Search the Community

Showing results for tags 'water'.



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
  • 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

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Gmail


Facebook


Twitter


Discord


Skype


Instagram


Snapchat


LinkedIn


Reddit


YouTube


Yahoo


MSN


Website URL


Location


Interests


Chaos


Independence


Deliverance


Exodus


Celebration


Xanadu


Release


Pristine


Epic


Acc1


Acc2


Acc3

Found 48 results

  1. I keep seeing these dark shapes in the water. Sometimes they disappear when I move or turn. I am not using the modern renderer. This is facing south from U17 Deliverance, and seems quite persistent even if I spin around and move forward and back. Facing south-west: Also I can't help feeling rainbows are in the wrong place - in real life you're only supposed to see them when you face directly away from the sun towards the rain-cloud (the sun is always behind you when you see a rainbow) - this one is in the south-west when the sun is in the north-west - wogic? https://en.wikipedia.org/wiki/Rainbow
  2. Water - Above water level

    It would be great if we could have water on tiles above water level. For this we would need to have a slope check (water will not stay on a flat tile). Next, water will not flow over the edge of the hole that it's dropped in. Will spread if another sloped tile is connected. The tile that it's dropped on can't be a normal tile. This means that there has to be a water solid tile (don't know a name yet). This can be made by maybe mixing stone clay etc and other materials or use an existing tile form. If such a tile were to be deleted or there is no longer a slope the water will dissappear. You need to drop at least 10kg of water at once to make this work per layer of water. For short as this may not be clear: 1. Dig a hole (size doesn't matter as long as the bottom of the hole is all the same level) 2. Cover sides and bottom with stone of some sort. 3. Drop at least 10kg of water at once per layer (level) this duplicates per tile. So for a 6 tiles big hole you'd have to drop 6 x 10=60 kg of water per layer. This will raise the water level in the entire hole by one. This also limits the size of the hole as at some point it's hard to get the right amount of water in. 4. Upon deletion of one of the stone tiles all water will flow away "you make a hole and the water flows away" This way you could make ponds, moats, lakes, fountains, canals way easier than when digging down to water level. And you could create it on mountains too. Also there would have to be a floodgate/mills to control water level in different "water holes" with these you can connect them and pump water up and down a hole. Dredges could also be used to fill holes or control levels. Suggestions, critics or simple no's or yes's?
  3. Right clicking a water-covered tile for example in a low level mine, shows the 'Pray' option listed twice. I am a Nahjo.
  4. Loche System

    I would like to suggest the introduction of a loche (or lock) system. In places all over the real world as far back as ancient times, loches have been used to allow boats to sail virtually anywhere, even uphill. They work by isolating small areas, one by one, as a sort of step system. Each isolated area can then be filled and emptied of water in order to raise or lower the boat therein. In game, perhaps this could work by allowing tiles to be walled off and filled or emptied of water in much the same way. In the end, players would be able to create ingenious and very convenient loche and canal systems never before seen in game.
  5. Water splashing on land

    Not sure if this is in the right place, I assume this is a server mechanic issue since it has persisted through several reboots and is noticeable by others. There is a loud shoreline water splashing sound on my deed (Roasted Malt: Indy), by my pig pen gate, I'm quite far from the shore and quite high up in a mountainous area. It wasn't there when I moved in and appeared after I made a sandpit (which was moved) and it is still there.
  6. Plumbing

    Lead Pipe: Lead sheet + Lead sheet. Improves like blacksmithing items. Water Source: Any container that is placed on a spring tile that fills up. Fountains and wells. Water Receiver: large containers not on a spring tile. Fountains, wells, large tubs, huge oil barrels, possibly others. Creating Sources and Receivers: Use a lead pipe on a well or fountain on a spring tile to turn it into a water source. Once done it cannot be moved, but it can be rotated. Use a lead pip on a fountain, well, large tub or huge oil barrel to turn it into a water receiver. Once done it cannot be moved, but it can be rotated. Connecting Sources and Receivers. Use a lead pipe on a water receiver to get a list of all water sources in range you have permissions for along with the amount of lead pipes needed to connect them. Once connected keep adding pipe until the connection is completed. Each water receiver can be connected to a single source, but each source can be connected to many receivers. Distributing water When examined the water source will list all the water receivers connected to it in the order they were connected. The water source simply goes down this list in order at a set rate, maybe one attempt per minute, and attempts to push 1 liter (or fraction available) of water into the receiver. If the receiver is full this fails, same as if a player had tried to add more liquid to an already full container. Amount of lead pipe needed simple equal to X+Y distance from source to receiver in tiles. All pipe is lost when the connection is broken. Permissions would be tied to plant/secure. Connections and status as a source or receiver broken using a crowbar.
  7. The client is playing unrelentingly loud shoreline water splashing noise up at Roasted Malt (Indy) because some sand was placed down on our mountain. *Would be great if we could get an option just to silence or change the volume of said water files.
  8. Copper Pipe

