Wurm Unlimited

Wurm Unlimited

onealone Apr 15, 2016 @ 3:39pm
Lighting my mine
I tried to use a Metal Torch, assuming it might attach to a wall in the mine, but no luck. All I have right now are campfires and my latern, ocassionally the mine forge as well.

But I would love to have more light sources in toto iniside that place.
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Showing 1-9 of 9 comments
Ozgamer Apr 15, 2016 @ 3:41pm 
Make imperial street lamps, you need at least 30kg of iron ore lump for them.
onealone Apr 15, 2016 @ 3:44pm 
30kg per lamp?? wow...

But i did see some street lamps in a Let's Play vid, so it seems you have the upperhand in evidence for viability :)
onealone Apr 15, 2016 @ 4:16pm 
What about the regular Iron Street Lamps? I just found those while looking up the ingredients for the Imperial.
LokitheWeaver Apr 15, 2016 @ 6:55pm 
Pumpkins are your friend. Carve one with your carving knife. Add tar / olive oil. Light with steel and flint. Place as needed. Cool glowing light source : )
Romen Apr 15, 2016 @ 10:56pm 
You cant use torches directly just like you can't use lamp heads directly. You must put them on a post, then you can place that down.
Tryst49 Apr 16, 2016 @ 3:20am 
Normal street lamps do the job fine, you don't have to go to Imperial Lamps. The bonus is that if the mine is within the boundaries of the settlement, the guards will keep it filled from a barrel full of tar or olive oil placed somewhere in the settlement.

Make the lamp head then attach it to a log to make a lamp, then imp it to 10 or more and plant it in your mine. Don't make the mistake of imping the lamp head to >10 before attaching it to a log or you may find you'll have to start over. As I found, a ql 25 lamp head plus a ql 33 log can equal a ql 2 lamp.

Point to note when imping a lamp:
Fill it first or there is a problem with it being "lit" once it gets hot enough. If not filled, it becomes "lit" when glowing hot in the forge but as soon as you try to move it to your inventory to improve it, it switches off and cools off suddenly to nothing. If it is filled before putting in the forge, it stays lit when you move it so it doesn't cool off too much to improve it.

Last edited by Tryst49; Apr 16, 2016 @ 3:35am
Romen Apr 16, 2016 @ 9:25pm 
You can actually imp stuff that is in the forge - you don't have to take it out first (except for the lump whihc has to be activated, of course). That way it stays hot as long as forge is lit.

The torch posts look pretty nice if you carefully push it into the wall so the post is hidden and just the torch shows (just be careful not to push it too far or it will end up in the wall and you won't be able to target it again to pull it.
onealone Apr 17, 2016 @ 12:20am 
I appreciate everyone's advice and help, thank you.
LokitheWeaver Apr 17, 2016 @ 10:17am 
Originally posted by (OF) Romen:
You can actually imp stuff that is in the forge - you don't have to take it out first (except for the lump whihc has to be activated, of course). That way it stays hot as long as forge is lit.

*snip*

You can do that? (smashed head against the wall in frustration, drawing a few strange looks from students preparing for their production, but not much concern)

Argh. No more "the item needs to be glowing". Sigh.
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Date Posted: Apr 15, 2016 @ 3:39pm
Posts: 9