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Found 18 results

  1. Some time ago it was made possible to level tile borders with a shovel, without raising the entire tile. This is still impossible to do with a dredge. Would it be a good idea to enable the same functionality to dredges? apologies:
  2. There's been a few posts that beg for this, but nothing with it in the title. The need for this, especially since levelling tile borders is now possible outside, has become imo somewhat imperative. Pretty please, allow us to level tile borders in caves and possibly add them to ceiling tiles. https://forum.wurmonline.com/index.php?/topic/152688-many-mining-fixes/#comment-1646409 https://forum.wurmonline.com/index.php?/topic/146508-lower-the-ceiling-with-concrete/#comment-1646407
  3. This is a chance to tell everyone what skill you're good at, what you want to get good at, and what you enjoy doing. Out of the 138 skills, it doesn't have to be your highest skill, but maybe the one you enjoy the most even if that's completely different. This could also be a chance to imagine what kind of skills Wurm could have in the future. My suggestions of Morris Dancing, Yoga and Tiddly-Winks have all been thrown out already unfortunately, so have your say! So..what's your favourite skill?
  4. It would be great if we could have water on tiles above water level. For this we would need to have a slope check (water will not stay on a flat tile). Next, water will not flow over the edge of the hole that it's dropped in. Will spread if another sloped tile is connected. The tile that it's dropped on can't be a normal tile. This means that there has to be a water solid tile (don't know a name yet). This can be made by maybe mixing stone clay etc and other materials or use an existing tile form. If such a tile were to be deleted or there is no longer a slope the water will dissappear. You need to drop at least 10kg of water at once to make this work per layer of water. For short as this may not be clear: 1. Dig a hole (size doesn't matter as long as the bottom of the hole is all the same level) 2. Cover sides and bottom with stone of some sort. 3. Drop at least 10kg of water at once per layer (level) this duplicates per tile. So for a 6 tiles big hole you'd have to drop 6 x 10=60 kg of water per layer. This will raise the water level in the entire hole by one. This also limits the size of the hole as at some point it's hard to get the right amount of water in. 4. Upon deletion of one of the stone tiles all water will flow away "you make a hole and the water flows away" This way you could make ponds, moats, lakes, fountains, canals way easier than when digging down to water level. And you could create it on mountains too. Also there would have to be a floodgate/mills to control water level in different "water holes" with these you can connect them and pump water up and down a hole. Dredges could also be used to fill holes or control levels. Suggestions, critics or simple no's or yes's?
  5. A few thoughts I wish there was able to get in the game : Larger size of building even with max lv: So you can build your insane large compound into a castle instead of using tall walls Just noticed that Bdew have a servermod for that Enable steep slope building: Noticed that even with max lv Im not able to build fence in a 40 slope border, something that I would like to do Let you "Level" when surfacemining: Good to have when demolishing a mountain And over to the more insane thoughts and wishes for those who living on an island Enable caves (without water) under water level: For those times you settle on an island and dont want to use a boat/build a massive bridge over to the mainland. More decorative furniture: For the "home" feeling in the game
  6. I am suggesting a covered bridge type be added into the game. Now since they are covered they would probably need to be restricted to flat and level bridges only i think. (same height on both ends) This might be to out of place for wurm but i guess as long as you match it with the building walls we have then it might fit in okay.
  7. The work; Ceiling - The ridge is to the north of the longhouse. I wished to level it by standing on the building. So i tried. It's telling me i can't reach the ceiling. its north west tip is the north west from this perspective. that corner, is at the bottom of a slope that goes into water. I thought maybe it's checking the height beneath the NW corner, although I'm 70 slopes above it. (45 slope + 2nd floor house) It's clearly lower than i am so why am i getting the ` You cannot reach the ceiling.` error? This is Fablecrafter's project, it has me down below and shydow up above. This error represents an impasse.
