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Showing content with the highest reputation on 23/06/21 in all areas

  1. 7 points
    When several ladders are stacked one on top of the other (e.g. in a tall tower) it would be nice to be able to get to the top without having to choose "Climb up" over and over again. I propose adding options to “Climb to top" and "Climb to bottom," which would allow players to climb multiple ladders with a single click.
  2. 5 points
  3. 5 points
    At 20 AH all bred animals show in the inspect window as being wild creatures. Breeding timers still completely and utterly broken. Hungry status is always not hungry, no matter the condition of animal. I am now up to 7 horses that have either been born with no names or have lost their names when aging up, and this is after culling a couple that were born with no names, no traits and no parents. Combat window UI focus still broken. Wild parents do not show up in inspect window. Untraited bison and untraited horses have exact same pulling power hitched. Bison have no bonus? "Mules are also as good as draft creatures as horses". - Incorrect, untraited mules are substantially faster than both horses and bison hitched (A pair of mules was around 3kph faster when hitched to a large cart, and in testing performed better than horses with the 2 twenty point draught traits, as they did not vary in speed with traits turning on and off). Easy on gear continues to be an utterly useless trait having zero effect on anything. The TLDR of the post by Yserin up above, and pretty much I think how almost everyone feels, is that this whole update is a god awful mess, and people are so frustrated with it they are struggling to explain how they feel without being vitriolic. I started and stopped this post multiple times as it just started to get that way, and I was trying to make it constructive. For the sake of making different appearing horses (both new appearances of which are exceedingly ugly is the general opinion I have seen expressed) you have completely reworked a system that had some flaws that could have been addressed mostly by doing what was done this patch to decrease negative traits. The fact that bonus abilities for higher AH simply don't work at the moment is an added insult. With this round of horse breeding now coming out on non PvP, I see the negatives are gone, but still when breeding a horse with 3 speed traits to one with 4 speed traits, I more often than not drop to either 2 speed traits or 2 + the mostly useless water trait, making them slower, and a bunch of traits that nobody wants. Horse coat colours are still seemingly random. Without having been mentioned anywhere, it also seems that speed and draught traits have been made mutually exclusive. Nothing born with a speed pool has ANY draught traits and vice versa. Now that the also unmentioned negative effects of speed traits on hitched speeds has been removed, I'd literally prefer to be able to breed for the three working speed traits and a couple of draught again... but even at 100 AH, the fact that useful traits have gone from effectively costing 10 AH each up to 15 or 20 in most cases, would make this impossible even if I could. The idea of breeding to a dominant pool and just randoming the rest has got to be about the worst of it, there is no longer any skill involved in attempting to breed a custom line, just mash two dominant pools of the same type together and hope for the rng to do something good with the remainder, and 20 odd useless traits far outweighing useful ones. Frankly, it just plain sucks. Things I believe need doing: Get rid of output traits on animals to which they don't apply Get rid of speed and draught traits on animals to which they don't apply. Rebalance point cost back to where 10 points equals a useful trait. Go back to both parents contributing to breeding outcomes - if both parents have a matching trait, it is greatly favored to pass on over introducing new ones. If one parent has a trait and the other doesn't it 50/50's which one is passed on. At very high AH, give an abililty to once a day remove an unwanted trait from 1 horse, thus removing the inherent penalty of simply getting traits you don't want as a result of your having high AH skill. The higher AH having a reduced chance of negative was long suggested in forum threads, it's a pity it took this mess for it to be introduced, but that at least was a step in the right direction. Trying to have patience with this, but the frustration level is so high that I have gone from enjoying the game, to having to stop and take breaks to unclench my jaw and stop grinding my teeth.
  4. 4 points
    Please give us the old breeding system back. With 80 plus AH i am only getting 4-6 traits from 7 traited animals (mostly junk traits), Color is not being passed on, nor traits of parents. This latest crop after update has been the poorest crop of foals I have had since I had 20 AH. PLEASE fix this mess.
  5. 4 points
    So given the logic in wurm, i am genuinely kind of suprised we are unable to ride bison at all. Like we can ride Croc's, bears and plenty of other animals all with there ups and downs. Yet given all this. We still have no way of riding a bison. Like can we get either the ability to ride one by having X amount of skill or by giving it a breedable trait?
