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About Mthec

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  1. [FINAL] Upkeep Costs

    That's what it is supposed to do. It seems to be working fine on my end so I am not sure what the problem is. When the deed owners check their upkeep does it show the correct cost per month, or is that wrong too?
  2. [FINAL] Upkeep Costs

    Fix Download Fixed use_per_server_settings option. So sorry@Batta, I must have broke it when I was cleaning things up. Thank you for your continued feedback.
  3. [FINAL] Upkeep Costs

    Update Download Added use_per_server_settings to the .properties file. If true it will use a .properties file in the individual server folders, if false it will only use the main mod file. Default is true, to keep it in-line with previous behaviour. Changing the value will not delete the old per server files, so you can switch back and forth at will. Also took the time to refresh the mod a little. It was one of my first and I've learnt a lot since then. May have found (and fixed) a bug with disband warnings along the way.
  4. Hmm, strange that you would be getting that error without having placed a crafter. What it is saying is that it has found a creature that it thinks is a Crafter, but can't find it's workbook. Further up in the logs, during server load, there should be a line that says "No workbook found on creature (<creature-id>)". If you don't mind, could you use a GM character to find out what creature it is? In-game you can use the GM wand, right click on an item and select Creatures>GM interface, scroll down to GM Tool and type the id in, then click send. You could also look in the creatures database if you know how to do it. If you're not comfortable doing that, I can look in to writing up a workaround. Some quick possibilities off the top of my head, it is a Crafter (in which case deleting the creature is the easiest solution), some kind of problem with the mod id database (maybe a removed mod), some other mod conflict involving creatures, or I've missed something.
  5. [FINAL] Upkeep Costs

    The reason the order is all jumbled is because the file was generated by the mod, and the only way I found to make it preserve order seemed a bit involved at the time. But it doesn't actually matter which order the entries are in, so you can copy and paste as you like. The only important bit is the "classname" and "classpath", they must be in the main .properties file for ago's modlauncher to find the mod. It wouldn't matter if they were copied into the per server file though, they would be ignored.
  6. [FINAL] Upkeep Costs

    Yeah, the original intention behind it was if people wanted different prices per server. I also did it back when mods were still somewhat new and didn't know if server specific options would be a thing. They do need copying manually, although I will probably add an option to the main .properties file that will allow automatic overriding for single server setups, as it's not typical behaviour and can be easily forgotten when changing values at a later date. Anyway, glad it's resolved for you.
  7. [FINAL] Upkeep Costs

    Hmm, that doesn't look right at all @Batta. Some of the other values are off according to the message. That looks like the main .properties, does the per server file have the same values (WurmServerLauncher/<server-name>/mods/upkeepcosts/ Also, to help narrow it down, at what stage does this happen, founding, resizing/expanding, just hiring extra guards or all of the above?
  8. MerchantCap fix Download Sorry about that, forgot to include one of my custom libraries in the download. The problem masks itself on my end. Thanks for the report.
  9. DeliveryContracts update Download Delivery contracts can now be sent in the mail. Haven't tested mailing across servers as I don't have that setup, but everything else seems okay. Let me know if there are any issues. MerchantCap update Download Added clear_history option. Default is off, options are daily, weekly, monthly, yearly. All times are in Wurm time. After the specified time has elapsed, all player spending history will be erased. Caps will not be affected. Differentiating between real time and Wurm time was a bit tricky, so I opted for the latter. I figure that's more "realistic" and hopefully still does what you want. Let me know if it is a problem.
  10. It's manual. I can add a settable timer if you want. I just figured if people are going to keep a merchant/buyer restocked they would just reset it whenever they want (if ever).
  11. New Mod Release - MerchantCap Download Set a per player trade cap for merchants. If a player makes any trade with a capped merchant it will add to their player spending history and if any trade would go over that amount it will prevent the trade from completing. Using a GM character and wand, right-click on the merchant and there will be a "Cap Trade" option, with "Set Cap" as a sub-option. This will bring up a window where you can set, and later remove, the cap. After a cap has been set there will be a second sub-option, "Clear History", if you wish to remove all player transactions with this particular merchant. Otherwise the history will remain, so you can toggle the cap on and off without losing history. Can be used without BuyerMerchant on normal merchants, or with BuyerMerchant to also work on buyers. Unlike most of my mods, this does use a database. It is called "merchantcap.db" and can be found with all the other databases in <ServerName>/sqlite. Hopefully this should do what you want.
  12. Sure thing. The contracts are marked "noDrop" to prevent them from being used for storage, so I just need to find a way to work round it. Already started, but not done yet.
  13. [FINAL] Upkeep Costs

    Update and fix Download Fix for "Manage guards" when not using upkeep. Select the new checkbox at the bottom to take money from your bank instead (if there is enough money). Added free_guards option (default 0), deeds will be able to hire the specified number of guards without initial cost or added upkeep. Any further guards will cost as normal. Updated some mechanics I missed from the last WU update. Added epic_upkeep_scaling option (default true), epic guards now hire on a scaling upkeep system (initial hiring costs are unaffected) which I missed before. Now you can choose between the scaling option or "standard" on epic servers. Don't forget to check your settings on the per server .properties file. Hopefully this will sort things out for you.
  14. Sorry I didn't reply till now, I was working on another task. I've had a quick look and test myself, but can't reproduce what happened to you. I will keep trying though. In the mean time, assuming you've not turned off logging could you post the contents of the one for the crafter? It might help narrow things down. The file should be in the WurmServerLauncher folder, and it should be named crafter_<name>_<id>.log. As for the stuck amphora, not sure what caused it but have you restarted the server since? That usually clears up bugged inventory. If that doesn't work let me know and I'll think of another solution. If you're happy modifying the database, then just find the item and set the MAILED column to 0, although I completely understand if you're not happy to do that.
  15. Crafter fix Download Fix for issues with large anvils. Added optional (default disabled) "/crafters collect" chat command for collecting mailed items when there are no mailboxes. Uncomment (or add) mail_command=true in the .properties file. That's one sorted, hopefully. Turns out the issue was water. When restocking crafting items the crafter used to use the default weight for water, most items never used it all, unfortunately large anvils did. I've bumped it up so it won't be a problem anymore. You also got me thinking about servers without mailboxes. So I added a command to allow people to collect mail items from crafters without a mailbox. Unfortunately it won't apply to old items, as I didn't want to add a command that might bypass other server features.