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Found 15 results

  1. Update Issued at 2022-12-04 @ 17:00 GMT (UTC) Greeting fellow Wurmians, After two and half years as Keeper of the Indy Community Map, Archead had been promoted to Wurm's Public Relations Department and he has stepped down as Keeper of the Map. Our congrats on the promotion and best wishes to him in his new position. So once again the torch has been passed. As of July 5th, 2016 the Albia Roads Map of Indy has taken over from the retiring Indy Community Map. To view or download the Latest Version of Albia Roads Map of Indy please go to... We are hosting it on Google Drives, which lets you "zoom in" right there on line, as well as downloading it if you wish to use a picture viewer to enjoy it in Hi-Rez. Adding Villages or Submitting Road Changes... If you want anything to be added, post your request in here, with the X-Y map coordinates, and if possible a little image to show exactly where you want it to be placed. (You can use an image host such as imgur.) Only a Mayor can make a request to have their deed put on the map and it has to made here in this forum. So all you hermits out there, your secret location is safe! BTW, we do NOT reveal any "off Map" places we come across during our road and geography surveys or add them to the map. BTW ... If a Mayor wants their deed removed, send me (Skyefox) a private forum message and I will remove it. Although we make every effort add what is submitted.. how much information we can display in a given area is sometimes is restricted due to font size limitations, amount of local roads a name would obstruct or we may be aware of lots of new deeds in an area and adding a road or feature name may not be possible as it would prevent adding those new deeds when they apply to be on the map. So there are times when we will say No to a submission and if we say No, it is Final and we will not enter into debate on our decision. Finally, a big thank you to those who have helped with the old Indy Map in the past, including Darkmalice, Mystecore, Mammadarkness, Maximusi, Huserx, Wraithglow and of course Archaed. A special thanks to Maximusi for hosting the old Map download site for the past few years. Indy is a lovely world with a great road system awaiting tourists. We hope this makes your travels and adventures safer and more enjoyable. Best wishes! Skyefox and Hughmongus Co-leaders of the Albia Consortium Co-Administrators of The Albia Roads Map of Indy New Features and further information about how the Albia Roads Map of Indy was created. Back in October of 2012 we started work on the Albia Roads Map of Indy. Initially we did it as a private resource, when we found it was easy to get disoriented or lost using the old Indy map, when we were out exploring. The map was created from a compilation of the original Community map by DarkMalice, Project FRAM data from the early years of Wurm, Rolf's map dumps and actual travelling of the roads by Hughmongus and myself. It took Hugh a year in his spare time to intergrate all the geography data. Then we started tile counting the roads and highways in October of 2013 with the North East Praires and north coast. Any road that can be travelled on by foot or horse and cart is on the map. When we encounter roads that were behind locked gates/gatehouses we indicate what roads we can see. Where we were permitted access to map a settlement's roads, Gates and Gatehouses are indicated by a pixel gap in the road or side road. Where time allows, we are constanting updating the terrain and adjusting the coastlines, though in Wurm the landscape can change very quickly, so don't be surprised if some of it isn't exactly right. Thus, We do not guarantee accuracy due to the ever changing nature of a sandbox world. You will notice a few extra items on our map as well as some changes to icons, such as the new Tar icon, a smaller version of the Guard Tower and Mailbox icon's. The new Markers for Shrines, Temples, Obelisks and Pillars that were added in May of 2016 with more to come. The hollow Orange outline boxes surrounding the Guard Tower icons indicate the calling range for the guards - get the mob inside the boxed area and guards will respond to your call of "help" in Local Chat. Towers without the orange box we do not have an accurate position for yet, so only the GT icon is placed in an approximate location. The legend on the top left has all the information. Enjoy! Skyefox Co-Administrator of The Albia Roads Map of Indy Co-Leader of the Albia Consortium Mayor Albia Estates, Indy
