Mthec

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Posts posted by Mthec


  1. Crafter update

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    Added "Give tools" option to the Trade window, so that owners and GMs can donate tools to be used by the Crafter. Making it possible to give Crafters enchanted tools.

    GMs can now set the level of any skill for a Crafter, using the Manage>Modify Skills>Set Skill Levels menu.

    Crafter's will now bump all known skills up to the starting_skill level set in .properties.

    allow_threatening now uses three options:

    • disabled
    • kingdom
    • village_alliance
    On 2/24/2024 at 5:34 PM, Hakameda said:

    Being able to donate tools for them to use  - Then we could give them enchanted tools or say glimmer tools etc. Would make them imp faster and get alot less stuck on the way to 99 ql. Especially with say wyvern mods or spellcraft with the custom spells or higher spell limits. Might be weird giving them lumps of a not high enough ql though? If a player requests a 99ql item but you gave them a 93ql enchanted lump.

    I've added a new Trade option, "Give tools".  It's limited to the owner and GMs, to prevent random players affecting the Crafter.  The Crafter will use the tool normally (not "cheating" as it does with its own tools), so the owner needs to keep an eye on it, and remove/re-improve tools as they stop being useful.
    As there is no real way for a Crafter to know which enchantments are good or bad, I've left it up to the owner.  As long as a tool is between the target QL and the targetQL + 20 (to prevent wasting 99ql lumps to improve items at 1ql), the Crafter will use it.

     

    On 3/7/2024 at 4:32 PM, Hakameda said:

    So far the only issues we hit, The WS will not level up blade smithing or weapon head smithing. He has 90 WS, but was only 10 WHS. He'll still try to to imp a warhammer to 90, But he'll basically get stuck.

    Hopefully sorted.  If your Crafter is controlled by a GM, they can now change any of the Crafter's skills with the Manage menu.
    A Crafter's skills will be boosted to the starting_skill level, if they are too low.
    Hopefully that's the least messy solution.

     

    On 3/7/2024 at 4:32 PM, Hakameda said:

    Battle yoyo's also seem to be under carp or fine carp i think

    Interestingly, it's neither.  They use Toymaking.
    I've setup a system that should clear things up.  Toymaking is considered to be part of Carpentry, when it comes to the Crafter's assigned skills, but will still use Toymaking to improve.

     

    On 3/7/2024 at 4:32 PM, Hakameda said:

    May not be able to taunt same kingdom crafters, Wyvern mods makes it so you can have 1 kingdom PvP, situations, anyone not in your village/alliance is an enemy but everyone is freedom

    I've changed the allow_threatening option to allow you to set disabled, kingdom, or village_alliance.

     

    On 3/17/2024 at 9:39 AM, Ayluin said:

    Sorry for the ping. Don't know if editing undoes it.Thanks for the great mod.

    No worries, out of interest it doesn't undo pings.  Just glad it's resolved for you.


  2. 1 hour ago, Brian said:

    A couple of things I noticed while poking around the database, in case it helps. Most of the entries look similar compared to the one other player-owned buyer, except:
    There are entries for the GM-owned buyer in the buyer.db only, which I assume is because I had the free money turned on for that one.

    For the personal buyer contracts, the player-owned buyer has a 'null' for the PLACE field, while the GM-owned buyer has '0'. The last owner IDs look correct.

    Interesting.  The player-owned Buyer wouldn't show up in the buyer.db, as I added the database much later on in development.

    A quick look shows that the PLACE field is for where an item is on a creatures body.  0 being nowhere.  Not sure why it would not be null, unless it was put in someones hand, but oh well.

     

    So I'll have to do some investigating into crossing server borders, but in the mean time I've created a little site to help with reconnecting the contract to the Buyer.

    • Using a GM wand, use 'Get info' on the Buyer, and look for the 'Wurmid'.  It should be a long number in the last line in Event.
    • Visit the site, and put the id into the box and press Calculate.
    • You'll get two numbers labeled 'Data1' and 'Data2'.
    • Use the wand on the contract and go 'Item>Set data', then put the two numbers in the appropriate fields.
    • Click 'Send' then you should be able to access the Buyer with the contract again.