  8. After much confusion earlier this morning I finally decided to use the 'level' option with a dredge. Keep in mind this is the only thing I ever read about this new feature: Taken from the Valrei International 012 I unfortunately cast all Wurmlogic aside and at that time thought this is really happening. I will be able to activate, or equip, my dredge and finally level out my canal right into my knarr. Today I imp'ed up my dredge, prepared the knarr, and set off to experience this new greatness... and it did not work. At least it did not work as I had read it from the news post. "Dredging will now have an option to flatten or level tiles, and also dredging will deposit dirt straight into your boat!" My frustration then lead me to read the actual patch notes. Taken from the Patch Notes: 13/APR/17 "You must not be embarked when using flatten or level." What the #%$@? Now to be fair it was actually Kenolein that took the time to explain to me that I was going to have to first dig the dirt to max shovel depth (which was done already), then i was going to have to stand on that with the activated dredge to dig it down one or so more before I would be able to use the 'level' option. Now this brings me to the part of this whole system that needs to be revisited. Once you have finally got your area prepared to be leveled with the dredge, you have to tread water hauling up a 2 dirt max load while leveling. That's right, somehow it does not make sense to use level/flatten from the boat where your dirt could go directly into the hold. Nope. Somehow you are treading water while pulling something up that is more than two times as heavy as your mooring anchor off of the bottom of the water. Now this is Wurm, and I am more than willing to look past this if you can find some way to make it so that I can level more than two dirt at a time without having to drag and drop out of the dredge. I know that you're worried that some of us might actually have the stamina to grab a drink, and maybe a restroom stop, before we'll need to rest. Seriously, who is this hurting? Just at least make it so that anything you dig using the 'level' option with a dredge goes into your inventory, and not into that 2 capacity dredge. If you really want to improve the dredge, get rid of the 2 dirt capacity altogether and make the dredge equip-able just like a shovel. Then the dredge could work the same on water as the shovel does on land when leveling.
  9. I was leveling the floor of my mine today on the tile next to the entrance and got an error message. [12:21:27] The roof sounds dangerously weak and you must abandon this attempt. This same error also happened when i tried to flatten the tile. I was able to mine it down manually and get it level but thought i would post it anyway and i am not sure if this is a bug or is intended because it is on the tile next to the entrance.
  10. When you mine out a tile through a double door you can not level the floor tile it gives you the message.. [10:24:34] The plain stone double door is in the way. If we can mine through the doors/arched ways we should be able to level the floor through the door too so when we expand we can get the same height floors.
  11. # What happened I was able to raise a cave ceiling corner with 'level' even though 'mine' action gave me the message: 'The roof sounds strangely hollow and you notice dirt flowing in, so you stop mining.' # What you expected to happen I expected that the 'level' action would fail, just as the 'mine' action did. Or, if there is actually sufficient rock above the corner, that the mining action would have succeeded. # Steps to reproduce Raise a ceiling corner using the 'mine' action until you get: 'The roof sounds strangely hollow and you notice dirt flowing in, so you stop mining.' Raise a adjacent tile that can be mined higher and flatten it. Then level the ceiling of the tile with the corner that could not be mined before. Note: This did not work for a corner of a mine entrance tile. The corners that were raised this way had an unknown amount of rock and dirt on top of them. I do not know if the rock layer was actually raised, or if the rules for the 'mine' action and the 'level' action are simply inconsistent.
  12. I am not sure if this should be considered a bug or a suggestion but you can not level in a mine underwater past like 15 deep i think it is. I do not see why we can not flatten or level at the same depth we can mine. (if this is not a bug then please move this to the suggestion section)
  13. I have too many accounts. I want more? Yes! I need to consolidate skills into fewer accounts. Looking for awesome crafting accounts that have multiple 90+ crafts. 80s? Maybe, depending on the account skills. Ideally, I'd like 3+ really strong crafts on an account and gathering skills to support them are a huge plus. PM me your skill dump and price you have in mind. If it looks good and your price is fair, we will deal. Thank you!
  14. When using the level option in mines, gems will appear on the tile you are leveling, while the rock shards appear on the tile you are standing. Very minor but thought I should mention it. Will be easy for some to miss any gems they may have mined.
