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Found 10 results

  1. Cave Dwellings Tweaks Mod's purpose is to provide options to disable a few restriction that exists in vanilla WU pertaining the cave dwelling construction. About the options: allowBuildAgainstWalls; This lets you build against cave walls off deed. maxStories; This is not implemented at all. And it's likely it won't ever be. To add this I'd have to mod how WU uses mesh files. allowAnyBuildingType; This lets you construct any type of building as a cave dwelling. buildOnPlainCaveFloor; This lets you plan cave dwellings on plain cave floors. removeAcceleratedOffDeedDecay; This removes the accelerated decay of cave dwellings. Tested to work for up to WU 1.3.1.3 * Required: Ago's WurmServerModLauncher. https://github.com/ago1024/WurmServerModLauncher/releases * Releases are here: https://github.com/Joedobo27/cavedwellingstweaksmod/releases * Install: Get one of the archive releases and unpack it into the mods folder. The folder path should look something like this: ~Steam\SteamApps\common\Wurm Unlimited Dedicated Server\mods
  2. I'm working on a mod to add ways to do farming on an area instead of single tiles: * Sow a square shaped area with seeds. Do this one tile at a time for the action's duration. * The seeds used for sowing will come from a "Seed barrel" and its a portable bulk storage type container. It can hold any bulk item but it may not work if something other then seeds are in it. * The seed barrel's weight will change as it's contents change. * The max size of the square changes with skill: sowRadius=1,2,3,4,5; skillUnlockPoints=0,50,70,90,100. yes, at 100 skill you can sow an 11x11 area (assuming you got enough stamina to do that). And there will be a way to set the size for a seed barrel. * Harvest crops directly into something like the seed barrel, I'll call it a harvest barrel for now. You activate it and use it on the crop tile to harvest and put the crops directly in the barrel. Given that its a bulk storage bin you can harvest as much as you can carry. * Change skill gain so the potential skill gain (crop difficulty, skill and tool quality) is the same for sow, rake, and harvest. I'm not sure about these: * Harvesting an area has an issue I'm not sure how to deal with. Crops don't get ripe at the same time always. I could make it so the harvest barrel only harvests ripe crops...idk * Raking an area could be done but it's likely the toon would often run out of stamina. I could extend the rake times for area rake to offset the times we'd wait for stamina regeneration...idk. * I'd like to figure out a way to harvest crops and put them directly into a harvest barrel that is inside a dragged vehicle. Likewise, it would be good if the same thing could be done for the seed barrel, sow with seeds that are in a barrel that's inside a dragged vehicle. source: https://github.com/Joedobo27/FarmBarrelMod/blob/master/src/com/Joedobo27/farmbarrelmod/FarmBarrelMod.java
  3. This mod removes many of the restriction related to loading/unloading items and it changes how you can interact with those items once they are loaded into something. Below the dotted line is the original post where I asked what folks may want. :Required: Ago's WurmServerModLauncher. https://github.com/ago1024/WurmServerModLauncher/releases Most resent tested WU version 1.1.1.1 :Install: *Get one of the archive releases and unpack it into the mods folder. The folder path should look something like this: ~Steam\SteamApps\common\Wurm Unlimited Dedicated Server\mods *Releases are at github: https://github.com/Joedobo27/loadingunchainedmod/releases/latest * See "loadingunchainedmod.properties" file to set options.