  6. 3 points
    revert the horses "sticking" to player as they enter minehops until you can figure out how to properly code it they "pop" up and follow you at the base of the tile and get stuck, die, disappear everything
  7. 3 points
    On my way south towards civilization. Now that I am fully vaccinated, ready to find a job. Blogging helped me survive the pandemic, however I will still need to find work until I get more patreons. Once I find work, I will be able to buy a laptop for Wurm. I really miss playing.
  8. 3 points
    New day, new project in Wurm Online. I'm adding a few signs and lights around deed today, starting at the bookbinder. It's tucked away in a small corner of Lorewood's Guild District. I'll be working in there later to make books for the Temple of the Summoned. For now, looking for a specific book of recipes is an extra challenge when the merchant can't remember where he put it. In other news, there was a lovely eclipse today. You see the most lovely things when you stop to look around. Next was making string from the overabundance of cotton I've got in bins. It will take ages to get it all done, but I'm working my way through it a little at a time. Please don't judge the mess that is my tailoring storage! I'm working on it! As evening rolled around I went indoors to make some pizzas. Though not particular about affinity, this deed has some very hungry workers so I try to make them as big as I can! Today's were over 23kg. The rest of my time was spent tending the fields, caring for my flock, milking the cows, and maintaining my orchard.
  9. 2 points
    Starting bid: 40s Increment (minimum): 1s Buyout: 75s Sniper Protection: 10 minutes Private Bids: No. SOLD for Buyout price
  10. 2 points
    There is no fresh start in Wurm. Only fresh land rush. Any new players, that would join wiped Epic, would be totally dominated by experienced players sooner or later. In skilling, in crafting, in pvp and on the trade field. We had a sample of this on Defiance. New players should not get false promises about fresh start that will be "fair for all".
  11. 2 points
    It's a bit more than harsh. And in case you forgot, Epic was isolated for a long time and dying before the skill transfer. The reason we saw so many accounts repremming in the first place on epic was due to the skill transfer. I can assure you our population back then was unhealthy at best and dying at worst. Having servers isolated from each other doesn't help. We've kept adding servers over the years further splitting the playerbase. An item wipe on Epic would be understandable but a skill wipe? Let me stress this again. A person paying for premium on Epic has the same rights as a person paying for premium who plays on Release, or Indy or Chaos, or whatever. Tell the folks on Deliverance "hey guys we're gonna wipe your skills after all these years you've invested so much time and money, hoping it will do the game good". I can handle losing all my items on Epic, I wouldn't be salty about that, even though I'd lose a few hundred euros worth of stuff earned over the years. But seeing people who simply wanted to play on the same servers they've played for years under the promise of permanency - which by the way is one of Wurm's defining features - and paying money just to wipe their earned skills, is more than harsh. I get it. It's an online game, connected to servers that can always shutdown at any moment. But still, Epic players deserve a better treatment than this. We can figure out some mathematical solutions to port skills as fairly as possible but I can't see how starting over from scratch will do the game any good. Keep in mind a lot of people from Freedom / Epic didn't want to start over on defiance precisely because it would be a further time sink to start anew.
