep Bonus We offer custom Benediction Vynora priest enchants. Our priest is 95 Channeling with Benediction complete and maximum faith bonus. 50+ Power 80 copper 60+ Power 1 silver 70+ Power 1 silver 50 copper 80+ Power 2 silver 50 copper 90+ Power 4 silver 50 copper Shatter Chance: Under ~0.04% You pay the price for the minimum cast you're looking for, even if the cast lands in a higher bracket. If you want 50 and it gets a 100 cast, you still pay 80 copper. Pre-casted Prices 60+ Power - 80 Copper 70+ Power - 1.2 Silver 80+ Power - 2.5 Silver 90+ Power - 4 Silver 100+ Power - 11 Silver Our Skiller Selection Files: Hatchets: Metal Brushes: Pickaxe Heads: Rake Blades: Shovel Blades: Small Anvils: Meditation Rugs: 50c for 60ql+ Cast price: High QL Tool Stock + Casts QL Prices: 70QL: 75 copper 80QL: 1 silver 50 copper 90QL: 3 silver 50 copper Pre-casted Prices 60+ Power - 80 Copper 70+ Power - 1.2 Silver 80+ Power - 2.5 Silver 90+ Power - 4 Silver 100+ Power - 11 Silver All items can be sent COD. Items can be improved before being sent if applicable. Master Chef Affinity Pizza A single bite of one of our deluxe affinity pizzas will give over 15 hours of affinity and fill CCFP bars in just one bite. We offer pizza in 2kg portions. You can select if you want a random affinity or a targeted affinity. Random affinity: 50 copper per 2kg portion. Targeted affinity: 1 silver per 2kg portion. In order to target the affinity, I will need to know the affinity roll of the character in question. This can be done in one of two simple ways: Frying a horse meat (horse meat + oven + frying pan) and telling me the affinity. Butcher knife on a potato -> raw fries and tell me the affinity the raw fries gives you. We can also COD a taste test meat for 1 iron if you'd prefer the convenience. Once the taste test is complete, it will never have to be performed again for future orders. Temporary Hiatus: I'm currently strapped for time and unable to cook as much as I used to. As a result, I'm not very active in cooking new affinity pizzas. I will, however, continue to sell slices of the pizzas I do have. 75 of 138 affinities are covered at the time of writing this, so there's about 50/50 chance I already have the affinity you're looking for in stock. Master Weapon Smith We offer weapon smith services up to 90QL. This includes carving knives, butcher knives, sickles, scythes, and all other forms of weapons. Iron: Iron 70QL: 1 silver Iron 80QL: 2 silver Iron 90QL: 6 silver Silver: Silver 70QL: 1 silver 50 copper Silver 80QL: 3 silver Silver 90QL: 8 silver 50 copper Improvement: Negotiable Halberds must be picked up from our deed at Harmony L15. Long spears are currently not available. Master Blacksmith We offer blacksmithing services up to 90QL. This includes hammers, pickaxes, hatchets, awls, horse shoes, lanterns, and all other forms of blacksmithing items. We do not charge extra for large anvils. 70QL: 75 copper 80QL: 1 silver 50 copper 90QL: 3 silver 50 copper Improvement: Negotiable High Mason We offer masonry services up to 80QL. 70QL Ovens & Forges: 1 silver 80QL Ovens & Forges: 3 silver 70QL Smelter: 4 silver 80QL Smelter: 6 silver Improvement: Negotiable (~1-3 silver) Large items such as forges, ovens, and smelters must be picked up on deed at Harmony L15. If you want a pre-existing item improved, such as a rare or supreme forge/oven, then it must be brought to the deed at Harmony L15 for improvement. Renowned Fine Carpenter We offer carpentry & fine carpentry services up to 80QL. This includes rope tools, spindles, mallets, and similar. Tools can be made from any wood type requested, and will default to oak if none is specified. 