• Announcements

    • Retrograde

      Forum update completed   04/24/17

      We are aware of issues with Firefox and Edge, if you are having issues you can use Chrome in the meantime. Continuing on from the migration of the forums, todays update addressed a few bugs such as changing profile pictures and account settings. Other bugs with posting and such will continue to be worked on.


  • Content count

  • Joined

  • Last visited

  • Days Won


Everything posted by bdew

  1. Newer fixed modlauncher for the updated beta - https://www.dropbox.com/s/50r3iniobbhm3uk/modlauncher.jar?dl=0 The fixed library is no longer needed. Also another fix stablemaster mod - https://www.dropbox.com/s/vvka14govuwl8yc/StableMaster.zip?dl=0
  2. https://steamcommunity.com/gid/103582791439672650/announcements/detail/1282806921921474593
  3. Server features 2 servers - Walden (Freedom) and Otherland (Horde of the summoned) Free travel between the servers via portals at the starter deeds or boats Skills and stats start at 20 (21 for ML and BC) 10x skills and action timers multiplier 2048x2048 custom map 30000 creatures, 30% aggressive CR modifier set to 3 Deeds cost silver and upkeep is ENABLED (but see below - you get free 5s for deeding) Fast animal pregnancies and farm growth Server is hosted in Germany on a physical server i rent Offsite backup to Google Cloud Storage every 6 hours New! Server forums - http://otherlands.boards.net/ Live map: Walden (Freedom) | Otherland (HotS) Mods Custom starting inventory (30ql chain set + 2H sword, 20ql tools, sickle, butchering knife, 50ql toolbelt, 4 ropes + standard crap) Walking speed and weight limits increased a bit Deed stakes give 5s towards founding new deeds + 3s to upkeep Disbanding a deed will not return any money Bounties for killing creatures, paid directly to bank Priest restrictions and penalties removed Some WL spells usable by Libila priests All spells require a maximum of 90 favour Faith and Meditation gains are unlimited. Increased stat gains (including above 31) Increased gains for some skills, notably: weapon smithing Crates are larger - 1000 items in large, 250 in small Horses, Carts, Wagons are faster and can enter deeper water All boats are faster and less affected by wind, can go over shallower water Added "Claim" action to treasure chests - removes the lock and awards the player with a bit of karma All animals will age quickly up to mature age Crops never turn to weeds New /seasons command to show next harvesting seasons Can harvest when mounted Warning for inbreeding Items from digging will pile on the ground Items from dredging will be stored in ship cargo Lowered delay between path levels by factor of 10 No failing to relax when meditating Chance to get a rare bone when sacrificing rares Healing covers show power in their name Allow for transfer of all items between bulk containers Many actions that ignored the action speed multiplier were changed to correctly apply it Flatten, Level, Meditation, Praying, Sacrificing, Spells, Sowing, and multiple other misc actions. Spyglasses can be crafted by players Bag of Holding spell - can be cast on containers and vehicles to increase their capacity Animals can be exchanged into tokens for easy transportation, tokens can be loaded into ships (corbita and larger) and moved between servers) Speed enchants (WoA/BotD) on melee weapons are significantly more powerful Various tweaks required by the unique nature of the server badly interacting with rolfcode (mycelium decay on PVE servers, disabled BL spells, etc.) Rules Don't be a jerk. Despite BL theme, both servers are PVE server. Griefing and harassment are not allowed. Players are responsible for securing their crap. Everything not properly secured is considered free game. If you find a bug - report it, don't abuse it. All client mods are allowed as long as they aren't actively disruptive to the community or the server itself. See rule #1 Support the Server Want to support the server? Consider donating some money to it's upkeep! All leftovers will be used to buy beer to maintain my sanity after digging through rolfcode.
  4. In completely unrelated news, hellhorse colors!
  5. Are you actually on the beta client? Using the live client on beta server makes it look like a hole
  6. What i did on my server is added a separate version (light spear) that can be used 1h, and took the damage stats from longswords (but kept the longer reach)
  7. You might want to post those crashes somewhere so it can actually get fixed. Just sayin'.
  8. Nope. -1
