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Found 10 results

  1. Looked and didn't find this other than other people wanting more pic selections. We all know how long it takes to Plant, push, pull, turn that Shop Sign only to find we need to change the Name or the Picture at the market for a new spot instead of "This spot open". Please make a simple change to allow Shop Signs and even others signs, for that matter by owner(who placed it) or the deed holder to change the names and/or pictures to other types without having to pick up and then have to replant. PLEASE. Even if you make the hanging part removable with another plate that can be changed and/or replaced. ..., Just an idea.
  2. I recently had to transfer a couple of unfinished knarrs between two deeds using a ship transporter. The ships were facing different angles because unfortunately those were the angles at which they were started back in the day, and unfortunately when I unloaded them, they kept their strange angles - one was particularly jaunty. It was really difficult to find a suitable place in my workshop. It would be great if unfinished ships would unload from the ship transporter facing in the same direction as the transporter - straight ahead - just like finished ships. This would make logical sense in real life because the ship has been 'all round the houses' in the transporter and should have no 'memory' of its initial rotation angle. There is no reason to keep the original building angle once the ship has been in the transporter. Additionally it would make a lot of sense to add 'Rotate' to the manual movement commands (Move, Push, Pull etc) for unfinished ships whilst they are on the ground. There is no reason we should not be able to rotate them to our chosen angle. This has been mentioned before, but I think that it could be a simple fix, and would make organising Wurm's shipyards a lot easier and tidier. Thanks!
  3. Hey, I've just created a pylon on my deed and I'm unable to rotate it. There's no option in the right-click menu even when a tool is activated. I'm not sure if it's related to the recent bug with moving items. And when I'm trying to rotate it with a bind, that's what I'm getting: [11:59:14] You may not turn that item right now. Is there anything that I can do? Or is it a bug?
  4. This is what it looks like, what it is meant to look like; This is what it looks like when you get far enough away from it; if there's no chance of a fix, please mention that.. I'll knock them down and try again. until then, thank you.
  5. No one knows. I need to know if a Pylon can be pushed or at least, rotated after it's been built.. like the obelisk. thank you for replying
  6. Existing functionality: An object that has been rotated is aligned to the world grid; the very first 'turn' action will adjust it to the nearest 22.5o increment of a 16-pointed full circle. A cart rotated before hitching animals will allow perfectly straight road travel, and any animal unhitched from such a cart will keep that same heading. Disembarking onto a tile places oneself on the center; decorative objects can then be adjusted with greater ease: by aligning one's center-cursor at visual benchmarks: distant objects known to be on your same centerline (roofs, lamps, vanishing point of road) faint graphical lines that quarter each tile and intersect at the tile center (under your feet) by pulling an object onto your exact center (of the tile), then pushing it from that center: objects 'pulled' will be pulled towards the puller and are unaffected by heading objects 'pushed' will be pushed in a direction relative to the pusher's heading Suggested improvements: A pair of commands that would turn the actual body 90o from current, similar to the existing [GLANCE_LEFT] and [GLANCE_RIGHT] lookspring commands The ability to rotate one's own self to allow alignment with the world grid and positioning objects with definite and easy accuracy The rotate function could be employed by several methods: clicking on the 'body' icon to 'turn' yourself like any object clicking on the compass window to select one cardinal direction to face keybindings that rotate you left/right regardless of cursor position
  7. I would like to see a way to change the direction a gate opens/closes. I can't seem to flip them nor affect their orientation like house walls.
  8. I know a lot of people is ok with the current push/pull/rotate, but for me its just a nightmare. We really need a new way to fine position planted stuff like lamps, furniture, etc. It doesn´t need to work in a huge radius, same as current move commands its ok, but maybe a free drag/rotate activated with a bindable set of keys, or maybe a single command that binds the object/item to the cursor, so while you are in this mode You can´t walk, and you use the scroll well in the mouse (or same keys used to glance left/right) to rotate the object, if you right click the object is planted in the cursor position, if you left click the action is canceled and the item/object reverts to the original position. Lets discuss it.
  9. It would be *incredibly* nice to be able to adjust the placement of these decorative items with push/pull/rotate. Dropping and picking up a million times to adjust placement to what you want is impractical at best and impossible at worst.
  10. Realized today with the (awesome) update that flowerpots can't be "moved" (push,pull,rotate). Which very, very, very much disappointed me. I can only think of rugs as something else that we can not tweak placement of with "move" but perhaps there are more I'm forgetting. So I'll start the list with: - Flowerpots - Rugs What else? Please add anything you can think of! Edit 6/20/13 Ok for easy reference I'll try to keep just a basic up-to-date list of all suggestions on the top post (btw great brainstorming, I forgot about many of these big nuisances!) -flowerpots -rugs -altars -guard towers -large anvils -kingdom flags -fences (move if change deed size) -piles