Mthec

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Everything posted by Mthec

  1. CustomTrader update Download Added new options for Currency Traders. Selecting item type works as normal, but now there is an optional Advanced button. Clicking this takes you to a new menu with the following options: Material - Currency must be of this material type to be accepted. Exact QL - Currency must match this QL exactly to be accepted. Minimum QL - Currency must be at or above this QL to be accepted. Not checked if Exact QL is set. Rarity - Currency must be the selected rarity to be accepted. Full Weight Only - Currency must be the standard weight of the item (e.g. 24kg for logs) to be accepted. All options have an 'Any' option (leave the QL fields blank), that will allow any currency of the correct item type to be accepted. Any current (or new, but not advanced) Currency will default to any in all categories, except Full Weight Only which is on by default. Done. Also took the opportunity to add some other options.
  2. Unfortunately not at the moment. It's something I can definitely look into, but I'm going to be away for the next few days so it won't be particularly soon. As a temporary possibility, you could use a BuyerMerchant which can give coin in return for items of a specific rarity. But that may not suit your servers economy.
  3. Weird, when I went on Edit release the upload had failed for some reason. Sorry about that. Should be fixed now.
  4. Banker update Download Fixed turning towards players. Updated customisation, you can now customise the model and remove Give-n items as with the other mods. Removed the Changer face menu item and added an Appearance button in the Manage menu as with the others. Done.
  5. That message appears when there is some issue with the database. If you don't have any traders placed yet, you can try deleting "customtrader.db" from WurmServerLauncher/<server-name>/sqlite, and trying again. Otherwise if you could check the server log you should see a section that contains "SQLException", paste what you find here and I'll take a look.
  6. BeastSummoner, Crafter, and CustomTrader updates BeastSummoner Download Crafter Download CustomTrader Download Some fixes and new features, see below. I've also change the lists to use radio and checkboxes, whilst I prefer the buttons they don't layout properly when the lists get long. Thought I might find a workaround, but sadly not. I forgot to add a little disclaimer to my post. I've let BeastSummoner add all the creatures that the GM Summon tool will allow plus any others added by mods. This does mean some spawns might behave strangely, or not at all. Turns out Skeletons are an easy enough fix. Every creature has a max age, and for skeletons that means an ancient 2. But even when you spawn one at that age there is a somewhat random chance of them dying of old age anyway. So, firstly I've added the max ages to the summon list so that you can't spawn one over that age, secondly I've adjusted a setting so that the age won't be checked right after spawn (although this could still mean early deaths, depending on how long you take to fight), and thirdly, for good measure, I've bumped skeleton max age to 10. Sorted. Strange, they work for me. Are you just using a plain "cloth shoe"? Added. There is now an option called Remove item, which only shows if one, you're allowed, and two if they have any items that can be removed. Then it opens a window where you can select which items to remove. On a related matter, when adding the Give to CustomTraders I forgot to block them wearing their stock, it will now not let you Give them anything they supply. However, providing an item with a small QL difference will work just fine. Done. Added an option to the .properties, and set the default to 0 (as GMs can hopefully be trusted). I hope you know what you're doing...
