Mthec

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Posts posted by Mthec


  1. DeliveryContracts fix

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    Fixed issue with items taking damage in delivery contracts when no decay was true.

    On 4/24/2020 at 10:07 PM, Tyarra said:

    Thanks for the update!  It will take a few hours before finding out if it works or not.

     

    Yes, at one point, I used the Update Restrictions on these meals, and marked them "Decay disabled", but they decayed anyway.   The current trial with the latest update (0.5.9-beta) has both 'decay' options set to true, and half the meals in Delivery Notes have been "decay disabled" ... I'll report back in about 6 hours or so.  *fingers crossed* 

     

    As far as I know, we have no other mods that relate to decay rates.  I'll go over them carefully, but the only other one that I even know about is bdew's "no damage", and since it stops EVERYTHING from taking damage, I didn't even bother downloading it

     

    Alas, it still is decaying.  Here's the display on the merchant:

    *sigh*

    Think I've sorted it.  The decay was happening somewhere else in the Wurm code, and I missed it.  Sorry about that.  Let me know if you have any more problems.

     

    On 4/24/2020 at 10:07 PM, Tyarra said:

    And thank you for the java lesson.  I really should get into it, since I have ideas about mods of my own.  Isn't that a scary thought?! 

    Terrifying.  Take it from me, don't let yourself get drawn in or you'll never escape!


  2. On 4/22/2020 at 3:58 AM, Tyarra said:

    Just to clarify - if I don't want food to take damage, BOTH no_decay_in_contract  and no_decay_food must be set to 'true'?  This is what I'm getting from the "overridden' comment - that if the former is set 'false', it doesn't matter what the latter is set to.  Don't know why you need both, if this is the case.

    It is the other way round, if no_decay_in_contract is 'true' then no_decay_food does not matter.  Unless, I guess, you did want food to decay but nothing else, in which case that wouldn't currently work.

     

    So, if you only want food to be protected from decay, then no_decay_in_contract should be 'false' or removed, and no_decay_food should be 'true'.

    On 4/22/2020 at 3:58 AM, Tyarra said:

    Is there a minimum weight something needs to be to go in a contract?    I have a player who set up a personal merchant to sell affinity food (we have the mod that lets food give the same affinity to everyone), but the food would decay very quickly (even if cooked with salt, and wrapped) - so I went looking to see if there was a mod that could be set to keep food (or even other things) from decaying on a merchant, and ran across this delivery contract with the setting that should (presumably) take care of the issue.  I'm not positive of what the setting was before, but the food was decaying anyway.  I might have not set both items 'true'.  Trying once again, with the settings definitely set this way.  Will try other settings, if you tell me this isn't right. Or if there needs to be something bigger than a 2kg portion of a meal in a contract.

     

    Also, the food is 'renamed' with the affinity it is for, and it is visible on the merchant when the + is clicked to open each contract. These have a * at the end of the 'rename' (not put on at the time of renaming) in the window.  Does this mean anything in particular?

     

    *snip*

     

    I don't really know Java (my expertise is in mush code, and doing some minor scripting), but I took at look at the source files, and the DeliveryContractMod.java file does reference the 'no_decay_in_contract' and 'no_decay_food', and it sets  'setNoDecay' and 'setNoDecayFood' as appropriate to 'true', but I don't see anywhere else in that file that takes it into consideration.  Admittedly, those could be system variables, and theoretically it knows what to do with them, but given the behavior,  I would say not.  

    There shouldn't be a minimum weight for items in contracts.

    The '*' marks which items were no decay before going into the contract, so that when they leave they can be reset properly.

    The two values are used in PackContractAction.java, in markItemAndSubItems.

     

    Strange that the food is decaying, especially as the '*' is there meaning the food shouldn't have decayed outside the contract either.  Any other mods that may alter decay rates?

    I've changed the setNoDecay behaviour slightly, in case taking the items in and out of contracts was causing issues.  Download.  But I don't think that is the cause.

