-
Content Count
292 -
Joined
-
Last visited
Posts posted by Mthec
-
-
5 hours ago, Hakameda said:Pickaxe was post update that I ordered it. I actually noticed that the improve to 90 works. But not improve to 91
Hmm...
It definitely says 91 in the 'QL' column, like this?
I've added some more messages to the Crafter log, to try and track things down. It will happen right after you place an order with the Crafter, no need to wait any longer.
5 hours ago, Hakameda said:I did also have one other curiosity. With sindusks mastercraft, would crafters already benefit from that? Reduced difficulty checks starting at 90-99 and 99.0 to 99.99
I haven't used the mod myself, but a quick look suggests Crafters would benefit.
-
Thanks.
Okay, I think I know what's happening. Was the pickaxe order placed before the mod update? If so, that bug was the cause of the problem. Although the Trade option said 'Improve to 91ql', in the column to the right it was saying 100ql. If you check with a new order it should say 91ql. If not, let me know.
The skill cap only affects the job options shown, once the order is placed the Crafter will keep going till it reaches the order. Which was set to 100ql in this case.
Sorry about that.
-
I can't seem to reproduce it on my end, so I've added an extra log message to help narrow things down.
I also found another bug, and fixed that, although I don't see it affecting your issue.
If you could give it a run and paste the crafters .log file. Thank you.
-
3 hours ago, Hakameda said:So I have them set to 91ql, but they still try and imp to 100ql
Oh... Were they ordered before the max ql change? If so, that is because the ql the item is ordered at overrides so that buyers don't lose out.
I'll take a look and find out what's wrong.
-
11 hours ago, Hakameda said:It seems okay now, bdew pointed out that I was using a really old version of better farming. Though a different issue popped up. With setting max skill or max ql, it still imps over whatever you set it
Edit: No worries on late reply. Just a blind hope you may have still be keeping an eye on it
Do you mean they just keep improving, or that they go over but stop? Those settings decide when the Crafter will stop, but they still use the Wurm crafting system. So if the final improve action causes it to go over that is not adjusted.
I could add an option that forces the ql to the cap after they've been improved, if you want?
-
On 5/22/2022 at 4:20 PM, Hakameda said:Was having some issues after updating from an old version to the current. It was causing some weird interaction with Bdew's Area actions, You couldn't select rock or dirt. If you tried you got this
*snip*
Sorry for the late reply, I was away.
I've tried using bdew's BetterFarm mod, as that is the one that is encountering the error, and it doesn't seem to cause a problem on my end.
However, I don't know how to make proper use of the mod. Are there any settings you have setup/changed in the mod?
Also, which of my mod(s) seems to be the problem?
-
BuyerMerchant fix
Fix for scheduling prices and intervals not always applying properly.
3 hours ago, Batta said:@MthecI'm having trouble with my currency traders on a new server I'm helping set up. Unlike on any of my previous servers, they are wandering around. Is there a config to stop this? I tried Freeze but it doesn't last very long and then they're wandering around again.
That's a new one. I just copied the same settings as normal traders. Are they moving as well? My one thought is that there's another mod that increasing movement, but because they aren't normal traders they're being treated as random creatures.
Here is a possible fix (Download). I just set their speed and "maxHuntDist" to 0, which should hopefully put a stop to any unexpected movement.
If not, does it happen to new Custom/Currency Traders? Any particular settings for the ones that move?
-
BuyerMerchant update
GMs (Power >= 2) can now set Buyer specific
free_money
anddestroy_bought_items
.
You can set Yes/No and also Default to revert to the global setting.
All other Buyers will continue to use the global setting.On 1/16/2022 at 9:00 AM, EmmaGrace said:Hey we love your mods and use them alot! I am curious about the setting for the Buyers to have free money and destroy items. Is there a way to set that for each buyer? Or is it just a server wide setting?
We'd love to have options for NPC buyers to have free money and destroy items, and player buyers to keep the items.Done.
-
BuyerMerchant update
Added a message when you Examine a Buyer, with the time till the next update. No message is added if the Buyer does not have an update schedule. It also only shows the next update, rather than list out all the stock.
On 12/26/2021 at 5:16 AM, Saburoto said:It is possible to let display the remaining time for the reset of the trade cap of a buyer after you examine one?
Done.
-
I'm not well versed on the differences in the GM levels, but I've just taken a quick look and both of those commands need level 5.