  7. New Mod BeastSummoner plus updates to BuyerMerchant, Crafter, and CustomTrader BeastSummoner Download BuyerMerchant Download Crafter Download CustomTrader Download BeastSummoner, a new type of NPC that can be placed by GM, to offer creature spawning services to players. Features include: Summon lists Specify creature templates, prices, age, cap on amount spawned in one purchase, limit creature type modifiers. Currency Choose between normal coin and (nearly) any item type for payment. Tagged summoners Like CustomTrader, set a named tag to share a summon list between multiple summoners. Set spawn point Set the spawn point where the creatures will be created, it doesn't have to be near the summoner themselves, and you can also set a range (in tiles) where multiple creatures will be spread out. Creature Type Price Modifiers Set global modifiers for creature type modifier in .properties. e.g. Champion creatures could be set to 2 to double the price compared to other types. Summoner customisation Set the model, and optionally the face (if using human model), of the Beast Summoners. Disclaimer - In order to support the widest possible use of this mod, I've not limited the creatures you can spawn, offering all those offered by the GM Summon menu. However this may mean that there are things you shouldn't be spawning. Be sure to test any before you unleash try them on players. BuyerMerchant - Required compatibility fixes with BeastSummoner and other mods. CustomTrader - Required compatibility fixes, moved Face/Model customisation to new window. Crafter - Various fixes, see below. Stop current job button. For those times where a job gets stuck or would take a long time. Automatically refunds and mails the item to the customer. New Player Give option, allowing Players to Give items to their Crafters like GMs can. Only works for Crafters the player has the contract for. Moved Face/Model customisation to new window. Note - BuyerMerchant and CustomTrader don't need to be updated if you don't want to use BeastSummoner and Crafter. But if you do, the updates are required. Sorry for the inconvenience. Creature ages information: 2-3 young < 8 adolescent < 12 mature < 30 aged < 40 old >= 40 venerable Fixed. Be sure to transfer any affect crafter contracts back to the server where the crafter is before updating. Added. Donations are removed either when they reach the crafters skill + remove_donations_at, or when they pass 99.999999ql. I kind of set that maximum just because, so if it would be useful to be slightly lower I could change that. Added for Crafter. Requires they have the contract in their inventory. GMs are unaffected. Banker already had that feature, in fact they don't need to be owned, I just hadn't done it elsewhere. Hot wood items seem to be fine on my end (tried bow and shield at glowing). What item in particular is the crafter getting stuck on? Anything in the crafter log file that might show another reason? Glad I could be of help.
  8. CustomTrader update Download Added a new feature that allows you to set the character model of a Custom Trader. Options are: Trader (default) Human (Allows clothing and face customisation.) Custom (Any Wurm model, yes even items.) Same face customisation 'quirks' as the other mods that allow it. Done. Ended up being quite the little rabbit hole, exploring what models can be used. Will have a go, I don't think it shouldn't be too difficult as there is already the GM wand creature summoning system.
  9. CustomTrader update Download Added new Stat Trader, who works like a Custom/Currency Trader, except they take a stat as payment. Options are: Karma Favor Favor - Priest Only Health (adds an internal wound) Each Stat Trader also has a ratio, to help dial in the payment. e.g. 0.5 would mean a 50i item would require 25 karma. 2 would mean the item would require 100 karma. Some notes on the stats: Karma works in whole numbers, any decimals will be rounded down (minimum 1 per item). Favor goes up to 100 but works in decimals (minimum 1 ÷ ratio or 0.0001 per item). Health, or rather damage, goes up to 65534, Champions get a reduction. 1 more and death occurs (minimum 1 per item). Disclaimer - Mthec cannot be held accountable if somebody dies as a result of getting too close to the max and it going wrong. It wasn't suggested before, so thank you. It was interesting and I kind of ended up running with the idea. Hopefully it does what you want. Thought someone might use the Favor option as a sort of priestly service, either for followers or only those in the service. Health for those who want to bargain with something a little darker...
  10. Sorry about that, I messed up my build process and not all the required files were included. Here is a direct link to a fixed download.
  11. DeliveryContracts update Download Boats can now be added to contracts. They also have an extra delivery location, a planted buoy. Boats cannot be packed if they are moored. Can't remember exactly why I set to not allow them, think it was to do with being delivered on land. But I guess ship transporters solve that, so I don't really know what I was thinking. Anyway, it's sorted now.
