Search the Community

Showing results for tags 'food'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Official Buildings
    • GM Hall
    • City Hall
    • Website News
    • Public Test Board
  • Back Streets
    • Town Square
    • Community Assistance
    • Village Recruitment Center
    • Suggestions & Ideas
    • The Creative Commons
    • Wood Scraps
  • Jackal
    • Jackal Discussions
    • Jackal Market
  • Freedom Isles
    • Celebration
    • Deliverance
    • Exodus
    • Independence
    • Pristine
    • Release
    • Xanadu
    • Freedom Isles Market
  • Wurm Unlimited
    • Unlimited Discussion
    • Server Listings & Advertisement
    • Unlimited Modding
    • Technical Issues
  • Maintenance Buildings
    • Technical Issues
    • Server Bugs
    • Client Bugs
    • Model and Sound Bugs
    • Other Bugs and Issues
    • Wurmpedia / Wiki Maintenance

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Gmail


Facebook


Twitter


Discord


Skype


Instagram


Snapchat


LinkedIn


Reddit


YouTube


Yahoo


MSN


Website URL


Location


Interests


Chaos


Independence


Deliverance


Exodus


Celebration


Xanadu


Release


Pristine


Epic


Acc1


Acc2


Acc3

Found 75 results

  1. Currently if I have a meal/pizza/cookie/whatever.. giving me 10hours of axes affinity.. and I bite once.. I get the 10 hours; * BUT if I have several minutes left on that affinity and I bite once.. I get insignificant few minutes added to the timer, forcing me to eat whole meal and probably still not reaching same aff timer like from first bite before having the buff (issue) - as it is.. it forces players to stay and wait a timer to go away completely.. to rebuff / boring, time consuming, just annoying to be a thing../ Could next bite reset the timer to max like initial 1st bite? Just as with beverages... once we reach the cap of the hunger bar.. we're unable to eat more, buff up etc.. Could we have the alcohol override - letting us buff up on affinity foods we have and want to use for a grind, even if hunger bar is full?
  2. To be absolutely clear, you can get ANY skill boost you want! Why skill at a 100% when you can skill at 110%?! That's right, with these pizzas, you can boost your every day grinds in any skills you want! I'm offering 10kg pizzas that give 100% ccfp and 8h+ timers from 1 bite! All of these will now be provided at 90ql and beyond for lowest decay rate and best nutrition . Because the timer lasts so long and all you need is 1 bite, you can easily have 10+ of these insights running at all times! Keep these pizzas wrapped in an icy larder or in a magic chest so you don't need new ones in weeks . For new customers I need to send a taste test meal before i complete the order . If possible, switch to the fixed system by going to your character window, right-clicking the body icon and Managing Profile, the option for switching will be at the bottom. Pricing: 30c each Ccfp fillers 90ql+ 2c/kg Wrapping available at 1c for each pizza. This could be you too..
  3. I put 2 full sealed barrels of honey on my merchant when sealed barrels were first allowed on merchants. The barrel of 13ql honey - now weighs 2kg (it's empty) The barrel of 52ql honey - on removing the seal and checking it, the honey had decayed by around 28 dam The barrels have never been off deed and were sealed before putting on the merchant. This was a test to see if I could sell food liquids on merchants - it appears it is not ready for this. The worry is that until decay reaches 100, the barrels do not show any outward indication of the contents decay - I noticed the 1st barrel was 2kg, but it was only by 'tasting' that I noticed that the QL of the 2nd barrel had dropped to 'acceptable'. I think customers currently need to be aware of this when purchasing liquids in sealed barrels so that they do not purchase decayed products.
  4. I wish there were ways for other foods to better compete with Pizzas. Right now pizza is a clearly "better" food and there is less incentive for people to make a variety of foods. My idea is for an item that allows people to "combine" food and drink items to function as a single meal that also looks like a dining table complete with place settings. A player would add food to the table the way that fueling fire works: right click, "Add Food". Each table would have a maximum amount of food that it can hold like with fuel. It will have a higher capacity to account for some of the larger goods like roasted animals. It may also display a message like, "The table is full so you decide not to put anything else on it" when it can't take more food. Players can use the Taste