    A new item made with blacksmithing (min of 30), takes 2kg of copper. When used on a tile next to a water source it creates a special kind of water source (piped water source). If used on a tile next to a piped water source it moves that piped water source onto the tile. If you want a water source 20 tiles away from your existing one you are going to need 20 pipes. Simple as. Piped water sources decay off deed if nothing is using them (no fountain/well on the tile). On an upkept deed they do not decay. Optional Extra : Allow lead to be used to make pipes too, just so we can all get lead poisoning! Edit : Another optional Extra : Clay Pipes (40 pottery needed)
  9. Hi, how many tiles and how deep are needed to keep non Swimming animals on an Island?
  10. Wurm players have always wanted a way to turn a non-water tile into a water tile and I have a few ideas that might make heading down that path a bit easier: Idea 1: Create koi (fish) garden pond items (basically a water basin) that you install into a tile like floorboards. This could consume one tile as a single small pond or you could create multiple items that would create a bigger pond that would take more tiles (think of a pie cut into four equal pieces (+) that make up a larger item) and it could even be filled with water like a fountain or placed like a well to fill on its own. This could provide water in deserts/steppe/tundra and on top of mountains, where you currently have no access to water if you are above water level, making it more difficult in these fantastic places. Imagine an Oasis in the middle of a desert/steppe or a hotspring resort on top of a mountain, or even a fish farm far inland! It would certainly help fishers hold their catch. I also had some other idea's: A multi-story stair or floor that is a trap door (so think in pvp if you you pass/bash through a gate or into a building, go up some stairs and step on a trap door and get trapped in a makeshift jail below). And another idea that could add some more capacity to multi-story buildings is theorizing that you could somehow add additional coded containers per height level for each floor which would allow you to treat each floor level as its own tile with its own tile contents, instead of just a single tile with multiple floors. This would allow you to do things like add trees on top of buildings, or other tile enhancements that are currently restricted to single tile. I don't know if this is possible but I thought that it would be worth looking into, if the devs already hadn't. Thanks for taking my suggestions into consideration, I'm sure they would improve the game and help players accomplish more in the game as well as more personal enjoyment.
  11. So I was discussing the usefulness of items such as strawberry juice, wine, decorations and things of the like with a friend and the word "Vanity" items started to get thrown around. As the word vanity can be associated with happiness in a few different ways we had the idea that if a value called "happiness" were added it could affect things like creation chance, timers for meditation/pray, rare rolls (By a very very very slight percent) and other various actions. Things that would raise happiness: better drinks/food like wine and meals, decorations (which would give an unseen aura-like effect, like tapestries, candelabras; these would need to have a limit), praying/meditation, and many more. Things like dying/taking injuries, water and food getting too low, lack of decorations, lack of room/spacing around the character and stuff like that would lower happiness. Just curious as to the thoughts of others with this idea.
  12. With settings turned up, Wurm can look pretty good relatively speaking. Though, when you crank up water, while it looks real nice, you can't see the sunken crap on the floor. You're forced to have horrific blank water just so you can see important stuff below such as item piles, mission items, arrows (has been suggested to float before), you name it. Not to mention, this blank water at nighttime just strains your eyes when you're checking the seafloor for stuff as you sail, so only checking for things on the same level as your boat/character would be visually comfy So let everything float. Corpses float, even if it's scientifically reasonable (ignoring that they sit on top of the water not in it), sunken ships float and that's not that reasonable (edit forgot even live sea animals float). We still have unicorns and giant spiders on fire though, so letting everything float so we can crank up water settings should be ok
  13. Hello, I'd like to suggest a rainwater collection system. If possible, have a platform item that can hold buckets, barrels, and or amphorae. When the item is "loaded" with suitable containers, it will run periodic checks to see if it is outside of buildings and if it is raining. If it is raining, the containers will gradually fill with water in the same manner as wells. If it is not raining the containers just sit there. When there are no containers, it will not perform weather/outdoors checks at all. With full containers it will stop performing checks. Collecting rainwater would be fantastic, but I suspect that having all containers performing constant weather checks could really bog down the servers. So, I propose an item that will create a specific case for performing that kind of a check which can also be "turned off". If there are no containers or full containers, there will be no weather check. An alternative to the platform idea would be attaching containers to preexisting items such as a cart or wagon.
  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. I have observed that the food and water level in Wurm fall pretty quick and we know they directly affect the stamina regen rate. The problem is, while raiding in pvp, it takes 2-3 hours to raid a deed or while in active pvp, at such instances we really dont have time to make food. A lot of planning has to be done and the priority of food and water is low while in fights. Thus i request the rate at which they fall to be decreased to 1/3. As stamina is a important part of pvp and we all have been at places where we need stamina gain pretty quick. Even 1 second can cost us a lot of gear.
  16. On a few occasions today while out hunting, I've noticed bison and bulls swimming around, and even one with drowning damage, presumably from swimming when it shouldn't have been able to. I also saw a deer in a cave with drowning damage, possibly from similar causes. Screenshots: https://dl.dropboxusercontent.com/u/5137351/wurm.20151122.2141_1.png https://dl.dropboxusercontent.com/u/5137351/wurm.20151122.2141.png
  17. I would like it if the large barrel would work like fountains do and auto fill on water source tiles. When you build your workstation/house over a water tile it would be nice to be able to use a large barrel instead of the fountain because they are better inside decoration then the fountains are. Also maybe the huge tubes can be part of this too. Edit: This would also allow new players to get a water source up and going quicker or at least a new options over needing rope or not being able to carry the rock needed to make the fountain.
  18. No CoC water for smithing?

