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Posts posted by Mthec
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On 9/23/2019 at 1:33 AM, evilkilem said:Trying to add the Crafter to our server... get this error on start up, spams it every few secs.
Haven't placed one yet.
*snip*
Hmm, strange that you would be getting that error without having placed a crafter. What it is saying is that it has found a creature that it thinks is a Crafter, but can't find it's workbook.
Further up in the logs, during server load, there should be a line that says "No workbook found on creature (<creature-id>)". If you don't mind, could you use a GM character to find out what creature it is? In-game you can use the GM wand, right click on an item and select Creatures>GM interface, scroll down to GM Tool and type the id in, then click send. You could also look in the creatures database if you know how to do it.
If you're not comfortable doing that, I can look in to writing up a workaround.
Some quick possibilities off the top of my head, it is a Crafter (in which case deleting the creature is the easiest solution), some kind of problem with the mod id database (maybe a removed mod), some other mod conflict involving creatures, or I've missed something.
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3 hours ago, Batta said:I notice that the format of the in-server version is quite different than the main version. It might help with copying if they could be the same format, so we could just copy and paste. Is that doable?
The reason the order is all jumbled is because the file was generated by the mod, and the only way I found to make it preserve order seemed a bit involved at the time. But it doesn't actually matter which order the entries are in, so you can copy and paste as you like.
The only important bit is the "classname" and "classpath", they must be in the main .properties file for ago's modlauncher to find the mod. It wouldn't matter if they were copied into the per server file though, they would be ignored.
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10 hours ago, Batta said:*snip*
EDIT: OH. I didn't realize there is an auto-generated folder inside the server mods folder! And yes, the figures there were off in exactly the ways that were causing me problems. Are they supposed to automatically follow what we put in the other properties file (in the main mods folder)? Or are we meant to manually do it. Anyway, this fixes the issue for me. 🙂
Yeah, the original intention behind it was if people wanted different prices per server. I also did it back when mods were still somewhat new and didn't know if server specific options would be a thing. They do need copying manually, although I will probably add an option to the main .properties file that will allow automatic overriding for single server setups, as it's not typical behaviour and can be easily forgotten when changing values at a later date.
Anyway, glad it's resolved for you.
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Hmm, that doesn't look right at all @Batta. Some of the other values are off according to the message. That looks like the main .properties, does the per server file have the same values (WurmServerLauncher/<server-name>/mods/upkeepcosts/upkeepcosts.properties)?
Also, to help narrow it down, at what stage does this happen, founding, resizing/expanding, just hiring extra guards or all of the above?
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MerchantCap fix
Sorry about that, forgot to include one of my custom libraries in the download. The problem masks itself on my end. Thanks for the report.
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DeliveryContracts update
Delivery contracts can now be sent in the mail.
On 6/30/2019 at 12:15 PM, Eject said:Can you make the delivery contracts so that i can pack up items in it and sell it via mail?
Just tested it but i cant drag and drop the delivery contract into the mailbox
Haven't tested mailing across servers as I don't have that setup, but everything else seems okay. Let me know if there are any issues.
MerchantCap update
Added clear_history option. Default is off, options are daily, weekly, monthly, yearly. All times are in Wurm time.
After the specified time has elapsed, all player spending history will be erased. Caps will not be affected.
4 hours ago, CountZero said:a timer (daily/weekly) would be great its to stop people over-using the buyer
cheers
Differentiating between real time and Wurm time was a bit tricky, so I opted for the latter. I figure that's more "realistic" and hopefully still does what you want. Let me know if it is a problem.
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40 minutes ago, CountZero said:does the history clear itself after a set period or do you have to clear it manually each time?
It's manual.
I can add a settable timer if you want. I just figured if people are going to keep a merchant/buyer restocked they would just reset it whenever they want (if ever).
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New Mod Release - MerchantCap
Set a per player trade cap for merchants. If a player makes any trade with a capped merchant it will add to their player spending history and if any trade would go over that amount it will prevent the trade from completing.
Using a GM character and wand, right-click on the merchant and there will be a "Cap Trade" option, with "Set Cap" as a sub-option. This will bring up a window where you can set, and later remove, the cap. After a cap has been set there will be a second sub-option, "Clear History", if you wish to remove all player transactions with this particular merchant. Otherwise the history will remain, so you can toggle the cap on and off without losing history.
Can be used without BuyerMerchant on normal merchants, or with BuyerMerchant to also work on buyers.
Unlike most of my mods, this does use a database. It is called "merchantcap.db" and can be found with all the other databases in <ServerName>/sqlite.
