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bdew last won the day on October 7 2018

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  1. Wogic and Fruit

    Welcome to the marvelous land of wogic and rolphysics, where cloth strings have the density of neutronium and lead has the same density as water (and some flowers!)
  2. Online Map Viewer

    Updated the generator again Fixed a stupid performance issue when making road maps that was making it waaaay slower than it should be (oops) Also updated the bundled sqlite driver for a newer version because reasons Download:
  3. Kicked for being Idle

    What happens is that your alt gets disconnected randomly due to some momentary network issue and reconnects automatically, which restarts that "idle too long" timer, and then they get kicked out for not moving.
  4. [RELEASED] Client mod loader

    I don't see any errors in the log and both mods seem to have loaded... in which way are they not working? what happens when you use their console commands?
  5. I attempted to tackle to resource loading issue... I tried replacing the the JA Loader that HookManager uses with a customized URLClassLoader (that has a list of all mod jars which use sharedClassLoader) which then chains back to the JA Loader. It looks like it's almost working right, except that now mod classes and vanilla classes end up being loaded by a different class loader - which breaks mods that put classes in vanilla packages in attempt to use package-private stuff, e.g. java.lang.IllegalAccessError: class com.wurmonline.server.spells.ModifyGestationTime cannot access its superclass com.wurmonline.server.spells.ReligiousSpell While this mod can be fixed to use ModReligiousSpell, i'm sure there will be other mods broken by this change which will be harder to fix. If anyone wants to hack more on this approach, here's what i got... A different approach could be trying to subclass JA Loader and adding resource loading functionality to it, i might try it next time i want to get my hands dirty in ja/modlauncher internals Edit: Another idea is to have my "customized URLClassLoader" grab the bytecode from the ClassPool then defineClass() instead of delegating to the JA Loader. I'm not sure how crazy that idea is, i might try it later.
  6. There is no "override", the first rule that matches will be picked... so put anything that you want to have priority first Edit: And i'll make a way to filter by the vanilla outline color in the next version - that way you can filter for enemies/friends/allies/etc
  7. They aren't considered food. The items you can preserve are either things you can eat or can cook with (and aren't liquid).
  8. New mod: Waxed Food Allows preserving food items using beeswax Preserved food items are no longer edible or usable in recipes but turn into decorations instead They can be planted/secured and will not go into piles They won't decay on deed and decay veeeery slowly in general They can be painted Waxing uses beeswax - 10% of the weight of the original item Quality and Rarity of the original item is preserved Downloads and source code:
  9. [Bug] collapsed tile respawning ore

    The tile poller will revert all rock tiles that are at a position where sandstone or salt spawns back to sandstone/salt within about a rl day, that's how they were spawned in when sandstone/salt was added and that's how it continues to work. If you want to get rid of sandstone permanently - mine it out, reinforce it (including any adjacent walls - simply reinforcing the floor doesn't prevent collapsing) and leave it that way.
  10. You can modify the time sent to clients so that it always says it's night time, tho clients track their own time and simulate the celestial objects (sun, moons) according to that. You could resend the time (i think) once in a while to reset it back to night time tho that will cause a noticeable jump on the client... And you can't make it "so it couldn't just be bypassed by client modding" as the client ultimately controls what is being rendered to the player, something like timelock will just ignore the time data sent from the server.
  11. white dye

    It's not even really a bug, just unfortunate consequence of wurm's color model (and well color theory in general) Wurm's color are multiplicative, and since pure white = 1 - multiplying anything by 1 doesn't change the color. They could for example change to an additive model but then black doesn't work. Or make it average which lets both white and black work but you can't get really vibrant colors and everything looks pastel. There isn't really an easy solution. Moreover any change will also affect how already painted items look which will piss everyone off...
  12. I don't use that feature in any of my mods, but i did some poking around and it looks like addCallback is trying to get the CtClass of the target object and that fails Full stacktrace here: Digging deeper getCtClass is creating a new class pool with a ClassClassPath which tries loading the class file through getResourceAsStream ... which doesn't work with mods that use shared class loader as reported here
  13. Server modloader and nulls

    if (vt.getVillage()!=null) { // do whatever you need with the village } else { // handle case when not on village }