    17 hours ago, Mr_Abel said:

    I currently have max items set to 10,000 and that seems to be working fine so far.  I'm trying to find where the person selling to the buyer can see how many more the buyer will accept based on the limits you can set.  I have several players on my server already enjoying the system we're using and so far limits have not yet been reached but some are getting close.  There isn't any sort of visible indication or remaining quantity/limit counter to inform the players how much more they can sell (at least not that we can find).  I can see the remaining amounts and even change them in the price management screen (which is nice), but that information isn't shared.

    At present, there is a buy order for any QL/type plank of 1,000.  Approximately 800 have been filled.  The players filling this order have no way of knowing they can only sell 200 more before the buyer mysteriously wont accept them anymore unless I open up the manage menu.  Is there an indicator somewhere we may be over-looking?  Would it be possible to add a remaining quantity display in the sell window or event log?

    I've made an update, hopefully it covers what you need.  Let me know if it's not quite right.

     

    BuyerMerchant update

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    On a Buyer, if the item has a purchase limit it will now show the remaining number on the item label.
    e.g. log, applewood - limit 123

     


  3. 41 minutes ago, Zera said:

    It was showing up randomly on it's own.
    The funny part is, the only NPC in the world at the time was a single Tower Guard.
    No Deeds have been placed for Templars, there's no Traders (custom or otherwise), no bartenders, nothing.

    Weird.

     

    I'm thinking then, that it doesn't have anything to do with CustomTrader.  The reason it's appearing in the logs is because the problem is happening at some point when the creatures are polled and CustomTrader hooks into that.  But it shouldn't actually do anything except to CustomTraders.

     

    Sorry I cannot be of further help.  If you get any different messages, let me know.


  4. 41 minutes ago, Zera said:

    Unfortunately that's all it gave me. :(

    Strange, it really looks like it is missing something from the end.  So much for that idea then.

     

    When does this error happen, is it when a player performs some kind of action (like adding an item to the list, or when trading), or does it show up on it's own (possibly every few seconds)?


  5. CustomTrader update

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    Fixed creating custom traders using Summon.  Added weight option for trader items.

     

    Important - This update will not work with the previous database, so you should dismiss any already created custom traders and then delete customtrader.db in the individual servers sqlite folder (e.g. WurmServerLauncher/Creative/sqlite).

    Sorry about this, whilst I could have worked around it, as the mod is still so new I thought it best to keep things clean rather than leaving code to update old databases.

    14 hours ago, Batta said:

    I summoned the custom trader.  Whoops.  Thanks for the clarification.  🙂

    Would it be possible to add a config to the item sizes?  I like to stock a "GM merchant" with exotic wood logs, but only 4.00kgs each.

    I should have thought about it, but since I don't run a server I can miss things like that.

     

    Also, added the weight option, it didn't take long.  Thank you for the suggestion.


  6. 6 hours ago, Batta said:

    @Mthec The default items on the custom trader are coming up free.  I logged on an alt to confirm that he could just take whatever he wanted with no charge.  FYI

    There shouldn't be any default items.  Did you create the custom trader with the Place Npc>Custom Trader menu, or by using summon?  Because I just tried summon (I hadn't been using that) and it came with the default trader items, whereas the other way removes them.

     

    For the moment, you can just use Manage and tick the "Remove all items from inventory?" option after creation.  I shall have a look into removing the items another way.


  7.   

    New Mod Beta Release

    Custom Trader

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    A new type of NPC based on the standard trader, that can only be placed by GMs.  Has various options for a custom inventory, including restocking rules.  Use a 'tag' to share the same inventory between multiple custom traders, or just use a unique inventory.

     

    Placing a Custom Trader

    As a GM, activate your wand and right-click on the tile you wish the trader to appear.  Choose Place Npc>Custom Trader.  A menu will pop-up offering three settings, name, tag and gender.  Leave the tag blank if you wish them to only supply the items you specifically set for that custom trader.

