Difference between revisions of "Rolflogic"

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(this page was sadly lacking. kchat on freedom responded with a bunch of ideas)
(hide/pelt in backback, more info for lead anchor, dirt, and unfinished items)
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'''Rolflogic'''™ is a term used to describe something quirky about [[Wurm]] that just doesn't seem quite right or logical. It is sometimes referred to as Wurm Logic. [[Rolf]] is the lead developer of Wurm.
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'''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:
 
Some examples of Rolflogic include:
 +
 
* Needing a [[mallet]] to finish or [[improve]] a mallet.
 
* Needing a [[mallet]] to finish or [[improve]] a mallet.
 
* Needing a [[hammer]] to finish or improve a hammer.
 
* 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).
 
* 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 failing. The anchor becomes scrap.
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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).
* [[Dirt]] taking damage and "crumbling to dust".
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* [[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 any [[unfinished]] item in a [[flask]] or any [[container]].
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* Fitting large [[unfinished]] items in a [[flask]] or any other [[container]] that is too small to hold the item.
 
* 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.
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* Having the ability to equip massive objects like [[tree]]s and unfinished ships.
 
* Having the ability to equip massive objects like [[tree]]s and unfinished ships.
 
* Trees don't grow in "shadows", which are defined to be east and south of [[fence]]s and [[building]] walls.
 
* Trees don't grow in "shadows", which are defined to be east and south of [[fence]]s and [[building]] walls.
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* Being able to put a 12[[kg]] [[hide]] in a [[backpack]] but not a .2kg [[pelt]].
  
 
[[Category:Babel/R]]
 
[[Category:Babel/R]]
 
[[Category:Misc]]
 
[[Category:Misc]]

Revision as of 05:34, 8 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.
  • 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.