On 6/20/2019 at 11:50 AM, CountZero said:Would it be possible to add a sell limit per player to the buyer npc? So an individual player can only receive a set amount of money in a given week? I know someone could just make additional accounts but it would still help a little.
I want to use some of these in my newb starter area to buy basic mats like planks or bricks so new players can earn a bit of money to buy and imp basic stuff from other npcs (it will also add to the RP feel having an npc blacksmith in his forge looking to buy metal etc) but I'm afraid someone will just abuse it to make loads of money.
Hopefully this should do what you want.
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On 6/30/2019 at 12:15 PM, Eject said:Can you make the delivery contracts so that i can pack up items in it and sell it via mail?
Just tested it but i cant drag and drop the delivery contract into the mailbox
Sure thing. The contracts are marked "noDrop" to prevent them from being used for storage, so I just need to find a way to work round it. Already started, but not done yet.
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Update and fix
Fix for "Manage guards" when not using upkeep. Select the new checkbox at the bottom to take money from your bank instead (if there is enough money).
Addedfree_guards
option (default0
), deeds will be able to hire the specified number of guards without initial cost or added upkeep. Any further guards will cost as normal.
Updated some mechanics I missed from the last WU update.
Addedepic_upkeep_scaling
option (defaulttrue
), epic guards now hire on a scaling upkeep system (initial hiring costs are unaffected) which I missed before. Now you can choose between the scaling option or "standard" on epic servers.Don't forget to check your settings on the per server .properties file.
On 6/25/2019 at 5:46 PM, Darkness1990 said:@MthecMod has been working great the exploit is fixed! I still have one small problem with the guards, I would like players making a new deed to get 2 free guards, but pay for more guards. Also they cant add guards using "manage guards" when making a deed with upkeep off because we get message "There was not enough upkeep to increase the number of guards. Please make sure that there is at least one month of upkeep left after you hire the guards." only way to buy new guards is to use resize deed because it takes the money from the bank instead of upkeep but with new players they can't buy any guards during the making of a new deed because they have no money in the bank..
basically: I just want players to get 2 free guards during creation of new deed and to "buy" new guards with managed guards while upkeep is turned off.
Hopefully this will sort things out for you.
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On 6/25/2019 at 4:56 PM, Tokeiito said:Some how, my pottery crafter got bugged out. What i did is, i have donated ~10 planters to improve skill. Then i gave large amphora to imp it. Logged out. After coming back, i receive email wtih bunch of clay jar with money, 7 out of 10 (i beleave) planters and amphora.I take everything out.
One of clay jars had coins i was not able to do anything with.
I gave same amphora for improvement. Logged out. After login back, that amphora appeared in inventory window, but not within inventory and i can not interact with it. I always get message that It is in mail right now, but upon checking mail it states that it is empty. So i have ended up with amphora in inventory, i can not do anything with.
Sorry I didn't reply till now, I was working on another task.
I've had a quick look and test myself, but can't reproduce what happened to you. I will keep trying though. In the mean time, assuming you've not turned off logging could you post the contents of the one for the crafter? It might help narrow things down. The file should be in the WurmServerLauncher folder, and it should be named crafter_<name>_<id>.log.
As for the stuck amphora, not sure what caused it but have you restarted the server since? That usually clears up bugged inventory. If that doesn't work let me know and I'll think of another solution. If you're happy modifying the database, then just find the item and set the MAILED column to 0, although I completely understand if you're not happy to do that.
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Crafter fix
Fix for issues with large anvils.
Added optional (default disabled) "/crafters collect" chat command for collecting mailed items when there are no mailboxes. Uncomment (or add) mail_command=true in the .properties file.
On 6/22/2019 at 11:46 AM, CountZero said:yea, im getting a message everytime i log on so ill just get my GM char to create a mailbox for now
EDIT
he doesnt seem to want to imp large anvils at all he just mails them back in the same state.
That's one sorted, hopefully. Turns out the issue was water. When restocking crafting items the crafter used to use the default weight for water, most items never used it all, unfortunately large anvils did. I've bumped it up so it won't be a problem anymore.
You also got me thinking about servers without mailboxes. So I added a command to allow people to collect mail items from crafters without a mailbox. Unfortunately it won't apply to old items, as I didn't want to add a command that might bypass other server features.
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On 6/20/2019 at 11:50 AM, CountZero said:Would it be possible to add a sell limit per player to the buyer npc? So an individual player can only receive a set amount of money in a given week? I know someone could just make additional accounts but it would still help a little.
I want to use some of these in my newb starter area to buy basic mats like planks or bricks so new players can earn a bit of money to buy and imp basic stuff from other npcs (it will also add to the RP feel having an npc blacksmith in his forge looking to buy metal etc) but I'm afraid someone will just abuse it to make loads of money.