function to see which affinities they may gain and Examine to see which food items were put into the table. The table would keep track of the average nutrition value and add up the CCFP along with recording the meal types of the foods for the purposes of calculating the affinities. Any player with appropriate permissions can right click on the table and chose "Eat Meal" to start eating from the food. The eat function can also be accessed while sitting down. All players eating from the table will eat until full or the food is exhausted and will gain affinities, CCFP, and nutrition based on the amount of food eaten. An optional benefit would be a function to add a price before allowing food to be eaten much like beds. An optional cosmetic benefit to add would be to make multiple dining table types to suit different situations. For instance small wooden tables with no frills for more simple houses up to fancy marble tables with ornate decorations for palaces. Also small tables up to banquet tables with matching capacities for personal to public use. For example, a player may make a roast hog, some salads, a cake, and wine to add to the table. The player's guests all sit around the table and eat like they would from a meal until full or the food is gone. The gained nutrition, CCFP, and affinities would be the combined values for the items made. I think this would be great for decorating, running restaurants and inns and also for entertaining fellow players.
  5. 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
  6. Coming soon to the Isle of Wonders on Xanadu (G18), the Fox and Hellhound Inn & Tavern! Featuring: 24 Rooms - 4 sq. tiles each, single and double beds! Outdoor Biergarten Shore & Highway Access Fresh Fish Daily, Affinity Foods, Beverages, & More! Thanks to a brand-new partnership with the genius behind Weird Wonders, The Fox and Hellhound will soon be a reality! We hope that travellers from all over Xanadu will come to our Grand Opening, currently slated for late November. Each of our 4 sq. tile rooms will be furnished with single or double canopy beds, a large chest, wardrobe, alchemist's cupboard, as well as miscellaneous furniture, decorations, etc. We will be updating this post from time to time with photos, news, and anything else that might be of interest to the community. We welcome any feedback, ideas, suggestions, or other comments, so please don't hold back! Current Status The site has been cleared. Initial design plans for the site have been completed and approved, and we are preparing the materials and resources that will be needed for a project of this size. We expect to have the first floor Planned soon. There is ample parking space available as well as space for mooring ships & boats. Below are some teaser pictures of the design. Please note that plans may change along the way, this is still early stage development. View from the highway running through the Isle of Wonders View of the front entrance, from the road branching off of the main highway. The Biergarten and side of the main building. Taken from the perspective of the driveway/parking lot and right next to the southern shore of the island. This is the current (basic) plan for each of the 3 floors with rooms. Green walls are doors. The smaller 1x3 room at the bottom of the image is currently planned for staff use, leaving 8 rooms per floor that will be available to rent, 4 singles and 4 doubles. Interior design pictures coming soon. We are very much looking forward to serving the fine Wurmians of Xanadu and beyond!
  7. So I made a sandwich too big to fit in my picnic basket. my instant reflex idea was to activate the knife and try to cut it in half, I mean it's a sandwich right? started thinking that'd work on a few other things too. slicing pizza for example? anyways just food for thought to go with our fancy new food update it'd be great if we could just cut up certain foods into smaller portions to make them more portable please
  8. Pm me if you need something. Low QL Meat is 55c/k 80ish QL Crops are 80c/k 99ql crops are 1s/1k - except things i have a lot of could be a little cheaper (like strawberries) Pm me for the rest, or post offers here, or PM offers in game (Davih) or PM offers or forum, or do what your heart tells you. Pickups are on Xan Q25 I can do 1s-fee deliveries for 8s+ of stuff, but usually not instant ones. i can do free deliveries for 20s+ of stuff. Both coastal only - no chaos
