Let's Sperg Wurm Unlimited: Kiwi/4chan/8chan crossplay Server is online - Kiwi fortress grows strong, Join us today. (White dragon hatchling on the loose!)

Who will implode first?

  • 8clave Remnants

    Votes: 10 15.6%
  • 4chan

    Votes: 3 4.7%
  • Reddit

    Votes: 19 29.7%
  • Kiwifarms

    Votes: 2 3.1%
  • The United States

    Votes: 30 46.9%

  • Total voters
    64
This sounds amazing and I'll be installing tonight. I have no experience with the system and will happily be a peon in the communal construction as I learn.
 
I've downloaded the game, now we wait for the ip to be released right?
 
We still need to come up with a name for our town, not that I'm suggesting Kiwis aren't allowed to make their own settlements if they so desire. Our success will surely be determined by how spicy the name of our civilization is.
 
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Reactions: Lemurakk
Got installed, launcher ran fine, couldn't figure out how to run the game locally to practice at least up to making a cart (one of the threads posted in OP had a good guide on that) so I'll be going in blind on Friday.

I'm guessing we join the JK faction when we create our character and then make our way over on the map to Kiwitown.
 
Got installed, launcher ran fine, couldn't figure out how to run the game locally to practice at least up to making a cart (one of the threads posted in OP had a good guide on that) so I'll be going in blind on Friday.

I'm guessing we join the JK faction when we create our character and then make our way over on the map to Kiwitown.
I'm thinking I will make the announcement for server being up when it comes around, then I will wait for you all at the JK spawn and teach you all little tidbits and let people try things out as we wait for a small band of players. once we have a good ball of people we will head over to our ideal spot not far up the coast.
 
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I'm thinking I will make the announcement for server being up when it comes around, then I will wait for you all at the JK spawn and teach you all little tidbits and let people try things out as we wait for a small band of players. once we have a good ball of people we will head over to our ideal spot not far up the coast.
I want to let everyone explore the game freely without doing any assigned jobs or urban planning, but there are a couple of essential items you need to square away whenever you're starting a new town, chiefly tools. I'm gonna make a beeline for the white light upon spawning so I can become a Magranon follower, but then we'll have to go through the usual routine of digging a mine and getting a forge going, which will probably be a group project. We'll also want someone on carpentry so we can get large carts going.

I've always focused on smithing on the servers I've played on in the past, but if someone else wants to give it a whirl then I'll do something different for a change.
 
I want to let everyone explore the game freely without doing any assigned jobs or urban planning, but there are a couple of essential items you need to square away whenever you're starting a new town, chiefly tools. I'm gonna make a beeline for the white light upon spawning so I can become a Magranon follower, but then we'll have to go through the usual routine of digging a mine and getting a forge going, which will probably be a group project. We'll also want someone on carpentry so we can get large carts going.

I've always focused on smithing on the servers I've played on in the past, but if someone else wants to give it a whirl then I'll do something different for a change.

I specifically wanna do useful stuff for constructing a Kiwi town, what's a good thing to focus on.
 
I specifically wanna do useful stuff for constructing a Kiwi town, what's a good thing to focus on.
Building stuff uses carpentry, fine carpentry (Yes, they're different skills), masonry, and to a lesser extent paving. Your carpentry level determines the maximum size of buildings you can construct, as well as some very useful storage containers. Fine carpentry is used to make all sorts of furniture and, more importantly, carts. At 30 masonry you can construct stone buildings, and at 50 masonry you can build smelters and kilns, which are very useful. Paving is just used to make fancy floors inside buildings.

So if you want to build, then go for carpentry, but it would also be very nice if someone was focusing on grinding masonry for smelters so we can process ore more easily. This is just to get us started; most people will probably end up having high carpentry and masonry as we go on.

Carpentry: Make planks out of logs with a saw. If you want to get the most skillgain out of the least amount of wood and don't care about creating useful products, then use a carving knife to make wooden fishing hooks out of logs and either toss them in a fire or sacrifice them on an altar to get rid of them.

Masonry: This is much more complicated since I have to explain how to obtain a chisel. I don't know what tools the admins will start us off with, but I'll assume it's like vanilla. First you have to cut down a tree, then chop it into logs. Use your carving knife to make two shafts out of one of said logs. With your knife, make a mallet head out of one shaft, then use it on the other shaft to make a mallet. Next, right click on grass tiles and forage until you obtain three or four iron rocks. Alternatively, if we've found a metal vein, then use three 20kg piles of ore.

Now go back to your pile of wood from step 1 and make some kindling from wood scrap or a log, then make a fire with your flint and steel. Use a log or two on your fire to fuel it up, then dump your rocks in the campfire. Wait a long time until they eventually smelt, then check to see if the metal is glowing hot by examining them. Take your lumps out of the fire and select all of them (Shift+click works), then use one on the others to combine them all. Now we make a small anvil. Use your mallet on the combined, glowing hot lump and you can do that. Finally, we can make our chisel by using the last of our metal on the anvil and creating a chisel blade. The final step is making a handle by using our carving knife on a shaft, then sticking the handle on the chisel blade.

After all that, you can finally get started with masonry. You can raise it by making bricks out of rock shards, and we'll have a lot of rock shards. As with carpentry, you can go the low cost and wasteful route by making loads of whetstones and sacrificing them on an altar to dispose of them.

