![]() Archaeology Tweaks - Allows server admins to add/remove items to archaeology drops using a config file.Non-combat Pets Mod (Minipets) - Non-combat pets are small companions that can follow you around, they do not fight and will not be attacked by other creatures and players.With this mod nothing will ever decay, bashing is impossible (except GMs) No Damage - Removes all damage from items, walls, roofs, floors, fences and bridges from all sources.Taxidermy - Adds craftable taxidermy kits that can be used to preserve corpses as decorations in different sizes.Highway Portals - Player craftable portals that allow teleporting between deeds on the same highway network..Bind To All Interfaces - Makes the server bind all it's sockets (external, intraserver and RMI if enabled) to all available interfaces.Fix Guards (GM Mod) - Fixes villages spawning infinite number of templars due to a database error.Hots Fixes - Allows mycelium on PVE server and fixes it´s spreading / remove ore cap on non freedom servers and some more.Set Height (GM Mod) - Adds a new command to set the height of tile to specified value in an optional radius.No Build Limit - Removes skill requirement on planning building from all players, allowing.Hitching Limits - Allows control over what animals can be hitched to carts/wagons.Movement Tweaks - Allows server admins to tweak many things related to movement of players, mounts and vehicles.Move To Center - Adds 2 entries under Move menu that allow moving items to the center or corner of a tile.Better Farming - Adds ability to cultivate, sow, farm, harvest, harvest and replant in a bigger area / mass plant and harvest planter racks and some more.Better Digging - some usefull features to bring dirt into a vehicle or on ground instead of player inventory and much more.Treasure Chest Claim - Allows players to "claim" random treasure chests, unlocking the chest and rewarding the players with some karma.Action Timers Fix - Fixes many action timers that ignore the action time multiplier setting.I also fear that realistically rougher terrain with multifractals will expose Wurm bugs that result from having a coarse 4m grid, having suffered too many ping pong suicide deaths at the bottom of digging pits in Wurm. I have no idea if Wurm grows the ores, flora, and fauna per its own algorithms or if those are additional map layers I need to do. I currently have no idea what the mountain and ocean height limits are, have an idea how to do dirt layering since I already do simple erosion. But maybe I am wrong and players like the challenge of carving up canals and mountains and falling down cliffs. My thinking is attempting to be realistic isles will make more interior land livable yet still offer up more desirable coastlines. Wurm mountains are just barrier cliff shapes painted on a map with an arbitrary brushing up the roughness near them and I never liked them, especially when they was cliffs right on the water with no beach to land on (drowned too many times). In reality mountains have foothills and plains that lead to the beach, so my mountains are very unlike Wurm. I tweaked the algorithm to be Wurmlike with channels, lakes and outlying islands. It is a multifractal terrain synthesis algorithm of my own invention using actual Earth roughness stats. Originally it was born out of frustration with how unrealistic Wurm terrain is. This is a terrain generator prototype I wrote several years in Matlab for import into Unity 4 and never finished, though I worked on it more last summer when I was between jobs. I intend though to increase skilling so it takes weeks and months rather than years or even decades specifically so I can take modding breaks after maxing out so I can travel to new isles with increasingly bigger ships! Keep in mind I have a real job so my modding efforts usually end up being nothing more than a fun hobby in between playing games and I never release anything - but it can be fun to discuss and maybe others get ideas who have more time. Here is a low rez heightmap (1grid = 32x32 tiles for 2k maps) of my terrain generation ideas.
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