Posted December 14, 2018 (edited) I am looking to setup Wurm Unlimited for a single player experience. (not looking for an argument on why servers are better). I don't need technical help of how to setup server or install server and client mods. I have played both a little solo and on a server before, i just need long breaks that don't workout so well with a persistent community server. I want to know which mods would improve the gameplay for a completely solo experience, but I don't have much experience with Wurm. I want to remove some of the grind and the clicking. I am mostly interesting in terraforming some virgin land into a long term building project. maybe add some mods to give me things to do outside of building. Here is a list I made just from going through the mod list with very basic descriptions. any feedback would be great. Things like X mod is only useful in multiplayer or x and y will not work together. Or mods I may have missed. Thanks for any feedback Server: Creatures age mod crop mod spellmod Action Timers Fix Better Digging Better Farming move to center (still has move to corner)no build limit not really designed for normal gameplay Highway Portals Taxidermy location command fire burn time double bulk capactiy boat mod bounty mod digLikeMiningMod SalveMod Creatures Mod (miss this one on my first look at the mod list) Client: improved compass custom actions max toolbelt time lock skill gain tracker better tooltips cave vision Maybe Server:no damage not really designed for normal gameplay non-combat pets mod (minipets) dragon mounts kingdom items bounty on burn treasure hunting (by Ulvirla or Sindusk) **mark and recall - quick travel mod DUSKombat - Full combat system rewrite (requires SinduskLibrary) **Survival mod **More Potables - Plant 'anything" in a pot like herbs and spices **suggested for single player Edited: added some notes to the list from the replies. Edited December 18, 2018 by Aylana Share this post Link to post Share on other sites
Posted December 14, 2018 I think you have everything you need pretty much covered. I'm not sure there are any mods that help with the single player experience? (I could be wrong) Not really the way Wurm is intended to be played in my opinion, but as you said no arguments against that. Everyone has there own playstyle. If I was going to play solo I'd honestly mostly play close to vanilla. The only thing I'd change is action timers and exp. You need high experience gain as you cannot rely on others to supply you with gear. I'd also suggest if you was going to add the bounty mod to tweak it to be in your favour a bit but not too much. It'll be your main source of income and if you have deed costs on it'll be a nice little thing to help. Personally if I was playing SP I would keep the deed cost on as you need some constant goal. This is also a very nice mod I'd love to have if I was playing SP - Also, if the survival mod is still being developed that'd be a great choice as it gives you more of a risk and an actual "mission". Share this post Link to post Share on other sites
Posted December 15, 2018 (edited) Survival mod could be very interesting in singleplayer, if this is the one where winter has deadly temps and you must keep a close watch on body temperatures, with very limited travelling away from base, fur clothing, and need for constant fires going. Move to center -- didn't they incorporate this into the vanilla game sometime back? Mark and Recall sounds very handy. I used these a lot in Morrowind ... (well, everyone did) More potables is definitely nice. I like the creatures mod that adds pandas, ocelots, zebras, and more horse colors, but then I am a bit horse crazy Do you have the mod with no restrictions on priests, with the shared spell lists? Oddly, I often play with alts on singleplayer mod. Usually three sisters who are building a homestead together. I play singleplayer a lot. Usually after a spell I get lonely for the presence of others even if only in Global, but other times I just want to do my own thing without dealing with drama. So I tend to bounce back and forth between public servers (90 percent of my time) and singleplayer (10 percent). Edited December 15, 2018 by Brash_Endeavors Share this post Link to post Share on other sites
Posted December 16, 2018 On 12/14/2018 at 10:29 PM, Aylana said: no build limit no damage I wouldn't recommend running those on a "normal" server, they were meant more for people just building with a gm, a-la "creative mode" Especially no damage - it means every corpse, every single woodscrap or piece of junk etc will stay around forever until you manually get rid of it. On 12/15/2018 at 3:25 AM, Brash_Endeavors said: Move to center -- didn't they incorporate this into the vanilla game sometime back? Move to center was added to vanilla, but the mod also adds move to corner option, which isn't. I should probably rename it... ? 2 Share this post Link to post Share on other sites
Posted December 18, 2018 Thanks for the suggestions. I went back and added some notes to the original post. work holiday coming soon, I should I time to get all this setup. Thanks again, and feel fee to make more suggestions. Share this post Link to post Share on other sites
Posted December 20, 2018 If you're interested in Archaeology at all, you'll want to have a GM toon type #generateDeadVillages <#> For a single player on a 2048 size server, I like to do 2050 dead villages: #generateDeadVillages 2050 Share this post Link to post Share on other sites