  9. Church - Stormblade Hi Everyone! We've covered a few upcoming features in the next patch over the past few weeks, so it's time to get ready! The next update will come out on the 28th, and include tree collisions, branding protection on corpses, and the new tapestries! There's also another thing coming, which is a small change to how eating in houses works. Eating out In order to make it easier for providing food at events and such, players will be able to eat foods from locked containers as long as they have the may open permission, and the may enter building permission. With these sittings the foods themselves cannot be taken out of the container, and does not need the ability to pick up items, meaning no risk of sticky fingers (except from the food!) Big update coming This update will be the last content update before the major one, including the new Valrei system, new skill, and a few more surprises. We have no firm date on that yet, but will begin revealing and discussing what this major update will entail over the coming weeks. I hate to use the old "Soontm" but it'll have to do! WU beta All WU-ers have been patiently waiting (some not so patiently) for the next WU update, and I can confirm it will be coming to beta in the next week or so (pending any major issues). We'll have it up as a beta for a little while as usual before going live, hopefully early October for that one! Community Content This weeks community content is the culmination (or maybe just a continuation?) of a descent into madness, with the Fire and Sand alliance (formerly known as the Empire of Mol-Rehan of Chaos) hosting an impalong at Magranons Rest, the ginormous underground construction by Nadroj and Co. The impalong will have lots of events, a live auction (I love those!) and a few "accidental" deaths I'm sure. It runs form the 20th to the 22nd of October, so make sure to save the dates in your calendar! That's it from us for this week, I'll be back next week with some news and info on what's coming in the big update. and we'll begin organising public testing of a few parts of it, until then though, keep on Wurming! Retrograde & the Wurm team.
  10. Hi, when I use "lore" on a sausage skin I get this: [10:08:09] Have you tried adding a heart? [10:08:11] The heart will not fit in the sausage skin. Am I missing something or is there some sort of bug here? Update: I consumed some of the ingredients to make them smaller and that made it work eventually
  11. I would like to buy 2k each of any meat, veggie & spice to grind cooking. A couple of hundred of any flower would be excellent as well. Delivery to my coastal deed near Glasshollow would be greatly appreciated as well. Contact in-game is preferred but I will check back here as well. In-game character name is Mithrian.
  12. Mod source on pastebin: https://pastebin.com/NEDD6FC8 Since this uses extensive bytecode modding I don't want to support it. It might be useful for another modder so I'm sharing it. I will not make releases for it. I will not fix it if it doesn't work or breaks or whatever. It does these things for me currently: - Remove all affinity creation and instead apply an additional 10% skill bonus to the already existent 5% bonus from nutrition. Instead of up to a 5% bonus from nutrition, this mod make that up to 15%. - Remove limits that stop you from eating or drinking when food is too hot. - Remove the mechanic that stops eating if food bar is full. Your toon can just keep eating forever if you wanted. - Remove the food complexity scaling for ccfp. Every edible thing will act as if it has 10 stages and 30 ingredients.
  13. Selling affinity meals of your choice! HOW THIS WORKS: We send you 2 sample meals, you taste (using the taste option in the rightclick menu) both and tell me which one gives you what affinity and send them back. Tasting those 2 meals is only required once per character, after this we can always prepare the correct meal for the affinity of your choice. If you need the same affinity for 2 different characters, they will have to do the tasting separately and will most likely require 2 separate meals as each toon is different. Based on those 2 samples, we can prepare meals which are about 4kg in weight and +/- 90 quality. This means that if you want Tailoring affinity, we will send you a meal which will give you 4hour+ of Tailoring affinity after first bite! Don't eat it all, just choose "eat" and hit escape right away, one bite of 0.03kg in size will give 4h+ affinity time and 100% CCFP, if you have a magic chest, it will last you over a year assuming 4h/day, otherwise it will pretty much decay before you can use up the hours it gives. This amazing deal which is not offered by anyone else will cost 1 silver per meal. There is an exception to this, some characters are "bugged" and they can't have affinity from meals by this recipe for the 20 skills below, we will know if your toon is one of those after you taste the 2 samples as well and will let you know. If your character is one of those affected by this, we can't prepare the following affinities for you and there is nothing we can do about it, some toons have affinities distributed weird. 