    Is there a reason why smithing skills should be excluded from the effect of coc enchanted water?
  19. Can we please get a fix for this?
  20. I would like to suggest that the capacity of well should be increased to match the capacity of the fountains. A well can currently hold 125 litres of water while a fountain can hold 1125 litres. Why? - Personally I prefer wells over fountains and would like to be able to choose from preference rather than by what works best while smithing - A well takes more time to make than a fountain so there's no logistical reason for having them contain less - It doesn't change any functionality and the game isn't affected in any way other than that the well would hold more liquid
  21. New Action : Beachcomb

    Currently we can rummage, forage and botanise. It would be a nice touch if we could also beachcomb, essentially only usable on sand that is also a water tile. Linked to the forage skill. It would allow newer players some non-destructive access to logs and the like. Finds : Driftwood (a 4 weight low QL log) (Common) (30/100) Mussels (lightweight meat) (Common) (30/100) Kelp (Common) (299/1000) Seashells (possibly of use in jeweling, otherwise just something that always has a high QL to sell at a token?) (Uncommon) (1/20) Bladderwrack (A new healing cover ingredient, weighs 0.3, str 3) (Uncommon) (1/20) Bottle with a random note in it (bottle is lightweight jar alternative, weighs only 0.05) (Rare) (1/1000) Rare Roll : Sea Chest (Random low QL small chest with some coins in it (instead of one 5 copper coin it gives 5 1 copper coins etc)) (Normal rare roll rates)
  22. 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.
  23. Is there any restriction on how deep in water strongwall will work on a tile? I have a tile that i was going to tunnel into to force the tile i want my boat entrance on to be deeper. The tile is too deep to tunnel if you are standing in front of it but i could open it up from the side okay. I just do not want to get stuck without being able to strongwall it shut once i do open it up. I think it will be about 46 below water once the tile opens up. NVM: It will not let me tunnel from the side either like i thought it would so i can't open it up anyway.
  24. Surfing

    Saw hatchet on log = surf board. Don't even need wave animations and visuals; though, that would be awesome. Just a good gale. Body and Mind stats could impact one's success. Also a little Surfaris just because they are traditional, and I have fond memories of my father drumming Wipe Out with his hands: >http://www.youtube.com/watch?v=VkGZsPDvFkI