Posted February 11, 2014 (edited) Since I travel a lot, I thought it would be nice with a brief overview of the capacities of our canals. It could be maybe be made into a Wiki page. Please help out if you find it worthwhile please note that knarr can (in open canals?) be considered among the "small boats" because of its ease of maneuvring in shallow water. IndependenceCrystal Canal: good for any ship. Kinoss Canal: cave canal, good for any ship but large boats must be dragged/pushed at both ends.Cave Canal: good for small boats, large ships may pass if being pushed through both entrancesBlack Dog Canal: good for any shipDarkenstone Canal: can be sailed by any ship, but has a landbridge where deep ships must be pushed over.Scarlet Canal: good for any shipEl Rancho Canal: ??Inner Sea - Colossus Lake (Heritage) Canal: cave canal, boat types??Colossus Lake Canal: cave canal, fine for small boats, but large ships to be pushed. DeliveranceCanal from north into Bear Lake: open shallow canal for for small boats only.From Bear Lake to Echo Lake: small cave canal, even small sailboat commander will be knocked overboard at north end.From east into Mystic Lake: ??From Mystic Lake further into center: ?? ExodusThe canal system from the northern Avrad Harbor through the series of lakes to Shrieking Eel Lagoon east of Esert is very impressive. The 3 most northern canals are surely passable for corbita with maybe some pushing over landbridges, and the last one from Lake Serpentine to Shrieking Eel is said to also be so.The water inside Shrieking Eel lagoon is shallow and can cause lots of trouble for large ships.From Shrieking Eel to Lake Thornfield: open canal for small ships and knarr only.Central canals between Pineview Sound and Shrieking Eel Lagoon and west through Opulence canal: they are open canals dredged for large ships but with some landbridges that cause trouble. West of Opulence Canal into Bunny Sea the narrow fjords are full of constructions and difficult to navigate.Open canal from East coast into Avonlea Bay/The Sound (= Aubit’s Canal?): only small boats.The Sound at Arcanum Market. Natural Souind that is tricky for large ships, may have to be pushed. The same goes for some other shallow areas inside The Sound.​CelebrationThe Northmere Canal in the North, is a typical cave canal, so larger ships will have to be pushed /dragged into it, but can sail through.Tree Gnome Canal: cave canal (?) with veins that makes it passable only for small boats and maybe knarr. Edited March 14, 2014 by Cista Share this post Link to post Share on other sites
Posted February 11, 2014 Darkenstone canal has a landbridge thats 7 dirts underwater, passable by cart, knarrs and sailboats/rowboats can traverse without pushing, but not sure about the others. Share this post Link to post Share on other sites
Posted February 11, 2014 On Exodus I made a canal between Shrieking Eel Lagoon and Lake Thornfield. It is capable only for rowboat, small sailing boat and knarr.Another one is started with friends from Lake Thornfield towards Avonlea Bay to the east sea (for that three boat types only), but it will take ages to complete :-)All my canals passable by animals and carts.Other canals and water depth info:The Northern canal network from Shrieking Eel Lagoon towards north west are good for corbita except that all boats may have hard time to turn around. Inside Shrieking Eel Lagoon corbitas and cogs will stuck after reaching my deed (The Wrong Password), because the water level is not enough if they keep going to east from that point. I had hard times with corbita/cog at the west canals of Shrieking Eel Lagoon as well. On the north side of the lagoon there is an underwater unfinshed road, keep in mind to do not stuck there. Share this post Link to post Share on other sites
Posted February 11, 2014 Exodus Central canals between Pineview Sound and Shrieking Eel Lagoon: open canal for small boats only. Actually, the Pineview / Opulence channel and canals are fully dredged for tall ship passage - you just need to push over a couple of landbridges along the route. Technically, the whole waterway from east to west is tall ship navigable but there has recently been a lot of off shore development and people have made some areas to the west extremely difficult to navigate. The sooner we get bridges the sooner people can sail freely and with ease east to west as it was when we originally dredged the channel. Share this post Link to post Share on other sites
