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Posts posted by Mthec
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12 hours ago, WesncIsMe said:I was curious if you could do the same for the currency trader aswell?
It works for both. Technically you can have a currency trader and a custom trader use the same tag. Although the prices would be off, unless you want several hundred of an item in exchange.
I also forgot to add before, that old stock entries won't be deleted when loading, to save losing any information. It just adds ones that are missing.
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CustomTrader update
You can now use the
/dumptags
command (with a GM character) to create a copy of all the tagged trader stock info, for loading on other servers. Copy the file found in themods/customtrader
mod folder, calledtags.db
and put it in the same location on another server. Tags will be loaded when the server starts.18 hours ago, WesncIsMe said:That would be a good option!
Hopefully this will work for you.
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Crafter bugfix
Fixed bug with underground forges.
15 hours ago, WesncIsMe said:That would be a good option!
Got a new error with the crafters. I have them placed inside a mine with their forge right next to them (same tile) but it doesn't seem to access it properly. it lights it, then throws out too far away messages in the console.
I reassign the forge and even dismiss and remake them, same thing, however other crafters that imp items in their inventory work just fine.
That was a strange one, think it might be a bug in WU, or I am doing something quite incorrectly. For some reason when a Crafter put items in a forge, it moved them to the surface. Hence too far away. I just never noticed it because most Crafters were used on the surface.
Thanks for the report.
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16 hours ago, WesncIsMe said:Got it! Thank you! I was also wondering if there was a way to sync tags across intra-connected servers?
Unfortunately I don't know much about networking, so I don't know how to automatically sync tags across servers. If you know of a mod that does it, let me know and I can take a look. However I could add a manual option, where the tags are copied to files and you could manually transfer them to the other server?
1 hour ago, EmmaGrace said:Is there a setting anywhere for the buyer that will tell people how many items the buyer is willing to purchase?
It will say "- limit n" on the item in the inventory window, although it may be too long to fit for some items. It will also put a message in Event when the limit has been exceeded and the Buyer can't accept any more.
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CustomTrader update
https://github.com/Mthec/CustomTrader/releases/latest
Added AuxData option.
7 hours ago, WesncIsMe said:This looks awesome! Although I am curious, how is the type of currency it takes set?
I was also curious if it's possible to give an option to set auxdata on the item being created?
Thank you.
It's set on the Place/Management screen, there's a dropdown with all the different item types with an optional filter, similar to creating an item entry.
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CustomTrader update
Added new Currency Trader. This trader trades items, added in the same way as Custom Traders through a menu system, in exchange for a specific type of item used as a currency. e.g. HotA medallions.
On 8/28/2020 at 5:21 AM, Norhi said:Helo!
Do you think it would be possible to customize the currency accepted by traders?
One of our players suggested a special HoTA trader, that accept the HoTA medallions as currency, so they could trade it for other rewards, like statues, and I think it would be great
Sorry I didn't reply sooner, took a little longer than I thought. Hopefully this suits your needs.
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New mod - MerchantDecayPrevention
A new mod that prevents item decay whilst held by a merchant or trader.
allow_cooling
If
true
then items will still cool down whilst held by a merchant or trader.
Defaulttrue
.19 hours ago, Batta said:Oh! Yes, I would love it for personal merchants too. Thanks. 🙂
Done. Sorry about the long mod name, couldn't think of anything better.
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15 hours ago, Batta said:Doesn't seem to be working. We added it last night, and I confirmed that we have
One of my players loaded her merchant with meals, and they all have 50% decay already today.
This new setting only works for CustomTraders.
Can I just confirm you mean merchants, as in personal merchants? If so, I could create a new mod that does the same for them.
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CustomTrader update
Added new option,
prevent_decay
, if true it will prevent decay from occurring on all CustomerTraders. Default is true.21 hours ago, Norhi said:Hello again!
Is there a way that the items will not be damaged inside the trader's inventory?
I would like to have a NPC selling food and seeds, but it will take damage over time, so I have to manually restock it. Maybe I am missing something again hehe
You're not missing anything, added it now.
