Mthec

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Posts posted by Mthec


  1. 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?


  2. 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?

    improve_ql.jpg?raw=1

     

    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.

     

    Download

     

    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.


  3. 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.


  4. 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?


  5. 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?


  6. BuyerMerchant fix

    Download

     

    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?


  7. BuyerMerchant update

    Download

     

    GMs (Power >= 2) can now set Buyer specific free_money and destroy_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.

     


  8. BuyerMerchant update

    Download

     

    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.


  9. Here are the ones I could find.  Although I'm not sure if they all work.

    Spoiler

    MOVE_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
    REBIRTH

     

    They are found in client.jar!\com\wurmonline\client\options\keybinding\PlayerKeybind.class.


  10. Crafter update

    Download

     

    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.


  11. Crafter update

    Download

     

    Added "Invite to settlement" button to the Manage window.  It will only appear if your village is different to the Crafter's.

     

    CustomTrader update

    Download

     

    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.


  12. BuyerMerchant update

    Download

     

    You can now schedule resetting the amount of an item that is purchased ('Limit').
    Click Schedule 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.


  13. 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

    Download

     

    restrict_types - If false, 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. Default true.


  14. Crafter update

    Download

     

    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.


  15. 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.


  16. 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.

     

    Download

     

    Hopefully that will at least narrow it down to something I can fix.


  17. Banker fix

    Download

     

    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.


  18. BeastSummoner possible fix

    Download

     

    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.