     

    Setting up stock

    With a wand, right-click on the custom trader and select Manage.  In the first window you can change the tag of the custom trader, as well as empty their inventory and restock them to full capacity.  Item List is where you add/remove items.  Adding an item is very similar to BuyerMerchant, with the addition of specifying enchantments, and restocking rules.

     

    Restocking Rules:

    Rate

    How many items are added each interval, up to the maximum.  0 restocks to the maximum every time.

     

    Interval

    How often the trader should be restocked, in hours.  0 restocks the custom trader after each sale.

     

    Stock

    The maximum number of this item to be available on the trader at any one time.

     

    Some possible uses:

    • A replacement for the normal trader, with fewer or more items available.
    • A starter trader, offering some basic supplies for new players.
    • A mine "foreman".  Add a small amount of ore on a regular basis to simulate a public mine.

    Think it is about feature complete.  Don't want to overcomplicate things.  Would like some feedback on the text in the menus, is there anything that needs clarifying, etc.

    I've set the range of items that can be used very wide, similar to BuyerMerchant.  Quite a few items will not be ones you want to offer, but I thought it best to be flexible for any custom server setups.

    I've mainly been testing on the beta version of Wurm Unlimited, however it seems to work on the non-beta.

     

    Screeenshots:

    Spoiler

    item_list.jpg?raw=1manage.jpg?raw=1restocking_options.jpg?raw=1

     


  8. Crafter fix

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    Fixed potential issue with workbooks being invalid/not being found and causing NullPointerException.

    20 hours ago, WesncIsMe said:

    Getting a null pointer error one of the crafters which spams the console constantly.

    Not doing very well, am I?

     

    I've dealt with the error itself, but it is likely caused by a problem with one of the crafters workbooks being missing, or not being valid.  I've added a couple more error messages that should clear things up, or maybe I'm wrong and it'll all be fine now.

     

    Let me know if you get any more problems.

     


  9. 22 minutes ago, Segomo said:

    1.How do I get into setting to edit these?

    You set the values in buyermerchant.properties in your mod folder.  It should look like this.

     

    22 minutes ago, Segomo said:

    2. Can these be set for each individual buyer?

    No, these settings apply to all buyers.  I could look into it, but am currently working on another mod and don't have much spare time.  Sorry.


  10. Crafter Fix

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    Fix for error when removing Job.

    On 2/3/2020 at 4:14 PM, WesncIsMe said:

    Getting an error trying to trade crafters a 2nd time. Says there is items waiting for collection but there is none. this makes all crafters on the server untradable.

    Not sure what the original cause of this was.  Trading multiple times seems to run okay on my end, and I'm not sure why it would affect all crafters.

     

    However there was definitely a problem, which I've now fixed.  See if that clears things up, if not let me know and I'll keep looking.


  11. 22 hours ago, Triadian said:

    @Mthec is there anyway to have a buyer that buys everything at the same price as the trader/salesmen does for example if the normal trader buys a Black Opal for 3s then the buyer would accept any item and sell it for that price so i could sell the Black Opal to him and get 3s without setting up the sell list and prices etc?

     

    if so how ? - i'd be fine editing the source my end - if i knew where to look 

    If you're sure, that shouldn't be too difficult.

     

    Firstly, prices are defined in BuyerHandler.getTraderBuyPriceForItem.  If you want to add any item exceptions you can do it here (e.g. you only want to accept gems), and then just call the parent method.  So something like:

    @Override
    public int getTraderBuyPriceForItem(Item item) {
        PriceList.Entry entry = priceList.getEntryFor(item);
        if (entry == null)
            super.getTraderBuyPriceForItem(item);
        return getTraderBuyPriceForItem(entry, item);
    }

    Which will also handle all the local buy price stuff I have never really looked into.

     

    The other part you'll need to change is in suckInterestingItems, which decides what items traders will accept, and for Buyers ignores anything not on their PriceList.  Starting here.

    Then you'll need to extract, or copy, this section to add the items to the trade.  The stuff inbetween only relates to PriceLists.

     

    I think that should be it, just let me know if you have any problems.