Posted February 11, 2014 deli i have a canal from middle map to echo lake soon passable by both land and water.large and small boats, horse , or cart Share this post Link to post Share on other sites
Posted February 11, 2014 Celebration - Tree Gnome Canal Currently only good for sailboat + rowboat and maybe knarr, if u can push through all the veins as soon as veins are popped, then every ship can pass there. Share this post Link to post Share on other sites
Posted March 2, 2014 (edited) Aside from the landbridge that requires pushing larger boats across. Darkenstone Canal is passable by all boats. The release of bridges will ofc remove the need for the landbridge. Edited March 2, 2014 by Aureate Share this post Link to post Share on other sites
Posted March 2, 2014 Dont even bother asking about Serenity's canals... most barely accomodate sailboats. In some cases its threading the needle! Share this post Link to post Share on other sites
Posted March 2, 2014 I'm new to the community, hope I'm not jinxing. I've yet to see documentation showing how bridges function, as in if both ships and carts can traverse tiles occupied by bridges. just voicing my concern as I'm becoming more tuned to wogic. Share this post Link to post Share on other sites
Posted March 2, 2014 Thats because bridges havent been implemented yet, and even then the dynamics of bridge construction will be typically left to player discovery. There might be some gentle nudging from Devs to help builders get started. Share this post Link to post Share on other sites
Posted March 3, 2014 the cave canal is passable by all ships, but does require larger boats to be pushed / pulled into and out of it the same as the kinoss canal. Share this post Link to post Share on other sites
Posted March 3, 2014 The "wurm" water canals.. This is the "Freedom" water canals.. Share this post Link to post Share on other sites
Posted March 4, 2014 Deli cave canal from mystic lake to nightmare lake will be passable by all ships but now still not finished Share this post Link to post Share on other sites
Posted March 14, 2014 Updated with all the awesome new information! Share this post Link to post Share on other sites
Posted March 20, 2014 Hi, living at KinCan that guards the eastern (Inner Sea) end of the Kinoss Bay Canal (check the name!), I'd like to add some advice for our fresher Wurmians, regarding cave canals. May it serve to the common education, may it help anybody not having the knowledge yet! Cave Canal Entries: Game mechanics restrict them to 1 tile. There isn't more possible, even if bazillions of ppl would volunteer to work for ages. Accept it, it just cannot be done. If you feel offended, go on IRC and start pestering Rolf there. Entering a Cave Canal: Best practice is to be as slow as possible. There seems to have been some changes recently, but this should to be true still. When entering a Cave Canal, you're actually changing the world - you leave the surface, and enter a mine! Quite some age old bugs connected, so - be careful! Be very sure you're coming in with a perfect angle. You need to hit the entry tile right in the middle, and at perfect 90 degrees! General Advices: If you're coming with a big ship (Corbita, Cog, Caravel), moor right before the entry. Disembark, and check the place first. Well made canal entries will sport a tile where you can go up w/o climbing. Drowning is painful, avoid it! When you have checked the place, embark again, and go on. You'll get booted at the "change-of-the-worlds" with a high probability.But: If ever possible, drag your boat into the cave. This is the safest way at all, it will nearly never fail! The "Change-of-the worlds": Be as slow as possible, maybe you'll make it without getting booted. If you don't get booted, be happy - you made it! If you get booted, stay calm, and read the next topic. Pull, don't push! You got booted. What a pain! Now your ship is between the worlds. You're in one world, your ship is between. Your task now is to get it to you. Pulling it to the desired side is the way to go. Avoid pushing, if you're not very careful you may end pushing your boat into the void. And need a GM to get it out of there. So pull, pull, pull to the side you want your ship to be. You'll succeed, sooner or later!Have fun, Ahoi, and happy sailing! Share this post Link to post Share on other sites
Posted March 25, 2014 Thought i'd add the tarawick canal on release, that runs between Salem and spawn lake. It is 274 tiles long and is tunnel, 3 tiles wide (2 water, one path). paassable by row boat/sail boat/ corbita and knarr ( cog not tested yet) Share this post Link to post Share on other sites