  12. 2 points
    The in-game market has already began to fluctuate upon hearing your announcement. Miss ya dude. o/
  13. 2 points
  14. 1 point
    Thule could be your answer! Nestled inside city walls with NPC guards (grid i-18, ~~100 tiles west of Greymead on Xanadu (Freedom server)), you can safely master skills and crafting in comfort and leisure, free from hassles of NPC beasties or drama. Turn-key workshops provide: - startup convenience for crafting and skilling for all citizens and alliance members - secure storage for declared specialists - a 2x3 apartment including a no-fee sleep bonus bed for declared specialists Workshop crafting spaces are available to all citizens and alliance members to use and share as they need. Workshop storage spaces and apartments are secured/permmed, allowing access to only the declared specialist, mayor, and deputy-mayor. Thule is: - a member of a respected and knowledgeable alliance - designed to kick-start new players - poised to welcome active and productive players who don't want the stress of maintaining/funding their own deed. Don't know your game goals yet? Develop at your own pace, learn about Wurm, and become an integral member of a strong community in Thule. In addition to supporting new players in their early game experience and all-around skilling, Thule is currently seeking active players (main toon only, no alts) who desire to excel in the following declared specialties (in no particular order): - Blacksmith - Printer/Paper-maker - Jeweler - Gardener/Farmer - Priest - Rancher - Tailor/Tanner - Potter - Brewer/Vintner - Chef - Alchemist - (most any role you create) Guiding cliche's: "...it takes a village.." "Teamwork makes the dream work" Simple town rules: - Take your time and enjoy yourself - Please share workshop crafting spaces and equipment - Please pick up after yourself items left outside secure areas cannot be secured, and may be pilfered by non-residents passing through - Please practice mutual respect regarding space, items, containers, etc. - Public equipment and public containers: Please reclaim all personal project items and materials from workshop equipment before logging out (even if you're not done) Please repair/refill after use Imp any public items or equipment for skill-gain - Communication is key Thule is a drama-free zone; most issues can be avoided or resolved when chain-of-communication is properly utilized. When in doubt, please ask before acting RL happens.. If you're going to be off-game for 30 days or more, please tell someone in advance (in-game, forum, discord, email, etc) - Alts: 1. must be clearly identified 2. are ineligible for their own housing and must share housing with their main. No exceptions. 3. may have fewer (or different) perms than their main 4. must abide by all town rules and protocols (else alt AND main will be kicked) If Thule sounds like your new home, or you have questions/would like more information, reply here or pm WuMing in-game.
  15. 1 point
    What the title says! It would be good to have small carts pulled by one donkey or one sheep (or perhaps rams only?), and be lead by the player. The advantage would be less slowdown than pulling the cart onesself. Also it would be frigging adorable! Otherwise the small cart would remain unchanged, same weight, same capacity.
  16. 1 point
    This is an auction of a completed rare large cart, which adds some extra speed. Wood type: Walnut Quality: 80 (It will be imped up to ql80 by the time the auction is over) Trade: Pick up. I might be able to deliver it for an extra fee. Pick up at M20 cadence (reachable by knarr) Rune: Adamantine rune of Magranon (+10% vehicle speed) Dye: R=75, G=33, B=100 (Can easily be removed with the use of a metal brush. Feel free to ask me to remove it at pick up if you don't like the dye) Reference picture of how a walnut cart looks like without the dye: Starting bid: 5s Increment (minimum): 1s Buyout: No buyout Sniper Protection: 1 hour Private Bids: not accepted. If you don't have a forum account, then feel free to pm me with a bid and I'll post it here as a comment with your name included. ps. This is is the last rare cart that I will auction for a while Sniper protection is currently active until 15 minutes after the auction ends.
  17. 1 point
    Hi, Deli rift is around N13-N14. The Lakeside is the closest waypoint. easy to find. Cya there!!
  18. 1 point
    -1 I love a lot the old areas of Xanadu where some signs of settlements exist until someone cares to renaturate. In our area, we have removed most ugly traces of old deeds and questionably tasteful terraforming. On the other hand, work worth to be memorized, even if not of up to date best practices, has been preserverd and held dear, such as a spiraling parish road down to the lake which has cost tens of player deaths to establish. As to abandoned carts and wagons, I have pushed not few of them into unused mines, collapsed them to wait for caveins to settle the problem. On the other hand, I have placed the cart of the founder of the deed formerly in place of my deed at the side the highway stub to my waypoint and wagoner container, a pleasant view and remembrance. No automatic process can ever make that distinction. When players are not able to keep their surroundings tidy, they deserve the mess.
  19. 1 point
    I get your point, Acerifle. But: Rolf was even more terrible on PR (not to mention design and implemenation) and community communication that the team in general, and that does mean something. They improved a bit though still creating disasters like the AH/vehicle nerf/catastrophe. With a testing attitude of "swallow that, may be arsenic, plutonium, or something utterly novel and productive, just find out" you are sure to find many friends. If things are done wrong continuosly, and fail, that is no proof that they cannot succeed when done properly.