70QL Tools: 80 copper 80QL Tools: 2 silver Mastermine We offer ore up to 90QL. This can be purchased two ways - pickup through large crates at Harmony L15 or COD with 64x lumps. Iron: 80QL Iron: 1 silver 25 copper for 64kg lump COD, 5 silver for 300x in large crate pickup. 90QL Iron: 3 silver for 64kg lump COD, 12 silver for 300x in large crate pickup. Tin: 80QL Tin: 2 silver for 64kg lump COD, 8 silver for 300x in large crate pickup. 90QL Tin: 4 silver for 64kg lump COD, 16 silver for 300x in large crate pickup. Gold: 80QL Gold: 3 silver for 6.4kg lump COD, 12 silver for 300x in large crate pickup. 90QL Gold: 6 silver for 6.4kg lump COD, 24 silver for 300x in large crate pickup. Silver: 80QL Silver: 3 silver for 6.4kg lump COD, 12 silver for 300x in large crate pickup. 90QL Silver: 6 silver for 6.4kg lump COD, 24 silver for 300x in large crate pickup. Renowned Chainsmith We offer chain smithing up to 70QL. 70QL Iron Chain Set: 6 silver Renowned Plate Smith We offer plate smithing services up to 80QL. Current offerings are only iron. 61QL Iron Plate Set: 2 silver 50 copper 71QL Iron Plate Set: 4 silver 50 copper 81QL Iron Plate Set: 6 silver 50 copper Master Farmer We are now taking bulk orders on any farm good. All goods will be at 90QL+ 2.5s per 1k Crops (Orders will take minimum 1 week assuming no order is in progress.) Renowned Pottery Offering Pottery imps up to 70ql. 50ql: 50c 60ql: 1s 70ql: 1s50c Improvement Services: We're willing to offer a discount on improvement services for items already over 60QL. Send a message and we can work something out. Send a tell to KarlFranz in-game or post an order here. We're open to negotiation on all our offerings.
  2. The regional marketplace on the southernmost shore of Newspring provides vegetables, crops, cotton and wemp of high QL. Various amounts are given away with a discount. The current price for all farm goods is 80c/k, discounts are at 60c/k or as noted. Thanks to the Newspring Bridge and our awesome road builders, the resident Wagoner Ramona is pleased to also bring smaller orders to your kitchen across the continent. 25c/crate - filled with any high QL combination (+5c crate deposit)* For other terms of delivery PM Renate (Forum) or try ingame also for Ruth. Currently on display (ask for more): (21-10-2020) The deed hosts several merchants for the needs of local residents, also offering things for the worldly traveller. Stop by to see the current offers on tools, weaponry, loot, rares, runes, leatherwork and more. Forum offers: Star Ruby (QL46) - 2,5s Rare Clay Smelting Pot - 2,5s Supreme Tall Tail Sausage Recipe - 50c Leather & Studded Leather Armour** QL70 (set) - 1s QL80 (set) - 1,8s My farming priest Ruth (Chan 83) is also providing basic Fo Services and Casts for convenient fees, namely Courier, Genesis, Life Transfer, Venom and Lurker in the Woods. *sell empty crates back to me with deposit price or send empty crates beforehand **+10c mailing cost when COD: 9 items + 1 ql backpack
  3. Currently we can use rowboats, sailboats and Knarrs in the water of 5 or more dirts deep, and sow reed and rice in the water of 1 to 4 dirts deep. But maybe it is time for a change? Allowing rice to grow 5 dirts deep and thus sailing across ricefields would add to fun potential and deed design possibilities. It might be not very realistic, and of course Knarr on a rice field... is hilarious, but there're workarounds, i believe. What do you think?