  2. Four years ago, when the old highway rules were removed and the new Cats Eyes Highway rule came in... .... the owner of Soylent Green refused to allow Cats Eyes through his deed and promptly ripped up Great South Mountain Road where it passed through his deed of Soylent Green. ... and out to about 50 tiles to either side north south. So some community minded folks came up and surface mined in a by pass on the west side so that a Cat Eyes link to the southern part of Great South Mountain Road could be put in. Recently Soylent Green went down due to expired Upkeep and some folks approached me and others about restoring Great South Mountain Road. That work is now completed and to make the road safer it also has three Guard Towers now providing protection from the junction with the West Coast Hwy thru to the colossus at the Nightmare at the top of the hill south of Soylent Green. Here are some screenies of the work. New Guard Twr at the junction of GSMR and West Coast Hwy Great South Mtn Road direct Cats Eyes run installed The 2nd Guard Tower going in north of the old Soylent Green site Leveling up some 285 dirts the stand for the 3rd GT the 3rd Guard Twr going in south of the old Soylent Green site 3rd Guard Tower Completed Enjoy! Cheers, Hughmongus Cartographer of Indy
  3. Furl Sails - Set Sails - An on going suggestion since 2013 We are still missing one major game improvement that would add to the realism of our medieval world. Can the Dev's please bring in a speed selection toggle switch for boats and ships, with FURL SAILS and SET SAILS ? FURL SAILS would reduce a boat or ship's speed to 2.5 km/ph so you can maneuver in a tight harbour and dock your boat at the pier or wharf in a Strong Wind or Gale without risking ending up 4 tiles inland in your neighbor's house. SET SAILS would allow a boat of ship move at what ever the wind or passengers rowing will push I along at. Here in PvE folks love to build beautiful things, like a fancy Harbour's or Marina's. But a fancy Harbour or Marina is impossible to use in Strong Winds or in Gale Force winds. The FURL SAILS, SET SAILS speed selection for boats and ships would definitely enhance game play and enjoyment of the game. We are a medieval era game and back in those ancient times, boat and ship captain did FURL SAILS to enter a harbour and SET SAILS after leaving a harbor. Can we please have this ability in Wurm? 80% of the Premium Customer base for WOL are located on the PvE servers, as per the Wurm usage graphs and just then numbers you see of people per server when you log on. Can we ask that you look after us please for a change, with this small but very game enjoyment enhancing improvement. Oh.... and I can imagine that the PvP folks would enjoy it also, would give them a new tactic to use in ship to ship combat. Respectfully submitted for consideration, Hughmongus Co-Administrator of the Albia Roads Map of Indy Edit: 2018-07-21 ... I have re-added this suggestion to the Wurm On Line, User Voice Forum at... Edit: 2019-11-03 ... and it appears that the WurmOnLine User's Voice Forum has been taken down, so I have removed the Link Edit: 2019-12-28 ... A Lovely Christmas Present from the Dev's, Furl Sails - Set Sails has arrived. .......... So to ALL Thank You for your support. Our Six year campaign to get this improvement has been accomplished. .......... Forum Mod's Can now Lock this topic.