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5 hours ago, Barfoot said:FYI - Delivery Contracts - can be exploited in many ways in PvP server!! (e.g. steal guard-towers from other kingdom.. and much much more..).
Sorry, DeliveryContracts was never designed for PvP. One of its main purposes is to transport items that can't otherwise be transported. As such it bypasses some of the security, in the guard tower case items marked NoTake.
I could fix the guard tower issue for PvP, but wouldn't be able to guarantee the rest of the mod was safe for PvP.
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Ah, I think I see the problem.
You have to drag the "Improve to..." and donate/mail items down into the bottom left area. As you would with a normal trade. Dragging the items onto another item doesn't do anything. Then the Crafter will automatically drag your spindle down.
I see what you mean by checkbox now, but that's not how it works. That's just the symbol that says the item is a container, but it doesn't apply here. It's just how I repurposed the trade window.
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Crafter fix
Fix for "All" material checkboxes.
On 7/13/2020 at 2:43 AM, EmmaGrace said:I have chosen "all wood" and left everything else default, I am trying to trade a spindle. When I open trade in the gm mode it says "I have 0i" and then when I drag it into the trade window it stays there. When I try it in player mode it says "how can I help?" When I open the trade window, but same result when I drag the item into he trade window nothing happens (it doesn't move down to the accepted items slot) and when I click accept, nothing happens, the trade window just stays open.
I assume that the donate items and mail items boxes are check boxes. Bu I even tried dragging the item into one of those. When I do that it says I am to far away.
Those are the only events messages.
Thank you for the detailed reply. I should have been more clear in my previous message, there should be at least one option in the top left window named "Improve to XXql". Since you didn't mention any, I'm guessing something has gone wrong with the skills.
When I tried creating a new Crafter with all wood it wouldn't let me, and I found a bug in my code. However I'm not sure how that would apply to your problem, as it prevented me even summoning a Crafter. But just in case, dismiss the current Crafter and try the new version I have posted above. I also added some more error text, which should help show what is wrong if that doesn't clear things up.
The donate and mail options are applied when you drag them down into the bottom left trade window.
EDIT:
Forgot to say, the error messages will only appear for GMs to prevent taking up players' Event.
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2 hours ago, EmmaGrace said:I have a question on the crafter mod. I'm probably missing something simple. Here is my problem. I get everything looking like it's going to work all the way up to the trade. The trade window looks good, but the crafter just won't take the item. I've tried on a gm, and a regular toon. On the toon that holds the contract and one that doesn't Nothing seems to work. Any ideas? Thank you.
Not sure. What are you trying to trade?
One thought off the top of my head, is the correct item selected from the Crafter section? (e.g. blacksmithing, weapon-smithing, etc.)
Anything else should be giving a message in Event.
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CustomTrader and BuyerMerchant fixes
Added missing wood types.
On 6/28/2020 at 6:23 PM, Batta said:@MthecI just noticed that the Custom Trader is missing lingonberrywood as a wood type.
Interesting. So in the Wurm Unlimited code there is a list of all the wood types, but for some reason it is missing lingonberrywood and orangewood. At first I thought it was because they were less common wood types, but raspberrywood and blueberrywood are included.
Thanks for the report.
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29 minutes ago, Hakameda said:Actually if you wanna know the weirdest thing, I reverted the version and now some of the crafters are working and imping metal things now
Weird. I guess don't argue if it is working, but it's strange all the same.
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Crafter bugfix
16 hours ago, Hakameda said:*snip*
I can dm you the full log if you like
Yes please, if you wouldn't mind. What I'm seeing there is that something is going wrong when removing the ash from the forge, but it works fine on my end so can't tell what the problem is.
I've hopefully fixed the issue with the mine doors, thanks for the logs, but you may still have problems starting up if the ash related issue is still causing problems.
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Crafter bugfix
Crafter logs weren't being written to. Now fixed.