  3. Crafter update

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    Added 'Threaten' action, for non-home, PvP servers. Uses the same system as merchants, except it will also work on non-epic servers.
    Set allow_threatening to true in .properties. Default false.

     

    Added option to stop Crafter action messages appearing in Event.
    Set send_event_messages to false. Default true.

     

    Added option to allow Crafters to keep their skills, when dismissed and replaced.
    Set allow_saved_skills to true. Default true.
    Only works for Crafters placed with contracts, GMs can still modify skills via the 'Manage' menu. If disabled Crafters won't load skills when placed, and won't update their entries in the database. However, already saved skills won't be removed from the database, and will load again if the setting is enabled, and the Crafter is replaced.

     

    Fixed an issue that prevented compatibility with some other modded items.

     

    On 2/24/2024 at 5:34 PM, Hakameda said:

    If they could be taunted or w/e like old merchants to drop things currently in there crafting queue, or killable.

    Added the 'Threaten' option, which works like merchant threatening.  Drops all jobs, and donated items.

    Needs to be turned on, as I thought it might be a nasty surprise for those who aren't expecting it.

     

    On 2/24/2024 at 5:34 PM, Hakameda said:

    If they could be moved with there skills intact

    Added.

     

    On 2/24/2024 at 5:34 PM, Hakameda said:

    They also still don't work for a few select weapons notably from wyvern mods as it tweaks some to use weapon heads smithing. Knuckles, Clubs, Warhammers, Battle Yoyo's

    Ah, thanks for the explanation.  I've sorted it so that items that use blade- and head- smithing for improvement can now be accepted with the weaponsmithing trade option.

     

    On 2/24/2024 at 5:35 PM, Hakameda said:

    Maybe if they could just not output there messages ingame, And keep it just in the log. Gets spammy with alot of em in the same area lol

    Also added.

    Needs to be turned on, as one of the intentions with the mod were to add some "background noise" of activity.  But I can understand how a lot of them put together would get annoying.

     

    On 3/3/2024 at 4:52 AM, Brian said:

    I've got a DB Browser, so I'll see if I can find the bugged trader, though mine was just a default WU trader. Thanks!

     

    As far as dismissing a trader, I was wondering about the regular trader that is created with the normal trader contract. I haven't been able to figure out how to get of those cleanly. 

    I took a quick look at the code, and it appears that 'Destroy'ing them, also cleans up some database stuff.

     

    11 hours ago, Brian said:

    Any ideas?

    Hmm, sounds like the server transfer is messing up the contract, which should keep a reference to the Buyer.  I haven't played around much with hopping servers.

     

    I've run out of time now, but I'll respond later with more details.

     

     


  4. 22 hours ago, icthi said:

    If I ask crafter to improve a 1 ql item to 100ql he seems to charge me only a couple more than if I ask him to improve a 50ql to 100ql

     

    Is there a way to charge less depending on how much further he needs to go?

     

    Thanks

    The price is calculated like this:

    TFJm0AY.png

    Prices over 70ql were not high enough, so it switches to a different formula (yellow).  Then the price of the current ql is deducted from the target ql, and that's the price you pay at the Crafter.

     

    There is the base_price option, which modifies the price, but I don't think that's what you're after.

     

    How would you like the pricing to work?

     

    Also, I'm going away tomorrow for two weeks, so may not have the time to update the mod.  Depending on what needs adding.


  5. 3 hours ago, LightningRoc said:

    @MthecI have tried everything i can think of to give her permissions and nothing works.  How exactly do I go about giving him permissions or could this be a bug?

     

    If the forge is in a village, the Crafter needs to be a member, the player making the changes needs to already be a member.  If they are not, right-click on the crafter contract (or GM wand right-click the Crafter) and select manage.  There should be an 'Invite to Settlement' button.  It doesn't show if they already are.

     

    Then go to the settlement 'Manage roles' option, and 'Edit' the 'citizens' role.  (You can move them to any role, they just start as citizens.)  Give the role the Pickup/Drop/'Improve/Repair' permissions.

