Posted August 22, 2014 /addfriend playername Best thing in the past few months. Share this post Link to post Share on other sites
Posted August 22, 2014 Why are fences only on outside walls? I mean the best feature for this would be as inner separators for stables and whatnot. 1 Share this post Link to post Share on other sites
Posted August 22, 2014 WHen i bound toolbelt to be switched with [ ] open reset it didnt save. this is probably due to the new keybind menu having limited keys on which to bind stuff??? (brackets arent in there) Maybe make it so keybind saves when key you press like alot of keybind menus. otherwise very nice:) Share this post Link to post Share on other sites
Posted August 22, 2014 how long have priests been kneeling when praying?? Share this post Link to post Share on other sites
Posted August 22, 2014 (edited) Save to Toolbelt... Load Toolbelt... Who do I worship? I have a pheasant ready to sac! EDIT: And hotkeys for them. 2 pheasants and a peasant. Edited August 22, 2014 by Audrel Share this post Link to post Share on other sites
Posted August 22, 2014 Any one found a way to rename each of the toolbelt loadouts??? Share this post Link to post Share on other sites
Posted August 22, 2014 Any one found a way to rename each of the toolbelt loadouts??? It's ugly but see this forum post. Share this post Link to post Share on other sites
Posted August 22, 2014 It's ugly but see this forum post. Share this post Link to post Share on other sites
Posted August 22, 2014 not what I was after, he xplains the previous way of changing the toolbelt, which I currently use, and most likely will continue to use. Try this one http://forum.wurmonline.com/index.php?/topic/108835-toolbelt-options/?p=1107845 Share this post Link to post Share on other sites
Posted August 23, 2014 Great update. Here are some feedback on the fences in arched walls thing:1) Cant build flowerbeds/hedges in arched walls. Dont know if this is working as intended.2) Low rope foundations disappear into the arched walls and are hard to target, you basically have to step into the arched wall pole to see it. Share this post Link to post Share on other sites
Posted August 23, 2014 That looks like a suitable chair upon which I shall await bridges. I was laughing on this for about 3 minutes . Thank you! Share this post Link to post Share on other sites
Posted August 25, 2014 Sweet another chair I can't sit in. how long have priests been kneeling when praying?? Slowly but surely they've been adding more animations to the game. Eventually you will be able to sit on furniture too. Share this post Link to post Share on other sites
Posted August 25, 2014 (edited) Any idea when you guys are going to get around to fixing the creatures? That would be great *Mumbles stuff* Edited August 25, 2014 by Steeloxide Share this post Link to post Share on other sites
Posted August 25, 2014 Think the best way to fix them is for the animal AI to do its darnedest to get the creature of a slope more than 20.I reckon 50% of the xana mobs are up on mountains Share this post Link to post Share on other sites
Posted August 25, 2014 Yayyyyy thrones! This must SURELY MEAN... This must SURELY MEAN... That they're finally going to allow us to sit in chairs? Yeehaa! Let the celebrations begin! *dances with joy"*runs around like a headless chicken**smiles gleefully* Share this post Link to post Share on other sites
Posted August 25, 2014 Hooray for Sheep! Also great is the remote adding of friends. Very nice! Share this post Link to post Share on other sites
Posted August 25, 2014 sheeps are one more step near to bridges 1 Share this post Link to post Share on other sites
Posted August 26, 2014 Any idea when you guys are going to get around to fixing the creatures? That would be great *Mumbles stuff*We are actively working on finding a solution for this and have created new tools to better get a visual overview of creature populations.First this needs to be analyzed to see why this is happening and how. 3 Share this post Link to post Share on other sites
Posted August 26, 2014 We are actively working on finding a solution for this and have created new tools to better get a visual overview of creature populations. First this needs to be analyzed to see why this is happening and how. Share this post Link to post Share on other sites
Posted August 26, 2014 First thing you need to implement is stamina on creatures and an auto climb mode, so if a mob start climbing once it runs out of stamina it slide down and needs to stay still until the stamina recover. It's not as easy as this... If this was implemented (or a preferential pathfinding for mobs not to use slopes), then mobs spawning on slopes would be locked in any areas below that are enclosed by slopes and waterside. That means that there would be natural "traps" for mobs that they could never get out of. Over time, more and more spawns would be caught in these hard to reach areas. Essentially it would just compound the current problem that mobs stop and accumulate on seaside slopes (where they can't be gotten rid off) - because now they can still reverse and walk away from the coast, and up the cliffs. Implementing your idea would entrap them there permanently. I guess rather than that mobs should sense when there are "big concentrations" (except perhaps of the same kind), and try to move away from those. 1 Share this post Link to post Share on other sites
Posted August 27, 2014 Yeah what marshlander said was perfect to stamina creatures. Good post Share this post Link to post Share on other sites