Search the Community

Showing results for tags 'mine'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Official Buildings
    • GM Hall
    • City Hall
    • Website News
    • Public Test Board
    • Official Auctions
  • Back Streets
    • Town Square
    • Community Assistance
    • Village Recruitment Center
    • Suggestions & Ideas
    • The Creative Commons
    • Wood Scraps
  • Wurm Unlimited
    • Unlimited Discussion
    • Server Listings & Advertisement
    • Unlimited Modding
    • Technical Issues
  • Freedom Isles
    • Celebration
    • Deliverance
    • Exodus
    • Independence
    • Pristine
    • Release
    • Xanadu
    • Freedom Isles Market
  • Maintenance Buildings
    • Technical Issues
    • Server Bugs
    • Client Bugs
    • Model and Sound Bugs
    • Other Bugs and Issues
    • Wurmpedia / Wiki Maintenance

Found 62 results

  1. (at the end of this first post, is a list of mobs that do not respect and may pass through locked doors, building walls, or locked or unlocked fences underground) Ok, I put my dog inside a building (building name: South Three Interchange) underground on 12 Nov 2016, around 2am-ish EST on my deed Cornersville on Independence. The building has 3 locked doors and is a 2x2 underground. Once I released the dog (branded to my deed, Cornersville, Aged dog 'C0r f f2016111') I untamed it. I later found the dog wandering the mines outside that building. So I had to run go do other thing, when I came back, that same dog had wandered out of the area I had spotted it in and then thru another building I have underground (building name: Cornersville Long House, which has 4 doors on it, all locked), and it had wandered off deed. No way for it to get off deed underground, in that area, unless it passed thru a building with locked doors. THE PROBLEM: The problem is, my dog is walking out of a building underground. As far as I know in wurm, such an animal as a dog, should not be able to just walk out of a building that only has doors as access? right? Plus, the doors all have locks on them, with permissions set. Forums was down that day, so I submitted an in game ticket (#54917 12/Nov/2016 08:55). CM Moogien responded and stated that there may have been a forum post on this bug before, but wasn't certain. Dogs are not supposed to be able to just walk out of a building that only has doors on it for access. CM Moogian suggested that I submit a forum post, this topic, as soon as forums was back online. That is the reason for this post. Work around: My dog is not lost. I have my dog. I put it in a top side (above ground) fenced in area w/ gates. This dog appears to have no problems obeying the 'do not go thru gates game rule' above ground. Please fix this, so that I can release and rest assured my animals will not wander out of closed buildings underground. Thank you for your time :-) TeeeBOMB PS: I did look, but did not find any other post on this forum area 'Server Bugs'. So I am opening a new thread. If someone else finds such a post, sorry I missed it. LISTED: These animals will/may pass through locked doors, building walls, or locked/unlocked fence gates underground (pre Jun 1, 2017 testing): dogs, branded (Alectrys, Teeebomb) wolves, not branded (Teeebomb) champion wolf (JakeRivers) champion goblin, not branded (Teeebomb) champion wild cat (Uisge_Beatha) brown bear, not branded (Teeebomb) trolls, not branded (Zigozag) < my 2 test trolls in buildings, have not escaped in almost 2 weeks now escaping animals after June 1, 2017: Dogs & wolves & champion wolf escape from underground fences/gates brown bear from underground fenced in area w/ a gate
  2. We can allow a role to pass gates, but not mine doors. I do a lot of mines and have a lot of mine doors. I'd like more control of those door through the roles in settlement management, rather than having to set all the individual names on each door.
  3. 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.
  4. Hello! I'm Synchronosis and I run a new deed named Grey Run on the Northwest coastal region of Pristine. I'm looking for new and old players alike to who want a friendly and active place to expand their Wurm experience. The deed is ocean-side. A water strip of tiles is on the deed for safe storage. There is a mine, expanded daily. 3 minute walk from Blossom Market. Friendly alliance included! PM me here or find me in game at Synchronosis to join today :)!
  5. I am selling a small deed with utmost veins for gold, silver, copper, iron, and zinc. They all have at least 5000 ore left. There is also a VG tin. The deed is undeveloped. I had planned to build an underground facility, but I am too focused on my main deed. The deed has about 1 month upkeep. Starting price: 5s Bid Increment: 1s Reserve: none Snipe Protection: 10 minutes The deed is on the east coast of Crystal Lake, Independence Server. A couple alliance members have asked that I delay this auction so I am closing this for now as it has no bids anyway.
  6. 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.
  7. I was building a mine workshop/entranceway and ran into a snag: Evidently you cannot build a floor above (ladder) section inside a mine unless there is enough room for a complete floor plan (although you can build just a floor above). So we all know that sometimes the ceilings in mines aren't always flat, especially near mine entrances, so naturally if you want to build a second (or higher) floor in a mine you'd need enough room to do so. But what if I only want access to the roof of the building, like at a large mine entrance so I can put a parapet overlooking the entrance? Long story short, my suggestion is to remove the restriction to build floors above in mines, as long as there is enough room on at least one tile edge for a full wall.
