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Found 13 results

  1. Marsh Creation: Use reed on bare dirt, similar to grass and steppe. Destruction: Allow packing to destroy the tile, like grass. Tundra Creation: Use snow ball on grass. Destruction: No change. Snow Ball. Use shovel on any grass, paved or dirt tile during winter. Spell: Any god, creates a number of snowballs. Cheap, low faith, low difficulty. Uses: Create Tundra. Throw at other players. Results in emote "You threw a snowball at <player>." "<player> threw a snowball at you!", consumes the snowball. Snowballs decay rapidly in any season.
  2. Add in another option for removing marsh tiles other than floorboards. In the current system you must raise marsh tiles and then lay floorboards on those tiles to remove the marsh altogether. It's been a while since I've done this, but I'm assuming marsh tiles still have to be above water level to be built upon using floorboards. Anyhow, in natural cases marsh can be removed by loosing cattle to graze over the effected area. This could work in Wurm as well. Allow any heavy grazing animal, such as cows or horses, to graze and pack marsh tiles into dirt. Perhaps give them a depth limit for which they can graze in the water, like 10-15 dirts deep. Pretty much anything is better than dropping a lot of dirt to raise tiles and then make floorboards to transform them.....well....surface mining is worse but that's for a different topic!
  3. 1. Dredge should work same way as shovel- all goes to inventory. 2. Leveling/Flattening options on surface mining(70+ mining skill). 3. Marsh - Don't know why it exist in wurm. We should have more options to destroying it. a)some casts or b)cultivating/planting it 4. Clay tiles should be removable/plantable.(on freedom servers, 70+diging skill or casts) 5. Destroying pavings takes too much time. Clining up places after deeds taking all days. 6. Destroying hedges is too hard. 7. Option for picking up sprouts from hedges. Terraforming should be fun for people with premium account and repairing terrain after someone should be easy.
  4. This is really just a few ideas bundled in together for deed owners who want a more "natural" deed look. These are terraforming options only available in PvE (to prevent PvP exploits), though the devs might add some of the harmless ones into PvP. Grass Mechanic Change Steppe tiles, when harvested, how give "steppe grass". It functions identically save that it cannot be combined with regular grass and behaves differently when planted. Tundra grass may now be harvested from tundra tiles. It grows very slowly (1 produced per week per tile) and has no visible impact on the tile like steppe. It functions identically save that it cannot be combined with regular grass and behaves differently when planted. It requires 30 gardening to collect. Marsh grass may now be harvested from marsh tiles. It grows slowly (1 produced per 3 days) and has no visible impact on the tile like steppe. It functions identically save that it cannot be combined with regular grass and behaves differently when planted. It requires 50 gardening to collect, Flower Mechanic Change If a tree, or bush, spreads onto a tile containing flowers those flowers are preserved on the tile and appear at the tree/bush base. Flowers may now be planted straight onto grass. Flowers still will NOT spawn randomly on tree tiles. Tile Creation I adore reed and kelp tiles, they make a wonderful decoration for coastal deeds. Reed tiles are easier to look after than reed fields but offer lower and less certain yields. Kelp is a high difficulty level ingredient that not many gather. At 50 gardening a player can use a reed on a tile that is in water to turn it into a reed tile, at 70 gardening they may do the same for kelp and kelp tiles. Reed tiles may also be planted on water source tiles in this manner. Some people might want tundra on their deeds. This tiles are hard to create (requires a fair bit of magic) so I propose that, at 30 gardening, players may plant tundra grass to create a tundra tile. Some, very odd, people might want marsh tiles on their deeds. These tiles are a nuisance tile mostly which are hard to remove for other players, however they do serve as a good high level forage/botanise spot and some people are very strange. Marsh grass may only be planted on a deed that has existed longer than 3 months to prevent griefing using short term deeds and requires 50 gardening (anyone who reaches 50 gardening is not likely to be a complete novice) to do so. Planting Changes A skilled