  12. BuyerMerchant fix

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    Fixed apply_max_to_merchants was not being applied when destroy_bought_items was also true.

     

    53 minutes ago, Batta said:

    In the server.log, I see this, so I know it's loading.  But no sign of "Buyer and merchant max items"

    I think I may have found the issue, do you also have destroy_bought_items set to true?  If so, then the above fix should sort things out.

     

    Otherwise, sorry, I was looking at the output rather than the server.log.

     

    In my server.log I get:

    [03:42:45 PM] INFO com.wurmonline.server.steam.SteamHandler: Starting the server
    ***
    [03:42:47 PM] INFO com.wurmonline.server.steam.SteamHandler: Server connected to steam

    With the *** being any number of lines depending on how many mods you have that put messages here.  Although I think the "Server connected to steam" line can vary in timing, so it may appear in the middle.

    In there, you should find a line like:

    [03:42:46 PM] INFO mod.wurmunlimited.buyermerchant.BuyerMerchant: Buyer and merchant max items set to 200

     

     

     


  13. 15 hours ago, Batta said:

    I felt sure that this used to apply to our regular personal merchants, but now they will take only 100 items again.  Am I remembering incorrectly?  Or perhaps when we were disabling mods, we accidentally disabled something required thing to make this work?  

    That is how it should work.

     

    In the logs, just after the server is up and running (between "Starting the server" and "Wurm Server launcher finished at..."), you should get a line saying "Buyer and merchant max items set to <your max setting>".

     

    The only limitations are:

    1. Players can only carry 100 items (GMs are not limited), so they can't receive in trade more than 100 minus the number of currently carried items.
    2. You can only drag 100 items between windows at a time.  Since items don't leave your inventory until the trade is complete, you will need to select the lower items separately when dragging.  i.e. You can't just drag across a stack as it will only drag the first 100 items.

    Anything else, just let me know what message you are getting and I'll take another look.


  14. Crafter update/fix

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    Metal lumps of special types were becoming bugged when they were low weight.
    Missed Hire question in previous fix.
    Added remove_donations_at option to .properties.  Set to a whole number (positive, zero or negative) to have crafters destroy donation items when the item reaches the ql plus the value relative to their current skill (Default disabled).

     

    For example, at a value of 10, items will be destroyed when their ql reaches 10 or more ql above the crafters skill for that item.

    e.g. With 30 skill in Blacksmithing, a shovel will be destroy when the ql is greater than:

    • 10 - 40ql
    • -10 - 20ql
    • 0 - 30ql
    On 1/4/2020 at 1:14 AM, zeafaw said:

    Hello, so im using the crafter mod, and another mod that drops tools of different materials, and when the crafter is about to improve a supreme bronze pickaxe, it gets stuck, using a gm to look in its inv i can see that the bronze lump is bugged, and stuck on refreshing when right clicked, is this something i can fix myself or is this an actual mod bug? (it creates a 0.10kg bronze lump, everytime, and same thing happens everytime, i've tried to remove the crafter and replace it, and restarted the server and nothing works)

    Fixed.  This was caused by special metal lumps having a low default weight, so that larger items consume the entire lump.  I was so certain I'd sorted that out, but it must have been for something else.  Shouldn't require any extra work on your part.

     

    On 1/5/2020 at 2:26 PM, Metallumere said:

    Downloaded the crafter update today. Seems there's still the issue with setting can_learn=false and trying to hire: "Skill cap value was invalid."

    Whoops, I missed the Hire question in the previous update.

     

    On 1/5/2020 at 2:26 PM, Metallumere said:

    I briefly fiddled with the new item donation system. It definitely feels much better, though i'm still not all too sure about an NPC potentially being left to skill up indefinitely. I don't think i'll set them to be able to learn unless they eventually trash donated items, or something like that. I'm sure that's just me though, maybe it's not as worrying as i expect.

    I've added a new option that should help with this.


  15. Crafter update/fix

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    Added a new window only accessible to GM (specifically power 2+) characters that allows setting the skills of Crafters directly.
    Donations should now be improved in the proper order.
    Some miscellaneous changes.

