Xyp

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Everything posted by Xyp

  1. Mythmoor better than ever!

    Server will be back up from maintenance in a few moments. New mods added: More Potables - Plant Woad, Cocoa Beans, Lingonberry, Mushrooms, Nettles, Nutmeg, Sassafras, or any Flowers in a pottery planter and pick them once per day. Waxed Food - Preserve food items with beeswax to turn them into permanent decor items Halloween mobs have been turned on for Northlands and Plains. Keep your candy, the GM's are considering turn in rewards for candy after halloween.
  2. [Released] New Portals

    You aren't using the correct portals. These have custom modded portals that you use. You are using the games built in portals they will not work for this. You need to use the ones in the list that say "server portal" in the name.
  3. [Released] New Portals

    I use the auxdata to turn the portals on and off, that would be a conflict.
  4. Mythmoor better than ever!

    Still online, still here for you!
  5. [Released] New Portals

    Just for gigles in newportals.properties it should have been net.xyp.wurmunlimited.mods.newportals.NewPortals Rather than net.xyp.wurmunlimited.mods.NewPortals
  6. [Released] New Portals

    Guys if you have an emergency need. Ayluin offered to keep it hosted and linked here so that was fine with me, I get email alerts to messages now, got that fixed. So just direct message me I will get you the files and help.
  7. Mythmoor better than ever!

    Server should be back from maintenance within 10 minutes. Adjusted the staff list, added maps to the information tab, updated discord should now correctly show which map rumors are for instead of new and ocrea, and the jumble up of server map packs when changing maps should now work correctly and stop giving errors (I hope). Screenshot from the last wish or wizkill event:
  8. Server crossing

    Yep agree with sklo proper firewall rules that only allow those RMI ports to be used by that other IP address ONLY. So nobody with any other IP can access it.
  9. Mythmoor better than ever!

    Unique Champion Troll King hunt Friday June 14th at 5pm EDT hosted by Septim. Unique training event for all players to learn how to do a proper unique fight hosted by GM Lolth at 6pm EDT on Saturday June 15th.
  10. Client helper mod

    Eorwald if you did this we would give you a pass only for characters with no skill gains, if all their skills remained at starter level I see no problem with it, if it can or in the future does this. However note we do know how to catch this and the other bot mods, its actually kinda funny to do and pretty easy, so don't abuse it ? Unlike ESP this mod and the other bot mods are super easy to catch, they are a bit derpy when a gm does certain things...
  11. i have no mod that adjusts carry weight, but ill try it out after the weekend, thanks
  12. From the player: so @Xype I put rockshards in the contract, they weighed me down but the weight did not show up in the total weight of my inventory. I went to redeem the contract at my token and the weight stayed untill I relogged.
  13. Have not heard back from the player yet, however the GM who handled the initial bug report ticket responded with this: The contract does not show the weight (in the way that normal containers do), and it doesn't add to the top-level Inventory weight either. It just slows you down. But it's item-specific. A smelter at 1000kg will not slow you down, but rock shards and mortar will. This was only tested on single character, not after a trade afaik. This may also be tied into the bugged item problem. Let me test something real quick. Nope. I was seeing if it only gave the ghost weight when you added items to a contract with things already in it, the same factor that breaks the items when you take them out. But simple test of creating 100 rock shards, packing all 100 at once into a delivery contract, I'm slow. Still have a smelter in another contract, and wasn't slow til I added the rocks. *in a second, empty contract.
  14. Hey let me get back with the players who discovered the problem and get some answers to your questions. I seem to recall them saying something about picking up the contract and having the weight, let me get some clarification for you.
  15. Ok the problem we are having is large items like forges etc seem to work fine, but pack 100 bricks into a contract and the contract will slow you down, the weight is still counting in inventory for the bricks. Forge oddly weighed 70kg in the contract. Seems when packing bulk items, say you pack 9 rock shards, then pack 9 more, the first 9 are bugging out and keeping the weight in ghosted, the rest are packing fine. When redeeming the contract the first 9 bugged out and when picked up into inventory nothing could be done with them.
  16. Mythmoor better than ever!

