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Found 13 results

  1. Now I know we have palisades, but those are not the best looking openings and are only in wood. I believe that an opening out of stone or metal would be a nice addition to the game like the mine doors we have with gold and steel, but they are a uniform large size like palisades and can go in the place of. This would help with making aesthetically pleasing openings especially since the new highway system requires 2 wide roads for catseyes.
  2. I want to build a barn or stables. I am wondering if this works or if I should re think it before I go ahead with building. Thanks, Brutis.
  3. So lockpicking is bugged. woo. as for doors it nerfs the unlocking mechanic into the ground. (probably same for gates too, didnt check too closely if all issues are present there aswell) 1) Upon unlocking a door a 10min re-lock timer activates. (all goodie, intentional and working as intended, no issues). Basic stuff that lets lockpicking for doors "work" 2) If a enemy player walk through a unlocked (willingly unlocked or lockpicked) door a 1min timer is applied before re-locking occurs. 3) If you are offdeed and walk through a door owned by your kingdom and there is enemy presence then a set timer of 2min is applied. #2 & #3 doesn't check if #1 is active... in other words if another timer is already running. Thus whenever you unlock a door and something walk through it the timer can instantly loses 80-90% of its remaining time... leaving just a tiny 1-2 min timer. The fix is simple. #2 & #3 needs to have a if statement that checks if the current timer is less than the time it tries to apply. for devs:
  4. It seems you can not attach a lock to a new gate, on deed or off deed, there simply is no option for attaching the lock.
  5. Please, let fences and gates be contructed up to 8 dirts below water level. The purpose is pretty obvious: this would allow us to build lockable harbours, canals, ports, rice fields without dirt walls around them and, among other matters, would greatly improve the decoration possibities. This could also help PvP players' fortresses, probably.
  6. As things currently stand, you go to each gate and set it so trusted friends or friends (whichever one you choose to set) may pass. This adds the individual names to the currently managed gate. It is an easy way to get groups of people to pass gates as current gates do not work even with a deed role set for "may pass gates" (i.e. you create a deed role for a deed and tick may pass gates, yet your gates will not open for a member of this deed unless you actually added them by name to the gate individually). What is problematic is that when you add someone to trusted friends or friends later on, you have to open and manage each individual gate again, and tick the friends/trusted friend list again, to get this name you added after you allowed the list originally, to be added by name to the gates you have. The opposite of this is also true: Previously added people who were added to pass gates because they were part of your then list of friends or trusted friends, have to be manually removed from all of your gates if you are no longer friends with them. You can remove them from your friends lists but they remain on your gates. Suggestion: It would be extremely helpful and time saving tool that can eliminate a big portion of human error, if people who are added or removed from your friends or trusted friends lists, automatically updated on all the gates. The rest of this suggestion is just more clarification on the suggestion above, possibly TL:DR Add Trusted Friends or Friends as a GROUP not as individual names, to gate pass permissions (same extends to carts, ships, wherever you add these people to have access or pass or command), to allow management of groups of people to pass (or command or access), and if you remove or add someone to these groups, the permission is replicated everywhere you ticked this group to either have access or pass or command, or not. This means that this group of people will be the same as people belonging to a specific deed, where you tick a box to allow a deed to do certain thing, and people who belong to that deed can do things you allow. If you move someone to your group of people you want to allow gate pass, they should automatically have gate pass as long as they are in that group, and automatically lose it the moment they are no longer part of that group. Second suggestion: Make one tick box for all the gates on your deed, on top of the original box that pops up when you choose to manage gates, where you can choose to "clear all settings for gates on your deed" . Add to this an option to also open an individual gate and in one click clear all settings, save it for that gate, and then go back and add new permissions for that gate (say your friends or trusted friends or deeds etc.) Currently you have to go into each individual gate and manually tick deny all for each added person, then save. If you have ten people added, you have to tick ten times deny all for each gate, then click save, then find the gate again, open, add the group(s) again, save. The reason this should only be an option for gates on your deed, is that you get all the gates you have manage permissions for, on your list of gates, not just the gates actually located on your deed, so you could inadvertently clear permissions for gates on someone else's deed if you just blanket clear all the gates you have manage permissions for. Adding these suggestions will greatly enhance the enjoyment I get out of Wurm.