gardener can make plants thrive in environments that would, normally, be hostile to them using special techniques. At 40 gardening players can plant trees/bushes on steppe, at 50 gardening deserts, at 60 gardening on tundra, at 70 gardening on marsh and 80 gardening on rocks. These will not spread, and have a 50% chance not to regrow if they shrivel. Only the most skilled gardeners would consider attempting to plant fungus patches, knowing how quickly they can spread. At 60 gardening players can use a mushroom on a shrivelled tree to create a "mushroom patch" tile with a texture of several mushrooms of the type planted on it and a dirt base, this base can be turned into grass of the players choice (tundra, steppe, marsh or regular) by using the appropriate kind of grass on it. They may also create fungal flower boxes (and plant mushrooms in plantpots). Planting flowers by a tree is tricky, at 30 gardening a player may plant flowers on a tree tile. The ancient art of bonsai is a popular one, at 60 gardening players may plant trees and bushes in plantpots (both marble and pottery) which display a minature version of that tree/bush. Finally, at 40 gardening (with +1 gardening required per total slope) they may use peat on a flower tile to make a "flowerbed" tile which has a triple density flower texture with a dirt base, this base can be turned into grass of the players choice (tundra, steppe, marsh or regular) by using the appropriate kind of grass on it. Trees/bushes will not grow over these. Closing Note These changes require no additional graphical assets, they can all be created through modifying existing ones and some, namely the terraforming, require no asset changes at all. These option are all purely aesthetic save for the reed and kelp options and would add a lot of creativity options for players with more natural inclinations.
  5. So I'm trying to dig down to the rock in a marshy area along the seaside. I began digging down to the rock on this one marsh tile. It says in every corner where I clicked dig "[22:20:28] You can not dig in the solid rock." I'm pretty sure that when each corner is rock, that the tile clears away and exposes the rock. However, it is still a marsh tile directly on the rock. I left this alone for a real life day or two, with no visible changes. To the bottom corner is of this tile is a clay tile, all three tiles above it are rock and the one next to it is marsh and the one above the clay tile is rock. I don't know what else should be done. If you want to repeat this take a marshy area above the water level that is a slope of forty four on the left and forty three on the right. dig down to the rock and see what happens. I know that in the same general area i have exposed rock form under dirt and grass tiles without problems, it appears that marsh tiles are having the issue. im doing this on xanadu, if that helps.
  6. Marsh tiles... we have pretty much all had to deal with them at one point or another, and for the most part it has very limited usage even after the implementation of the rice crop and foraging on marsh. Atm theres no way to create such tiles, and its very difficult to remove them. Personally it would be great if they could be planted or formed in some manner by players, not to mention more uses even if just more foraging/botanizing options.
  7. Ok, I know a thousand post have come up on clay issues in Xanadu, but not sure if anyone has mentioned doing a partial paving of clay (or other types like Peat, Moss and Marsh), using planks, to make a narrow walking path. Horses and carts are fine, but would be nice if foot traffic wasn't slowed down, having to travel over 50 continuous tiles of clay. The graphic could be just a couple rickety parallel planks, through the center of the tile. Could be rotated for appearance. At least 70% of the tile would still be visible and the planks would not impact the ability to dig. This would allow us to clearly define a trail, provide speedy foot travel and not impact anyone's ability to access the resources underneath. Activate plank - create trail. http://s926.photobucket.com/user/sirvink/media/suggestions/planktrail_zpsab83dc0a.jpg.html?sort=3&o=0
  8. Marsh in general has no use, also you cannot level or flatten marsh. It is a hindrance from what people have been saying. And i agree. The suggestion proposes being able to level and flatten marsh tiles like any other, quite a lot of land is wasted to marsh, and it could be utilized. So the suggestion is to allow level and flatten on marsh tiles, like many other tiles.