  9. Our test server for the new update is up! To see the new stuff you will need the beta client from steam. The server is running all the usual mods and settings from the live server (+ updates for the beta). The server is a copy of Walden with all the player/items/deeds/etc. data. If you have a deed on Walden you can test the new building stuff right at your home. If you were on Otherland when i did the copy you will have your character in it's state last time it was on Walden placed near the portal. Sandstone veins should start popping up over the next few hours (~1/64 of all rock tiles will become sandstone), there's also a huge (30k hits) sandstone vein placed at the public mine.
  10. Well except the fixes i posted above i didn't need to update anything. Got a test server up and running with all my mods, so far all smooth.
  11. You can just make a copy of the server and put it elsewhere so updates won't touch it.
  12. Yeah i added it to ItemTemplateBuilder in the modloader build above (and it should work with existing mods without changes), if you are using ItemTemplateFactory directly you'll need to add it. Edit: Just wanted to say - i love the new change terrain window
  13. Fixed modlauncher - https://www.dropbox.com/s/50r3iniobbhm3uk/modlauncher.jar?dl=0 Hacked controlsfx library to work with newer java - https://www.dropbox.com/s/b9crkxm2yxntkxm/controlsfx-8.20.8.jar?dl=0 (replace the one in lib folder) No longer needed. Completely untested but it manages to at least get to the gui window. Managed to get a server to start with my usual mods. Looks mostly working... Fixed better digging mod - https://www.dropbox.com/s/ijdo4pq4y3a5wwl/betterdig-0.4.zip?dl=0 Fixed stablemaster mod - https://www.dropbox.com/s/vvka14govuwl8yc/StableMaster.zip?dl=0 Other mods might need more updates.
  14. Server Update - 21/04/2017 (that i forgot to post) Player zombies should now be less persistent in their undeath. Bashing houses on HotS server without permission is now not allowed. (This never was intentional) Breeding and Rummaging action timers are now affected by the action time multiplier (= faster). Also we have a green drake slaying today at 18:00 UTC, at the event area next to Iras (the spawn deed on walden).
  15. Action Timers Fix Fixes many action timers that ignore the action time multiplier setting Affected actions: All spells, Flatten, Level, Sow, Sacrifice, Pray, Meditation, Alchemy, Destroying, Rummaging, Breeding, Bow and fishing rod stringing/unstringing, Painting and removing paint Download and source code: https://github.com/bdew-wurm/timerfix/releases Treasure Chest Claim Allows players to "claim" random treasure chests, unlocking the chest and rewarding the players with some karma Download and source code: https://github.com/bdew-wurm/chestclaim/releases Better Digging Changes dirt from digging/flattening/leveling to drop on the ground instead of going to the inventory of the player. Allows dirt from digging/flattening/leveling/dredging to go into a vehicle being dragged or ridden. If there are crates in it's cargo - it can automatically go into those. Uses dirt from the ground, a vehicle and even crates inside the vehicle when leveling. Allows overriding which actions can be performed from a mount or vehicle. Allows overriding amount of clay dug per action. Almost everything is configurable. Warning: This mod is probably incompatible with the other digging-like-mining mods, and should fully replace their functionality. Having multiple mods of this type will likely lead to crashes, dupes and/or weird ######. Download and source code: https://github.com/bdew-wurm/betterdig/releases Move To Center Adds 2 entries under Move menu that allow moving items to the center or corner of a tile. Download and source code: https://github.com/bdew-wurm/movetocenter/releases Movement Tweaks Allows server admins to tweak many things related to movement of players, mounts and vehicles Speeds Weight limits for players Min/Max heights, depths and slopes Wind impact for boats Loading ranges Required skills Global speed modifier for creatures moving on their own (not as mounts or hitched) Animal hitching to boats (somewhat buggy, disabled by default) Extremely configurable - default settings match vanilla but everything is changeable from the config Example config (from my own server) here: https://github.com/bdew-wurm/movemod/blob/master/altconfig/movemod.properties Download and source code: https://github.com/bdew-wurm/movemod/releases Hitching Limits Allows control over what animals can be hitched to carts/wagons Change settings to allow older non-domestic animals to be hitched, including greenish/champions. Change settings to allow weaker animals to be hitched (Want to feel like Cinderella? get a mice rat-powered cart!) Everything is configurable. Default config matches vanilla settings. Example modified config here: https://github.com/bdew-wurm/hitchlimits/blob/master/altconfig/hitchlimits.properties Download and source code: https://github.com/bdew-wurm/hitchlimits/releases