Search the Community

Showing results for tags 'nodes'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

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

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Chaos


Independence


Deliverance


Exodus


Celebration


Xanadu


Release


Pristine


Epic


Cadence


Defiance


Harmony


Melody


Acc1


Acc2


Acc3

Found 9 results

  1. Snowman bug

    Activating a charcoal and right clicking a Snow Pile node only gives the following options: Collect Lore The option to build the snowman is missing.
  2. Thank you for enabling the ability to switch off nodes on deed, without needing a spirit templar guard. This was a much needed addition, and it is really appreciated by a lot of people. I am now going to request the opposite. Please allow us to 'grow' nodes on deed by setting a check box to increase the density of nodes which spawn on our deed. Why this turnaround? Increasing the number of nodes that spawn on some deeds would allow players to harvest resources from a more compact area, within the safety of a perimeter fence. It would allow the comfortable and relaxing grinding of foraging and botanizing even at high levels, like the old tile based system used to do. It would allow foragers and botanists once again to collect larger quantities of herbs etc in safety on a more regular basis. It would allow players to set this feature just for winter in order to collect more snow on deed. Overall it would encourage deed ownership, as players would be able to reap the maximum benefit from their own deed tiles. Not everyone wants to roam the countryside looking for nodes. I think rather than increasing the numbers of nodes on the server globally, instead, allowing a greater nodes/tiles ratio on some deeds would allow these players to engage in this more intensive and relaxing playstyle without overloading the server. Please give it some thought Devs. I know it's difficult satisfying the vast variety of different players and juggling their seemingly contradictory needs.
  3. I was able to forage through a plank fence to a node on a tile just outside my deed. Not sure if that is intended.
  4. When foraging or botanizing a node, OR when cutting down a tree, on a slope, the last action causes a large cart to tilt. To replicate this: Drive the large cart up to a node or tree which is on a slight slope, until the horses are standing on the node or tree. Disembark the cart by right clicking on the horse and choosing disembark. You should be standing slightly behind the front of the cart, making sure you are standing facing forward so that you can see the front of the cart and the horses and the node/tree. Forage or botanize the node, or cut down the tree with a hatchet in the normal way. After the last action, the cart will tilt or slope. There is no reason the cart should tilt or slope after the last action. Obviously the node or tree *tile* has been updated after the last action, and this is causing the angle of the cart to shift suddenly. I've noticed it for some time with tree tiles, and it never seemed out of place that the ground should shift after the felling of a huge tree, but when foraging a tiny little node such as Mints, it's a bit weird that the cart moves suddenly! Please have a look at this and then please let us know whether this is a bug or a feature!
  5. It's really difficult to see most Nodes at night, especially in a cave or landscape in shadow, even with a light source. It might be good if we could please toggle the Nodes to 'glow' slightly at night - a bit like the trolls glow green at Hallowe'en - so that we can find the Nodes at night. Additionally, please increase the tile distance whereby we can see the outlines of the nodes - a similar distance to seeing the outlines of mobs would be fine. It could save 3 hours of groping blindly in the darkness or waiting alone in the middle of the steppe until morning comes around.
  6. The QL of Wheat from the Dune Grasses node is consistently 10% lower QL than other items (such as pea pods, mixed grass and reed plants) from the same node. Wheat from other nodes such as the Wild Grasses node is normal regular QL. Thanks for looking into this.
  7. Just interested to see how well everyone is adapting to the recent changes to foraging and botanizing. I'm new at polls so please forgive me if I have forgotten something! Please feel free to comment below!
  8. I think the new update would be better if they kept the foraging and botanizing the same (where you can forage and botanize on every tile) but say there is a rare item, or uncommon find, they could make a node for that. Instead of just taking away forage & botany from every tile. It would be less time consuming and add an extra incentive to the game.
  9. Nodes have popped up all over my market deed, making it look untidy. It's a public market deed, so customers will be wondering what all the mess is, or trying to click on them. At the moment, nodes are a novelty, so deed owners may not have had time to realise that this means extra maintenance they will have to do on their deeds, which is never finished - because as soon as they clear away the nodes, more nodes will just spawn again! The settlement management > settings option to remove nodes from your village requires 1 spirit guard to be hired Effectively this is expecting deed owners to *pay more* just to keep their deeds the same as they were before the update. This strikes as a cash grab with deed owners penalised. Please remove the need for a spirit templar to keep the deed node free - we shouldn't have to pay to keep our deeds clean of clutter. UPDATE: RESOLVED Templar Requirement to be Removed: Thank you for listening Devs! This thread may now be closed.