Mthec

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Posts 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.

    On 7/8/2021 at 4:44 PM, pepofaec said:

    Hello again
    I was wondering if there was a way to allow currency merchants to accept specific types of rarities?
    We were hoping to trade so many rare bones for a supreme, so many supremes for a fantastic. Is that possible?

    Done.  Also took the opportunity to add some other options.


  2. 5 hours ago, pepofaec said:

    Hello again
    I was wondering if there was a way to allow currency merchants to accept specific types of rarities?
    We were hoping to trade so many rare bones for a supreme, so many supremes for a fantastic. Is that possible?

    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. 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.

    6 hours ago, Eject said:

    @Mthec 😃

     

    Maybe i forget this,

    the banker also always looking at the southside, maybe i forget an update?

     

    Eject

     

    Done.


  4. 8 minutes ago, pepofaec said:

    Back again OTL
    I'm trying to add items to the custom trader (not currency trader) and I'm now getting this message
    unknown.png
    Any suggestions?

    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.


  5. 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.

    11 hours ago, Eject said:

    Is there a way to keep Skelettons alive? They are always death after spawning 😃

    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.

    11 hours ago, Eject said:

    Found some little bugs:

     

    Beastspawner:

    The NPC always faces to south, also if player make a request

    Sorted.

    11 hours ago, Eject said:

    Crafter:

    You cant equip cloth shoes, this shoes disappers in the air

    Strange, they work for me.  Are you just using a plain "cloth shoe"?

    11 hours ago, Eject said:

    Question:

    Is there a way to unequipe clothes for players? Or change them.

    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.

    2 hours ago, Eject said:

    Can you make a minimum price of "0" for the beastsummoner nstead of "1"?

    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...


  6. 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

    On 6/21/2021 at 9:03 PM, Eject said:

    it would be good, if crafter contracts will not be moved over servers like old deed contracts.

    Fixed.  Be sure to transfer any affect crafter contracts back to the server where the crafter is before updating.

     

    On 6/29/2021 at 3:08 PM, Eject said:

    Is there a way to break actual crafter orders?

    Added.

     

    On 6/29/2021 at 8:42 PM, Eject said:

    Question:

    In properties i have set: remove_donations_at=10

    What happens, if the crafter reaches skill 100?

    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.

     

    On 7/1/2021 at 11:37 AM, Eject said:

    Now i got an info, thats not possible for players to equip the crafter, there is no "give" option. Just GM´s are entitled to equip crafters. Maybe the same problem is with the banker.

    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.

     

    On 7/1/2021 at 11:37 AM, Eject said:

    The next info i got is: if you trade hot wood items with the crafter, he is stopping the work. GM´s than have to remove the hot wood items from the crafter.

    Would it be possible to include a barrier, so players cant give hot wood items to the crafter?

    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?

     

    On 6/26/2021 at 9:52 AM, Sperg said:

    Sorry for the late reply, but you are amazing!

    Glad I could be of help.


  7. 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.

    Spoiler

    birdcage_trader.jpg?raw=1

    Yes, that's actually a trader.

    On 6/16/2021 at 9:28 PM, Batta said:

    It would be so cool if we could also customize the face and clothing of these NPCs.  I picture a very dark, scary one who will let you trade your health for goods.  🙂

    Done.  Ended up being quite the little rabbit hole, exploring what models can be used.

    On 6/18/2021 at 12:06 PM, Eject said:

    Hello @Mthec

     

    *snip*

    Will have a go, I don't think it shouldn't be too difficult as there is already the GM wand creature summoning system.


  8. 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.

     

    On 6/12/2021 at 7:55 AM, Sperg said:

    I don't know if it's been asked already or not, but would it be possible to have the Custom Trader accept Karma as a currency?

    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...


  9. 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.

    3 hours ago, Batta said:

    @MthecWould it be possible to add ships to the items that can be packed up in a delivery contract?  Right now, it's allowing unfinished only.

    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.


  10. 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.

     

    On 5/20/2021 at 4:00 PM, Eject said:

    Would it be easy for you to implement a /restock command, so all custom traders with a given tag (/restock event) are refreshing?

     

    Thanks Eject

    Sorry it took a little longer, was in the middle of this update.

     

    16 hours ago, Batta said:

    DELIVERY CONTRACTS - I figured out that we need to activate the contract and right click the item(s) we're packing up.  But after someone buys the contract, how do they unpack it?  I packed up a rare unfinished large cart, but we can't figure out how the buyer unpacks it.  @Mthec

    Second question: I set the max items to 100 but was able only to pack up 94 mortar. We can't figure out how to unpack this delivery note, either.

    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.


  11. 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

     

    On 5/11/2021 at 4:39 PM, Eject said:

    @Mtheccan you mod a "Banker" just for fun to manage money for players in addition to deed tokens?

    A NPC like the craftter would be nice so you can equip him with clothes.

    Think this should fit your requirements.

     

    On 5/15/2021 at 3:56 PM, Eject said:

    Because Custom Trader

     

    My idea is to spawn some custom traders in a hidden place to control the inventory.

    The traders get a "tagname" for the inventory and than i like to place other traders on the map where are new events starting.

     

    So my question is, can i change the inventory or settings at my hidden traders and it will affect all traders with the same tagname?

    That would be awesome to create different event steps and so on, and controll all different traders at the whole map.

     

     

    Eject

    Yep, modifying one custom trader with a tag affects the tag.  Then, whenever the next restock interval happens, the others will update their inventory.

    On 5/16/2021 at 12:29 PM, Eject said:

    Because the Crafter Trader

     

    Is it possible to include a setting to turn off the "collect money" for crafter owners?

     

    Reason is: i give the crafter to my players, so they have time to do other stuff, the players are using the crafter for there own and dont make it public.