HotS Fixes Allows mycelium on PVE server and fixes it's spreading Removes ore-cap on non-freedom PVE/home servers Allows casting of fungus and rite of death by BL priests on PVE servers Disables basshing houses without permission on HotS PVE servers Everything can be toggled from config Download and source code:https://github.com/bdew-wurm/hotsfixes/releases Fix Guards Fixes villages spawning infinite number of templars due to a database error To use, as a GM go to the village in question and type #fixguards You should see "Done" in event window when it's done, and some guards will either poof or will be assigned to the village correctly, after that no more extra guards should spawn Might cause a small lagspike if you have a lot of creatures on the server, as it checks all of them Download and source code: https://github.com/bdew-wurm/fixguards/releases Bind To All Interfaces Makes the server bind all it's sockets (external, intraserver and RMI if enabled) to all available interfaces, regardless of specified IP. Useful for running the server inside VM's with no public IP, docker containers, etc. If the 2 lines above don't make any sense you probably don't need this mod Download and source code: https://github.com/bdew-wurm/bindmod/releases Installation Install Ago's Server Mod Loader Download zip file Extract zip file to your client folder All mods are open source and are licensed under LGPLv3 Want to support my modding? Consider throwing some money my way!
  16. You put the files in your serverpack and add mappings to them to your mappings.txt (you should already have one if you use a custom map, or make an empty file) and it will override the mappings on the client when loaded.
  17. It's not in server files, it's on the client. look in packs folder there is graphics.jar and in it the mappings.txt.
  18. Nope. the text is spread all over the place. That's also why we likely won't see any other languages supported anytime soon
  19. 1) Don't think so, that image is loaded before the connection is even made, so it's too early. 2) You need to add mappings for your new textures to mappings.txt, see the vanilla mappings.txt for the exact names and look for "img.texture.terrain."
  20. Then don't cast on items that you can't afford to replace. It's part of the risk/reward equation.
  21. Awesome, we have a list of those who will be the first against the wall when the revolution comes!
  22. Off deed. On deed it's not a problem since the deed permissions do apply, but off deed the check was skipped for HotS players and behaved like on a PVP server for them.
  23. So the easiest way to get a debugger to work in intellij: Go to run configurations Add a "Remote" config, Switch "transport" to "shared memory" (you can leave this on socket, but i've ran into windows not closing the socket when restarting debug sessions) Write something unique in "shared memory address" (if you are debugging multiple instances, or client+server, etc.) Copy the text from "command line arguments blah blah blah" box (the first one) Paste it somewhere in the command line in modlauncher.bat, e.g. %JAVA% "-Dworkdir=%CD%" "-Djava.library.path=%CD%\nativelibs" %LOGGING% -Xmn256M -Xms512m -Xmx2048m -XX:+OptimizeStringConcat -XX:+AggressiveOpts -agentlib:jdwp=transport=dt_shmem,server=y,suspend=n,address=youradresshere -jar modlauncher.jar %* Run modlauncher.bat Make sure your new remote profile is selected in IDEA Click debug The first 6 steps need only be done once, for future use just repeat 7-9. Also, if for debugging vanilla code - don't attach sources decompiled by an external decompiler (procyon/jd/whatever), let intellij use it's internal decompiler, or your debugging will be wonky due to line number mismatches.
  24. Resurrected players turn into NPCs instead of creatures. This is likely because of an incorrect check in Creature.doNew. Because they are NPCs they show up in local and babble the normal innane stuff NPCs babble in local. (This would actually be cool if they were all "Braaaaainssss!") Npc.isRespawn() returns true for them, which means they can't properly die and will try to respawn after death. Their VisionArea doesn't get destroyed in the process, which means they don't properly respawn either, since Creature.respawn() checks for visionArea == null With every attempt to respawn they move to a new random position (but don't actually show up there since they stay dead due to the visionarea stuff) and create a fresh zombie corpse After about a day of me trying to figure out what's going on, 2 zombie players have managed to litter my server with over 500 corpses There is no way that i found using the available GM tools to get rid of them once it started, the only solution was to shutdown and manualy delete them from the DB (creatures table).