     

    On 12/30/2019 at 4:43 AM, Metallumere said:

    There seems to be a problem with crafters and setting can_learn to false.
    If i set or comment out starting_skill or max_skill in any combination it seems to result in the same thing; the crafter cannot have its skill cap set in the hire window, and it always results in saying "skill cap value was invalid" when trying to press send.

    This is more of a difference between how I started the mod (for players) and how it's developed with feedback (also GM controlled). 

     

    So what I have done is, firstly, made it so that GM characters can always set the Skill Cap of their controlled Crafters (subject to starting_skill and max_skill in .properties, commenting them out sets them to defaults (20 and 99.99999)).  I've also added a second screen, that will not be available to normal players, called "Set Skill Levels", which lets GMs set the skill levels directly.  e.g. You could set Blacksmithing to 50 and Jewellery to 30, when using can_learn=false, and customers will only be able to select improvement for items up to that level.

     

    The message was a bug.

    On 12/30/2019 at 4:43 AM, Metallumere said:

    And, i guess just as a feedback thing: I like that crafters can improve their skills over time, i'm not very happy with the idea that they'll always be there endlessly improving the same item indefinitely. I figured the system was supposed to make use of many items donated, but it seems they are content to keep the same singular donated item and improve it indefinitely rather than toss it out when they're done with it and move on to the next donation. At least, i assume this is intentional behavior? If not, then this is another issue report: Crafters endlessly improve one donated item.

    This one sort of comes down to laziness on my part.  When setting up donation items I didn't want to accidentally throw an item away just because it had reached its cap for the time being.

     

    I've changed it now so that it will always work in order of lowest to highest ql.

     

    Sorry about that.

    On 12/29/2019 at 7:15 PM, Xentakinor said:

    Id like a seller merchant that can have endless stock, like a brick merchant that doesn't need to be restocked by a GM

     

    On 12/30/2019 at 4:43 AM, Metallumere said:

    I also quite like the above suggestion of an endless stock of select items on merchants! My plan was to just use deliverycontracts of brick packages to sell on merchants, essentially forcing bulk purchases of an otherwise seemingly infinite stock, so it'd be nice to have an actually infinite stock.
     

    I haven't had much time for modding lately, but this is a suggestion I was given a long time ago (and felt I didn't know enough at the time) and has also been recently requested.  So I've started working on it now.

     

    It shouldn't be too difficult, but due to time constraints it might be a while before it's ready.  It also depends how many more bugs people find in my current mods...

     

    Apologies for taking a year to reply. 

     


  16. Crafter fix

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    Hopefully fixed the issue with items being mailed repeatedly or being available for pick-up after having being retrieved the item from the mail.
    Fixed several other bits and pieces I discovered along the way.
    Also, I have changed the way money is handed out to Crafters. Before the value on the Management screen would be inaccurate, now money is only given out on completed orders.

     

    Note: Some money may be lost on pre-update orders. Sorry about that.

     

    Apologies for the late reply, thought it would be dealt with sooner so I left off posting.

     

    On 12/19/2019 at 2:20 AM, Kingtren said:

    Having an issue with players receiving an item multiple times. They will receive it via mail, Then it will take it from the inventory and mail it again. Not sure what might be causing this just started recently.

     

    On 12/19/2019 at 3:44 AM, WesncIsMe said:

    Having this issue aswell. 

    I couldn't reproduce the multiple mail issue, however I have experienced it in the past (and thought it was fixed).  But I did find another issue that was causing similar problems and have re-jiggled the system in a way that should fix all problems of that type.

     

    Let me know if things still aren't right on your end.

