Ricowan

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Everything posted by Ricowan

  1. I don't think the issue is about how to best use the system as it it. The issue is that, as it is now, the system is flawed. Chopping ingredients does not make meals more nutritious or filling, so why does the game make it so? Pre-cooking some of the ingredients does not make meals more nutritious or filling... Chopping ingredients isn't a skill... makes no difference to your stomach if you chop perfectly uniform sized little bits or a hot mess. Good games have systems that are intuitive to the player. Unless you burn the meal into charcoal, the QL of the meal really shouldn't matter to the character eating it. The only reason it does, in my humble opinion, is to appease the long time players who feel they have a right to more "profits" from selling cooked food.
  2. In other words, this is the CLIENT mod patch. You do not install it on a SERVER.
  3. I'm just curious, I don't have a pony in this race... Why do you believe the WO devs have solved this issue? I'm pretty sure they have not.
  4. I would really love to see an option where groups in containers are *always* at the top of the inventory. No matter what column you sort by, or which direction, groups should stay at the top, items below.
  5. Looks like I had a bad mod preventing 1.9.11 from loading, sorry for the dumb question.
  6. How do I get a client modloader that works with beta 1.9.X?
  7. Sounds like you have the 32bit version of Java installed.
  8. I don't remember a forum post about it... https://github.com/Sindusk/kingdomoffices
  9. These are all really nice Joneya! I'm really hoping you put the .dds files up on GitHub or a shared drive somewhere.
  10. It looks like a simple identifier that has to be unique. "faith-1" is the first spell faith modifier instruction, "faith-2" is the second spell, etc. If you already have two of them (the default values), then you would add this to your properties file: faith-3:Life Transfer,50
  11. All of the shiny new WO features making it to WU.
  12. I don't think you'll ever see a game that has the features you're looking for. The vast majority of MMO players don't like open world PvP, and game studios have to cater to what people want to play.
  13. Java will grab more memory for the app if it needs it, automatically.
  14. Why do you think the server needs to be using more RAM?? The -Xmx parameter sets the maximum amount of "heap" memory allowed for use by the app, it's mainly for garbage collection in Java. This is where variable values (among other things) are stored, it does NOT affect the max amount of total RAM the app can access. The higher the value you provide here, the longer Java delays the garbage collection, and the more garbage it has to process when the limit is hit. This can lead to noticeable periodic lag spikes.
  15. My question to all of these kinds of threads is this: Why do some people believe there has to be an influx of new players?? Has CodeClub come out and stated that if we don't get more people, they'll have to close up shop?
  16. I don't think this issue has anything to do with exclusive locks on the stats.xml file. Yaga, I'm sending you a PM now.
  17. 95% of MMO players want to rush through the leveling process to get to "end game" content. Wurm is a totally different kind of MMO. Player count WILL NEVER get better, adjust your expectations. Personally, I don't see the issue with the player count.
  18. Exit the game, edit the properties file as above, log back into the game. My suggestion will remove all of the different colors for conditioned mobs, except for champion. I'm pretty sure you can just leave it blank, too, but I've not tried that. The in-game toggle merely turns on/off the highlighting for those types of mods, it doesn't change the highlight colors. By the way, the Mobs option toggles all mob colors, even if Conditioned is toggled off. This allows you to see all mobs, or only conditioned mobs. It's not currently possible to disable condition colors from the in-game menu.
  19. The toggle doesn't change the color assignments. In the wurmesp.properties file, change the "conditionedMOBS" value as needed. For example, to only have champions colored differently: conditionedMOBS=champion
  20. It looks like an animated normal map applied to the water plane, so it's probably all or nothing at first. I would love to see separate water objects, true rivers, separate water behavior (along with separate wind) in caves, etc. But this is an awesome first step!
  21. Personally, I think huge mountains on a WU map are just wasted terrain. Until we get true 3D caves, you only need a few meters of rock to mine in. On the other hand, I don't think it makes sense to have "biomes" on maps as small as our islands are. Even an 8k map is only 32 square kilometers. I guess I could see things like beach, forest, ocean. But not tropical, arctic, temperate, etc. all on the same map. It makes more sense to me that individual islands in a cluster have their own major biome set. So, sail to the island to the north, and the biome gets colder, sail south and it gets warmer, or however you want to set it up... All opinion, of course.
  22. Each .map file is basically a dump of a two dimensional array. The possible values of each node are unique to that file. For example, rock_layer.map is the height of each point, map_cave.map holds information about each tile (type, actions remaining, etc), and so on. Take a look at the Wurm API post pinned at the top of the Tools sub forum for more information and code. Terrain gen from a byte array won't be as simple as you think. Wurm has two layers, rock and dirt. They're two different height maps, with dirt on top of rock. If the two map files have the same height value for a given node, then rock is exposed at the surface...
  23. Oops, I got my SQL engines mixed up... UPDATE `BODYPARTS` SET `LASTMAINTAINED` = strftime('%s','now'); This should give you the unix timestamp value for the current date and time. It doesn't include the fractional part of the epoch, but it's close enough for this use case.