  4. Not sure if the powers that be would approve of such an activity, but considering the login art for our beloved Unlimited version has it's own pipe smoking adventurer, I started thinking about how pipe smoking could be implemented into the game just for continuity and giggles. Really, the concept is pretty straightforward and uses skills that are all already present and fleshed out. For example: Fine Carpentry: Craft your own pipe. It can be a single generic tool that always looks the same or perhaps add a few different varieties, much like the different types of meditation rugs in game. You could even go as far as needing to craft one of a few different stems, tenons, bowls, etc, to make one of several different designs once the constituent parts are assembled. Farming: Add Tobacco as a new farmable tile. I don't have any input on what difficulty it should have. And as you'll see later, it would be ideal for there to be a few different varieties, each with their own difficulties. Natural Substances or maybe Gardening: If different types of tobaccos are introduced, such as Burleys/Virginias/English/etc, then this allows for the mixing of tobaccos to create different blends. Being able to make different blends by adding different strains of leaf in different proportions is crucial to the next part of the new system WHICH IS: Affinities!: Allow the player, when smoking a particular blend out of their brand new 40ql fine tobacco pipe to receive an affinity for their efforts. Just like beverages, however there is no food or water bar to fill. Perhaps this is fine or perhaps a message should be displayed after consuming too much tobacco in one sitting to prevent the player from abusing the affinity system. For example "Your head swims and you've decided it's time to breathe some fresh air." or something similar to tell the player to cool it for a few minutes or an hour before puffing anymore. As I said above, I am aware that pipe smoking to many is considered to be "adult" or even "taboo" and as such I don't know that it has a place in Wurm Online, despite it's historical accuracy and authenticity. That being said, the thought just came to me one day and as I explored the idea, it seemed to be very doable within the game's preexisting mechanics and it sounded like a fun idea, so I thought I'd flesh the idea out some on the suggestions page. If for any reason this thread doesn't belong here or is breaking any rules including TOS, please let me know and it can be removed swiftly. Thanks, fellow Wurmians o/
  5. Hello Wurmians and today harvestmoon is recruiting. We have good stuff that inclides: 1. Farms you are free to take from [u get farmer rank if you choose the job farmer and u have to farm.] 2. Animals 3. Jobs 4. Water 5. Closest town on island is Valiheim 6. Boathouse with boats to build on. 7. Friendly staff [Farmboybello and Ultradude] 8. Free cart shuttle service 9. Farms ship supply store. Your number one Place to buy boat materials for the boats! 10. Free houses. you can choose from one of your vacant houses or build your own! If for some reason the town isn't big enough for your house, we will gladly expand our town for you. 11. Farm is strict BEWARE! 12. We have a mancave that has free materials for you to take [Farm will soon be looting it for any boat materials] 13. Fun 24/7 Thanks for reading this me and ultra hope to see you soon in harvestmoon lagoon . Harvestmoon Lagoon is a copywritten by Band Organ Town CO. Band Organ CO. the company with many companys. Band Organ co is a trademark company of Band Organ INC. all rights reserved use with permission.
  6. Simply a container, problably made of cotton cloth, that allows to put inside only sowable items, and only one type at once. Then the farmer could activate the seed pouch to sow a dirt tile, and a sowable item from inside is consumed, so a farmer could sow many tiles without the need of activate a seed each time...
  7. farming in wurm online seems lackluster and really bland, the quality of the seeds do not dictate the quality of the crops and you can grow things in the winter out in the open like it was summer or spring, which really does break my immersion a bit, i'm currently growing a small garden for personal consumption, but it would be nice if we had more than just the bare-bones definition of farming in the game, so here are some suggestions from me, you're friendly neighborhood moogle, Kupo! 1st~ Drop crops growing in the winter, this adds another layer to the game, though the seasons are not that long in comparison to IRL, this means players would need to start preparing food for the winter, or storing things away for when winter season comes, towns would need to build granary-like buildings or food cellars in order to last the season 2nd~ make crops seasonal, though some crops grow during multiple seasons, make them bear the most fruits/vegetables during their preferred season, or make them have a higher chance of producing higher quality crops during their preferred seasons (locked by only your skill at farming for example you could never grow a crop who's quality would be higher than your skill) 3rd~ watering plants should be considered part of tending a farm, not just taking a rake to it and removing weeds, watering could also be used as a means of improve crop quality once per day, a small increase for people taking care of their farms properly. 4th~ (and my last suggestion) rain could possibly water crops for you, so on rainy days, players would not need to water crops, but still need to check for weeds. this suggestion will probably be met with a lot of backlash from players who think farming is hard enough, but in truth, it is not hard at all. the amount of skill gain for doing farming is minuscule in comparison to other skills, and a small garden like mine nets next to no exp on a daily basis, but adding changes like these would make farming more in-depth like cooking, maybe even take multiple people to work on a large farm just to keep the work at a minimum, you know, like a real life farm. and in the winter months people would have more open time to focus on other things instead of just growing crops year round. you also already have growing seasons for trees and their produce, why not do it to farming too? Kupo!