Should be feasible, I'll take a look. Keeping track of all the players will involve using the database, and the buyer mod is starting to get a little bulky, so I'll probably make it an add-on mod.
On 6/20/2019 at 6:40 PM, CountZero said:also - been playing with the crafter....i put a lot of items on one at once at I got a notice later saying the items were waiting to be picked up in mail even though that option was not selected. There isnt a single mailbox on the server - do those items exist anymore?
EDIT
The problem seems to be with large anvils - i think i must have given him three now and cant cant anything back because he wants to mail it and i dont have a mailbox
Hmm, I shall take a look. Guess there might be a problem with how bulky large anvils are. If something ends up in the mail then as far as I'm aware it will remain there, so it's not really gone but without a mailbox it's not accessible.
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Crafter fix
Fixed donations not being used, and money being given out for donations.
Fixed accepting donations of wrong type.20 hours ago, Alystara said:a player set the price modifier to 9999 donated the item and the crafter compensates the owner the value of the item x the modifier some how, i guy on my server made 50 gold in just a short time
20 hours ago, Alystara said:how does it work?
apparently when you donate items to the crafter they compensate you for them
oh so you can milk them like a trader?
no...not quite, I set my price multiplier to 9999 and then I get like 20g for a statuette
Finally got it. I was testing with 1ql items, since that's what I imagine I'd donate, but of course you could donate any ql and that finally revealed the problem.
Receiving money for donations was totally unintended, so I've just removed that. I also found a couple of bugs along the way, so I dealt with them too. Thank you for the report.
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11 hours ago, WittleBunnBun said:Just checking in but you are doing great work!
thank you for your spare time and extra work-arounds for your mods !!!!!
Thank you.
3 hours ago, Alystara said:ok just an fyi if you set the price modifier to 9999 on a crafter contract and donate a item to it you will get a ###### ton of gold .. for servers that are economy based with real money this could break them fast
3 hours ago, Alystara said:i know that i asked you for a minimum modifier but a max modifer might be important too
Sorry, I don't quite understand. You shouldn't get any money from donated items. As for setting the modifier too high, won't that still require someone to pay that amount in the first place? If I've misunderstood let me know.
25 minutes ago, Xyp said:i have no mod that adjusts carry weight, but ill try it out after the weekend, thanks
Oh well, guess I need to think up a new
excusereason. -
Thank you for all the information @Xyp.
I still can't reproduce it on my end, so I am assuming there is a mod conflict somewhere, something else working on carried weight. I have created a modified version that applies the weight modification in a different way that will hopefully resolve the situation.
If you could give it a test to verify it works on your end, I can tidy it up any loose ends. Thanks.
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5 hours ago, Xyp said:Ok the problem we are having is large items like forges etc seem to work fine, but pack 100 bricks into a contract and the contract will slow you down, the weight is still counting in inventory for the bricks.
Forge oddly weighed 70kg in the contract.Seems when packing bulk items, say you pack 9 rock shards, then pack 9 more, the first 9 are bugging out and keeping the weight in ghosted, the rest are packing fine. When redeeming the contract the first 9 bugged out and when picked up into inventory nothing could be done with them.
Hmm, can't seem to reproduce it on my end. The end part sounds like it might be a window update I missed. Does the contract or inventory show an increased weight, or does it just slow down movement? I am also assuming this is on one character, and not a contract that is being traded around? I can't see anything at the moment, but it may just be getting late, but I'll have another look tomorrow.
Also, interesting, just looked it up and 70kg is the actual weight of a forge/oven.
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Crafter fix and update
Mail when done fixed.
Forges are now put out when jobs are done.
AddedModify skills
option to the Manage screen, to allow changing a crafter's skill set without dismissing and re-placing.There are two options on this screen, one to remove/destroy any donation items that are no longer useful, and one to refund all items that can no longer be improved. The latter still won't allow you to remove a skill for a current job if unchecked, it either refunds (which you may not want to do) or blocks changes.
On 5/8/2019 at 6:36 AM, Eject said:Is it possible to include a "manage" window like the pricelist of the buyers, where you can check/uncheck which items or itemcategorie this npc are willing to improve?
Done.
On 5/11/2019 at 1:25 PM, Eject said:NPC Sam is now citizen from the correct deed, he is placed in a house:
[14:24:44] Sam would not have permission to access this forge.
i gave all permissions to citizens
Strange. Seems to work for me, it should work if the crafter is a citizen and has the pickup permission. Could some build settings be override the settlement ones?