  4. Big containers be-all-end-all is a mod to make containers hold a lot. This mod doesn't change crates in anyway. Server owners heed this warning. This mod will let players nest containers into infinity. You could get a small magic chest and put an infinite amount of item inside by nesting new containers inside of containers. I don't think there are any serious problems with container nesting. Futher, the only thing might be that some folks might consider it overpowered or unrealistic. Options: :Required: Ago's WurmServerModLauncher. https://github.com/ago1024/WurmServerModLauncher/releases Most recent tested WU version is 1311 :Install: Get a archive release for the mod here: https://github.com/Joedobo27/bigcontainersBAEAmod/releases/latest *Get one of the archive releases and unpack it into the mods folder. The folder path should look something like this: ~Steam\SteamApps\common\Wurm Unlimited Dedicated Server\mods * See "bigcontainersBAEAmod.properties" file to configure options. edit... As of v106 I removed making containers big. It just simpler to use the unlimited space option. 1) this changes all non-liquid holding containers along with a couple larger liquid holders (tub, fountain) to hold a volume of 1,728,000. It does this by changing the inside x,y,z dimensions each to 120m. By comparison the unmodded Caravel has a inventory that is 30m x 60m x 60m and this gives a volume of 108,000. This mod makes many containers (and the Caravel itself) 16 times larger than the unmodded Caravel.
  5. Disable Fog Spider mod does two things each has an option to disable either one. 1. Prevent fog spider from spawning when it gets foggy. 2. Make the fog spider almost the same as a giant spider. Specifically the changes are: pierce dmg instead of poison, reduce weaponless fight skill, reduce bite damage and a reduction in its base combat rating. :Required: Ago's WurmServerModLauncher.http:// https://github.com/ago1024/WurmServerModLauncher/releases Most resent tested WU version is 1123 :Install: Get a archive release for the mod here: https://github.com/Joedobo27/DisableFogSpider/releases/latest *Get one of the archive releases and unpack it into the mods folder. The folder path should look something like this: ~Steam\SteamApps\common\Wurm Unlimited Dedicated Server\mods * See "DisableFogSpider.properties" file to configure options.
  6. Enchanted Nature Mod's purpose to make enchanted terrain better. V100 just has the option to disable enchanted grass from packing because of animal grazing. Here is a list of possible other features that may get added: 1. Enchanted trees that don't age beyond very old, sprouting. 2. One can pick sprouts from enchanted trees. 3. Maybe increase the likelihood that a tree with jump from very old to very old, sprouting. This would let users harvest sprouts faster. 3. Increase the harvested yield and allow them to be harvested in the first place. 4. Maybe harvest grass from enchanted grass tiles, I'm not sure if this is possible to add it. and increase the rate which it grows. 5. Flowers on enchanted grass tiles (assuming it possible to get them on the tile) are more likely to spread to surrounding tiles. 6. Last but not least, is to add substitute ways to make these tiles that aren't restricted to meditation. These ways will likely involve plain old crafting outlets. :Required: Ago's WurmServerModLauncher.http:// https://github.com/ago1024/WurmServerModLauncher/releases Most resent tested WU version is 1123 :Install: Get a archive release for the mod here: https://github.com/Joedobo27/EnchantedNatureMod/releases/latest *Get one of the archive releases and unpack it into the mods folder. The folder path should look something like this: ~Steam\SteamApps\common\Wurm Unlimited Dedicated Server\mods * See "EnchantedNatureMod.properties" file to configure options.