  9. New Spell : Infuse Life Domain : Fo Favour Cost : 80 Unlocked at : 50 Faith Difficulty : 70 Effect : Cast on a dirt tile and effects a 3x3 area around that tile. Elevation of the tile effects the cast effect. If under water then a success will spawn kelp 50% of the time, reeds 55% of the time, marsh 5% of the time. If the tile is above water but not on high ground success spawns moss 25% of the time, grass 75% of the time. If on high ground success spawns tundra 25% of the time, Steppe 25% of the time. On all above ground casts grass tiles generated may (5% chance per tile) sprout a random sapling. Optional Extra : Can be cast with an intended effect at a 10 difficulty penalty and 10 favour extra cost. Why? Have it? Why not? It's a nice terraform spell that is hard to cast and easy to reverse (unless you marsh someone up by mistake, but then that only works near water tiles). Edited for clarity
  10. As the title indicates, a player is unable to level/flatraise marsh tiles. A player is also unable to pave marsh with floorboards while the tile is submerged. This creates a problem for waterfront design, as you can not bring marsh tiles out of the water without dumping vast amounts of dirt. Since both tar and clay tiles can be manipulated via Leveling at 70+ skill (and far more important of a resource, compared to marsh), I assume that the current restriction in place with marsh is an oversight (bug) that needs to be corrected.
  11. As tradition dictates, got to post a suggestion as my first forum post so... Skill level affect which tiles can be foraged from and botanized. Current forage/botanize is preserved, so no screaming nerf at me Forage 20 - Can forage in steppe 50 - Can forage in marsh/reeds 80 - Can forage in tundra Botanize 20 - Can botanize in marsh/reeds 50 - Can botanize in moss/kelp 80 - Can botanize in peat Optional Extra : The harder a tile is to forage/botanize the high quality the items that can be found there (maybe even some unique items for different tile types). Edit : Revisited this with a few extra thoughts. Forage/botanise timer based on skill level (timer = base - skill/10). Item quality is effected by skill (quality found = (base+skill)/2) so high forage/botanise skills will help find higher quality items and lower level skills will drag item quality down a bit. Rose, lavender, cammellia, oleander are added to the botanise pool when in season. Cherry, olive, grape, lemon are added to the forage pool when in season. Forage/botanis ability displayed from 1 tile away at 30, 2 at 60 and 3 at 90 Forage/botanise skill gives a chance to find more items (% chance to find 2 items is your skill level?)
  12. Currently the marsh is a menace people would rather remove, terrain like this does add something to the game (something to hate) but other than that it adds little. This proposed overhaul adds a few odd properties to the marsh tile. 1. can only spread up to 5 tiles away from water (limits growth) 2. spawns mushrooms (slightly higher rate than forests) 3. can be foraged (even if underwater) for lingonberries (uncommon) and red mushrooms (common) 4. can be botanised (even if underwater) for any herb (common) and brown (uncommon) and yellow mushrooms (rare). 5. can be planted in water using mixed grass 6. has a unique tree (mangrove) 7. removable using rock shards (weight 40) to "firm up the ground", uses paving skill to do so. Turns unto a dirt tile 8. any grass tile that sinks below water level turns into a marsh within 1 day Mangrove tree : Planted in a marsh, wood has the same properties as pine (none), tree grows normally up to mature. At old tree spawns roots on marsh tiles in a 3x3 area centered on the tree. These roots can be cut down (regrowing within 1-2 days real time) for an 8 weight mangrove log. The tree itself gives the same amount of logs as a pine. If the tree is cut down (or reaches the withered stage) the roots decay away within 2 hours. Slow growing (same speed as oak). Notes : Properties 3 and 4 could be linked to http://forum.wurmonline.com/index.php?/topic/79404-forage-botanize-overhaul/
  13. You should be able to Level, or Flatten, Marsh. I don't mind having to pave them with Floorboards to remove them, but having them block all forms of terraforming underwater is annoying, especially since you can't get rid of them until they are above water. Currently, it is next to impossible to raise marsh tiles at large slopes underwater to match the rest of your docks because you waste 90% of your dirt dropping it to raise them.