  8. Hi Everyone! A late happy Thanksgiving from all of us at Wurm, we give thanks to you all playing and enjoying the game, and especially to your feedback! There's been a lot of upheaval and questions that right now we don't have answers to, and I know that makes things uneasy in your confidence in the game. I can assure you that we are here and going to be here for a long time, we know our goal of continuing to polish the game and address bugs and your suggestions and we are working towards it every day. Anyways, on with the news! New Keybinds Heading off from the pinned suggestion thread, we'll be adding the following keybinds next update! These are all aimed at making the game much smoother to play, and we'll likely be adding more as we go on! Hoist the main sail! The artwork for sail furling is now complete! Ships will be able to go full, half or no sail and will have models that match it's state, see below for all of them! The farming box art is also complete, with a few surprises included: This unfortunately won't be going live in this weeks update, but we aim to have it out before Christmas (Which is scary close!) The stronghold is revealed Last weekend the beacons were weakened enough to reveal the location of the stronghold, the hidden base of the creatures of Jackal! This led to a countdown of 144 hours, with a large fight expected. If that the end of it? Maybe not... The stronghold is revealed (Hey, they're not knowing for being the wonderful designers Freedomers are, maybe that's why they raid?) Shrimpalong! I refuse to call it a Christmas Impalong because it ends 10 days before Christmas, but it's on! Expect Shrimpiies usual slew of games, prizes, deaths and of course, impings! Last year we had the famous The Public VS Dreammaster trial, will the acquitted killer return? It runs from the 6th to the 15th of December, so plenty of time to celebrate with your Wurmian friends before the real world drags us kicking and screaming away... Wulfgar joins the dev team! You may see forum member Wulfgar with a shiny new developer tag on our forums (And I totally wasn't reminded by him posting beneath) Wulfgar has joined us to work on the game bringing a vast amount of knowledge on coding and has been working on bringing in quality of life changes including the new keybinds and the paper decay removal suggestion to come soon! Everyone give a big warm welcome to Wulfgar before demanding he fix things! What Retro is up to: I smartly decided to rebuild my PC, having purchased another 8GB of ram and a new 500GB hard drive. I forgot how difficult and time consuming it is to set everything up juuuuust the way you like it. What a pain! I also have a new keyboard coming and phone adjustable LEDs... for purposes My schedule is going to be long this week... That's it from us this week, I'll be on this weekend streaming on our official channel, taking questions from you and discussing the world of Wurm with you all Until then though, keep on farming, playing with daisies, and Wurming! Regards, Retrograde & the Wurm team
  9. As you can see, Since one of the last updates ( not the last one ), While farming, there is no rake visible tending the crops. I had hoped that it would come with the last updates as I see that Wurm devs had fixed/added some animations but I am still Air Farming with my fist. In the screenshot you can see my empty hand while farming, even equipping the rake does not help and the rake dissapears once you start farming which looks very out of touch.