     

    If none of that works, it may be a bug.  If so, what is the exact message you are receiving, and where is it showing (Event/logs)?


  6. 2 hours ago, Ayluin said:

     

    Well this isn't much more helpful, but this is the first time it happens in the server.log and then the previous post just recycles the INFO message.

    It seems it's either a bugged guard tower, or bugged tower guard that may have lost its tower.

     

    The log is saying that a tower guard is checking the local area for enemies, and a quick look at the code shows it checks if the guard tower is the same kingdom.  But for some reason the guard tower value is missing.

     

    I'm afraid I can't be more specific than that.


  7. 4 hours ago, Ayluin said:

    @MthecBeen having this error for a long while now but have been ignoring it since it's just INFO and not seeming to cause any issues. However, wondered if there is a fix for this:

    Sorry, I can't help.

     

    What's happening is, in order for my mod to do stuff whenever the game 'poll's a Creature you have to create a hook with modloader.  In the hook you can also tell it to do whatever it is it was going to do.  If that causes an error, it bubbles back up the layers.

     

    If there's anything after:

    Caused by: java.lang.NullPointerException 

    It should tell you where the problem occurred.  But it may, or may not, help.


  8. MerchantDecayPrevention fix

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    Fixed allow_cooling not working.

    15 hours ago, Brian said:

    For the MerchantDecayPreventionMod, I have not been able to get the merchants to keep food hot. The decay prevention works great, though.

    I have this in the .properties file:


    # If true then items will still cool in a merchants inventory.  Default true.
    allow_cooling=false

     

    What could I be doing wrong?

    Strange, I thought I had it working, but apparently not.  Fixed now, thank you for the report.


  9. Crafter update

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    Fixed issue with not accepting coins when using restricted materials.

    2 hours ago, Batta said:

    @MthecNew problem. We updated to the newest Crafter, and everything looks great except that it isn't recognizing our money. We can trade a weapon, bring down the QL and mail When done, but when we add our coins it won't acknowledge them. Tried several different coins, to make sure that it wasn't just objecting to one in particular.

    Sorry about that, thanks for the picture it really helped.  Turns out when using restricted materials, if the coin wasn't on that list it was rejected from the payment.

     

    2 hours ago, Batta said:

    Here's a warning from the logs. Maybe it's relevant? 

    It was unrelated.  Seems to be something to do with when a player, possibly a passenger, is getting out of a vehicle.  Not really sure.


  10. That's not right at all.  Typically, it works on my end, which doesn't help.

     

    One thing I did discover is that sleep powder only works if the weight is below 30 grams, if it's higher then it acts as a meal.  In the trade window the weight should read 0.03 (it's actually 0.025), is that correct?

     

    Have you tried dismissing and creating a new currency trader?  Might sort things.

     

    If there's nothing unusual in the server log, then the only other place is in the per trader log, which is in the main folder named othertrader_<wurm_id>.log.

     

    If none of the above helps let me know, and I'll try adding some extra messages to the mod.


  11. BuyerMerchant update

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    7 hours ago, Batta said:

    @MthecI'm setting up a buyer merchant on the new server, using the most recent buyer merchant version (0.5.30).  On our last server, we were able to have duplicate items with different QL levels, for example diamonds = 50c but diamonds above 50 QL = 1s. However, every time I try to create the second entry, it overwrites the first one. This didn't happen with the previous version we had. Is there a workaround for this?

     

    Hmm, it should allow duplicates with different qls as you describe.

     

    I didn't find quite that issue, but did have trouble with duplicate entries so I rewrote some things which may help.  At the very least, it will send a message telling you when it is skipping because it is too much of a duplicate.


  12. 4 hours ago, Batta said:

    Everything runs normally through the creature-choosing, but then there is nothing at all in the trade window. If I choose 1 creature, there is nothing in the Event window, but if I choose 2 (out of the max 4) I get a message that the Beast Summoner didn't understand the number, so is giving me 1 - but then once again there is nothing in the Event window. 

    There is a lot of mention of the Beast Summoner in the server log, though. I haven't found a "summoner's log" yet.