13 hours ago, Hakameda said:Sorry took a bit, Crafter is working on mine doors but not imping them. [20:36:13] <Twinkywinky> I am currently currently working on 10 items for you.
And with the debug message on, Nothing is showing up. Metal items just get mailed right back to me
Sorry about this, still not sure of the cause. But hopefully with the fix to the message logging it should clear things up. Check the individual log files in the WurmServerLauncher folder, if you haven't already, sometimes the messages can get log in the console output.
The only other idea I have at this time is to dismiss and replace the Crafter. Have you tried that since the previous update?
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I'm not sure what the problem could be. Did you get any output using output=print?
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1 hour ago, Batta said:Do we need to do anything with our existing crafters when we add this fix? Or will they just be updated?
No, the problem you posted was just blocking acceptance of orders, old orders will continue as usual.
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Crafter update and bugfixes
Added global restricted materials. Now GM can limit which materials Crafters may use. This works in combination with Per-Crafter restrictions, but cannot override globally blocked materials.
Type
/restrictmaterials
into chat as a GM to bring up the list.Also fixed several bugs.
On 5/7/2020 at 12:01 AM, Batta said:I've noted that the crafter can only take a certain amount of stuff at one time -- I think 5 items? Ash Produce mod spawns a lot more than that, so it's possible it's overloading your crafter. I'd test this theory by removing Ash Produce.
EDIT: I mean you can trade only a very limited number of items to the crafter at one time, though you can eventually trade all your stuff for imping if you do it in small batches, one after the other.
Should be fixed now.
11 hours ago, Hakameda said:It's just 1 6.40kg pile of ash, Removing it as gm didn't fix it. It lights the forge and everything, Just no imping. It also doesn't want to imp stone mine doors
I have a suspicion as to what the problem is, see if the new version fixes it.
If not, could you try turning on crafter output by putting this:
output=print
In your .properties file. It should hopefully say what the problem is.
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9 hours ago, Hakameda said:It has the items, it's just not imping them. Forge is lit. Only thing in it is one big pile of ash
If you take out the ash with a GM does it start working again?
I'm not far off releasing another update so I'll include a possible fix in that.
15 hours ago, Batta said:I've noted that the crafter can only take a certain amount of stuff at one time -- I think 5 items? Ash Produce mod spawns a lot more than that, so it's possible it's overloading your crafter. I'd test this theory by removing Ash Produce.
EDIT: I mean you can trade only a very limited number of items to the crafter at one time, though you can eventually trade all your stuff for imping if you do it in small batches, one after the other.
Hmm, that doesn't sound right. Something else to look at I guess. Never tested it with a large amount of items.
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On 5/3/2020 at 8:08 PM, Tyarra said:*snip*
Sorry about all that, not your fault. The weight "fix" has always been a little finicky.
Try this new version and see if it helps:
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Crafter bugfix and update
Fixed bug with the order of restricted materials.
Added
change_skill_after_placement
option, if added asfalse
then skills cannot be changed without dismissing and re-hiring the Crafter. Works with single and multiple skills. -
Crafter update
Added restricted materials list, found on the management screen. If left blank the Crafter will accept all item materials as usual, if not they will only accept items made from a material that is on the list.
Addedsingle_crafter_skill
option to.properties
. If added and settrue
Crafters can only be assigned 1 skill, instead of allowing multiple. Already placed Crafters will continue to finish current jobs in other skills, but will limit all new jobs to 1 skill. Which will be the "first" skill in the order I use in the mod, it can, of course, be changed if it is not what the owner wants.Tagging @Cley
[Released] Mthec's NPCs - Crafter, Buyer, DeliveryContracts, MerchantCap, CustomTrader, ToolPurchaser, Banker, BeastSummoner
in Mods
Posted · Edited by Mthec
That's what I meant in my previous post. Here is a screenshot I took on a second character of the Trade window. Where it says "limit", it tells you the most they will buy.
Unless you mean if they have enough money to actually buy that many, then no there currently isn't a way to see that as a normal player.