20 skills out of 138 are affected: channeling, exorcizm, artifacts, foraging, botanizing, climbing, stone cutting, lock picking, stealing, traps, catapults, animal taming, animal husbandry, short bow, long bow, med. Bow, ship building, ballistae, trebuchets, turrets. We can still prepare the remaining 118 affinity meals for the affected toons. STEP BY STEP GUIDE
  14. CLOSED for business! Carpentry: Why didnt evolution make a giraffe good at carpentry so it could build a ladder? - K. Pilkington Contact: Nordlys Fine carpentry: Where you find quality you'll find a craftsman, not a quality-expert! - R. Brault Contact: Nordlys Blacksmithing: I would love to come up with a quote, but i got too many irons in the fire as it is. - Nordlys Contact: Willslaphansien Leatherworking: You didnt say anything about my armor. Is it not shiny enough? - Sir Lancelot the great Contact: Rgr Cooking: I cook with wine. Sometimes i even add it to the food! - W. C. Fields Contact: Nordlys Package deals: Packages made for your convenience, and you save some coins aswell! Contact: Nordlys, Rgr or Willslaphansien Fruits, nuts, herbs, spices, ingredients: More variety, better food! Contact: Nordlys Bulk: Note: We're only taking bulk orders up to 5s worth at the time, to avoid taking offers we cant deliver in a respective time frame! Contact: Nordlys, Rgr or Willslaphansien Special oddities: Rares, rift items, enchants, deals and such! Contact and complaints: Nordlys, Rgr or Willslaphansien All items will be sent by COD (cash on delivery), the cost is normally 1c per item sent (insert fluid price here), paid by the buyer. All prices are listed without postal fee. Our mailbox got 99 courier cast, and 5% size rune attached (logs, halberds, spears and even some furniture can be mailed). Please write what item, ql of the item, and add recipients ingame name. Legend: Delivery and pickup: Buyers that for some reason wants to be anonymous can send a pm on the forums or ingame, but we appreciate if you write it in this topic. If anything is unclear or some information is missing, please tell us. Note: If we by strange reasons would add an obvious wrong price to an item, or list wrong enchant for example, we may not accept the offer. If you want to pm someone reasonable on the forum about this topic, try Nordlys Happy wurming! - Nordlys
  15. Suggestion to get food trough to animal, pigs/chicken to be precis what slower decay of food(or prevent it at all). Why: you cant drop bigger amount of food to land without some of these going to be decay before those are aten.
  16. I think it'd be acool to have a divide/split/cut option to divide meals up in weight. alot of larger meals wont fit in the lunchbox when i travel, so id like to cut it up. it'd also be awesome for sharing meals with friends and guests.
  17. Hey everyone, and welcome to the grand opening of Shydow's Pawn and Trade. We have a ton of stuff in stock, and always looking to make a good trade. High QL Iron (prices per large crate) - Delivery included to any outer coastline. Extra charges may apply for central Xan and Indy 90+ QL (in stock) - 2s 95+ QL (in stock) - 3s 99+ QL (sold out - mined to order) - 4s 100.00 QL (sold out - mined to order) - 5s High end meals (90 QL Bangers and Mash, 190+ varieties available) 10c each 15 for 1s Other stuff (make an offer for any items) Rare Huge Axe iron, 90 QL, blank Rare Large Maul iron, 65 QL, AD N73 FB82 C88 M82 Rare Unfinished Forge Can be finished and improved to 60 before delivery Supreme Stone chisel, low QL, blank Supreme Open Fireplace Potion of Woodcutting - 54 QL Oil of Weaponsmithing - 80 QL 2h Sword iron, 90 QL, HD N94 C83 FA98 M81 Seryll Pendulums (Never shatter when casting) 12 in stock 2h Sword iron, 85 QL, FB90 x10
  18. hi again..... i just gonna make an auction for another RARE LARDER i got I hope i'll make another mistake now this is rare larder i got from a merchant with cheap price ..... NOT RARE LARDER that i make Auction last !!! rules is below : * auction will go for 1 day 15 hours (quick sale) * starting bid 8s, increament 50c * buy out 20s (i use last price i got) * larder can be picked at Haven Bay, J11 Xanadu or delivered with some fee (no chaos, sorry) * private bid accepted * no reserve happy bidding and thank you
  19. Please close