  8. The size of Stars Hollow is 20 by 22. The perimeter is 5 and it has 0 guards hired. The settlement has 1 silver, 58 copper and 74 iron in its coffers. The monthly cost is 1 silver.The upkeep will last approximately 44 days, 10 hours and 43 minutes more. The settlement is granted the following faith bonuses: War (0) damage: 0% CR: 0%, Healing (0): 0%, Enchanting (8.257512): 2.752504%, Rarity window: 8 bonus seconds. The tile per creature ratio of this deed is 15.172414. Optimal is 15.0 or more.This is a good figure. In my recent travelings i have fell in love with a new location where I'm looking to create a home and settle down, therefore need to sell my old deed. Server is Release, Coords are M15, StarsHollow is the name, bigger lake on ingame map. Deed comes with a cave (very good silver vein) and loads of mines closeby with more silver and iron veins various QL (up to utmost) ; minor pen full of black sheep both male and female, aswell as a breeding pair of unicorns and its baby ; altar of Vynora that gives 70,5 faith bonus ; house-guest house and workshop furnished + Love tile made in the courtyard. I have off deed rice farm and animal pens(hell horses/bison/ cow/sheep/deer) that buyer can take over aswell There is resource tiles nearby : tar, peat, moss, clay. Alliance membership is to be discussed with the members if wanting to stay in it. PM me here or in game for more information or to set up a tour. I'm currently taking offers Pictures or it didn't happen: http://i.imgur.com/k9wWpRb.jpg http://i.imgur.com/hydSeTO.jpg courtyard with love tile and altar area http://i.imgur.com/LbCZDZR.jpg http://i.imgur.com/eXy72lN.jpg http://i.imgur.com/SE9yrs7.jpg Guest house and views from bottom and top of it http://i.imgur.com/rk41k4r.jpg http://i.imgur.com/4MDUW21.jpg http://i.imgur.com/iENiPQ0.jpg Main house and view from its balcony http://i.imgur.com/qjLMIcN.jpg Workshop http://i.imgur.com/Bl8xlJx.jpg Pens with sheepiieees and uni Ask for more pics and/or any additional info i forgot to put up
  9. Ok, I'm listing this as a bug, because it is frustrating as heck and can't possibly be "intended". If this kind of thing is intentional, then Rolf/Devs hate us. I am making a surface canal and mined out the bottom edge to just the right amount, the climb mode up the slope, to do some surface mining up above, to smooth out the harsh edge. While in climb mode, I stay put, even when stam is gone, so long as I don't try moving. I can mine like this for hours, but sometimes, for unknown reasons, climb turns off and I drop to the water. I can kind of live with the drop, as a hazard of climbing, but what I consider the "bug" is that I am continuing to mine as I fall down the mountain. Inevitably, I succeed all too frequently in mining out some shards, in exactly the worst places, such as impossible to concrete places and the entire project gets ruined. Like Completely botched. No choice but to scrap weeks of planning and working to create just the right look. Possible solutions: 1. If characters never move, Don't Drop them out of climb mode. 2. If not #1 above, then please make it so all mining actions stop if moving. 3. If not #1 or #2, then make concrete sticky, so it won't slide down 40+ slopes like dirt. In RL, they have been making concrete that can be plastered onto vertical surfaces for ages. Why does Wurm concrete only work on 40 and under slopes? Finally, is there some intended reason for falling out of climb mode & somehow still mining on the way down? Maybe that is the ultimate macho miner in action, but I think most of us are more like Zoolander and not tough enough to drop 10 stories and keep swinging our picks.
  10. Storm's End is a 51x35 village located close to the northern shore of Crystal Lake on Independence. I've recently returned from hiatus and expanded the deed to continue projects on site. Storm's End is a member of the Storm Lands alliance, which also includes neighboring deeds; Yoggster's Patch Returns, An Unusual Place, Haven (the Hunting Lodge deed in the Grand Steppe), and Fafnir. The local area around Storm's End is fairly quiet, except for the alliance members. We have space for a few new villagers if anyone is interested in settling down in a new neighborhood. We'd prefer experienced players to apply, however we don't discriminate against the newbs either! If you'd like a nice village to settle into and hone your skills or work on projects then Storm's End is a good fit for you. We have a rare guard tower, a mailbox, an extensive mine and close access to the waterfront. Leave a comment here or pm me if you're interested in joining. Have a blessed day!
  11. I made a water tunnel entrance by tunneling in . Mined several other tiles in the water. Cave floors in the water are all flat except for the entrance tile. Had priest collapse the entrance, Tried mined the entrance tile wall from inside the mine and I get the error that the water is too deep. Was hoping to achieve a level floor on the entrance. Luckily this was just a test and not a real canal entrance.
  12. I thought maybe it was just me, until my friend asked me if something changed. I could swear that I'm getting 3x (merely a guess) the cave in rates as normal. Anyone else noticing this?
  13. It would be nice for priests to have a spell to reinforce mine floors as they do for walls. This spell should be able to reinforce floors in canals even under water.