    Added new information and staff list tabs on login, these will be updated from time to time, the information tab is really basic at this point. Added new creatures that will be wandering northlands and plains. They will not be appearing on Prime outside an event. Valrei creatures and rift creatures will no longer spawn on Prime, however the living ones will remain till they die of old age or are killed. You can still token and bring dominated/zombie ones back with you (though I am not sure the effects of server crossing with a zombie). Prime has had it's aggressive creature count reduced, this is to make it a little more friendly for new players to get a foothold. Overall creature count of Prime only has been reduced by 25%, just to help compensate for the extra lag a log in server has. Merchants can now hold up to 100 items, this should encourage traders to use less merchants, or at the least help them keep merchants stocked with goods. You should now be able to craft and wear other kingdom tabbards. Testing needed. Delivery and Buyer contracts will be on the shades soon, after some testing. These should allow players to pack heavy items into a contract and sell them on merchants, for example you could now sell carts on merchants. Buyer contracts will allow you to set up a merchant that buys items from players, need random people to sell you bricks, here ya go! Note these need testing before contracts will be available. Upgraded starter gear to 70ql and added mallet, to help new players get established. Something that has been requested a lot is now in, you will figure it out. You can now vote for the server every day and get a reward. Vote link should show up in the information tab that is new when you log in. You get 10 copper each day you vote and claim your reward. If you do this every day that is 3 silver a month just for voting, pay for your deed! After you have voted use the command /vote in game to have your reward added to your bank.
  17. [Released] New Portals

    they still work, working fine on my server, still using the same version everyone else has. Are you setting the data needed to 1 so that it is turned on?
  18. Mythmoor better than ever!

    Finishing up work on some new creatures to unleash, first ones out will be on the weaker to troll scale. Maybe some other things to release with it if I get them all tested and debugged well. Downtime will be either Sunday or Monday depending on finishing testing.
  19. Mythmoor better than ever!

    Eastern bunny spawns have been turned off. The bunnies that exist will still roam the servers until they are dead or the 14th when they will be removed. Mordenkainen is a new player god, welcome, he was given the Peaceforgiven slot however you should test to make sure all the powers are correctly moved and have not changed. Jewelry enchants have been increased in difficulty to 90, cooldown timer removed from Quary. Efficiency difficulty has been lowerd to 85 and its cooldown also lowered to 10 minutes.
  20. yes gm commands seem to be working fine, check your logs for errors? Maybe use Friya's debugger also there may be a conflict somewhere with another mod.
  21. I don't care who puts it up or where, I personally did not want to use github anymore, I didn't even want an account there as microsoft has enough of my personal information/usage activity already lol. It really isn't a big deal just kinda irked me early this morning before my coffee that the package path was changed but the mod wasn't really adjusted at all. When I see other peoples stuff taken over and updated and re released all the time with their original package designations in tact. I am sorry it really isn't a big deal and will save me the trouble of handing out links to dropbox and stuff all the time lol. Plus its better to have source there so if someone did want to make additions or changes to the mod they don't have to decompile to do it. So I should be saying thank you, sorry, had coffee now feeling better.
  22. Mythmoor better than ever!

    We found the source of the lag late last night and nuked it, turned off the monitors during todays restart, also added a new command /location for those of you who don't use client mods and would like to know your coordinates on the map. Servers should be back online in 15 minutes.
  23. TemplarReplacer is giving ServerEntry class is frozen error. I had the templars I wanted but they made a change so that my database edit no longer changes freedom models lol oh well, was gonna use your replacer its nice work, just pointing out a buggy no rushy.
  24. it is supported, it doesn't need updating, I dont mind the re release but the net.xyp etc shouldn't have been changed unless the mod was significantly changed. People request it and I send it, I removed it from github because microsoft bought it and I refuse to have my things on github is the only reason. I have no problem with you putting it on github, just would prefer the pathing in tact the way it was unless it is barely recognizable as the way I wrote it anymore.
  25. Please dont "update outdated and disfunctional" of mods that worked just fine, only changing the path to your name.