  20. 1 point
  21. 1 point
  22. 1 point
    Sweetness, didn't expect the buyout to be reached, but I'm quite happy. Thank you everyone who was interested ! If a mod sees this, can close thread ~ ❤️
  23. 1 point
    I get all that Finn and you are right also, no one wants to loose anything, be it freedom, epic or w/e NFI cluster players. However, the one thing that i believe literally everyone agree on is that there are way too many servers for the population of players. No one does argue about that. And there's literally one way to fix it all - close all. As i said i don't see it happening ever probably, but that's the only one solution there is. Devs were never thinking long term ever in wurm, they cashed in on the opportunity at the time well knowing it will lead to this.. Everyone seen it coming straight away when they kept announcing new servers. But theres nothing to be done apart closing old and releasing new era of Wurm. No tweaks or nerfs ever gonna fix the problems we are dealing with. Its been tried and tried again and always result was the same. If you restart only epic servers its not gonna solve anything. Its still the same player base, you might get initial month or 2 higher population count but within few months it will die again. its proven by now numerous times. End of the day the way i see it - if really nothing ever gonna get critically done the Wurm project will end up closed for good anyways. Then we also loose everything including the game too
  24. 1 point
    Who's going to play if devs reset every server? - It's a free ticket to sklopoloposhmopowopolishj(know the name but it doesn't matter and you get the point), that or whatever other wu server with 10+ people will suddenly get super rich on players and donations, while ccab closes doors in 1 to few months due loss of trust. Why do you think freedomers didn't move to NFI? They have stuff on SFI.. creatures/items/skills - wipe that.. see what happens - the gates are open.. for new games or wurm with more reliable service, all you expect is to have something to return to, the other thing that wurm have done well is the world persistence as long you maintain it.. with activity and/or upkeep, even if you aren't active you can still hold your things as long you pay the rent.
  25. 1 point
    I am calm lol. And i meant it. To be fair probably the best idea anyways. Scrap the current servers all together and start fresh. Don't do same mistakes again and might build up something. No ancient accounts, no transferred owner accounts, no hoarded rare materials or gear. Can even put back all the content like meditation, tomes etc. Just they would never pull that plug lol
  26. 1 point
    You wipe epic, boot all players, reset all servers and you might as well just remove it entirely. You talk as if the reason we don't have many players here is due to the high skilled few that are left. I assure you that's not the issue. When new players show up here we are as friendly as we can be to assist them and hope they stay. This "skill transfer" was 4 years ago, some of us came here after that. Wasnt this the concept of NFI? everyone start on the same level? within 2 months we had weapons smiths making 70+ql weapons. 3 months 90ql.... then a few were banned for macroing, shocking right. That sound fair? or maybe players know how to cheat and did so becoming the new ruling class on the servers. You bring your skills to epic, so why does removing the folks here make anything more fair? and who needs a new server, we are already spread thin enough. What we need are changes that ALOT of people agree with and this is the place to test these ideas. NOT the home servers but Elevation.
  27. 1 point
    The idea is to be able to clean an unwanted trait off a breeding line when it occurs, not to clean up every horse - you then use your cleaned up horse to breed with, thus requiring you to selectively breed for the line you want over time. I'm also not suggesting it as a way of removing negative traits, we have Fo preists and rites that can do that already. If we go back to being able to breed custom lines, remove the added output traits, and higher AH lowers negative trait chances, we are back to where we were, but with the addition of a few desired traits, and a once or maybe twice a day ability to clean off an unwanted neutral trait would mean that high AH was not a punishment as you were given a way to deal with being thrown a curve ball occasionally as result of your skill. It would still be hard work to introduce a particular desired trait each time your AH raised to the point where your cap allowed another trait in, but you would at least not be so much at the mercy of the RNG when it adds something you don't want - you may not progress towards your target on a particular foal, but you would also not be forced to discard it due to the appearance of a trait you don't want.
  28. 1 point
    It was my understanding that the skill transfer existed purely to let people transfer away from Epic, not start playing on it. I'm absolutely fine with just transfering these people to Freedom and then restarting everything. The end result is still the same, Epic gets a full reset. Comparing Deliverance to Epic is not how it works. Epic from the start was meant to get a reset once in a while, however this never happened in the end. This is the same reason why Epic actually died later on. Things simply got stale and the skillgap got far too large. All those changes tacked on later just made it worse. Just resetting items + map on Epic will do nothing. Those high end accounts will just pump out 90ql tools in the first week and dominate the actual newbies, is that what you really want? That is also not what made Epic so fun in the beginning. Not to mention, those hunderds of euro's don't apply to Epic. An item is worth as much as somoene is willing to pay for it. Those items on Epic have no more value left in them. Same thing on Defiance, there is no economy and items don't have the same value to them as on Freedom. Again, the only solution is to wipe it all out and start over. What happens to the remaining people does not matter, but they can't stay on Epic and expect to keep their gear/skills
  29. 1 point
    Hi, I would like to order some custom casts in the 80+ power range. Items are: Longsword : CoC and Nimbleness Large Metal Shield :CoC Both Items are mailed to Reverent. Please mail back to Ismalla with cod for the cost.