-
Here are the ones I could find. Although I'm not sure if they all work.
SpoilerMOVE_FORWARD
MOVE_BACK
MOVE_LEFT
MOVE_RIGHT
TURN_LEFT
TURN_RIGHT
TURN_UP
TURN_DOWN
GLANCE_LEFT
GLANCE_RIGHT
AUTORUN
STRAFE
CENTER_VIEW
"toggle freelookmode"
TOGGLE_CHAT
NEXT_TAB
PREVIOUS_TAB
NEXT_WINDOW
PREVIOUS_WINDOW
MAIN_MENU
STOP_OR_MAIN_MENU
SELECT_BUTTON_1
SELECT_BUTTON_2
SELECT_BUTTON_3
SELECT_BUTTON_4
SELECT_BUTTON_5
SELECT_BUTTON_6
SELECT_BUTTON_7
SELECT_BUTTON_8
ACTIVATE_TOOL1
ACTIVATE_TOOL2
ACTIVATE_TOOL3
ACTIVATE_TOOL4
ACTIVATE_TOOL5
ACTIVATE_TOOL6
ACTIVATE_TOOL7
ACTIVATE_TOOL8
ACTIVATE_TOOL9
ACTIVATE_TOOL10
LOAD_TOOLBELT1
LOAD_TOOLBELT2
LOAD_TOOLBELT3
LOAD_TOOLBELT4
LOAD_TOOLBELT5
LOAD_TOOLBELT6
LOAD_TOOLBELT7
LOAD_TOOLBELT8
LOAD_TOOLBELT9
LOAD_TOOLBELT0
SAVE_TOOLBELT
SAVE_TOOLBELT1
SAVE_TOOLBELT2
SAVE_TOOLBELT3
SAVE_TOOLBELT4
SAVE_TOOLBELT5
SAVE_TOOLBELT6
SAVE_TOOLBELT7
SAVE_TOOLBELT8
SAVE_TOOLBELT9
SAVE_TOOLBELT0
NEXT_TOOLBELT
PREV_TOOLBELT
SAVE_SKILL_TRACKER
SAVE_SKILL_TRACKER1
SAVE_SKILL_TRACKER2
SAVE_SKILL_TRACKER3
SAVE_SKILL_TRACKER4
SAVE_SKILL_TRACKER5
SAVE_SKILL_TRACKER6
SAVE_SKILL_TRACKER7
SAVE_SKILL_TRACKER8
SAVE_SKILL_TRACKER9
SAVE_SKILL_TRACKER0
LOAD_SKILL_TRACKER1
LOAD_SKILL_TRACKER2
LOAD_SKILL_TRACKER3
LOAD_SKILL_TRACKER4
LOAD_SKILL_TRACKER5
LOAD_SKILL_TRACKER6
LOAD_SKILL_TRACKER7
LOAD_SKILL_TRACKER8
LOAD_SKILL_TRACKER9
LOAD_SKILL_TRACKER0
NEXT_SKILL_TRACKER
PREV_SKILL_TRACKER
TOGGLE_CLIMB
TOGGLE_FAITHFUL
TOGGLE_LAWFUL
TOGGLE_FIGHT_SPAM
TOGGLE_CHARACTER_WINDOW
TOGGLE_CHARACTER
TOGGLE_MAP
TOGGLE_VALREI_MAP
TOGGLE_HUD_SETTINGS
TOGGLE_BACKPACK
TOGGLE_QUIVER
TOGGLE_CRAFTING
TOGGLE_CRAFTING_RECIPES
TOGGLE_COOKBOOK
"toggle console"
"toggle skills"
"toggle inventory"
"toggle stats"
"say /sleep"
"say /time"
"say /mission"
"say /fl"
"toggle gui"
"screenshot"
"quit"
EXAMINE
DEFAULT_TERRAFORM_ACTION
EQUIP
EQUIP_LEFT
EQUIP_RIGHT
UNEQUIP
FIRSTAID
TREAT
ABSORB
CLIMB_UP
CLIMB_DOWN
TRACK
FISH
STOP
SELL
TRADE
FILET
SECURE
PLANT_LEFT
PLANT_RIGHT
INVESTIGATE
ADD_TO_CRAFTING_WINDOW
IMPROVE
REPAIR
CONTINUE
FINISH
PLAN_BUILDING
FINALIZE_BUILDING
ACTIVATE
OPEN
CLOSE
TAKE
DROP
DROP_AS_PILE
COMBINE
LOCK
UNLOCK
DRAG
STOP_DRAGGING
PUSH
PUSH_GENTLY
PULL
PULL_GENTLY
TURN_CLOCKWISE
TURN_COUNTERCLOCKWISE
SIT
STAND_UP
MEDITATE
SACRIFICE
