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Found 18 results

  1. I've used both BBC and URL to create timers, since the performance fix to forums and the timers won't count down. I haven't checked older timers that were created before the Forums fix to see if they all stopped. Someone else should try making a new timer and confirm that it isn't just me failing in some way.
  2. The Wurm Auction Timer creates an image that you can place in your auction posts to show how long is remaining in your auction. Extremely simple to set up. Creates a dynamic image so it can be used on these forums. Countdown is updated each time your post is loaded. No more need to calculate for time zones! You can set the timer for when an event starts instead. To use it go to: Enter how long your auction will be and click Create Timer. Your timer image will appear with a line of code to paste into your auction/event post. Your image will look like this (max of 60 days normally): When the auction is over it will look like this:
  3. I have several issues with buildings and fences in Wurm. Problem 1: Fences require 1 unit of rocks, shards, planks. Yet they only restore a flat 10 damage, and always take 30 seconds. No skill adjustment, no quality adjustment, nothing. For a repair: I suggest the repair is completed like any other item, and will consume quality as the item is repaired The amount of quality reduced would be dependent on the construction skill of the repairer. The amount of damage repaired would be dependent on the repair skill of the repairer. The timer for such actions would be 30 seconds - ((10 * repair skill)+(10 * Construction skill)) Allowing for as low as 10 second repair actions. For an improvement: I would suggest that the improvement process is just like any other. The primary building material or tools be used. Total improved cannot exceed quality of material? Total improvement would be Material QL/ # of primary items in construction. Thus 1 stone brick at 60 quality would at most improve a Stone Fence by 6 points, and will not improve the wall over 60ql in total, however tools would improve beyond that. Problem 2: Walls and fences don't always require their building material for repair/improvement. Rope fences require planks. Is built with shafts and ropes. (planks work with this how?) Woven fences require wood scraps. Repairs with Wood scraps. (only problem is you can only get this by making other things.) Round pole fence Low & High repairs with planks, and is make with shafts and nails. (this should repair with shafts.) Crude wooden fence: repairs with planks, (this at least makes sense.) Wooden fences: (works fine as is) Hedge fences: There is currently no way to improve these fences. Perhaps a hedge could take damage over time at it's highest growth stage, and this could be reduced by pruning. The hedge could also be improved in a similar way, if it is pruned and on a growth with 0 damage it would improve slightly? I'm not going to list the stone variants, as I think the list above makes my objections evident. I want to also take a moment while requesting this change, that this is not all meant to be implemented. It's a series of make the repairs a little more in line with the rest of the system. Thanks!
  4. "IF" we must have a pre-rift beacon, to warn us of when and where, days in advance, then please make the /rift command work from anywhere on the server, giving the active rift stats, as well as pre-rift timer countdown. Heck, why not just make a tiny widget that can be added to the client? It could even list the waves a current rift is on. If I log in and a rift is active, no point trying to reach it, if already on wave 3. My preference is to not offer any warning beacon and only have the beacon appear, once the rift starts spewing critters.
  5. In the headless server, you can enter 'shutdown' to tell the server to go down, but it doesn't seem you can tell it how long to wait or have it send a message to the event tab as you can with the gui. Has anyone managed to get around this or figured out how to get it to function? Thanks! -Llurendt
  6. When i use timers i am always looking for that green text signaling that the time has passed and it needs my attention again but when we have finished what we needed to time for the day we are stuck with that green text until we log out and that gets distracting since my eyes are trained to look for that green text so.. My suggestion is that when we use "reset counter" that it also puts the timer back into it starting idle state like it is when we log on and not leaving us stuck with the green text anymore.
  7. When I start leveling a tile that needs 12 dirts to be removed, the timer starts from 40s and goes down normally -5s per dirt, until it reaches 'Finishing...' and in that state I remove the remaining 4 dirt. The timer computes correctly in other tiles that need 4 or 8 dirts to be removed (sorry that I haven't tested more extensively). I inquired in CA in-game, and Wraithfoe suggested that it may be because of the WoA (36) cast on my 59ql shovel. However I can remember not too long ago, probably last week or so, that I could accurately compute the amount of dirts I have to remove by starting a leveling action and checking the timer, so it's probably something that broke recently.
  8. For those who are not aware the playerdata.txt file in each character's folder is where the game stores data such as toolbelt configurations, custom timers, skill tracker, etc for that particular character. However, there is no separate data file for either the Epic or Freedom side of each character. Obviously each cluster has separate items (and item identifiers), and a character on either cluster can have a completely divergent skillset and timers. For example a crafter on one cluster may be a fulltime Fo priest on another cluster. EDIT: Sure one change in Settings > Game where data such as custom timers are stored; however, there is no such option for toolbelt info.
  9. It wasn't supposed to happen, but it did. Posts in the toolbelt forum are being archived so I can no longer post in my thread. This post is to acknowledge the Wurm Auction Timer is temporarily down. Issues like this usually don't last long and it should return soon. Sorry for the inconvenience.
  10. Earlier today, about 7 hours ago from this post, I planted a shop sign on my deed. I just now tried to plant a pointing sign off-deed and received the message that I could only plant one sign off-deed per week (21 hours). This is either bugged, or was purposely altered to operate this way, however I know it wasn't always like this. The wiki states that you can plant as many signs on-deed as you want without limitation, but that only 1 sign can be planted off-deed every 21 hours. If planting a sign on-deed triggers the off-deed global timer, then the error message needs to be edited, and the wiki needs to be changed as well to clarify the new rules for signs.
  11. Would be nice if we could have auto-recurring event triggered reset (eg Pray or faith gain)
  12. Me and a buddy of mine would really like to come back to wurm but were kind of waiting for the action timers to be lowered. Does anyone know when this will go live?