  15. Tried to keep it simple. http://wurmpedia.com/index.php/Level Level Main / Guides / Level Levelling is the digging process of taking an adjacent tile to the same level as the one being stood on (the reference tile). The reference tile must be flat; a tile is considered flat when all four corners are of the same height, which can be seen by examining tile borders. If all 4 borders around a tile are reported as "level", the tile is flat. How to level a tile When standing on an already flat tile, select the level command by right-clicking on the required adjacent tile with a shovel activated. If the tile to be levelled is lower (or contains less dirt) than the reference tile dirt (or sand) must be held in the player inventory to begin. If the tile to be levelled is higher (or contains more dirt) than the reference tile the player inventory must have space for at least one dirt to begin. This dirt is then dropped or collected automatically to bring the selected tile to the same height as the reference tile. The process will continue until the tile is level as long as new dirt is brought into the inventory for raising, emptied from the inventory for lowering, or the player runs out of stamina. Notes As with flattening, when lowering a tile levelling will stop once rock is found in one corner. Since levelling typically takes or adds two dirts at a time it is possible to repeatedly select level to remove the one dirt from the corner which has not hit rock.
  16. Hey, as it states above, I am looking for someone to level me on path of love to lvl 7. I am willing to pay. I live on Exodus at South Sea Pearl (y48 x25) PM me via fourm. or leave post here. Thanks.
  17. How about adding Level to the tile edges as well so we can level one corner at a time? It would be a pretty good workaround to rock stopping all leveling. There would be no flat tile requirement, so all it would do is take the corner of the tile you're standing on and level the other corner alongside the edge you're leveling by either digging dirt into your inventory, or using dirt from your inventory to raise it. It would be nice in my opinion. Copied from my post here: http://forum.wurmonl...100#entry765431 - The thread was getting too messy.
  18. There are a lot of conflicting beliefs and myth about skill grinding floating around So I tried to collect and verify what I could. When talking about skillgain you first have to be aware that there are two different values to consider: size and rate of skillgain size: this is the value that is displayed in the skill tab like " you gain 0,000526 mining skill" Some people also say they gain 526 mining experience, I'll use that terminology as well as it's convenient. rate: this is how often the skillgain appears in the window, not all mining actions give mining skill. To correctly judge this you have to make sure to set your skill log to the highest sensitivity. Then there are four factors that the player can influence: CoC - Enchant, WoA - Enchant, Tool - QL and Material - Q. All my tests have been done with mining, these are the results: Skills and Characteristics First, there seems to be no difference in the way skills and characteristics are handle, nor does there seem to be any relation between the two. When you have low skill, you gain a lot of skill, when you have high skill, you gain less. When you have low charactersitics, you gain a lot of characteristic, when you have high characteristic, you gain less. When you have 25 body strength and do mining at 5 skill you gain the same body strength as if doing mining at 70 skill. CoC - Enchant This one if obvious, it's a straight percentage increase to the size of skillgain. Does not seem to affect the rate of skillgain. Conclusion: always use the highest CoC you can affort on all of the tools you care for skillgain. WoA - Enchant This one decreaes the size of skillgain, but it also decreses the timer, both decreases are exactly equal in size. A 12s timer will give for example 512 xp and a 19s timer will give 811 xp, that's 42,7 cp/s for both. Does not seem to affect the rate of skillgain. So WoA has absolutely no affect on your skillgain, it will just change your material throughput. Conclusion: Use WoA when you want to get things done, don't use WoA when you want to preserve raw material such as high ql iron. Stamina Site note: Rolf himself once claimed that you get less skill when you have less stamina left after a longer action, but in the example above the 12s timer ended in 82% stam and the 19s ended in 74% stam, the gains were still equal. Tool - QL Two test values, mining rock with unenchanted pickaxes: 70ql pick: 12s, 582 xp, 82% stam, 48,5 xp/s 10ql pick: 19s, 921 xp, 74% stam, 48,5 xp/s The skillgain size is exactly equal! However when you mine for 100 actions it is quite clear that the rate of skillgain with the lower pick is much higher than the 60% increase in timers. You also get a lower average in rock quality though. Conclusion: Use a lower ql tool, when you want more skill. Use a higher ql tool, when you want to get things done or want higher ql mats. Material - QL Just did a quick test, when mining there is an obvious difference in base value between rock and different types of metal, but again using a 20 ql rock or a 60ql rock at 40 skill. has no effect on the size of skillgain. Rate hasn't been tested yet. Untested rumor: People claim that you get the best skillgain when your average result is half your skill. It's supposed to work with lower ql tools, it's more doubtfull if it works by using capped veins. Hope this helps some people. Does anyone have any complaints about the points I amde? And I mean foundated complains, not: "I read in the chat that ..."