  14. I am sure this has been requested before, just want to re-request this to allow better terraforming: 1. Rock under water for canals (or deep harbours, nice fishing spots...): Please create some way in which we can make the rock level lower so we can make channels deeper. .. perhaps some tool or device we can use like a dredge, but it would "surface mine" exposed rock layers under water? As things currently stand, we cannot sail through shallow canals, so ships other than rowboats, sailboats and knarrs are excluded from using these canals. It makes a lot of Wurm inaccessible and make sailing times, which are already LONG, much longer for those ships. 2. Clay: Lots of the clay deposits on Wurm are at shorelines and under water. Once the clay has been raised (which is super easy by just dumping dirts on the clay), it can never be lowered again to a level where deeper ships can sail over. You can get it to a point where rowboats, sailboats and knarrs can pass (with over 70 digging, mind you), but it basically becomes an underwater bank of entrapment for any deeper ships. It seems silly to me to make it so easy to raise clay by dumping dirt on it (which noobs do when they run from mobs), yet it is so difficult to even lower to just below water level, and on top of that it is impossible to lower it enough for deep ships to pass over it. Could we make a tool that could be used like a dredge, perhaps by people with over 70 digging, to lower clay like we can lower dirt with a dredge? Thanks.
  15. every time I get on the wagon. freezes me and I have to restart the game . it happens so i load wagon on knarr and unload . This happens even in the mine . Please fix it
  16. Listing Tunare for Sale Located R-15, just South of Lormere 19x19 area, 1S upkeep, has mine nearby with Iron. Pictures below linked to imgur. 10Silver/Euro Or Best Offer http://imgur.com/a/Z7N9k Have an INN, Stables, Farm Land, and 4 crafting buildings linked on 2nd floor by wooden rope bridges.
  17. Lazurite, blue dye. Blue is a word many languages lack, because of its to-hand rarity. although woad was in use by many tribal cultures, this is the mineral that made the colour truly accessible. we all know our dye/paint system needs some love.. without disrespecting effort spent. woad is a crying agony.
  18. I would like to see a Mine Wall that you put in Mines/Tunnels/ Shafts that have a lockable door on them. This would be mainly used for on deed preferences to lock sections of mines so that they may not be accessable to other with appropriate permissions. Set them up as a regular building door but have the somewhat stronger with the intentions of a mine door (even making them out of rock possible to hide sections, but this would still be seen through by the more experienced players). The reason being is to lock off veins of ore that have more precious value to them than the lesser quality ones that you may not want mined. On deed or less likely off deed(where they could be bashed with somewhat more difficulty than a rock shard wall because of the heavy beams used in them) they would use the appropriate skills to build from Wood or Stone("clevery hinged into the surrounding rock making it nearly invisible" ). Just an idea.
  19. This is not a bug but i would call it a game mechanics problem... I was putting in a boat mine entrance today on my deed and i discovered the hard way that i could surface mine two dirt/slope lower than the game allows us to tunnel in water. Luckily I could still use concrete to get the tile back high enough to be allowed to tunnel again but if not i would have been really upset right now, lol edit: I guess it should be either reversed or made to be the same height so others do not run into this problem.
  20. SO I was super excited to make a bridge on my deed for decoration and of course I could not. Said that a mine opening was too close. I would be bridging over the tile. Not blocking in any way and no gatehouse either. Please remove this. It is truly silly, and bridges would actually help to disguise the big openings that mines require. BTW Spell check is not working here for me.
  21. Can only be done on a tile that has two perpendicular walls visible and may only be done on the right angle visible, must be stood on the cornering tile. Result is a right triangle (a=4m, b=4m, c=5.66m). May be reinforced. Takes 25 actions to mine out, reinforcement same as usual.
  22. 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)
  23. I have now had a mine on my deed for a very long time and it has been quiet down there. But today as my priest was to visit his magranon altar down the mine there where 2 cave bugs waiting for him down there. The mine is all on deed and there has been a mine door on it since the beginning of it, my question is if this is something new as I have been told that mobs cannot spawn inside on-deed mines?
  24. I have never seen this before and was wondering if any of you had any idea on why this is happening. I have an iron vein on my deed but it does not give me ore with every action but it does give ore still. I can mine 6 actions at a time and maybe 1-2 i get ore but on the rest i get nothing. I would assume that it is low on ore but i have mined it a bit and it still has not broke. My prospecting is not high enough to check the amount but there is no reason that it would not break and it does not give any messages in event...so anyway have any ideas?
  25. I would love a mine door option inside the mine. Can be all the materials that normal mine doors are made from. When it is a stone door, it will perfectly blend with rock walls in the mine, looking exactly like a reinforced wall. If you try to mine it or prospect it, you get the same results as if it were a reinforced wall. Yes, I know we don't have borders to attach it to, so here is my trick... Make them a "plantable" object, that can be pushed/pulled into position. The width is a fraction wider than a normal tile, so you don't see gaps. It sits lower into the ground and higher into the ceiling, to disappear into the rock, for better disguising. Or, make a "snap to" feature when pushing close to a border where it could fit. Got a few other ideas for how it could work, but that is the basics. - hide your special veins - hide your stash of supplies - hide your secret tunnel that leads into your deed Good times! (suggestion for after bugs and performance issues are addressed)