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Found 22 results

  1. I would like a chain fence gate added to the game. We have these nice chain fences now but if we use them as edging around say a garden area with trees and shrubs we block off all access to that area or are forced to put in a huge gate in comparison to the small chain fence that the other tiles have. The only other option is to bash down a fence every time you want to make changes or repair any statues/decoration in the garden area. To make it visible as the gate just put a lock on the center link or something
  2. I have 2 locked creature cages in a wagon and 2 more in a knarr. These cages come with the default free lock you get when you create them (1 QL). Both sets of cages offer the Permissions > Enable Quality Lock option (usually for BSB/FSBs) when I right click the cage in the knarr or wagon. I do not know whether Enable Quality Lock works on creature cages, and if so, whether it prevents animals being loaded, because I did not risk trying it on the only cages I have - but I think it needs to be looked into. Thanks.
  3. AUCTION CLOSED Please lock or remove. Thanks moderators ❤️
  4. Portcullis can't be locked even if i am the house owner. Same as other doors. I happen to love Portcullis and want it as window, which can be eaisly done if i have the lock option as owner of my house. Problem is, i lock my door, but still it opens - which to me even looks like a bug. I put away all my own names permissions, and still it opens. Solutions like, i give my house ownership to someone else, is not a good solution, and something this easy should be possible i believe. Edit: I also tried to Deny all to myself in the permissions, which also did not work ofc.
  5. This isn't related to Wurm or it would be in "The Scribes Corner", but that says it is for "text arts related to Wurm Online". There may be a "part 2" later, but no guarantees.
  6. When one has a raft in inventory and a padlock in inventory when you activate the padlock there is the option to Attach Lock the raft but nothing happens. A bit of coding needs fixing there Skyefox
  7. The new permissions system has been absolutely AMAZING and I can't even think of how much work went into coding it :). Great job! But I have one itsy bitsy wish from how it used to work before the new permissions system was put into place: Allowing the ability to control who can and cannot "attach locks". Before we could do it, now we can't. Here is my situation. I have an extra deed where my breeder (Malena) sells horses. The deed is of course owned by one of my alts. Malena travels there once in a while to breed up new horses, check the vendor and replenish empty stalls with new horses and in the process change the locks with fresh ones. This all worked beautifully back in the day, no problemo. Then when the new permission system came in, my work became a bit more cumbersome as I would have to log my deed-owner alt on for the mere purpose of changing the locks for the gates. Highly annoying for sure, but "doable". However now I've decided to turn that "idle" alt into a real character, so I premed her up and she's training to become a priest and to speed up the process, she has traveled to far reaches of Xanadu to join a sermon group. This means that now she cannot help with restocking the horse stalls anymore since she's so far away. The reason I wanted to post this here is so that people could chip in with their own opinion on this. There must surely be a reason it was changed to be this way and I'd love to hear people's feedback on whether they love this added security or not. Or, if you're like me and have been annoyed by this change, chime in too!
  8. What happened My locks are already in use What you expected to happen To attach to the gate. Steps to reproduce activated gate lock then click attach lock then I get this "The gate lock is already in use." I have tried low ql and high ql, and I own the gates too. I run a vending deed so this stops all sales for me, since I sell the keys though a vender. I can not put locks on gates that don't have a lock either. I have logged out and back in, still not fix.
  9. today i got on to be able to send about 5-6 public chats before not being able to send ANY chats public or not. hoping that this posts at this time. taking a SS before i post. just in case. i would like a full refund as both accounts i have been affected.
  10. Scenario: You make a new deed over a formerly deeded site. Turns out people logged out there and quit the game for various reasons. After some time goes by, you have your buildings/fences up and locks are in place. Then one or more of those people decide to start playing again and discover they are locked inside your buildings or fences. Would be great if they could just wander out, but not back in again, letting the deed holder maintain security, without trapping the former deed holders.
  11. 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.
  12. Just wondering as I have never tried this, but I can't seem to find a way to remove gate locks from gates that I do not want a lock on anymore. One of the reasons is I set gates to be open all the time, but stuck mobs and guards are constantly spamming chat and making the gates locked. This seems to make them never open when I told them to be open all the time. So can we remove gate locks like boat locks?? Or are they stuck there forever for some reason??? Why can't the gates be open all the time when you set them to be open all the time???
  13. [Sold]