  30. 1 point
    You need them to fullfill the ridiculous journal goals.
  31. 1 point
    im going to be real with you, sorry i was dealing with some in game ###### and was pissed off waiting hours to get my horses back from bad game mechanics that weren't thoroughly tested prior to implementation and took it out on you in my previous psot yeah, you're right. at some point you gotta try new things, thats pretty much what defiance was for and the end result was barely a net positive after 6 months. You can't really try no-loot without restrictions such as "character can't move for 30 minutes after being killed" or something, because at that point you can die respawn die respawn die respawn and continue to fight. We're already seeing this on defiance where one side is outnumbering but still being on the offensive side of things, and people just die willy nilly and run straight back out regared in 2 minutes because creating a set of gear takes 25 minutes at most. i think the biggest factor is player skill. a great example is (and im sorry wayin) the other day I caught someone on defiance that has a way more developed character than me, and I whittled both of his horses down, started grabbing aggressive animals and dragging them to him, and without even losing a single horse I killed him. I was able to utilize my knowledge of swing timers against him extremely well, and whether or not he lost loot, thats a very, very demoralizing experience. That kind of thing happens to literally every new pvper that steps into the game, idk if theres a way around it im all for "something fresh" but, the problem is when we get something "fresh" and it doesn't work (see raid timers on defiance for capitals placed in the middle of the map controlling very valuable land) we never get any "okay, this didn't work as planned, lets try something new now." We end up just getting stuck because frankly this game doesn't have enough staff, nor office hours apparently, to put out a decent quality or frequency of updates tldr; wurm
  32. 1 point
    Ok, i genuinely forgot that was an item. In fact i would not be surprised if most people don't even know that it was a thing. Giving us to an old item like that would be a great bonus i'd argue.
  33. 1 point
    hiya my friend...when u got the time and im in no hurry i wud like 8 more of those awesome shoes u make....90 woa if poss. tyvm again just cod me them
  34. 1 point
    Let them use the Large saddle that is unuseable now
  35. 1 point
    As far as I'm concerned, it's the same as it was before, except draft traits affect the speed rather than speed traits. Nothing seem to have change in the dynamic of bison vs horse vs hell horse on wagons. Bisons are still better than horses gearless. Horses are still better than bison with enough money invested in to gear. Hell horses are still better than them both but with the exact same downside as they've always had. Seems to be no change there.
  36. 1 point
  37. 1 point
    +1 for rideable bison. In addition, I also think allowing bison to wear gear to increase speed similar to horses should be implemented.
  38. 1 point
    Hi, yes have both. I'll send them in about 12 hours when I'm back home. Thank you!
  39. 1 point
    The rift is somewhere around J12. If you came to the last one, it is just NW of the area we camped at.
  40. 1 point
    TLDR - Too high RNG for breeding, OP does not like how bisons have speed traits (which are useless), and we have a convoluted breeding system that pads the game with too much randomness.
  41. 1 point
    I doubt the priest to breeder comparison is overly convincing, and I fear many have not even bothered to read it. I agree to your conclusion though. The changes indeed are a big nerf, they run against all usual Wurm mechanics and philosophy. It is a shame and a tragedy that devs worked hard to make the game more attractive by a large number of smaller of bigger QoL changes, and now trample it down by practically destroying animal husbandry, or at least all AH fun for casual breeders, who have no chance to get acceptable results unless killing scores of baby animals. This is even true if any time in the future a stable method of breeding traits in reproducible and sensible trait sets will be restored. And in addition hurting the game where QoL is most vulnerable, by nerfing movement speed. Years of progress of game improvement destroyed or at least heavily set back.
  42. 1 point
  43. 1 point
    Thanks for taking the time to meet me in game to have a look at this with you. Please let me know if this still keeps happening for you.
  44. 1 point
    Could you cod Crantor a c70 trowel, please? 🙂 Thank you!
  45. 1 point
    Aaaaw... it is a shame it is so short - that is a beautiful skin otherwise, I almost bought it before realising it wouldn't be what I wanted.
