jackobrian

Survival Lands - Hardcore

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Name: Survival Lands - Hardcore
IP: 107.182.230.236
Port: 15010
https://discord.gg/K48DQwfpbQ
https://wurm-unlimited.com/server/10843/
 

1k Map
http://map.survivallands.fastdevelopment.com.br

Spoiler

241412373_2159280140890499_8690979543924

 


0.5 Skillgain
1.0 Action Timers


Characteristics start at 15
Skills start at 1


Farm ticks every 24 hours


No traders
No starter items
No veins
No Priests, No Spells
No Alts
No Initial City constructed by GM.


Survival Mod (require boiled water and cotton clothes in winter).

Spoiler

2021-10-23 - Survival Mod Removed. Not working correctly. Without documentation.


10.000 creatures (50% aggressive creatures)

No Deeding costs
Settlement upkeep    

--- Mods ---

Better Dig (get only 2 kg of clay, tar, peat moss per excavation action)
BountyOnBurn (get 5 iron coins and 10 karma per corpse burned)
Bulk Separated
Craftable Pauldrons
Crop mod
Empty Thrash Bin
Fire Burn Time
Harvesthelper
Hitchingpost
HTTP Server
Inbreed warnings
Kingdom Items 
LeaderboardAndTitles
More Potables
Move To Center
One Tile Mining
Quality Level Limit 
Scriptrunner 
Serverpacks
Servermap
Starter Gear
Tabards
VoteMod (30 iron coins per dailly vote)
WyvernAntiCheat

Edited by jackobrian

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Jack! You are a cruel, cruel man 😄 This is probably TOO much for me especially given the no ores. I love your map though and I will definitely take a look. A couple of questions to verify, there is no bounty mod or digging mod correct? Some of the mods are duplicated in your list so want to double check.

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has Better Dig... bounty mod will probably be added because for some reason we can't find foraging coins even after a lot of insistence, but the bounty gain will be very little... just enough to keep the settlement if the person be very dedicated or playing in Group.

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14 minutes ago, Kamiraa said:

Jack! You are a cruel, cruel man 😄 This is probably TOO much for me especially given the no ores. I love your map though and I will definitely take a look. A couple of questions to verify, there is no bounty mod or digging mod correct? Some of the mods are duplicated in your list so want to double check.


Mods List fixed... thanks =D

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the ores... they weren't generated initially, but the server creates the veins randomly over time and if you make a cave a little wider than 1 tile, you can cause some collapses that can generate veins. the server has been working for about 2 days and my companions have already found sandstone for example.

Edited by jackobrian

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27 minutes ago, jackobrian said:

the ores... they weren't generated initially, but the server creates the veins randomly over time and if you make a cave a little wider than 1 tile, you can cause some collapses that can generate veins. the server has been working for about 2 days and my companions have already found sandstone for example.

 

You found Sandstone because its frequency isn't controlled by the generator you likely used (if it is the main one). Iron won't randomly appear. And for veins to randomly appear from collapses, you will probably be waiting months at best. What you effectively have is an archaeology-based server, since that will be the most reasonable way to obtain metals. Which is good fun but may not be what you wanted.

 

I should also make sure you know about the cave resource fix since your Sandstone is only going to have about 50 hits per wall (or whatever you set mining hits to) if you haven't run it yet. This is an issue specific to Sandstone being added later than other resources.

 

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4 minutes ago, Kiama said:

 

You found Sandstone because its frequency isn't controlled by the generator you likely used (if it is the main one). Iron won't randomly appear. And for veins to randomly appear from collapses, you will probably be waiting months at best. What you effectively have is an archaeology-based server, since that will be the most reasonable way to obtain metals. Which is good fun but may not be what you wanted.

 

I should also make sure you know about the cave resource fix since your Sandstone is only going to have about 50 hits per wall (or whatever you set mining hits to) if you haven't run it yet. This is an issue specific to Sandstone being added later than other resources.

Sandstone with only 50 hits (which was defined on the server) won't be a problem.

If it won't generate metal veins, then that's ok.... I really like archeology and iron is easy to find with rummage =P

But thanks for the clarifications.

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Initially, I suppose a certain amount of iron rocks could be found through foraging...