    Closed.
  20. It's well-known at this point that there are some oddities concerning how certain food effects interact with nutrition: Path of Insanity "Fill" has been said to give random nutrition, or give bad nutrition if your food bar is low. Opulence has been said to sometimes cause food to lower your nutrition for some reason. Eating just before you would fast has been said to lower your nutrition as well. I'm pretty sure I've figured out why. Before getting into the code involved, here's the gist of it: If a hunger-reducing effect restores too much food compared to how full the character already was, nutrition is not calculated properly and will generally be much lower than expected. Note that this does not apply to refresh, dying, and possibly some other things, since those use their own methods for altering nutrition and hunger. Now to the dry, annoying stuff. The problem is in CreatureStatus.modifyHunger(). Here, have a code snippet: final int oldHunger = this.hunger; this.hunger = Math.min(65535, Math.max(1, this.hunger + hungerModification)); if (this.hunger < 65535) { final int realHungerModification = Math.max(hungerModification, this.hunger - oldHunger); if (realHungerModification < ) { if (this.nutrition > 0.0f) { final float oldnutritionFraction = Math.max(1.0f, 65535 - oldHunger) / (Math.max(1.0f, 65535 - oldHunger) - realHungerModification); // ^^^ percentage of new food bar that was already full final float newnutritionFraction = Math.min(65535 - oldHunger, -realHungerModification) / (Math.max(1.0f, 65535 - oldHunger) - realHungerModification); // ^^^ is probably SUPPOSED to be percentage of new food bar that was not full before? // but caps food gain at value of old food bar for some reason this.nutrition = oldnutritionFraction * this.nutrition + newnutritionFraction * newNutritionLevel; } else { this.nutrition = newNutritionLevel; } } } Comments mine. The intent of this nutrition-related bit, as I interpret it, is to average the nutrition of what you're eating into your food bar. So let's say you're at 25% food bar and 50% nutrition, and eat 99% nutrition food that brings you up to a 50% food bar. Half your new food bar is the result of the food you ate, and half is what you had at 50% nutrition, so it uses 50% of the old nutrition value and 50% of the new nutrition value, leaving you with roughly 75% nutrition. Basically, it's just a weighted average of your old nutrition and new nutrition, weighted based on your food bar before and the increase to your food bar. However, the way it's implemented is very strange, and the newnutritionFraction calculation uses your old food bar value instead of -realHungerModification (the amount of food bar you just had restored) if the former is higher than the latter. I have no idea what the purpose of that is, but essentially, this means that if you're restoring more food bar in one step than the food bar you already had, things screw up and your nutrition gets tanked. There are situations where you use something that restores a lot of food at once, like Fill, and instead of the calculation saying "let's weight nutrition as 12% from the existing food stock and 88% from what the player just received" (as these must total 100% to make sense, as it is a weighted average), it instead says something like "let's weight nutrition as 12% from the existing food stock and 12% from what the player just received", with the end result that your nutrition is atrocious. This can also happen with high-QL meals when you're very very hungry, especially if you use Opulence. What I don't understand is why the weighted average is implemented in such a strange way. At the very least, the min() statement in the newnutritionFraction assignment is causing the problem here and doesn't serve a purpose that I can figure out. Really, the whole thing could be simplified a bit. Hunger is already recalculated at this point, and you know some food bar has been restored, so you could just do something like: final int oldHunger = this.hunger; this.hunger = Math.min(65535, Math.max(1, this.hunger + hungerModification)); if (this.hunger < 65535) { final int realHungerModification = Math.max(hungerModification, this.hunger - oldHunger); if (realHungerModification < ) { if (this.nutrition > 0.0f) { final float oldnutritionFraction = Math.max(1.0f, 65535 - oldHunger) / Math.max(1.0f, 65535 - this.hunger); // ^^^ percentage of new food bar that was already full final float newnutritionFraction = -realHungerModification / Math.max(1.0,65535 - this.hunger); // ^^^ percentage of new food bar that is the result of eating this.nutrition = oldnutritionFraction * this.nutrition + newnutritionFraction * newNutritionLevel; } else { this.nutrition = newNutritionLevel; } } } Of course, there may be things I'm unaware of that would explain some of this, but the newnutritionFraction calculation is definitely a bit of a mess and is definitely causing the problem.
  21. The existing cloth armor could have an additional advantage by helping to protect against bee stings. Don't even need a special hat with netting persay.
  22. So I was discussing the usefulness of items such as strawberry juice, wine, decorations and things of the like with a friend and the word "Vanity" items started to get thrown around. As the word vanity can be associated with happiness in a few different ways we had the idea that if a value called "happiness" were added it could affect things like creation chance, timers for meditation/pray, rare rolls (By a very very very slight percent) and other various actions. Things that would raise happiness: better drinks/food like wine and meals, decorations (which would give an unseen aura-like effect, like tapestries, candelabras; these would need to have a limit), praying/meditation, and many more. Things like dying/taking injuries, water and food getting too low, lack of decorations, lack of room/spacing around the character and stuff like that would lower happiness. Just curious as to the thoughts of others with this idea.
  23. We discussed at the CA tab that a fish preserve system would be very nice to have.I mean something like a bin deticated at preserving fish like the FSB,or combining fish and salt to make it preserved.Would that be usefull and good idea?
  24. Wax

    Initially considered placing this in a bee-keeping thread... Wax or beeswax. Sure it could be used for more aesthetic uses ingame as wax seals (moneysink item) on papyrus. Wax could also be added as a way of preserving prepared food items and raw materials. One possible implementation could be some mix of pottery jars and amphora, sealed with wax. Possibly akin to the current ingame mechanics of attaching locks, unsure how much of that code could be recycled. To balance the advantage of keeping food longer, the food has to be first removed to be consumed or used. As a result, the wax seal is broken, and the container would have to be resealed again to keep preservation. Breaking the seal would also give a slight amount of leftover wax, perhaps lower ql. Can be combined with new wax in the usual manner. EDIT: Heck possibly wooden barrels as well; though, perhaps adding a cork wood tree would make for a better new resource, especially if cork wood comes out with glassmaking.