  46. 1 point
    Thanks @Nicholai:) I'm already working on it.
  47. 1 point
    Combat and Defense Theme This is still under construction, F15 Harmony hope you guys enjoy and see the hard work from a new toon
  48. 1 point
    Category: Cozy Ranches and Farms Sunny coast - cozy Harmony Stable of Nessime, Amanae and Gerelamie ❤️ Our idea was to preserve the original beautiful landscape as much as possible! As well as a cedar forest and especially a wonderful oak tree in the center of the settlement 🍃
  49. 1 point
    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 ======================================================================================================= Better Farming Adds ability to cultivate, sow, farm, harvest, harvest and replant in a bigger area Cultivate - works like normal, use shovel on tile Sow - activate any container containing stuff that can be planted and click on tile Farm - works like normal, rake on tile Harvest - will only harvest ripe tiles, requires scythe for grains. Harvested crops will be auto-combined in inventory to make one big item (even those that can't be normally combined). Harvest and replant - same as harvest but will use 1 produced item to immediately replant the tile By default at 50 skills you can do 3x3, at 70 skill 5x5 and at 90 skill 7x7 area (configurable, can add even bigger areas) Adds ability to mass plant and harvest planter racks Pick all - right click a planter rack with harvestable planters, requires 30 gardening skill (configurable). Plant all - activate a container and click a planter rack with empty pots, requires 50 gardening skill (configurable). Length of action is roughly equivalent to doing the same area manually Skill gain, stamina drain, tool damage, etc. is processed separately for every tile in the area Tiles that are not valid for the action or unreachable will take 0.1 second to skip. Compatible with ago's cropmod - extraHarvest config parameter will affect harvest yields Enables planting in planters for additional items (configurable): Nettles, sassafras, woad, cocoa bean, nutmeg, Blueberry, lingonberry, raspberries All mushrooms Downloads and source code: https://github.com/bdew-wurm/betterfarm/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) Global boat speed multiplier (that allows going over the normal speed cap for boats) and optional bonus for sea god (e.g. Vynora) followers Fix for delay in speed traits starting to work when mounting up (optional, can be disabled in config) Configurable Multiplier to horse, hell horse, unicorn strength stat for purposes of speed calculation and carried weight Configurable multiplier to speed trait effect on speed calculation and carried weight 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 ======================================================================================================= No Build Limit Removes skill requirement on planning building from all players, allowing building of (almost) any size. Download and source code: https://github.com/bdew-wurm/nobuildlimit/releases ======================================================================================================= Set Height Adds a new command (usable by GM with power level 5 only) Usage: #setheight <height> [radius] Will set height of tile to specified value (in dirts) Radius is optional, by default will change the tile you stand on; with radius 1 - will do 3x3; with radius 2 - 5x5 and so on. Will happily turn your server into a parking lot, mess up houses, mines, etc. Use with care. Download and source code: https://github.com/bdew-wurm/setheight/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 ======================================================================================================= Highway Portals Player craftable portals that allow teleporting between deeds on the same highway network. Start by crafting an Inactive town portal (mortar+marble brick to start). Place the portal on your deed, right click it and activate. You can teleport to other villages with portals that are part of the same highway network if either… That village has “Highway routing” enabled in settings. (Portals in villages with this setting are considered public and anyone can teleport to them). You are a citizen of the village. You have “pass gates” permission in the village. Rules: Portals need to be at least 10 QL to work. Portals can only be activated on deed that you own or are allowed to manage. Portals must be placed on a relatively flat ground and outside buildings. Portals can’t be placed on bridges. Only 1 portal can be active in a village. You can drag items and lead animals through portals. You can go through a portal riding a vehicle or mount, but you will be dismounted. The mount/vehicle will teleport with you but you’ll have to remount. Passengers will be removed from vehicles when teleporting and will have to teleport manually to follow. Download and source code: https://github.com/bdew-wurm/hwportals/releases ======================================================================================================= Taxidermy Adds craftable taxidermy kits that can be used to preserve corpses as decorations. Preserved corpses count as decorations, can be planted and won't decay on deed. Creation of taxidermy kits and preserving both use Fine Carpentry skill. Stronger creatures are harder to preserve and a failure can damage or even destroy the body. When preserving you can choose to use lying model (the normal corpse), butchered model (assuming it exists in the game, otherwise you get generic meat and bones pile) and "animated" mode that looks like the creature standing and doing it's idle animation. By default "animated" costs 1000 karma in addition to the kit, this can be configured. You can disable crafting entirely from the config, in case you only want GMs to be able to spawn the items, or sell them on vendors or whatever. Technical details for GM spawning: Download and source code: https://github.com/bdew-wurm/taxidermy/releases ======================================================================================================= Archaeology Tweaks The mod absolutely requires modlauncher 0.38 or higher, and the new JA version that comes with it, if you try to run with a lower version your server will crash with weird a** errors on startup. Allows server admins to add/remove items to archaeology drops using a config file Optional configurable tweaks to loot distribution Optional replacement archaeology journal system This was originally made before the vanilla system and wasn't planned to release in the mod after buda told me it will become part of the base game, but considering how badly the vanilla system was implemented i'm keeping it in If enabled existing vanilla journals will still work but new ones will not be craftable, instead the recipe will produce a modded version Reports can be written on blank sheets of paper, either in a journal or in your inventory. They will be written automatically if you have an empty sheet once you find things when investigating. Unlike vanilla reports can be freely moved in, out and between journals. To add paper just drop it into the journal. Reports can be copied by activating and selecting an empty paper sheet If you activate a journal and click another one you can "merge" them, this will copy all missing reports and fill in any missing data from one journal to the other. This makes sharing information between players extremely easy. Having reports on a deed will make finding better fragments more likely while investigating on it, the bonus scales with the quality of the report Check out the config file after installing, there are plenty of settings in there! Downloads and source code: https://github.com/bdew-wurm/archeotweaks/releases/ ======================================================================================================= Waxed Food Allows preserving food items using beeswax Preserved food items are no longer edible or usable in recipes but turn into decorations instead They can be planted/secured and will not go into piles They won't decay on deed and decay veeeery slowly in general They can be painted Waxing uses beeswax - 10% of the weight of the original item Quality and Rarity of the original item is preserved Downloads and source code: https://github.com/bdew-wurm/waxed/releases ======================================================================================================= No Damage Not recommended for normal servers! Removes all damage from items, walls, roofs, floors, fences and bridges from all sources. With this mod nothing will ever decay, bashing is impossible (except GMs) Any attempt to damage anything will reset it to 0 damage, unless it's 100 damage in one tick (this is to allow GMs to still remove walls, etc). Downloads and source code: https://github.com/bdew-wurm/nodamage/releases ======================================================================================================= bdew server mod tools (WU 1.9+) This is a library that will be used by my (and possibly other people's) mods. For users there is nothing interesting here, just install it if you're told some mod requires it. For developers there's some documentation in process of being written here, or check the source code Downloads: https://github.com/bdew-wurm/bdew_server_mod_tools/releases ======================================================================================================= Fishy tweaks Everything can be configured in config file! Added on screen notification when a fish bites (when rod fishing) or spawns (spear fishing) Caught fish can be automatically stored When fishing from the ground this will try to store the fish in any keep net that the player has open When fishing from a boat it will try to store in attached keep net, or crates/FSBs for larger ships or ship hold When fishing with a net and none of the above apply the fish will be moved from the net to player inventory Added passive skill gain ticks during fishing actions Spear fishing no longer misses if you click too far from the fish Instead - if you click close you will get a bonus to your skill check Nimbleness cast on spears makes fish with them easier Wind of Ages and Blessing of the Dark casts on rods/spears/nets and their QL make fishing with them faster Timers for various stages of the fishing and lore actions can be changed Lore action will display a detailed report on all that you can currently catch after 40 skill After 60 skill you will be able to look up detailed report on each fish, see what it likes and how it affects your chances Requires bdew server mod tools! Downloads: https://github.com/bdew-wurm/fishytweaks/releases/tag/v1.0 ======================================================================================================= Installation (for all mods above) Install Ago's Server Mod Loader Download zip file Extract zip file to your server folder All mods are open source and are licensed under LGPLv3 Want to support my modding? Consider throwing some money my way!
  50. 1 point
    So much drama for so little things, before blame ppl for something just get the facts right, this is why i always listen and get the facts right before ill act. And rember u still only playing a GAME. A very good game. Take care mcm over and out
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