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Found 12 results

  1. Hi fellow Exodians, There is an ongoing community project whereby several of us are trying to restore tundra on Mount Tundra. This is done but packing tiles next to the tundra, then cultivating them, so there is a dirt border for the tundra to spread into, with a further packed dirt border to stop grass, etc moving into the dirt tiles before the tundra has time to spread. Whoever planted steppe in the dirt border next to the tundra did not help at all. Steppe spreads faster than grass and will no doubt take over the tundra tiles. Please, whoever you are, do not do this again. Thank you in advance. Anyone can help with this project. But please try not to destroy any tundra tiles that are currently there. Thanks.
  2. While collecting lingonberries, I had been automatically hitting my collect sprout hotkey while harvesting from habit, and to my surprise my inventory had a couple. Presumably they still have the sprouting age category and just don't display? The sprout cannot be planted on tundra, but if you plant it on a grass tile it instantly turns it into tundra. Edit: I've gotten sprouts from age categories mature, old, and very old so far.
  3. I plan to create a small area of tundra, but recently was reminded how crappy my Beverages skill is . (That's what you get from not being a fan of skill grinding...) So, I would like to find out what the market price for either: Orange Juice (ql > 70) or: ready-mixed transmutation fluid (ql > 70), copper&orange juice would be. PM, please.
  4. Do put it in suggestions forum.. Suggestion forum here I am! So with the new transmutation liquid added and lingonberry spawning on tundra, prevent the unintended or too easy destruction of said tundra by removing the digging from the actions destroying it.
  5. I used a small amount of active moss to tundra transmutation liquid on a moss tile. Message: Looks like that tile needs more of that liquid to change it. Examine tile message : You see a part of the lands of Wurm. I expected to see the usual examine messages for the partially transformed tile, but there was none. Adding more liquid to tile successfully transformed it. when the new tundra tile is examined there is only : You see a part of the lands of Wurm. When examining old transformed peat tile the message is : The tile has been transformed before. Expected same from examine of the new tundra tile. Repeated again with same results.
  6. 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.
  7. 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.
  8. I believe one reason everybody basically destroys tundra is that it doesn't spawn any mobs Basically kills this hard to create landscape, which doesn't offer bison, deer, horses, or any aggro mobs such as grass or forest Maybe if Tundra spawns 1 or two unique mobs it may give this terrain a positive effect and give it immersion Here is a few examples of Tundra Animals Moose (North America) or Eurasian elk Arctic Fox Wolverine Musk oxen Polar Bear Arctic Hare l Snowy Owl
  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. According to Wurmpedia in the tundra there are not spawn of animals. (also for mobs?) But I remember that I found some spawn in tundra (troll, wolf, scorpion,...), at the moment I have a spawn of wild cat in tundra but near a grass tile. Someone had the same things? or animals mean only horses, cows, ... ? in this case should explain better that doesn't spawn aggressive mobs. Thanks, Giuseppe
  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. Today, on behalf of the Northmere Alliance, I built a highway connection across the tundra, joining the Northeastern highway networks to those running north from Tap Dance. As a result, there is finally a continuous highway system connecting the lands east of the Northmere, as well as the northern deserts, to Tap Dance. I'm sensitive to the fragile nature of the tundra, and took care not to destroy more tiles than necessary during this process. Hopefully a completed and well designed highway grid will discourage future slipshod road construction in the area, and allow us to get some Vynora Priests out there and replace some of the tundra grass. No one deserves to get lost and die for lack of good roads. A couple of generous souls have offered me small tokens of gratitude, but I ask instead for all soldiers and hunters who use these highways to please be generous and kind to any on these roads who are weaker than they, or in need of help. How the new tundra highway connection fits into the existing highway grids of the NE is shown here: /salute.