LOAD_CARGO
UNLOAD_CARGO
MOVE_CENTER
IDENTIFY
COMBINE_FRAGMENT
LEAD
STOP_LEADING
TAME
FEED
BREED
GROOM
BUTCHER
BURY
BURY_ALL
SHEAR
MILK
HARVEST
FARM
SOW
CULTIVATE
PICK_SPROUT
PRUNE
CUT_DOWN
CHOP_UP
FORAGE
FORAGE_VEG
FORAGE_RESOURCE
FORAGE_BERRIES
BOTANIZE
BOTANIZE_SEEDS
BOTANIZE_HERBS
BOTANIZE_RESOURCE
BOTANIZE_SPICES
PICK
PICK_FLOWERS
PLANT
PLANT_CENTER
GATHER
TRIM
DIG
DIG_TO_PILE
PACK
PAVE
PAVE_CORNER
DREDGE
LEVEL
FLATTEN
FLATTEN_BORDER
MINE_SURFACE
MINE_TUNNEL
MINE_FORWARD
MINE_DOWN
MINE_UP
PROSPECT
ANALYSE
COLLECT
TARGET
TARGET_HOSTILE
NO_TARGET
FIGHT_DEFENSIVE
FIGHT_NORMAL
FIGHT_AGGRESSIVELY
AIM_UPPER_LEFT
AIM_UPPER_MIDDLE
AIM_UPPER_RIGHT
AIM_LEFT
AIM_MIDDLE
AIM_RIGHT
AIM_LOWER_LEFT
AIM_LOWER_MIDDLE
AIM_LOWER_RIGHT
SHOOT
QUICK_SHOT
SHOOT_FACE
SHOOT_TORSO
SHOOT_LEFTARM
SHOOT_RIGHTARM
SHOOT_LEGS
DEFEND_LEFT
DEFEND_RIGHT
DEFEND_UPPER
DEFEND_LOWER
FOCUS
SHIELD_BASH
SPECIAL_MOVE1
SPECIAL_MOVE2
SPECIAL_MOVE3
SPECIAL_MOVE4
SPECIAL_MOVE5
PRAY
PREACH
LISTEN
LINK
WINCH
WINCH5
WINCH10
UNWIND
LOAD
UNLOAD
FIRE
BLESS
DISPEL
DIRT_SPELL
LOCATE_SOUL
LIGHT_TOKEN
NOLOCATE
CURE_LIGHT
CURE_MEDIUM
CURE_SERIOUS
HUMID_DRIZZLE
WARD
WILD_GROWTH
LIGHT_OF_FO
WRATH_OF_MAGRANON
DISINTEGRATE
MASS_STAMINA
FIRE_PILLAR
MOLE_SENSES
STRONGWALL
LOCATE_ARTIFACT
TORNADO
TENTACLES
REVEAL_CREATURES
ICE_PILLAR
REVEAL_SETTLEMENTS
FUNGUS_TRAP
FUNGUS_SPELL
PAINRAIN
SCORN_OF_LIBILA
BEARPAWS
WILLOWSPINE
SIXTH_SENSE
MORNING_FOG
CHARM
REFRESH_SPELL
OAKSHELL
FOREST_GIANT_STRENGTH
TANGLEWEAVE
GENESIS
HEAL_SPELL
FRANTIC_CHARGE
FIRE_HEART
DOMINATE
SMITE
GOAT_SHAPE
SHARD_OF_ICE
EXCEL
WISDOM_OF_VYNORA
DRAIN_HEALTH
PHANTASMS
ROTTING_GUT
WEAKNESS
TRUEHIT
HELL_STRENGTH
DRAIN_STAMINA
WORM_BRAINS
LIBILAS_DEMISE
LURKER_IN_THE_WOODS
LIFETRANSFER
VESSEL
DARK_MESSENGER
COURIER
VENOM
BREAK_ALTAR
FOS_TOUCH
FOS_DEMISE
DRAGONS_DEMISE
VYNORAS_DEMISE
MAGRANONS_SHIELD
FLAMING_AURA
LURKER_IN_THE_DARK
SELFHEALERS_DEMISE
AURA_OF_SHARED_PAIN
SUNDER
ANIMALS_DEMISE
CIRCLE_OF_CUNNING
OPULENCE
FROSTBRAND
MIND_STEALER
LURKER_IN_THE_DEEP
VYNORAS_HAND
MEND
WIND_OF_AGES
NIMBLENESS
HUMANS_DEMISE
ROTTING_TOUCH
MAGRANONS_DEMISE
BLOODTHIRST
WEB_ARMOUR
BLESSINGS_OF_THE_DARK
LIBILAS_SHIELDING
REBIRTHThey are found in client.jar!\com\wurmonline\client\options\keybinding\PlayerKeybind.class.