    Thank you for the extra details.  Haven't quite tracked down the problem, but have a new version that should give a more helpful error message.

     

    Download

     

    If you could please try another request, then check the server log for the following line, and post the lines after it:

    Shop exists in getShops(), but cannot get via getShop().

    Thanks.


  13. On 8/13/2022 at 1:54 PM, Batta said:

    I've been trying out the Beast summoner on my LAN, but we can't get it to take our money. I did set it to choose money as currency. We have large rats at 5c, and I'm trying to pay with a 20 coin of silver. Do we need to give it the exact price, or is there something else I'm missing?  @Mthec

    The Beast Summoner will give change, so that's not the issue.

     

    When you get to the trade window, does it say the correct price?  Does the Beast Summoner say the usual "<name> demands x coins to make the trade." message, and does that have the right price?  Any other messages in Event, or in the summoner's log?

     

    22 hours ago, LightningRoc said:

    hmm  @Mthec  I am trying to use the Buyer to buy by ql level.  But when I setup my ql 1 diamond for 1 copper and hit save prices the hit add item and selected diamond and put it in for ql 10 and 2 copper 10 iron it overwrote the ql 1 diamond one i put in there.  I know I must be missing something extremely simple but I have been trying for 4 hours now.  What the hell am I missing?

    You're not missing anything.  I can't remember the details but for some reason I prevented any duplicates with the same template/material.  I think it was trying to prevent any confusion with which rows would be updated when you edit the prices/details.

     

    Either I changed something along the way and never went back, or have learnt more since then, but I have it working now.

     

    BuyerMerchant update

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    Enabled multiple items with same template/material but different weight/ql.


  14. Bugfix CustomTrader

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    Thank you for the log and picture @LightningRoc, they helped me track down the problem.  It was a bug with the mod, which I've now fixed.

     

    What was happening was that putting the enchantments on in a different order was causing the item to not match with the Currency Trader entry, thus not finding a price and trading it for 0.  In my testing I had only checked enchantments in a specific order, so missed it.  Sorry about that.  Let me know if you have still have issues.


  15. 20 hours ago, LightningRoc said:

    Check  I just downloaded it the other day

    None that I could see.  If you have a email that you feel safe giving to me in a DM I could e-mail you the log.

    A Item that I created thru a mod called Premium Currency. And I set the advanced settings for Gold since its made of Gold and a quality of 10 since that is the quality Level

    @Mthec  Im wondering if I have something in the config wrong could that be a possibilty?  Also was wondering on how to use these merchants as a player merchant  where players can put imtems they crafted in the merchant and sell those items.  I cannot seem to figure it out  I know its gotta be something simple

    Thank you for the details.  There isn't much to the config for CustomTrader.  I still can't find a problem on my end, so I've created a new version with extra log messages:

    Download

     

    It should be as simple as completing another 'free' trade.  The messages will be in the per Currency Trader log files.  Hopefully that will help me point out the problem area.

     

    For anyone else reading, I also found an unrelated bug with filtering Currency items.  Fixed version is below (already included in above).

    Bugfix CustomTrader

    Download


  16. On 7/14/2022 at 7:42 PM, LightningRoc said:

    Has anyone been able to get the Currency buyer to work??  No matter what I set the currency to and the price to people are able to buy the items for free even if I set the item to 10 currency.  ANy help would be great!  If I enchant a item or make it rare or anything like that my players can get the item for free.  I think that this is a bug but I am not sure @Mtheccould you verify?  I really wanna use this vendor but cant get it working

     

    Definitely not right, should still be working.

     

    1) Check you have the latest version.  (0.3.7)

    2) Any errors in the Wurm log, or in the currency trader log (e.g. .../WurmServerLauncher/othertrader_12345678.log)?

    3) What item are you using as currency?  Any 'Advanced' settings?

    4) What item are you selling?

    5) When you say 'free' is that without anything in the players trading area, or with a wrong item?  Does the trader say anything different in Event?

    6) Try dismissing and setting up a new Currency Trader.

    7) Any other trade mods that might be interfering?