  12. Updates Banker - Download Buyer - Download Crafter - Download Custom Trader - Download Tool Purchaser - Download Updated some of my mods with new features. Figured out how to get name changing right. Name changing Applies to Banker, Buyer, Crafter, Custom Trader, Tool Purchaser. You can now change the names of these Npcs after they have been placed, without dismissing and re-placing. Name Prefixes Applies to Banker (not new), Crafter, Custom Trader, Tool Purchaser. Along with name changing, (modded) Npcs that have name prefixes (e.g. Trader_Bob) can now be customised, including disabling them altogether. The underscore _ is automatically added to separate the two parts. Set name_prefix in .properties. I recommend setting it once when you install, names won't be automatically updated if it's changed and when managing the Npcs you won't be able to submit certain windows without changing to the new naming system. Buyer is not supported, unfortunately. Defaults: Banker - Banker Crafter - blank Custom Trader - Trader Tool Purchaser - Trader Face changing Applies to Banker (not new), Crafter. You can now change the faces of Crafters, same limitations apply. You will need to update the Banker mod if you have that running as well. GM Manage Applies to Banker, Buyer, Crafter. There is now an option in .properties to allow GMs to manage these Npcs, by right-clicking on them, without needing the writ (although that will still work as normal). Set gm_manage_power_required as a GM power level (ie. 1-5), you can also set it higher to prevent GMs from managing this way (writ will still work), or maybe if there is a mod out there that adds extra power levels. Defaults: Banker (2) Buyer (10, off) Crafter (10, off) Place Npc Menu Applies to Banker, Buyer, Crafter, Custom Trader, Tool Purchaser. Previously the Custom Trader mod added a wand menu shortcut for placing them when right-clicking on a tile. I've now removed this and added a general one that mods can hook into. As a GM (power 2+) with a wand, right-click on a tile and there will be a Place Npc option, which includes any compatible mods you are using. Custom Trader commands Applies to Custom Trader. /restock <tag> - Use to restock all traders using a given tag. /tradertags - Lists all available Custom Trader tags. Sorry it took a little longer, was in the middle of this update. You unpack them by activating and right-clicking on either a deed token or waystone ("Deliver Here"). The second one is strange, worked when I just tested it. If you can give me the message you receive when it happens I will look into what's causing it.
  13. New mod - Banker Download A new mod that adds a Banker NPC that can manage bank accounts remotely (i.e. without a deed token). As well as the usual Manage/Withdraw options you get a deed token, you can also use the "Move account" option to move your bank account to other villages, with the same requirements, without visiting the actual village. Bribery can be configured in the settings (see below) to allow players to move their account instantly to another location, for a price. GMs and owners (if contracts made available on traders) can also set the face of the banker. Note, there is some odd behaviour with how the client handles face changing. The face changer window will always show the gender of the player, not the banker. Although most of the options will still work (no facial hair on females though), if just won't look right. Whilst using the window your own characters face will change in the Character window, this doesn't happen to the face other players see and will return to normal after confirming changes. Also, for some reason, doesn't like setting the correct hair style when the window first opens, just toggle it back and forth to set it to the right one. Configuration options: village_option Defines which villages will be offered as locations for Bankers to transfer bank accounts to. starter A kingdom's starter (permanent) villages are always an option, use this setting to not allow any other options. kingdom Allow any villages of the same kingdom as the bank account holder. alliance Allow any allied deeds (including the holder's village). Requires perform actions on alliance deeds role. village The village the account holder belongs to, if any. Default village allow_non_premium By default non-premium (or "Guest") accounts cannot open banks. If this option is true then they can, but only through a Banker. bribery_cost In irons, 0 to disable. Allows players to move their bank account location instantly, for a price, instead of waiting for the usual 24 hours. Default 0 (disabled) update_traders If true then banker contracts will either be added to or removed from traders, depending on whether contracts_on_traders is true or not. Default false contracts_on_traders If true traders will carry banker contracts, however this will only take effect if update_traders is true. Default false contract_price In irons. Default 10000 - 1 silver. name_prefix What Banker names will start with (e.g. Bob becomes Banker_Bob), although you can set to nothing for no prefix. Default Banker Think this should fit your requirements. Yep, modifying one custom trader with a tag affects the tag. Then, whenever the next restock interval happens, the others will update their inventory. Set payment_options in the .properties file to all_tax for all of the money to go to the king's pool. There is also tax_and_upkeep which means they only earn money indirectly. But I don't think that fits your requirements. I don't have an all-in-one solution, but you could use my Buyer mod, it can accept items from players in return for money, and either keep the items for the owner to collect, or automatically delete them. Then alongside the Buyer, if you (or another player) are farming the vegetables, you could use a normal merchant or if you just want a "fake" farmer who creates vegetables over time to sell you could use a Custom Trader.