-
Crafter update
Added some messages clarifying when permissions are needed.
10 hours ago, WolfHunt said:Guards wont let crafter imp.
Cant do that here.
Has pickup permission and every other one i could think of that might stop them
Update moved everything off deed and functions as intended.
Thanks for the update. I've had permissions set up on my test server for a while and so have forgotten what was needed.
So I tested it and found that you need the Improve permission for general crafting, and Pickup as well to use a forge.
-
They should start as soon as they have jobs, or donated items, to work on. They will also wait for the items to heat up.
If that's not the case, are there any errors in the server log?
-
Crafter update
Added "Invite to settlement" button to the Manage window. It will only appear if your village is different to the Crafter's.
CustomTrader update
Another update someone requested, you can now set inscriptions and recipes to paper items for the CustomTrader to sell.
9 hours ago, WolfHunt said:Crafter wound not have permission to access this forge.
I cant figure out what i am doing wrong lol
That message appears when the Crafter does not have the "Pickup" permission for a deed. I guess most people have it set for Everybody, but it makes sense that there should be an invite option. So I added it to the Manage screen. Then you can change them to whatever role you want, so long as it has the Pickup option.
-
BuyerMerchant update
You can now schedule resetting the amount of an item that is purchased ('Limit').
ClickSchedule
on either the Buyer Management or Prices screen.Every interval (in hours) the Buyer will update the 'Limit' option on their price list for the listed items.
e.g. With a 'Limit' of 5 the Buyer will purchase a maximum of 5 of an item, as it did already. If players only sell 3 of the item, then at the next update the Buyer will go up to 5 again. If players buy all of an item, it will be temporarily removed from the list, then at the next update added back at 5. -
On 10/11/2021 at 4:57 PM, pepofaec said:Hello : )
I was wondering if maybe we could get the option in the BeastSummoner mod to choose the trait of the mob we're summoning before purchase?
I understand there's a way to make the summons, globally, one type- however I think more people would sink more money into the merchant if they could decide what level of fighting they may be able to take on better.
I'd also personally just like to purchase lurking horses lol
Is there any chance of this in the near future?Sorry for the late reply, but I have been away for a few weeks.
So, the way this works with the GM Summon action is that only creatures with a Den or Rift creatures can have traits. However it is possible to override this, which I have done with the update below.
Be aware, although it seems to work fine, there may be a reason it is normally disallowed in the Wurm Unlimited code.
BeastSummoner update
restrict_types
- Iffalse
, then BeastSummoners will be able to summon typed/trait versions (lurking, raging, greenish, etc.) of any creature template. Not just those with a Den or Rift creatures. Defaulttrue
. -
Crafter update
Added the ability to block items from being accepted by Crafters, both globally for all Crafters and specific to each Crafter through the normal management screen.
GMs can use the command
/blockcrafteritems
to bring up the global restrictions menu.
Global restrictions will be added to individual Crafters the next time their individual settings are updated. So as to avoid surprises if they are re-enabled in the future.On 9/29/2021 at 6:30 PM, WesncIsMe said:I was curious if adding some sort of item filter would be possible?
Rather it be only for that crafter or some kind of global item filter set via the config, whichever is easier?
I want to disallow players to use the crafters to imp metal minedoors only from Blacksmithing, everything else is fine
It wasn't that much different implementing both at the same time. I used a similar system I created for material restrictions.
-
Golden Valley (circa 2009)
SpoilerGlitterlake:
Trainer:
The view south:
HotS:
More from this era on my old (abandoned) blog.