On 5/11/2019 at 1:25 PM, Eject said:the npc dont walk arround
By walk around, do you mean wander when they're not busy or won't move to a forge when it is assigned? They won't do the first at the moment.
On 5/11/2019 at 1:25 PM, Eject said:sending items with mail dont work, or i do anythink wrong ?
Whoops, that's a bit of an oversight. Guess I was paying too much attention to mailing when dismissing the crafter.
Should be fixed now.On 5/11/2019 at 1:25 PM, Eject said:i cant equip clothes on the crafter (its not allowed)
You can't drag them onto their inventory, you have to use right click -> Give. Thinking about it, it may just be a GM thing, for equipping to the normal NPCs.
On 5/11/2019 at 1:25 PM, Eject said:It would be cool, if the forge dont lit after the job
Done.
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17 hours ago, Eject said:Hello @Mthec
Just have an idea for the crafter mod
Is it possible to include a "manage" window like the pricelist of the buyers, where you can check/uncheck which items or itemcategorie this npc are willing to improve?
I like the idea of a little town where in this house is a carpenter in another house is a smith and so on..
Eject
Should be easy enough to make it modifiable after placing. I've gotten a bit behind on my modding but will sort it out.
On 4/30/2019 at 9:30 PM, Eject said:Thank you.
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I haven't been doing any modding lately (apart from fixes) but plan to get back to it this week. Had a few games in my backlog to cut down.
23 hours ago, DariusWolfe said:I honestly hadn't thought of navigation. I was thinking of this in the context of an established server, where you'd probably have a pretty good idea of where other settlements and such are ("Delivery contract to Agent_Mike at Thornview"). My first thought is tile coordinates, which would work for many servers, but not for servers without a livemap or players not using a compass mod to show coordinates.
Something like the locate function might be good, especially for non-deeded NPCs. The Stake idea is also good; I just didn't want there to be a way to have a contract that's impossible to deliver. I suppose it still could be by placing the delivery location inside of an inaccessible location, so maybe having displayed coordinates as an option might help mitigate that, and beyond that I think it'd be on the server admin how they wanted to deal with such grief-play;
Inaccessible delivery locations are an issue, but I'm not sure there is any way around it. Even if it was restricted to NPCs there's nothing stopping people blocking them off, or placing them in a locked building. Such is the freedom Wurm offers. Maybe it's something that will just have to be left up to the server owners to sort.
23 hours ago, DariusWolfe said:Canceling the contract undelivered should probably be possible, or auto-canceling after a certain amount of time (to keep people from tying up a delivery indefinitely by not fulfilling it)
Definitely, it's something I was keeping in mind. I did think one related idea would be a kind of "premium" delivery option, for an extra fee, where if after a certain time the order hadn't been delivered it would be delivered automatically.
As for cancelling, cancelling a delivery that hasn't been picked up yet (e.g. realising an error just after you placed the order) should happen easily. However if a player has already picked up the package there should probably be some kind of cancel time. Otherwise the person who placed the order can cancel immediately (e.g. if they need the goods at the start end) but forfeits a certain percentage of the cost to the person doing the delivery.
23 hours ago, DariusWolfe said:Regarding shipment weight, I think that should largely be up to the person setting up the shipment. If they need 500 kg of "knife, iron" delivered, they could break it into 5 shipments of 100 kg, 10 shipments of 50 kg, or so on, and then people could take the contracts based on how much they can haul at any given time. Probably common sense to set a maximum weight based on what a strong character could hold in their inventory, to prevent someone trying to create a single 500 kg contract that no one could ever pick up.
Now that you mention it, splitting too much might mean an order takes longer to be delivered.
22 hours ago, Governor said:Awesome mods! One suggestion, could you make some sort of traveling salesman possibly?
It was something I thought about a while back, shouldn't be too difficult with a highway in place. I thought about creating a different kind of waystone that would serve as a sort of centre post for a market. It could block modifying the area, which the owner could turn off temporarily disabling the market whilst changes are made, so that a one time pathing calculation could work out the routes to all of the stalls. A merchant that can wander everywhere would be nice, but long distance pathing and getting stuck would be an issue.
An easier way to do it might be to just have merchants teleport between unoccupied market stalls. That way every market would see some fresh goods on a regular basis, and you wouldn't need to have highways in place. One drawback would be that if people create too many stalls across the server loads of markets would be empty. Could even be used as a type of griefing.
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Crafter and DeliveryContracts fix
Fixed compatibility with other server command mods.
On 4/16/2019 at 5:00 PM, Vanyel said:*snip*
the commands for some reason no longer work (unknown command) when either crafter and/or delivery contracts are installed.