  14. Yes, if you want 90 skill crafters you should set it to 90. The way it works is this: skillCap is the lower value of max_skill and the value set on the individual Crafter. startingSkill is the lower value of starting_skill and max_skill. Create new Crafter -> All skills set to startingSkill. Right-click>Manage>Modify skills>Save -> All skills moved up to startingSkill but not above skillCap. Every action -> Make sure skills are not over skillCap, set to skillCap if they are. can_learn only affects whether the Crafter accepts item donations. Phew, hopefully that's clear enough.
  15. [FINAL] Upkeep Costs

    Update Download Added options (free_tiles_upkeep, free_perimeter_upkeep, free_guards_upkeep), if true it re-enables upkeep for their respective option, leaving only the initial cost as free. Default false. Added upkeep_grace_period, the number of (real) days following new village creation during which no upkeep will be charged. Whole numbers only. Default 0 (off).
  16. The options are generated for each trade, so they will show up automatically. They go up in increments of 10. It's been a while but I think it would be easy enough to customise the increment if you want it to go up in 5s instead.
  17. ToolPurchaser update Download Added new pricing options. In MaterialPrices.properties, you can now add flat rate prices for specific materials. Add entries in the format flat<id>=price. For example, flat7=100 for a flat rate of 1c on gold items. This can be combined with price modifiers, so you can have a flat rate for a material and multiply the price at the same time. In EnchantmentPrices.properties, you now add a flat rate for the number of enchantments on an item using flat_rate. You can also list enchantments you wish to be excluded from pricing altogether using ignored. Ignore multiple enchantments by separating ids using commas. All prices are in irons. Done.
  18. New Mod - ToolPurchaser Download A new NPC that will buy tools and weapons according to various factors. ql_price in toolpurchaser.properties sets how much per item ql. MaterialModifiers.properties (found in the toolpurchaser mod folder) stores the multipliers for the ql price based on item material. EnchantmentPrices.properties (again in the toolpurchaser mod folder) stores the prices for any enchantments on the item. Spell type enchantments (CoC, WoA, etc.) are multiplied by the power of the cast, enchantments (demise spells, etc.) are a flat rate. Both use the format id=price, see the individual files for what the ids are. All prices are in irons (fractions will be rounded down). Hopefully I haven't made any bad assumptions, but if you want any changes just let me know. Sorry about the name, couldn't think of anything more appropriate. They are prefixed "Trader_" in game.
  19. The biggest problem will be getting consistent results for all items. Sand/dirt, crops, and so on are easy to get at high ql, for example. Picking out item types to ignore could get quite long, depending on what you are looking for.
  20. That is odd. I don't do anything with the built-in AI. I can only think the randomness of the AI behaviour means it doesn't happen all the time.
  21. This isn't related to my mod. It's only named in the logs because of a code hook. The problem seems to be something to do with an AI character trying to eat an item. Npc is not one of my classes, it's for the built-in AI players. Sorry I can't be of further help.
  22. CustomTrader update Download More optimisation. Was at a bit of a loss as to where the problem was, but I think I've found it now. Let me know if it's still not enough. Also, nice map. Must be tough finding wood.
  23. CustomTrader update Download Try this and see if it helps. I'll have another look if not.
  24. Not sure what would cause that. Is there any way to make it happen reliably? Where did the coins originally come from, withdrawn at a token or from selling stuff to a trader?
  25. [FINAL] Upkeep Costs

    Fix Download Fixed missing class file. 0 upkeep deeds should not disband. Sorry about that, not sure what happened there but Manage Guards should be fixed now. Also changed when disbanding occurs so the free deeds should be fine now.