  4. Gud'afternoon Dev Team, Friday, April 27th, 2018 @ 01:02 UTC I have a house with with cliff on both sides and since this mornings update, the contents along the walls have become "tilted". Here are three examples. Sorry for the lack of import, printscreen images do not import into our forums, but these links will take you to the screen shots that amply show the problem. BSB and Cupboard tilting backwards into the wall Reindeer decoration tilted back wards towards the down slope on far side of house wall. A row of Large Chests tilting backwards to wards the cliff out side the house. Respectfully submitted, Hughmongus
  5. Reset date projections Updated Jan 13th, 2018 This is a new thread based on the previous one located at Old Lando is no longer maintaining the thread so I've started a new one. Likely to be a few hiccups until I figure out how the system works. Our thanks to Old Lando and Protuna who maintained the previous versions of the Trader Reset Info Threads for their volunteering. Trader Reset All Servers - Report Here Please Please note that traders alternate between a 28 and 29 day schedule currently not sure what influences the time either way. The approximate reset day is set for 29 days so it's generally they day of the event or the day before. If you don't do a "Get Info" it's probably a better idea to wait a few days before trading or check the end of the thread for a reset report to confirm it has happened Deliverance Server - Deli Traders reset Dec 23rd ( next reset approx. Jan 21st ) Celebration Server - Cele Traders reset on Dec 26th ( next reset approx. Jan 24th ) Exodus Server - Exodus Traders reset on Jan 3rd ( next reset approx. Feb 1st ) Indy server - Indy Traders Reset on Jan 10th ( next reset approx. Feb 08th ) Xanadu server - No Private Traders Allows, thus not tracking Elevation Server - No updates so not tracking Pristine Server - Pristine Traders reset Dec 24th ( next reset approx. Jan 22nd ) Release Server - No updates so not tracking Buying Trader Deeds - If the Trader is a Citizen of another deed on the Deed you are buying and has the TAX rate set to more than 0% those funds will not go to the Deed you are Buying. The Current Deed That Trader is a Citizen of Will have to boot the Trader from being a Citizen before the Trader's TAX will go to the Deed you are Buying. Until that happens ALL Taxes collected will go to the Deed the Trader is a Citizen of. Players should always check the Citizenship of the Trader by examining them. Example of answer [08:49:40] He bears the mark of a citizen of <village name>. Traders are resetting when /uptime reaches a new day and not at different times during the day. Up to you whether to wait a day to do your trades or not. Thanks to Tpikol for pointing out the old information was incorrect. On Elevation and Chaos, Traders now receive bonus coins depending on kingdom size. Remember that the reset dates will change (move forward) with the time of the server downtimes between the resets. King's envoy "Trading with the Trader" message is no longer broadcast.
  6. Gud'day Dev Team, Sept 8th, 2016 @ 22:58 GMT have an interesting bug for you. Last night I helped an alt build a fence. I then gave him the Gate Lock to attach. When he attempted to attach the gate lock you get this message "[00:48:52] The gate lock is already in use." It was a brand new lock, had not been put into use since it was crafted as part of a set of 5 gate locks. I tried another one and got again... [00:54:09] The gate lock is already in use. Finally the 3rd of the five worked. [01:05:10] You start to attach the lock. Just to make sure it was not just that gate, I tried the two "duds" on the next gate that I made for this alt and I got the messages... [01:21:54] The gate lock is already in use. [01:22:00] The gate lock is already in use. The 4th of the 5 locks in that set took successfully. [01:22:05] You start to attach the lock. I was talking with Shrimpiee at the time in PM and he said he had also recently experience "dud" gate locks. He asked me to please report this New Bug to the forum. Told him I would do so when I got home from work. Good luck figuring this one out. Kindest regards! Hughmongus Co-Administrator of the Albia Roads Map of Indy
  7. Gud'day folks, April 11th, 2014 @ 23:58 UTC For the record, this is an Unofficial Preview. Myself and Skyefox are NOT on the payroll of Club Code AB. Like our geography updates to the Indy map, this is a volunteer effort. 1st and foremost.......a big THANK YOU to Rolf, for the aerial tour he did while many of us were waiting for test server version of Xanadu to download. What we saw was a world of unspoilt beauty, just waiting for our shovels and axes!! After recovering from the visual shock and awe of this new world, in the time left before the test ended, Skyefox and myself did some exploring. It is unfortunate the sun had set by the time we got online and started our adventure, but we captured panoramic screenies from what Respawns we could visit before time ran out. Today I edited them in to seamless panoramas that we would like to share with our fellow Wurmian's... ....both those who were able to join us during the test.... .... and those who could not make it on because in RL time, it was the middle of the work and school day in North America. I am posting these as links to their Lightshot location, as including them in here would create a Hughmongus message.... ... so these are max width of 1900 pixels, made from from 6000 to 8000 pixel wide originals.... Hope you Enjoy them!! Kindest regards! Hughmongus and Skyefox (cartographer contributors to the Indy Map). 2014-04-11 @ 23:38 UTC Mega Spawn 01 Left Side 160 degree Panoramic View 2014-04-11 @ 23:42 UTC Mega Spawn 03 - 180 degree Panoramic View (Advisory Note: ... for these shots below, the Night Time Previews, Please Save to Disc then View Off Line, where you can Zoom In and enjoy the detail that shows when magnified). 2014-04-11 @ 23:48 UTC Mega Spawn 06 - 360 degree Panoramic View 2014-04-11 @ 23:50 UTC Mega Spawn 06 - 140 degree Panoramic Close Up of Angel Avatar 2014-04-11 @ 23:52 UTC Mega Spawn 10 - 360 degree Panoramic View - end of Xanadu Test 01 previews - Enjoy!!!