    On 12/19/2019 at 5:31 AM, Metallumere said:

    I had updated to the latest versions of buyer, crafter, and deliverycontracts today. I seem to be unable to drop or place items at all with deliverycontracts enabled, reverting back to the older version(0.5.6) does not have this issue.
    I disabled all other mods except buyermerchant, crafter, and deliverycontracts, and was still unable to drop anything. I don't see any errors in the server log from it either, and aside from playing the animation of dropping/placing an item, nothing actually happens in-game, no messages from dropping or anything giving reason why it didn't work. I was still able to plant items like ovens from my inventory, if that's useful info at all.

    Aside from this very minor issue, I've quite enjoyed these mods. Thank you very much for them~

    DeliveryContracts fix

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    Fixed issue with dropping items.

    No idea why it was released that way, just my own stupidity.

     

    Just to let you know, I haven't missed this and will working on it next.

    Well that was easier than I thought it would be.

     

    Thank you for the kind words.


  17. Crafter update

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    Added crafter_skill_gain_rate to .properties (default disabled).
    This overrides the server wide skill gain for Crafters if applied.  Set 1 or comment out to use server skill gain value.
    Also removed the beta tag since everything seems to be going okay.

    14 hours ago, WesncIsMe said:

    Seperate settable skillrate for crafters would be really cool but if you adding that I suppose it would have to act like overall override. 

     

    I'm also curious as to where it's set in the file? We use a custom skill ramping system and I would love to apply this to the crafter

    I've added the option, let me know if it doesn't quite work right for you.

     

    The skill gain rate for Crafters isn't really set anywhere, it just uses the built-in skill system.  Depending on how your system is applied I would have thought it would still work for Crafters.  The one possibility I can think of is if your system applies to Players, as Crafters are technically Creatures, so some of the Player specific skill stuff (e.g. stamina affecting amount gained) does not apply.


  18. 22 hours ago, WesncIsMe said:

    Is there a way to make the Crafter follow the server's current skill rate or set its own?

    It should be following the server skill rate already.

     

    I could add a separate skill rate for Crafters if you want, there is just the question of would it be a multiplier on top of the server rate or override the server rate?


  19. Crafter and MerchantCap fix

    Crafter Download

    MerchantCap Download

     

    Fixed issue with one of my libraries being updated before the recent Crafter update.

    These should be the only mods that are affected, however you don't need to update MerchantCap unless you also want to use Crafter.

    11 hours ago, tyrfang said:

    so after creating a new crafter i got this https://ibb.co/tCYVX53

    even if i mark those skills with the numbers it says he needs to have 1 skill selected to not sure if it broke somehow

    Sorry about that.  I updated one of my libraries a while back, but since I have all of my mods installed it hid the problem on my end.  All should be good now.

     

     


  20. 2 hours ago, Batta said:

    @Mthec I seem to have found another little glitch, with this setting.  Is it supposed to mean that if players found a tiny deed, they will still be charged at least 1 silver upkeep?  That was my intention, but we're getting players being charged just a few coppers per month.

    That's what it is supposed to do.  It seems to be working fine on my end so I am not sure what the problem is.

     

    When the deed owners check their upkeep does it show the correct cost per month, or is that wrong too?


  21. Fix

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    Fixed use_per_server_settings option.

    15 hours ago, Batta said:

    @Mthec There appears to be a problem.  I had to delete the upkeepcosts folder from the server folder, or else setting "use_per_server_settings=false" didn't work, and it still used the settings from the server mods folder.  As soon as I started the server it created a new upkeepcosts folder in the server mods folder, with the same settings as I have in the main mods folder.

     

    I then tested by changing the settings in the server mods folder only, still keeping "use_per_server_settings=false" in the main mods folder, but it used the server mod instead of the main mod.

    So sorry@Batta, I must have broke it when I was cleaning things up.

     

    Thank you for your continued feedback.


  22. Update

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    Added use_per_server_settings to the .properties file.  If true it will use a .properties file in the individual server folders, if false it will only use the main mod file.  Default is true, to keep it in-line with previous behaviour.  Changing the value will not delete the old per server files, so you can switch back and forth at will.

     

    Also took the time to refresh the mod a little.  It was one of my first and I've learnt a lot since then.  May have found (and fixed) a bug with disband warnings along the way.