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1 minute ago, Batta said:

Initially, I suppose a certain amount of iron rocks could be found through foraging...


Rock iron in foraging is hard to find... But using Rummage in rock wall is very common and thinking about it the map has many mountains with exposed rock walls.

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5 minutes ago, Batta said:

Initially, I suppose a certain amount of iron rocks could be found through foraging...

 

Well yeah of course Iron won't be an issue relative to the other hardcore features of the server, it is just desirable stuff like lead for your larder and marble for your baking stone, which you can live without. And especially if you don't have religion missing the precious metals won't be a big deal.

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2 minutes ago, Kiama said:

 

Well yeah of course Iron won't be an issue relative to the other hardcore features of the server, it is just desirable stuff like lead for your larder and marble for your baking stone, which you can live without. And especially if you don't have religion missing the precious metals won't be a big deal.


yes... rings become decorations, without magic... the gold will be used practically only for large brazier bowls for example

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I actually don't enjoy mining and always do the bare minimum. Rummaging for iron is fine for me. Does the quality of ore go up as your forage skill raises though? If not will be quite hard to improve equipment. Regarding marble and other specialty veins, perhaps you could have a server goal (or some other event) after which a tile is placed in a central area? Would be nice to have a little variety for building/decorating and yes ... baking stones! ;)

 

Ive heard it takes a few days for coins to start spawning when foraging on a new server. Maybe that will kick in soon.

Edited by Kamiraa

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Just my 2 cents.    love the skill gain and no priests etc.        no starter gear great.       no trader even better.      but without a flint and steel, you cant light a forge or an oven.   need a guard tower and hell critter(not horses) just for a chance at charcoal.   that and the no veins.   would be the reasons i wont play here.    i get its not for me.  im not trashing it.      but living out of a campfire for basically ever is fun for about a month.    then its too tedious for me.  not hard.   just tedious.  best of luck tho.   i wish more people made 0.5 skill gain servers.     Cheers     also...i believe the coin from foraging is tied to the kingdom coffers.   server should have a start amount.  and the upkeep from deeds goes in there.          

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4 hours ago, JPaq said:

Just my 2 cents.    love the skill gain and no priests etc.        no starter gear great.       no trader even better.      but without a flint and steel, you cant light a forge or an oven.   need a guard tower and hell critter(not horses) just for a chance at charcoal.   that and the no veins.   would be the reasons i wont play here.    i get its not for me.  im not trashing it.      but living out of a campfire for basically ever is fun for about a month.    then its too tedious for me.  not hard.   just tedious.  best of luck tho.   i wish more people made 0.5 skill gain servers.     Cheers     also...i believe the coin from foraging is tied to the kingdom coffers.   server should have a start amount.  and the upkeep from deeds goes in there.          

 

You don't need a hell critter to get flint and steel, you just burn wood scrap in a camp fire and when it starts taking damage you use it to light a charcoal pile. And you can do the same to light a forge if you don't want to wait for charcoal.

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11 hours ago, Kamiraa said:

I actually don't enjoy mining and always do the bare minimum. Rummaging for iron is fine for me. Does the quality of ore go up as your forage skill raises though? If not will be quite hard to improve equipment. Regarding marble and other specialty veins, perhaps you could have a server goal (or some other event) after which a tile is placed in a central area? Would be nice to have a little variety for building/decorating and yes ... baking stones! ;)

 

Ive heard it takes a few days for coins to start spawning when foraging on a new server. Maybe that will kick in soon.


 

As for the quality of rock iron, it seems to follow the foraging skill, but I don't know if there's an upper limit.
 

If sandstone walls spawn easily in caves even though they haven't been spawned initially, I believe slate walls and marble walls (non veins), limited to 50 hits, can also spawn....
 

To get marble for small things like kitchen items, archeology is quite effective. But if doesn't show up slate and marble in the mines in next weeks, we can think about generating it in some hard to reach place.

I sincerely hope that currencies start to appear, that it doesn't depend on anything like the existence of a trader for example. I wouldn't want to add mods that generate money that could become excess money.