  8. and after a nice series of increasing Lags, Indy has gone down. Could could someone please refill the Hamster's food bowl...? Cheers! Hughmongus edit for sp
  9. Is it just me or is Deli slowly locking up? Just went from 22:34 to 22:41 with only one burst of sound effect at the impalong Cheers! Hugh Update: and with a great ka-boom, at 22:46 we had a flood of 15 minutes worth of chat and events. So looks like we are back again. Cheers!
  10. Woooo... Indy just crashed, both alts saying "Connection denied: The server is currently not available". Has this happend to other worlds? Cheers! Hughmongus
  11. And Indy just crashed wholesale at 06:55 UTC... Good excuse to go get some sleep. Cheers! Hughmongus
  12. Looks like Indy just crashed. .... Tried to log back in and was told to try later. A check of the forum page shows 0 for 0 on Indy... what are those Hampster's up to this time. ... and we can add Exodus.. it crashed a few minutes later.... .... and now we can add Release, at one hour, 20 minutes after Indy and exodus crashed... ..... possible reason for the crash can be found at.... .... and we can now add Serenity to the collection at one hour, forty minutes since Indy died. .... and at two hours, 28 minute into the event, Pristine joins the list. Cheers! Hughmongus
  13. I think this one belongs over here as it is a game mechanics problem, not a client glitch. In a nut shell, if you cut down a shriveled, you get the falling tree sound and your scrape or part log. Then when you try to walk forward you bounce off where the tree was located. Several reports are in... Cheers! Hughmongus
  14. There is a first time for everything. I hopped an alt off of my cart inside my workshop. I was immediately greeted with the view of falling from a great height, through the roof to the building and a crash landing onto the floor right next to the cart, that injuried me. [23:47:55] You leave the large cart. [23:47:56] Ouch! That hurt! One should not get damaged by 10% from stepping down off of a cart. Respectfully submitted! Cheers! Hughmongus Editted for spelling.
  15. A Suggestion if I may please Rolf? Back ground info: With only two exceptions, all of the boats my wife and I have salvaged were built by people who have quit Wurm and are no longer active. In those two exceptions, the owners assigned over to us the owner ship of the salvaged boat. With the shutting down of the old Salvage Rules, there is now no mechanism for someone who Salvages an unlocked and unmoored abandoned boat to assume ownership and use of the management rights controls. So Can a mechanism be put in place to enable people to assume management rights of an abandoned boat? May I offer A Potential Solution.... an improvement.... Attaching a Boat Lock would activate Management rights and make the lock attacher the Owner. Removing a Boat Lock would deactivate Management rights and change the owners name to "Abandoned", signaling it is not under ownership. So if someone wishes to abandon their boat for what ever reason (quitting, have a bigger boat now) they can "give it away" by merely Unlocking it, removing the Anchor and walking away. Thus IF Someone who finds it wants that boat, attaching a Lock would activate Management rights and put their name on it as Owner. This would free the GM's from a lot of the ownership transfers they currently have to do. Wurm is littered with abandoned boats. Boats which required a large amount of materials and time to build. Those of us who do salvaging, we take these derelicts and return them to good use, whether by personal use or by reselling them to a person who wants a boat. We salvagers in effect "clean up" wurm and make it more beautiful and enjoyable. Could some consideration please be given to this idea. Thank you for your time and trouble. Humbley and respectfully submitted, Hughmongus, Mayor of Albia Marina, on the FM West Hwy, at the foot of the ramp road.