  7. I would like to suggest a new type of opening an Iron Grate opening. It would take 10 bricks, 10 mortar, 2 iron hinges, and one iron fence bar. It would function like the ladder openings we have now for hauling up a cart or accessing the other floor but not have a ladder for climbing up and it would block someone from falling through the floor. It would be good for those places you want to access the other floor but do not want a ladder blocking view or it could be used like a skylight in flat floor roofs. Basically it would be an iron fence in the floor. I thought of this when building my new temple and when I had an opening holding a spot in the floor to allow me to build the level above it I could pray at the altar on the first floor but after I removed the opening it said the floor was in the way even though there was no longer a floor there. I believe many people would find this useful as many have constructed warehouses with the bsb's on the second floor with openings for access but the row of ladders make them look a bit silly and if you want one in the middle of the room it can be downright ugly to have a ladder sticking up in the middle of the room.
  8. Instead of renaming gates using the deed form which gives no indication of which gate you are naming, can we rename the gate at the gate and it be reflected on the deed form?
  9. Hi - several client bugs: - had to relog several times yesterday to get over various bugs, e.g. suddenly not being able to go through farm gates. - not being able to see a visitor in his cart - relogged and then could see him. This happens quite often. - now today selecting 10 onions from FSB to put in satchel in inventory - and it does not happen. [16:07:32] You selected 10. - but they dont leave the FSB and appear in my inventory However, once i put some onions into the FSB, i can then select 10 and put them in inventory and also directly into satchel - weird. So a minor glitch but annoying nonetheless... Thanks
  10. First off wanted to say this is for Off-Deed and Chaos only. My suggestion is keep the mine hoping change (2 minutes unlocked) to prevent players using easy to create mines to escape PVP. Instead make houses an alternative. Suggestion: Remove all current restrictions for off-deed houses in regards to unlocking/lockingApply a 10-20 second "unlocked" period when passing a door during combatIf an enemy is inside an unlocked house, all remaining doors unlock until players leave (Prevents being trapped after chasing)Keep current Mine Door ChangesWhen a player passes through an off-deed locked gate or door during combat, it "requires time" to close and re-lock the gate/door. This will allow players "some" defense when off-deed if they spend time creating a house and locking the doors but ensures that players in combat cannot easily escape by simply hopping into a house/mine to retreat. Obviously the issue with players inside the house becoming trapped if they chased in is why the remaining doors unlock, however re-lock instantly after the last enemy leaves (If possible) to prevent abuse. TLDR: (Lazy) Simply how to make houses better as they can easily be catapulted/lockpicked into unlike mine doors and at minimum require 80 mortar, 80 bricks and 1 door lock to work where as mine doors require much less effort and provided greater defense.
  11. after the update wagons can not pass thru Double doors and gates now.. is this intended? ==== update. they have been fixed
  12. The one thing I found out not to long ago is you cannot remove a lock from a gate only replace it. Also the way templars are now getting stuck and constantly attacking a mob over and over for days is causing gates to lock even though they are set to open all the time and limiting access to public markets and area's on deed. This is the main reason I would like to be able to remove locks from gates I have the key for just like chests, boats, etc. Oncethe lock is removed the templar sticking forever bit will never be an issue again blocking access. Anyhow either fix the templar from locking 24 open gates or give players the ability to remove locks from gates that they have placed on them with the key.
  13. So, I read in patch notes that the invisible fences should be fixed. Version 3.23-5108 ------2013-06-28------- * Fix for invisible stuff Well that's not true, at least not for me anyways. As you can see below I still have invisible fences and bugged doors. When riding a cart the outline for the doors rotate. (same happens for a catapult)