  10. I think if you reworked the art some for the FSB's you could make them into chicken coops where you could put the chickens and they could graze like all the other animals and the eggs would appear the the coop's inventory. I think this would make the point of having chickens good and aesthetically appealing. If anything you could make them kind of the same concept as the bee hives, where you would make the coop on a grass tile, put a chicken inside with some food until it can graze (like bees do for honey) and the eggs would appear in the inventory and stay like honey does in the bee hives. This way you could make it to where the coop has eggs in the spring, summer, fall, but hibernates in the winter like the bees. Also you could make it have either animations of chicken by the coop or just chicken sounds coming from the coop like you have the buzzing from the bee hives to save on animation and processing power.
  11. I was wondering if it's intended that you seem to sometimes get a critical success, if you'd call it that, when harvesting crops? I've had multiple instances (with 83.xx Farming), where I got 21 yield of easy crops like potato, or sugar beet. I'm uncertain whether or not those were fields that I never failed to tend at any growth stage, which is possible. It did strike me as odd though, because 21 is about double of a normal "good" harvest. Not complaining, but I'd rather not line in with the questionable moral of shutting up about something odd, and then winch when it gets "fixed" two years later
  12. This is irritating and would prefer this fix for the upcoming later version of Wurm and Wurm Unlimited. When using your Farming skill feature - Harvest and Re-Plant -> 3x3 or 5x5, farming goods are created into Piles of xxx. My issue is that when putting into food storage bin that should have shows the farming good and not "pile of xxx". This may seems like I am trying to take away Pile of xxx feature which can probably stack to 100 which not at what I am getting at. As I haven't got that far yet. But, I am really asking the developer to fix it where Piles of xxx get converted to individual in food storage bin. It doesn't make sense to view and withdraw pile of "1" farming good when it is actually 1 farming good in general. To me, this was unintended and over-sighted and hope that this can be fix for further triggering details minded Wurm players. Edited: I was confused with the installed mod so might have to retract this post. Fix: Depositing 1 farming good will convert "Pile of xxx" into individual farming good
  13. Crops needed on Xan

    Hello Everyone, I'm 3 days deep into Wurm for the first time and I'm well addicted. I have been trying to answer many of my questions by reading the wiki and forums but I have a specific one I'd like the community of Xan, specifically SW Xan to help with. I'm envisioning my character in Wurm being a farmer and builder. I've always loved these two aspects of mmorpg's. My question is, for a new player, what crops would be beneficial to start working on? I've seen the suggestions elsewhere of doing bulk clay, or mortar, or bricks, but I'm wondering what the players around me may need. My plan, after raising my skills some, was to start farming a good amount of cotton and wemp. I know these may not be the *most* in demand items, but I like the idea of them, that is, if there is any demand. Any insights you can share would be greatly appreciated. Thank you all.
  14. Okay this one is mainly for the benefit of Wurm Unlimited, and it's modders, but can also be used to effect in Wurm Online for both flavor on PvE servers and a minor driver of conflict on PvP servers. We are already able to distribute plants and minerals across the map at map creation, but there's a reason some crops grow in certain regions and that's because they find the conditions better there. However if you take that plant out of those conditions and plant it elsewhere it still grows the same. So what i'm suggesting that certain crops in certain regions get a +1 to yield, variables would be longitude and Latitude and Seasonal. Also if it is possible, have it so distance to water is a factor as well as altitude, however i'm not sure if either of these are possible. I'd also ask that this "crop map" be externalized so that it can be altered by Wurm Unlimited server admins (to create as harsh or bountiful a server as possible, with regional monopolies as/if needed) and the concept improved upon by WU modders.
