Difference between revisions of "Rolflogic"
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* Attaching an [[anchor]] to a [[mooring rope]] and, if failing, the anchor becomes [[lead scrap]]. ''Only'' the rope should be lost (or just [[damage]]d, even more logically). | * Attaching an [[anchor]] to a [[mooring rope]] and, if failing, the anchor becomes [[lead scrap]]. ''Only'' the rope should be lost (or just [[damage]]d, even more logically). | ||
* [[Dirt]] taking damage and "crumbling to dust". Dirt doesn't [[decay]]...ever! If anything, when dirt is in a [[pile]], it should go back into the closest tile corner instead of magically disappearing out of existence. The universe doesn't work like that, Rolf... And when dirt is in a [[container]] it should stay there forever. | * [[Dirt]] taking damage and "crumbling to dust". Dirt doesn't [[decay]]...ever! If anything, when dirt is in a [[pile]], it should go back into the closest tile corner instead of magically disappearing out of existence. The universe doesn't work like that, Rolf... And when dirt is in a [[container]] it should stay there forever. | ||
− | * Fitting large [[unfinished]] items in a [[flask]] or any other [[container]] that is too small to hold the item. | + | * Fitting large [[unfinished]] items in a [[flask]] or any other [[container]] that is too small to hold the item. Likewise, unfinished items weighing far more than their finished counterparts. |
* Building [[ship]]s in a [[cart]]. | * Building [[ship]]s in a [[cart]]. | ||
* Holding the [[water]] to [[temper]] a hot item. | * Holding the [[water]] to [[temper]] a hot item. |
Revision as of 03:40, 15 December 2009
Rolflogic™ is a term used to describe something quirky about Wurm that just doesn't seem quite right or logical. It is more often referred to as Wurm logic. Rolf is the lead developer of Wurm.
Some examples of Rolflogic include:
- Needing a mallet to finish or improve a mallet.
- Needing a hammer to finish or improve a hammer.
- Needing water to finish/improve a clay item but not having a liquid container to hold it in (despite being right next to a pond/lake filled with water that the clay item can't simply be dipped into or water picked up by activating a hand on it).
- Attaching an anchor to a mooring rope and, if failing, the anchor becomes lead scrap. Only the rope should be lost (or just damaged, even more logically).
- Dirt taking damage and "crumbling to dust". Dirt doesn't decay...ever! If anything, when dirt is in a pile, it should go back into the closest tile corner instead of magically disappearing out of existence. The universe doesn't work like that, Rolf... And when dirt is in a container it should stay there forever.
- Fitting large unfinished items in a flask or any other container that is too small to hold the item. Likewise, unfinished items weighing far more than their finished counterparts.
- Building ships in a cart.
- Holding the water to temper a hot item.
- Shafts are longer than the logs they are made from.
- Having the ability to equip massive objects like trees and unfinished ships.
- Trees don't grow in "shadows", which are defined to be east and south of fences and building walls.
- Being able to put a 12kg hide in a backpack but not a .2kg pelt.
- A pottery bowl can hold stew (a liquid) but not gulasch or any other liquid.
- Being able to bury a corpse while in a large cart but can't dig, pack, plant flowers/sprouts, etc.