Independence (2010)
SpoilerColossus Lake:
Steppe to the north:
Desertion around opening (2011)
SpoilerStarter village on the right:
White dragon slaying:
Altar of Three on Elevation (2011)Spoiler -
On 9/9/2021 at 8:18 PM, Batta said:@MthecWe're having a problem with Delivery Contracts, v. 0.5.12
A player packaged up a sailboat and sold it on his merchant. The buyer extracted it at a buoy without problem, but the ship is now unusable.
- When I right-click on it, I get an endless "refreshing" and no info
- GM can't summon it because of the endless refreshing
- GM can't delete or destroy the ship
- When I try using a keybind to push it, I get [12:14:53] No item found with id 14997714580226
- Using the wand on the buoy tile, it shows that ship on the tile, with the ID mentioned above, but doing a #loadItem gives no result, not even an error message
- The seller changed ownership of the boat to the buyer, but the ship doesn't show up in either player's owned ships list
Sorry for the late reply, I was away yesterday. Thank you for the detailed report.
What you're saying suggests the item is really gone, but hasn't been removed from players view for some reason. You could check the wurmitems.db to see if the id is still there, but I doubt it.
I couldn't get the problem to occur on my end. I packed and unpacked a caravel, traded it between characters, put it on a merchant, rebooted the server with the delivery note both on and off the merchant.
Is the ship still there when a player exits and logs back in? Still there after server restart?
On 9/10/2021 at 4:10 AM, WesncIsMe said:I also had this issue but far less in depth than you I just forgot to report it and logs are long gone by now without extensive searching
I also had some console spam relating No item found with id with the mod and it would often cause server lag. I had to end up removing the mod because of the endless errors until I got around to reporting it.
Sorry you had issues too.
If the 'No item found with id' errors said a number between 1-4 that was just an overly cautious message on my part. Which I've now removed. When destroying an item DeliveryContracts might appear, but that's just the normal log warning. Something else however and I'll have to look into it further.
-
On 8/18/2021 at 8:07 AM, WesncIsMe said:More errors with the new update. I can manage just fine but when requesting the animal and when it brings up the trade window nothing happens. I think a mod I use is prolly also causing conflicts that I will look into
Hmm. Okay I've added lots more logging to try and narrow down the issue.
Hopefully that will at least narrow it down to something I can fix.
-
On 8/11/2021 at 4:25 PM, Eject said:Sorry, I've been a little busy with other things. Don't worry though, I haven't forgotten. 🙂
-
Banker fix
Fix for the fix for window closing.
3 hours ago, evilkilem said:Turning is good now, still have the screen closing. I can move it closer to the towns token, so thats not a big deal.
No, you're supposed to say "Bad Mthec, get back to work and get it right this time.".
Sorry.
-
Banker fix
Fixed turning for more situations.
Fixed bank window closing because player wasn't near the token.3 minutes ago, evilkilem said:KK so its on my end, we even have one banker that the manage account screen wont stay onpen more than a second. No errors in the logs. Wont turn for 0 lvl players either, when you first place they try to turn a lil then right back to faceing south.
Sorry about that, thought I'd sorted turning.
As for the window closing, it turns out that was because the player wasn't near the village token where there bank is located. In my test world I had them together, so it never came up.
-
BeastSummoner possible fix
20 hours ago, WesncIsMe said:I'm having an issue with the beast summoner NPC and get the following error with no further output or error logging
At first there was a compatibility issue with one of my mods that was trying to insert old ItemIDs to shops that don't exist but I fixed that and still received this error, making me unable to manage the NPC
Strange. I'm really not sure what could cause this situation to arise. However I've done an update that will try and recover from that situation.
If you could check the TRADER table in wurmeconomy.db, and see if the NPC is actually missing a shop, that might help narrow things down. If, somehow, the shops had been removed.
16 hours ago, WesncIsMe said:More issues with a stat trader. I tried to create a new item for priests only and it returned the following
That error is caused by the same issue, not being able to find a shop for the trader.
Are there any other mods you are using that affect shops? Specifically I'm thinking getShop might be being override and blocking these mods from getting their shop.
If the BeastSummoner fix does work, I'll release one for the other mods. If not, let me know and I'll have another look.
[Released] Mthec's NPCs - Crafter, Buyer, DeliveryContracts, MerchantCap, CustomTrader, ToolPurchaser, Banker, BeastSummoner
in Mods
Posted
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?