  15. Okay i'm sure over the years there have been a hundred suggestions for this, but given the interest in farming on the suggestion forum lately and the number of long journeys in a row boat i'm making today i thought i'd give it a go. So lets start with the end product and work our way backwards. Fertilizer, or more specifically the medieval version of compost (were not talking about modern fertilizers so some of you may be disappointed with the small bonus to QL/yield i'm suggesting). Fertilizer or well rotted compost can be applied to a farmed tile to increase the QL of the crop while in the sprouting stage of growth (or the alternative is to apply at the halfway mark and have it effect yield, although personally i feel this might cause a balance issue which would need seriously looking at (might be a 3rd suggestion from me today that would possibly solve the issue)). The increase in crop QL should be between 5% to 15% depending on QL of fertilizer. I would suggest using a variant of the charcoal pile mechanics to create the fertilizer, in that Compost (and a variant of it Rich Compost) should be placed in a Trash Heap to decay, much like a charcoal pile decays into charcoal etc. Obviously this would require the decay rate of compost (in the Trash Heap) to me much reduced so that it doesn't decay away like all the other items in about an hour .... i would suggest 72 hrs real time might be a good time period for the decay process. Compost Compost is simply created by using an activated hand on an organic item, QL of compost dependent on QL of organic material, max QL of compost determined by Farming (or Gardening) skill. Rich Compost can be created by activating Blood Meal on Compost, Rich Compost would decay in 48hrs rather than 72hrs. QL of the Rich Compost would be the same as the QL of the compost used to create it. Blood Meal Blood meal is essentially finely ground dried blood (and other animal parts) and can be used to speed up the decay of compost. To make Blood Meal activate the grinding stone on a corpse. (Yay more ways to grind grinding and getting rid of corpses)
  16. Okay i've been doing a lot of farming recently and the disappointment i feel when having an inspiration roll while tending a field is what has led to this. Corn Dolly (https://en.wikipedia.org/wiki/Corn_dolly) or whatever localized name you wish to give them as i'm sure every region/culture has a variation of this. Toys made from farm products, rare versions of which can be "found" when the inspiration hits you while tending a field. The normal version can be made with 1 cereal, 2 cut grass and a corn (there's an argument here to be made for roast corn to "simulate" a dried corn cob). Cereal (or roasted corn if used in the recipe) activated on a cut grass Initial QL based off either the cereal (unless the roasted corn was used in the recipe then i'd use the roasted corn for QL) Personally i don't think it needs a new dedicated skill, you can just use Toymaking. As an aside perhaps an alternative/addition is to find an archaeology piece .... not entirely sure i play WU at the moment and we havn't got that yet so i havn't looked into it in detail.
  17. Hello, For sale: A Nahjo priest - Argustin the sicko, no prem atm. https://niarja.com/skill_compare/Argustin Pm me offers
  18. I saw someone request this elsewhere. I don't want to maintain Javassist/Hookmanager based mods so wrote the code and am putting it here. In addition to the code below, which handles sowing, you'd need to make something almost identical for the TileFieldBehaviour.class so raking is possible. All you need to do is copy the code and change the CtClass's path to reflect "com.wurmonline.server.behaviours.TileFieldBehaviour".
  19. Farm barrel is a tool to sow seeds over a square area of configurable size. You harvest crops directly into the barrel and it can hold a lot, probably more then you can carry. You never have to deal with where to put crops because your inventory only holds 100 items. You can only harvest ripe crops. I tried to maintain overall time required and skill-gained-per-time-spent from farming. I wanted to remove a lot of tedious clicking, dragging and sorting. :Required: Most recient tested version 1.3.5.5 Ago's WurmServerModLauncher. https://github.com/ago1024/WurmServerModLauncher/releases. :Install: *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 * Releases are at github: https://github.com/Joedobo27/FarmBarrelMod/releases * Open the properties file and choose what options you want. a few notes: 1. Concerning the container-like-behaviour and item movement that goes on with this mod. I use this rather strange container-like setup in order to avoid having to do a bunch of bytecode changes to WU base container and item movement code. 2. the barrel rounds qualities down to the nearest whole number. (coding issue, let me know if there is a better way) 3. When the barrel's name changes it will deactivate it. If I can figure out how to make it stay active, I will. 4. I tried to make skill gain be uniform for all actions, just like yield. 5. There is a configure option to set the minimum action time. for default WU this is like 3s or 30 for mod's settings. If you have a server with a larger action speed multiplier, I have 10, you may want to use a smaller minimum time. 6. the only lasting effect this mod has is adding a new item, the seed barrel. Disabling it shouldn't do anything more then leave a missing item template behind. 