    Knarr 70QL - apple, lock + anchor (free delivery) 17s Merchant ads link - http://forum.wurmonline.com/index.php?/topic/70550-lifetime-warranty-ships-70ql-free-delivery/ Rafts on stock at price 8c per raft. It has a clinker-built hull assembled with iron rivets and one mast with a square yard sail. At insufficient wind it is rown with oars. The side rudder is on the starboard side. It is locked with a lock of okay quality (QL: 38.12). It is made from applewood. You must use a mallet on the "Thermal-Lance" in order to improve it. Ql: 70.135624, Dam: 0.0. The name of the owner, Ckczk, has been etched in the stern. 23 mind logic is needed to command + ultimate pvp / merchant ship, can load 100 rafts + fast, not so dependable on wind + more sailors more speed + my favorite to shallow water and canal journeys http://wurmpedia.com/index.php/Knarr captain view - http://imageshack.us...narrcaptain.jpg Contact me there, PM or ingame nicks on Independence: ckczk, Pijavice, Vecernice
  14. [Sold]

    Knarr 70QL - cherry, lock + anchor (free delivery) 16s Merchant ads link - http://forum.wurmonline.com/index.php?/topic/70550-lifetime-warranty-ships-70ql-free-delivery/ Rafts on stock at price 8c per raft. It has a clinker-built hull assembled with iron rivets and one mast with a square yard sail. At insufficient wind it is rown with oars. The side rudder is on the starboard side. It is locked with a lock of pretty good quality (QL: 57.52). It is made from cherrywood. You must use a mallet on the "Dat Creep-Spread" in order to improve it. Ql: 70.229836, Dam: 0.0. The name of the owner, Ckczk, has been etched in the stern. 23 mind logic is needed to command + ultimate pvp / merchant ship, can load 100 rafts + fast, not so dependable on wind + more sailors more speed + my favorite to shallow water and canal journeys http://wurmpedia.com/index.php/Knarr captain view - http://imageshack.us...narrcaptain.jpg Contact me there, PM or ingame nicks on Independence: ckczk, Pijavice, Vecernice
  15. My affinitiy is in Locksmithing, so I would VERY much want to use that to get my QL up and put some REALLY nice on my gates and doors eventually, etc.. But I have so many low QL locks that I don't know what to do with! I cant sell them obviously, (who wants a 8 - 20ql lock? Peh. You could make yourself one easy.) I guess, I just really wish I could smelt them down to make something new. Right now I have a bit of a graveyard of unwanted locks I've been practicing smithing with. I pray this idea hasn't already been submitted, and I am very sorry if it has. xxx ****(For now, I say Locks only, because I don't want people stealing keys and smelting those too. I could see some griefers doing that randomly for fun and it seems like that'd be a bit of an annoyance for people, especially newbies, perhaps, just like the key appears in the inventory when the lock is created, we can remove the key the same way after the lock is gone, but only if it is in the inventory, or with the lock.)
  16. As the topic says WTS 76ql Rare Pinewood Caravel w/ Lock, Key & Anchor. Currently moored near bearshark 42x 55y in independence. Prefer pickup, may be willing to meet or deliver to an outer coastal area depending on where and the offer. If interested PM with offers \ questions. Thanks Edit: 76ql lost a point from repair
  17. WTS Cog - cedarwood 70QL lock + anchor 8s http://wurmpedia.com/index.php/Cog Delivery is possible for additional price of course. Providing lifetime warranty for this ship - future repairs + improving back to 70QL for free with my mats (in my shipyard 28x / 17y) contact me there, PM or ingame nicks: ckczk or Pijavice
  18. WTS Corbita - applewood 60QL lock + anchor 5s http://wurmpedia.com/index.php/Corbita Delivery is possible for additional price of course. Providing lifetime warranty for this ship - future repairs + improving back to 60QL for free with my mats (in my shipyard 28x / 17y) contact me there, PM or ingame nicks: ckczk or Pijavice
  19. 3s starting bid. Auction closes in 147 hours (5pm EST Friday). Contact info/location will be given via Forum PM to the winner. Forgot sniper protection... Sniper protection 24 hours Winner will need to pick me up from my current location, kill me on chaos, and drop me off back at home. Buyout 6s
  20. Boat is no longer for sale
  21. Lock/delete please.