As a non-coder ( I make a rock look like a coding prodigy on my best day) I have a feeling the main issue may be something concerning traders (there is a #resettraders command, and your mods also have some reloading of traders)..
Then again, that's just a hunch on my part....
I'm hoping it's just something small-ish, that can easily be fixed as I really would like to have all 3 mods working together... Strangely enough, buyer mod works fine with GM Commands....
Thankyou
Strange, I'm not really sure why that caused an issue, but and issue it did cause. Should be fixed now. Buyer still worked because it doesn't have any server commands, since I reused the same code in the other two mods they both caused an issue.
22 hours ago, DariusWolfe said:*snip*
Getting the NPCs to control the humans... yes, that's what they've been planning all along.
Seriously though, that sounds interesting. It shouldn't be too difficult to implement.
I wonder what the best way to deal with navigation would be? If everything is tied to deeds and there is a highway in place to help with directions it would be okay, but otherwise how would players making the deliveries know where to go? Suppose the order could have a Locate style action, "The destination is far away and to the East" kind of thing?
Another idea is that rather than requiring an NPC at both ends the person placing the order could receive something like a stake, which they can plant into the ground at any location, to allow for delivery to building sites and the like. Then it could be that the NPCs will also accept the stake and so it can still be delivered to an NPC.
As for the packages, as you say the weight can be set to whatever, without worrying about dividing up the items for larger deliveries, so it should be easy to allow for multi-part deliveries. The delivery could be split up purely on numerical weight, then the destination gets a "Delivery completion percentage" which fills as each package is delivered. I'm thinking mainly for new players with low weight carrying skills, who could just take one, or transfer multiple to a cart, and more skilled players could carry multiple if they preferred. It would also allow multiple people to fulfil a larger order. Or am I over complicating things and it will just end up with parts of orders being fulfilled and final delivery taking ages?
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Crafter fix
Fixed placing issue with last update.
1 hour ago, Metallumere said:Getting this error with the newest Crafter release when I try to use the contract:
*snip*
No crafter appears.Whoops, sorry about that.
7 hours ago, Alystara said:thanks i will try the new updated version and recreate that error for you with the buyer
Thank you.
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3 hours ago, Alystara said:i am not sure the donate for skill option is working .. or we need more clarification on the process i donated 10 mallet of 1 ql and 10 mallets of 50 ql and no change to skill or anything indicating that those items were being used
The way it should work is the crafter will improve the item to get skill as a player would. It's not an instant boost or anything like that. The item is added to their work book but paid jobs take priority, so if the crafter is busy they might not get to them. If that doesn't sound right, let me know.
3 hours ago, Alystara said:also the buyer is throwing out some errors on my server if you would like the reports i can recreate them
Yes please.
3 hours ago, Alystara said:i have noted that players are setting the price modifier to .001 and getting everything really cheap compared to a setting of 1
also i am worried about and endless money gain .. crafter owner sets crafting modifier to .001 and crafts 10 pickaxes to ql whatever then gets 75% ish of the money back from the crafter then also takes the pick axes to the local tradr and sells them for more cash than it cost him to create and imp the pickaxes
I think what might be best is if, one, I add an option to turn off price modifier for server owners that don't want it, and two add a minimum option for those who want finer control. Balancing the economy between Wurm and various mods can be difficult.
Crafter update
Added two new options, use_owner_price_modifier (default true) and minimum_price_modifier.
Fixed "Money to collect message".
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Crafter update
Added shield smithing and pottery (clay) to skill options.
Altered Forge message in Manage to specify when a forge is not needed.
9 hours ago, Vanyel said:I'm the kind of person that installs a mod, loads the server, plays with/tests a mod thoroughly where/when applicable before installing the next mod...
So if I'd been just a bit less AR and installed all your mods together this wouldn't have been an issue? next mod was going to be the buyer lol
I'm so so sorry for wasting your time, but thankyou for the fix as I'm sure someone will only want one or the other at some point.
Not a waste at all, needed to be fixed. ?
4 hours ago, Griffith said:nice mod.
question: does the crafter improve all items that are improvable? like clay items (pottery), fletching, shield smithing, and weapon smithing, for example?
i may have missed more, because i dont see those in the price list in crafter.properties
Ah, I knew there was one of the main ones I was missing.
Fletching and weapon smithing should already be on the list. I missed shield smithing. As for clay, I left it off because I wasn't sure people would use it much, but I don't see any reason why not to add it so added it is. Thank you for the feedback.
[FINAL] Upkeep Costs
in Mods
Posted
Update
Download
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.