7. To make things easier for me you can't work with seeds or crops in their normal item state. You'll need to empty the barrel into a bulk container and then, using the normal way, withdraw the items. 8. speed runes, woa, rare barrel, and rare action all speed up the action timer. Specifically: woa and runes are like normal, 10% speed reduction per item rarity level, 33% speed reduction per action rarity level. Sowing * Sow a square shaped area with seeds. Activate the barrel containing farm seed, use it on a dirt or farm tile, and choose sow from the menu. It will sow an area based on its configuration settings. * Each time a tile is sown the barrel's weight is reduced. If all of the seeds are used up the barrel's name will rename itself so it no longer has the custom crop tag. * sowing radius is configured with the configure action. The max radius this will support is 15 and that would make a 31x31 square. You can configure the max radius and at what skill levels those unlock in the properties file. You could easily set it up to say a max of 2, so a 5x5 area, at 90 skill if you wanted something more restrictive. Harvesting *Activate the barrel, use it on a ripe farm tile (there are two ripe stages), and choose "harvest" from the menu. You don't need a scythe to harvest grain with this mod. The normal harvest method will also be on the list for non-grain crops. My harvest is listed towards the bottom. I may rename the action to avoid confusion. Harvested crops go directly into the seed barrel and each time you harvest the barrel's weight will go up. If the barrel is empty and after the first harvest it's name will update with a custom naming tag. Basicly, you harvest crops with the barrel and then empty it into the appropriate bulk bin (food in FSB, all else in BSB). The empty action will transfer what is in the barrel into the bin all at once. Farm yield is different then default WU. The idea is to have a uniform yield per a farm action(sow, rake harvest). It's better explained here: http://forum.wurmonline.com/index.php?/topic/146351-wip-farm-barrel-mod/&do=findComment&comment=1579527 Configure Open a r-click menu on the barrel (regardless of what is active) and there should be "configure" in the list. This will open a window that lets you set how large of a sow radius the barrel will use. There aren't any restrictions on settings here other then the max values supported. It's when a toon goes to sow that the skill checks, available seed, compatible tiles available....etc come into play. The supply value is how many seeds will be put in the barrel for the supply action. Supply Activate the barrel and use it on a crop (seed state or crop state) in a bulk container. In other words, target the crop inside a bulk container. It will transfer the lesser of the set supply quantity or the available crop count minus one. (I subtract one because I'm lazy; I don't have to deal with partial item nor deal with destroying the bulk item in the bin). The barrel will be renamed to have a custom tag for whatever the seed is inside it. The farm barrel automatically converts crops to their seed equivalent. If you click on a pumpkin it will put pumpkin seed in the barrel and reduce the pumpkin count in the bin all the while preserving the proper item counts for both seed and crop. You can only have one type of crop in the barrel at once (it's a code restriction problem, let me know if there is a better way). You can have seeds in a barrel and then target the same type of crop to fill it with more of the same seeds. You can also target seeds of the same crop type. Empty This will put the crops inside the barrel directly into the bulk container. The barrel will rename itself and remove the custom crop tag. Examine Works like the normal examine [16:14:30] A tool used to sow seed over an area. You can barely make out the signature of its maker, '.ac.'. [16:14:30] The barrel is set to sow a 1 square area and the supply amount is 50. It has 28 of sugar beet at 26 quality. [16:14:30] It could be improved with a log. I'm not sure about these: * Harvesting an area has an issue I'm not sure how to deal with. Crops don't get ripe at the same time always. I could make it so the harvest barrel only harvests ripe crops...idk * Raking an area could be done but it's likely the toon would often run out of stamina. I could extend the rake times for area rake to offset the times we'd wait for stamina regeneration...idk. * I'd like to figure out a way to harvest crops and put them directly into a harvest barrel that is inside a dragged vehicle. Likewise, it would be good if the same thing could be done for the seed barrel, sow with seeds that are in a barrel that's inside a dragged vehicle. source: https://github.com/Joedobo27/FarmBarrelMod/blob/master/src/com/Joedobo27/farmbarrelmod/FarmBarrelMod.java
  20. for the first item, I'd like to have a plain and trimmed narrow stone archway. This would help make some of the interior rooms easier to separate without needing doors or huge open arches. The second item would be useful for farmers with large fields. Activate the seed spreader, and you can use it to sow your fields without having to activate every seed. would still be limited to 100 seed count.
