Mthec

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Everything posted by Mthec

  1. [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.
  2. 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.
  3. [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.
  4. [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.
  5. [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/upkeepcosts.properties)? Also, to help narrow it down, at what stage does this happen, founding, resizing/expanding, just hiring extra guards or all of the above?
  6. 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.
  7. 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.
  8. 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).
  9. 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.
  10. 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.
  11. [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.
  12. 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.
  13. 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.
  14. Should be feasible, I'll take a look. Keeping track of all the players will involve using the database, and the buyer mod is starting to get a little bulky, so I'll probably make it an add-on mod. Hmm, I shall take a look. Guess there might be a problem with how bulky large anvils are. If something ends up in the mail then as far as I'm aware it will remain there, so it's not really gone but without a mailbox it's not accessible.
  15. Crafter fix Download Fixed donations not being used, and money being given out for donations. Fixed accepting donations of wrong type. Finally got it. I was testing with 1ql items, since that's what I imagine I'd donate, but of course you could donate any ql and that finally revealed the problem. Receiving money for donations was totally unintended, so I've just removed that. I also found a couple of bugs along the way, so I dealt with them too. Thank you for the report.
  16. Thank you. Sorry, I don't quite understand. You shouldn't get any money from donated items. As for setting the modifier too high, won't that still require someone to pay that amount in the first place? If I've misunderstood let me know. Oh well, guess I need to think up a new excuse reason.
  17. Thank you for all the information @Xyp. I still can't reproduce it on my end, so I am assuming there is a mod conflict somewhere, something else working on carried weight. I have created a modified version that applies the weight modification in a different way that will hopefully resolve the situation. Download If you could give it a test to verify it works on your end, I can tidy it up any loose ends. Thanks.
  18. Hmm, can't seem to reproduce it on my end. The end part sounds like it might be a window update I missed. Does the contract or inventory show an increased weight, or does it just slow down movement? I am also assuming this is on one character, and not a contract that is being traded around? I can't see anything at the moment, but it may just be getting late, but I'll have another look tomorrow. Also, interesting, just looked it up and 70kg is the actual weight of a forge/oven.
  19. Crafter fix and update Download Mail when done fixed. Forges are now put out when jobs are done. Added Modify skills option to the Manage screen, to allow changing a crafter's skill set without dismissing and re-placing. There are two options on this screen, one to remove/destroy any donation items that are no longer useful, and one to refund all items that can no longer be improved. The latter still won't allow you to remove a skill for a current job if unchecked, it either refunds (which you may not want to do) or blocks changes. Done. Strange. Seems to work for me, it should work if the crafter is a citizen and has the pickup permission. Could some build settings be override the settlement ones? By walk around, do you mean wander when they're not busy or won't move to a forge when it is assigned? They won't do the first at the moment. Whoops, that's a bit of an oversight. Guess I was paying too much attention to mailing when dismissing the crafter. Should be fixed now. You can't drag them onto their inventory, you have to use right click -> Give. Thinking about it, it may just be a GM thing, for equipping to the normal NPCs. Done.
  20. Should be easy enough to make it modifiable after placing. I've gotten a bit behind on my modding but will sort it out. Thank you.
  21. I haven't been doing any modding lately (apart from fixes) but plan to get back to it this week. Had a few games in my backlog to cut down. Inaccessible delivery locations are an issue, but I'm not sure there is any way around it. Even if it was restricted to NPCs there's nothing stopping people blocking them off, or placing them in a locked building. Such is the freedom Wurm offers. Maybe it's something that will just have to be left up to the server owners to sort. Definitely, it's something I was keeping in mind. I did think one related idea would be a kind of "premium" delivery option, for an extra fee, where if after a certain time the order hadn't been delivered it would be delivered automatically. As for cancelling, cancelling a delivery that hasn't been picked up yet (e.g. realising an error just after you placed the order) should happen easily. However if a player has already picked up the package there should probably be some kind of cancel time. Otherwise the person who placed the order can cancel immediately (e.g. if they need the goods at the start end) but forfeits a certain percentage of the cost to the person doing the delivery. Now that you mention it, splitting too much might mean an order takes longer to be delivered. It was something I thought about a while back, shouldn't be too difficult with a highway in place. I thought about creating a different kind of waystone that would serve as a sort of centre post for a market. It could block modifying the area, which the owner could turn off temporarily disabling the market whilst changes are made, so that a one time pathing calculation could work out the routes to all of the stalls. A merchant that can wander everywhere would be nice, but long distance pathing and getting stuck would be an issue. An easier way to do it might be to just have merchants teleport between unoccupied market stalls. That way every market would see some fresh goods on a regular basis, and you wouldn't need to have highways in place. One drawback would be that if people create too many stalls across the server loads of markets would be empty. Could even be used as a type of griefing.
  22. Crafter and DeliveryContracts fix Crafter Download DeliveryContracts Download Fixed compatibility with other server command mods. Strange, I'm not really sure why that caused an issue, but and issue it did cause. Should be fixed now. Buyer still worked because it doesn't have any server commands, since I reused the same code in the other two mods they both caused an issue. Getting the NPCs to control the humans... yes, that's what they've been planning all along. Seriously though, that sounds interesting. It shouldn't be too difficult to implement. I wonder what the best way to deal with navigation would be? If everything is tied to deeds and there is a highway in place to help with directions it would be okay, but otherwise how would players making the deliveries know where to go? Suppose the order could have a Locate style action, "The destination is far away and to the East" kind of thing? Another idea is that rather than requiring an NPC at both ends the person placing the order could receive something like a stake, which they can plant into the ground at any location, to allow for delivery to building sites and the like. Then it could be that the NPCs will also accept the stake and so it can still be delivered to an NPC. As for the packages, as you say the weight can be set to whatever, without worrying about dividing up the items for larger deliveries, so it should be easy to allow for multi-part deliveries. The delivery could be split up purely on numerical weight, then the destination gets a "Delivery completion percentage" which fills as each package is delivered. I'm thinking mainly for new players with low weight carrying skills, who could just take one, or transfer multiple to a cart, and more skilled players could carry multiple if they preferred. It would also allow multiple people to fulfil a larger order. Or am I over complicating things and it will just end up with parts of orders being fulfilled and final delivery taking ages?
  23. Crafter fix Download Fixed placing issue with last update. Whoops, sorry about that. Thank you.
  24. The way it should work is the crafter will improve the item to get skill as a player would. It's not an instant boost or anything like that. The item is added to their work book but paid jobs take priority, so if the crafter is busy they might not get to them. If that doesn't sound right, let me know. Yes please. I think what might be best is if, one, I add an option to turn off price modifier for server owners that don't want it, and two add a minimum option for those who want finer control. Balancing the economy between Wurm and various mods can be difficult. Crafter update Download Added two new options, use_owner_price_modifier (default true) and minimum_price_modifier. Fixed "Money to collect message".
  25. Crafter update Download Added shield smithing and pottery (clay) to skill options. Altered Forge message in Manage to specify when a forge is not needed. Not a waste at all, needed to be fixed. ? Ah, I knew there was one of the main ones I was missing. Fletching and weapon smithing should already be on the list. I missed shield smithing. As for clay, I left it off because I wasn't sure people would use it much, but I don't see any reason why not to add it so added it is. Thank you for the feedback.