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5 hours ago, JPaq said:

Just my 2 cents.    love the skill gain and no priests etc.        no starter gear great.       no trader even better.      but without a flint and steel, you cant light a forge or an oven.   need a guard tower and hell critter(not horses) just for a chance at charcoal.   that and the no veins.   would be the reasons i wont play here.    i get its not for me.  im not trashing it.      but living out of a campfire for basically ever is fun for about a month.    then its too tedious for me.  not hard.   just tedious.  best of luck tho.   i wish more people made 0.5 skill gain servers.     Cheers     also...i believe the coin from foraging is tied to the kingdom coffers.   server should have a start amount.  and the upkeep from deeds goes in there.          


 

It is possible to fire campfires with woodscrap + kindlings as you can see in the wurmpedia documentation.
 

"If you don't have a steel and flint, you can use a kindling on a wood scrap to create a crude campfire, with lower quality."
https://www.wurmpedia.com/index.php/Campfire


It is possible to light an oven, forge, charcoal pile, with a piece of hot kindling active in your inventory.


Chacoal piles are very easy to make and on the second day of the game we already had 1 community steel and flint at camp.


We keep an eye on the animals around us and run to the water in case of attack.... And that avoids the need for guard towers and templars.


We avoid going into the forest too much. We planed and fenced an area and now we are 100% safe. We kill small animals like cats together with easily made wooden spears. And 1 single player could do this without help.


The kingdom's coffers have money. Only there is no trader instantiated, and I hope that's not a problem.
 

I understand that hardcore servers are not for everyone, and this server is not that hardcore, I've seen worse =P.
 

I don't make it more difficult because there isn't much public, if everyone is dying all the time, people give up, so the map is small, not so mountainous, the terrain is easy to walk and there are many lakes to take refuge from the most animals and the amount of aggressive animals is only 50%.

If you have more questions on how to manage to do something that seems impossible, please contact us on our discord and we will clear your doubts.

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I disabled Survival Mod's temperature damage on the server, was using an updated version made by Coldie (if I'm not mistaken).
 

As I understand it from the new settings, -5.0f would be snow storm, so the higher the value, the hotter. I used one of the values mentioned that was above 0, but still too low.
 

"#float value 0.1f 0.9f 1.9f and so on, negative for serious snow storms, -5.0f
difficultySetting=0.1f"
 

Even without armor, away from fire and without walking on anything hot and without having fed on hot food, close to sea level (100 slopes), the character was "boiling".

I don't know if it's a bug or a misunderstanding of the configuration.

And it bothered me a lot that the temperature didn't show up on the screen.

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21 hours ago, Kiama said:

 

You don't need a hell critter to get flint and steel, you just burn wood scrap in a camp fire and when it starts taking damage you use it to light a charcoal pile. And you can do the same to light a forge if you don't want to wait for charcoal.

 

I never knew that.    cool info tnx

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This is cruel yes, but sounds like alot of fun.  If I weren't launching my own project next week, I'd come check it out!

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On 10/23/2021 at 5:11 AM, EmmaGrace said:

This is cruel yes, but sounds like alot of fun.  If I weren't launching my own project next week, I'd come check it out!


tell me what your project is, we'll show up to check it = P

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So if there are no veins, you essentially have to live off of iron rocks yes?

 

So basically you will never really be able to get high quality, gear or anything of the sort. Or am i missing something 

 

Iron rocks are always crap quality, so even 20ql+ gear and tools could be an issue. 

 

Why not just reduce vein density or something, make them extremely rare? 

Edited by atazs

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On 10/25/2021 at 4:24 PM, atazs said:

So if there are no veins, you essentially have to live off of iron rocks yes?

 

So basically you will never really be able to get high quality, gear or anything of the sort. Or am i missing something 

 

Iron rocks are always crap quality, so even 20ql+ gear and tools could be an issue. 

 

Why not just reduce vein density or something, make them extremely rare? 

 

The quality of rock irons matches your level of forage skill.

moreover it is possible to get almost all types of ore through archeology and the quality that comes is usually much higher than forage, mining or archeology skills.

I created an "abandoned" mine in a place of difficult access, with almost all types of veins...

And I am planning to create an ore seller, the price that will be charged for each ore is still open and the location will also be difficult to access.

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