  21. Since you can rune a scythe to improve your farming of grains, how about we add a Garden Glove for harvesting the rest? Then we could add runes to those.
  22. Thanks for the Price Check, it gave me an idea where to start Starting Bid: $300 USD Buyout offers via PM accepted There is a Reserve Verified Paypal Only 1 hour sniper protection Siegfried Level 10 POL [12:08:43] You entered through the portal to Wurm on day of Awakening, week 1 of the starfall of Omens, 1005. That's 2520 days, 15 hours and 36 minutes ago. [12:08:43] You have played 540 days, 17 hours and 10 minutes. [12:08:43] You have been premium a total of 40 months until Dec 2013. [12:08:43] You have been premium a total of 38 since Dec 2013. [12:08:43] You have been premium consecutively for 0 months since Dec 2013. [12:08:43] You have not paid for premium time. https://niarja.com/skill_compare/Siegfried Reasonable offers will be considered.
  23. I would like to suggest the ability to grow mushrooms in mines. A lot of large mines have open unused space, why not set up mushroom farms. This would allow players to grow there own mushrooms for healing covers, instead of having to forage for them randomly. You could crush the mushroom like Wemp and just spread it on the rock tile for planting. You could use the farm action to remove bugs and worms instead of weeds, or add some type of fertilizer.
  24. As some know, the newly implemented ability to craft runes and "imbue" them onto your tools, weapons, armor and other items has added another flavor of uniqueness to customizing the in-game items that we use on a daily basis. One such rune, the gold rune of Fo, increases the effect of tending fields (with a rake) and harvesting trees (with a sickle). I have logs that prove otherwise. Today I put on my farmer's hat and harvested about an 800 tile farm. Half of it was wemp, half of it was corn, and a 3 tile wide stripe of onion separated them. One of my alliance mates was kind enough to apply a gold rune of Fo to my supreme 90 ql rake, and off I went farming my fields. The event logs in the spoiler below have been significantly trimmed to make it easier on the human eyes to read. As a 98.30 farmer, I normally get 7-8 crops per yield by tending the fields once (right before I harvest the tile). I do not normally tend my fields on a daily basis, but if I did, my crops would yield up to 14, depending on the crop difficulty. For those that do not know, the event message you receive when you complete the "farm" action on a field dictates whether you succeeded or failed to increase your yield. They are: The field is tended. (You fail, no skill tick, and your yield will not increase). [13:38:45] The field is now tended. (You barely succeeded, like making a 1-20 ql item, you would get a skill tick) [13:38:40] The field looks better after your tending. (Marginal succes) [13:41:45] The field is now groomed. (You succeeded, 40-60 ql, NO skill ticks here). [13:40:47] The field is now nicely groomed. (You succeeded, 60+ ql, NO skill ticks here). From my own experience farming, the first three outcomes do not result in an increase in crop yield. The bottom two do. This is why I sometimes get 7 per harvest and most other tiles I get 8. With a 90 ql supreme rake and 98+ farming skill, it is rare that I get "failures" on easy crops like wemp and corn. Happens a little more often with onions, obviously. In these logs, you will see that every time I "groom" a field, I get 8 crops. If I don't "groom" the field, I get 7-8. This is the exact same yield that I was getting before this rune was put on my rake, so I am convinced it does not work.