    Because they dont have to improve there stuff self, they shouldnt have the option to get the money back that they was investing in the trade with the crafter.

     

    Eject

    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.

    1 hour ago, DarlingDeirdre said:

    Oh ok, so there is no way to set up an NPC with a custom inventory who only buys/sells specific items that you can set? 

     

    I wanted to place a farmer NPC near a farm who buys/sells vegetables for small amounts of coin.

    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.

     

     


  12. 2 hours ago, Eject said:

    Do i need the startskill if learning skill is off?

    Or should i also set it to 90?

     

    Eject

    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.


  13. 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).


  14. 4 hours ago, Eject said:

    @Mtheca little question because the crafter

     

    startskills are set to 40 and cap is 90

    it shows the option (while trading) for QL 20,30 and 40

     

    Will the next option (QL 50) comes if he reach the skill automaticaly?

    Or will it show like ql 45, ql50....ql 80, ql 85, ql 90?

     

    Thanks in advance

    Eject

    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.


  15. 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.

    14 hours ago, Batta said:

    Is it possible to have an option for set amounts for enchants and material modifiers?  For example, on my server an enchanted item goes for +2s per enchant, regardless of enchant QL.  If it's steel, brass, or bronze, it costs +1s

    Done.


  16. 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).

     

    On 11/17/2020 at 10:21 PM, epel said:

    Personally, it'd just be for private use, so it'd be easy for me to self-govern that. But, I can see how the desire to limit it's use would be useful to the larger public. One solution could be that instead of limiting what's not viable, limiting what is, ie, only metal items. But again, I say that not knowing how wurm keeps track of it's items.

    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.


  17. 17 hours ago, epel said:

    Mthec, would it be possible to request a trader that buys items at a certain price per ql? Same for enchants? And maybe a multiplier for material? 

    As an example, a 60ql iron pick would be 60c.

    A 60 ql iron pick with 90coc would be 1.5s.

    A 60 ql steel pick would be 1.2s.

     

    I would think that separate enchants would have an impact, but I'm not sure if that's doable. 

     

    What do you think? Is this something that the programming would support? 

    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.

     

     


  18. 1 hour ago, Greystar said:

    I keep getting the following Error message spammed over and over to my log:

    *snip*

    Note: this does not happen right away the server can run several hours before it will pop up the first time, then when it starts it does it repeatedly, sometimes it requires a server restart before it goes away again.  Other times it will stop on it's own.  I think the above reason is also the cause for the lag, not sure why it's trying to cast the NPC to a player.

    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.


  19. CustomTrader update

    Download

     

    More optimisation.

    2 hours ago, Aaddil said:

    I think that fixed it. If I have more trouble before I ask again I will try on a different server. The one I am setting up is a tad away from the normal. with only a small island that is not all sand. So not being a computer expert I might start to wonder if my map is causing it and what I was finding is coincidence.

     

    Edit, Tried again and it continues, logged gm char back on and with count going destroyed custom trader and the lag counting stopped.

    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.


  20. 1 hour ago, Aaddil said:

    [02:28:16 PM] WARNING com.wurmonline.server.items.Item: Bugged item showing as banked: Item [ID: 201479642900, Name: coin, Template: coin, QL: 68.0, Rarity: 0, Tile: 2528,3346]
    [02:28:16 PM] WARNING com.wurmonline.server.items.Item: Bugged item showing as banked: Item [ID: 201496420116, Name: coin, Template: coin, QL: 38.03503, Rarity: 0, Tile: 2528,3346]
    [02:28:16 PM] WARNING com.wurmonline.server.items.Item: Bugged item showing as banked: Item [ID: 201529974548, Name: coin, Template: coin, QL: 18.894178, Rarity: 0, Tile: 2528,3346]
    [02:28:16 PM] WARNING com.wurmonline.server.items.Item: Bugged item showing as banked: Item [ID: 201513197332, Name: coin, Template: coin, QL: 99.89307, Rarity: 0, Tile: 2528,3346]
    [02:28:16 PM] WARNING com.wurmonline.server.items.Item: Bugged item showing as banked: Item [ID: 201546751764, Name: coin, Template: coin, QL: 57.41082, Rarity: 0, Tile: 2528,3346]
     

    Anyone ever seen this I don't think its because of this mod but when I purchase a item from custom trader or even salesmen when the character logs out and back in the money will be returned and some times

    the item purchased returns to salesmen or custom traders inventory. even with the same amount of damage it had on it from that player.
     

    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?

     


  21. Fix

    Download

     

    Fixed missing class file.

    0 upkeep deeds should not disband.

    55 minutes ago, Sprigor said:

    Hi, I have a question about your Upkeep mod. Actually a few questions.

     

    Im trying to set up the server to allow players a free deed of 21x21 with 1 free Guard. [Works]

    I limited the Deed size allowed by a specific MAX size as well as Max Tile amount Via a Different mod. [Works]

    I have Deed cost turned ON so any deed higher then 21x21 will cost Money to make. [works]

     

    So here is the problem. I lowered the Minimal Upkeep Costs to 0s. [Which works]

    And when i Toggle ON upkeep cost with Server, even though it costs 0s, it still disbands after the 8min Tick.

    If i toggle OFF the Server upkeep it makes deeds that are higher then 21x21 have 0 Upkeep as well.

     

    What am I trying to do?

    Well I want to allow free deeds up to the size of 21x21 with 0 Upkeep. But if they decide to expand bigger then that, I want it to cost money to MAKE as well as an Upkeep. Is this possible with the current mod? Is there something in the settings i'm missing?

     

    *snip*

     

    Any help with this would be greatly appreciated. Also, the "Settlement > Manage Guard" option doesnt work for me. Its spiting out an error in Console

    *snip*

    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.