  7. This is fishing related mod which will let you: Option to remove proximity requirements. This lets you target any tile (game doesn't let you target more then ~10 tiles away) , start fishing, and move anywhere you want all without the fish action not getting canceled. Option to change it so fishing in caves is more productive. Option to remove the limitation that blocks you from fishing and swimming at the same time. Option to add additional information to the initial fishing message about the fishing action. e.g. "[21:31:48] You throw out the line and start fishing in the deep sea. It's at most -310 deep near here." There are three types of water: pond, lake and deep sea. A pond is a very small body of water. Deep sea is many water tiles and a depth of at least -250. Lake is whatever doesn't fit into the other two. Each water type has restrictions on the type of fish you can catch. For the pond it's roach and perch. For lake it's roach, perch, trout, pike and catfish. Deep sea is everything. Latest release tested on WU 1.1.2.3(b) * Required: Ago's WurmServerModLauncher. https://github.com/ago1024/WurmServerModLauncher/releases * Releases are here: https://github.com/Joedobo27/FishingIgnoresRange/releases/latest * Install: Get one of the archive releases and unpack it into the mods folder. The folder path should look something like this: ~Steam\SteamApps\common\Wurm Unlimited Dedicated Server\mods
  8. This is a mod that provides options to remove three mechanics that are intended to limit animal hoarding. 1. Remove brand limit. This is a toggle that is either on for basically unlimited brandings or off to use vanilla WU deed tile count / 11. 2. Remove creature ratio affects. When enabled this makes it so all mechanics inquiring what the current ratio is are told it's 100 regardless of animal count or deed size. 3. Remove disease spread. When enabled this effectively makes it so disease doesn't occur. Tested to work for WU 1.0.0.7 required: Ago's WurmServerModLauncher. https://github.com/ago1024/WurmServerModLauncher/releases releases are here: https://github.com/Joedobo27/removeanimalhordinglimitsmod/releases
  9. This mod provides options to change how concrete is made and used (well the limits on its use). 1. Create concrete with clay + rock shards using the creation window or the right click menu. There are options to configure: shard weight required, clay weight required, finished concrete size, and finished concrete weight. Lye + mortar is removed. I highly advise to leave concrete specs as default so its size is the same as vanilla WU. Leaving concrete the same will let you disable the mod and have no affect on existing concrete items on the server. 2. Choose whether to use default slope application limits (pvp 1x mining skill, pve 3 x mining skill) or the option to customize these. Customization is specified with a function of mining skill times a configuration value. 3. Choose whether to use default water depth application limit of -25 or the options to customize it. Customization is specified with a function of mining skill times a configuration value. :Required: Ago's WurmServerModLauncher. https://github.com/ago1024/WurmServerModLauncher/releases v0.18+ WU 1.0.0.1 - WU 1.0.0.6 My common class mod: aaaJoeCommon. You install it just like any other mod. :Install: *Get one of the archive releases and unpack it into the mods folder. The folder path should look something like this: ~Steam\SteamApps\common\Wurm Unlimited Dedicated Server\mods * Releases are at github: https://github.com/Joedobo27/clayNshards4concretemod/releases * Open the properties file and choose what options you want.
  10. This is a mod whose goal is to provide alternatives or substitutes to all things related to fighting and killing. :Required: Ago's WurmServerModLauncher. https://github.com/ago1024/WurmServerModLauncher/releases v0.15 WU 1.0.0.1 (not tested with WU 1.0.0.0 but it should work) :Install: Get one of the archive releases and unpack it into the mods folder. The folder path should look something like this: ~Steam\SteamApps\common\Wurm Unlimited Dedicated Server\mods Get a release from github: https://github.com/Joedobo27/wurminianpacifistmod/releases/tag/v1.0 ____________________________________________________________ For the initial release I've just done crafting a pelt from cotton, crafting a bed from cotton instead of furs, and an option to move all tools made with weaponsmithing over to black smithing. I like these ideas: 1. crushing or extracting the essence from rares. This essence would be for a specific WU material type. For example extracting from a rare rock shard would give stone essence. I'm not sure if extracting from say a rare hammer should give metal or tool essence. The essences would likely be extracted with alchemy and then combined in various ways to make imbuing oils. For example the mining oil would be made with stone and metal essence. I still need to figure out how much essence, chances, potency and all. It's just a rough idea at the moment. 2. Healing covers need to be changed so there are alternatives as good as tooth plus gland. Weight is just as important as potency which is why black mushroom is not as good. I got a plan for this which entails moving healing covers to the crafting UI (fixes the weight issue) and re-doing the potency of plants. 3. There needs to be ways that folks can make 100% safe travel paths and working areas. I'm not sure how to do it and I think it's likely going to be difficult. Depending on how difficult will decided if this point ever gets made. 4. Substitute for bladders. Milk + a vegetable based rennet = curd slurry. Make the cheese press with cloth squares instead of a blader. cheese press on curd slurry = cheese (maybe some whey). 5. Substitute for Cochineal (red dye making). Plenty of info here: https://en.wikipedia.org/wiki/Natural_dye. I'll most likely add a new botanize plant. What else would you like to see?