Fine Carpentry: Make a bunch of small wheels out of planks and shafts. Using your various carpentry tools, improve them until it becomes too time consuming. A general rule of thumb is that you can improve items up to your skill level+10, but that can take a while. When you've milked all the skillgain you can out of your wheels, toss them in a fire and make a new batch and repeat the process.

Alternatively, you can mass produce wooden reels out of shafts with a carving knife. I'm not 100% sure that this is a feature in Wurm Unlimited, but the wiki says you can do it in Wurm Online, at least.

Paving is autistic as fuck. Just stand on the four corners of dirt and/or grass tiles and use your shovel to pack the dirt all around you. Once the four tiles are packed, drop a pile of dirt to turn them all back into normal dirt tiles, then dig your pile of dirt back up and repeat the spot. There is no more efficient or sensible way to grind this skill that doesn't involve massive amounts of ecological destruction by turning vast swathes of land into packed dirt. If you care about having fancy stone floors, then raise this skill to 40/50 and then forget about it.

EDIT: And one last thing, for the love of all that is holy do not try to grind woodcutting by chopping down every tree you see. Instead, use your axe/hatchet on either wood scraps or logs to make kindling. Trust me, it's much faster. The most resource efficient way to grind woodcutting is by making planks and then using your saw to make wooden shingles out of them, then making kindling out of the wood scrap. I don't suggest doing that because it raises your saw skill instead of your axe skill, and axe skill helps determine the quality of wood you get when chopping trees.
 
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@Null come shill for the autists similar to the SS13 server.

you kids have fun and record the autism, it reminds me way too much of autistic GTA5:RP gatherings that are ultra retarded so you know, no vietnam flashbacks for me...
 
  • Agree
Reactions: Polyboros2
Host says the server is planned to kick off 6PM EST tomorrow. Remember to stay up late tonight and you will be comatose through the horrors of actually waiting tomorrow.

Sever information and mod overview is here https://pastebin.com/zyz9BmQ3 please read so you know what you are getting into
tl:dr the server will be running at 1x action speed and 3x learning rate, but every second you spend idle builds up one second of 3x action speed bonus.
Upon joining the server within its first 24 hours you will be granted 8 hours of free 3x action time. meaning your first day of wurm will be 3x all.

This mod is experimental, and built inhouse, designed to defeat botting (although I can think of ways to circumvent it already)
If the mod proves unreliable and enough outcry is heard, the server will remove the mod and switch to flat 3x 3x
 
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One of the most important things about the map is the ore distribution rate - iron is about as rare as gold normally is, gold and silver rates have been doubled, all other metal spawns have been shifted to be slightly less common than vanilla iron.
I hope you filthy animals are ready to do a whole lot of mining; returning to the bronze age is great and all, but we need iron for nails.
 
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I hope you filthy animals are ready to do a whole lot of mining; returning to the bronze age is great and all, but we need iron for nails.

Due to the scarcity of iron, nails and ribbons will be valuable and harder than usual to get. We've taken two (and a half) measures to address this:

Apparently there is a stimmy supply of nails and ribbons in a merchant, but archeology will be needed to supply the rest.
 
Apparently there is a stimmy supply of nails and ribbons in a merchant, but archeology will be needed to supply the rest.
I am taking some issue with the ore decisions, I really want you inexperienced all to have a well balanced first time wurm experience but some of the changes sound obstructive rather than additive to the gameplay. Iron veins still produce something like a few thousand iron lumps, so finding 2-3 veins should be enough to keep us supplied on nails and ribbons, so we shall see.
if we get even 20 people we can easily brigade mine out an entire new meter of land every two seconds or so and should be able to quickly tap.
 
What a way to celebrate the holiday. Thanks Wurmbros.
Also, should I go Fo or Vynora?

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I am taking some issue with the ore decisions, I really want you inexperienced all to have a well balanced first time wurm experience but some of the changes sound obstructive rather than additive to the gameplay. Iron veins still produce something like a few thousand iron lumps, so finding 2-3 veins should be enough to keep us supplied on nails and ribbons, so we shall see.
if we get even 20 people we can easily brigade mine out an entire new meter of land every two seconds or so and should be able to quickly tap.
Yeah it really wasn't necessary to make iron super rare on top of it being mediocre for weapons and armor.


Also, should I go Fo or Vynora?
I was going to say "Vynora or Magranon," but if the Wiki isn't lying to me then they removed the follower penalties and greatly improved the benefits. I would say Vynora is the best if you aren't sure, since the skillgain bonus applies to everything. Fo's benefits aren't really impressive unless you really love nature skills.
 
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  • Informative
Reactions: A Shi Piao Teapot
ITS HERE.

98.240.216.235 PORT: 3724


Join jenn kellon.
Head north from the spawn square across the water, then follow the shore west for a few minutes until you hear us and you should see us and our tents along the beach,
Near mandatory Client mods
Modloader: https://forum.wurmonline.com/index.php?/topic/134945-released-client-mod-loader/
compass always mod: https://github.com/bdew-wurm/compass/releases
toolbelt mod: https://github.com/bdew-wurm/toolbelt/releases
Tooltip mod: https://github.com/bdew-wurm/tooltips/releases
Livemap mod: https://github.com/ago1024/LiveHudMap/releases/tag/v1.8
 
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  • Informative
Reactions: Tingle
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