bdew

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Everything posted by bdew

  1. Sounds like you downloaded the source code to the mod, not the compiled version.
  2. Action Timers Fix Fixes many action timers that ignore the action time multiplier setting Affected actions: All spells, Flatten, Level, Sow, Sacrifice, Pray, Meditation, Alchemy, Destroying, Rummaging, Breeding, Bow and fishing rod stringing/unstringing, Painting and removing paint Download and source code: https://github.com/bdew-wurm/timerfix/releases Treasure Chest Claim Allows players to "claim" random treasure chests, unlocking the chest and rewarding the players with some karma Download and source code: https://github.com/bdew-wurm/chestclaim/releases Better Digging Changes dirt from digging/flattening/leveling to drop on the ground instead of going to the inventory of the player. Allows dirt from digging/flattening/leveling/dredging to go into a vehicle being dragged or ridden. If there are crates in it's cargo - it can automatically go into those. Uses dirt from the ground, a vehicle and even crates inside the vehicle when leveling. Allows overriding which actions can be performed from a mount or vehicle. Allows overriding amount of clay dug per action. Almost everything is configurable. Warning: This mod is probably incompatible with the other digging-like-mining mods, and should fully replace their functionality. Having multiple mods of this type will likely lead to crashes, dupes and/or weird ######. Download and source code: https://github.com/bdew-wurm/betterdig/releases Move To Center Adds 2 entries under Move menu that allow moving items to the center or corner of a tile. Download and source code: https://github.com/bdew-wurm/movetocenter/releases Movement Tweaks Allows server admins to tweak many things related to movement of players, mounts and vehicles Speeds Weight limits for players Min/Max heights, depths and slopes Wind impact for boats Loading ranges Required skills Global speed modifier for creatures moving on their own (not as mounts or hitched) Animal hitching to boats (somewhat buggy, disabled by default) Extremely configurable - default settings match vanilla but everything is changeable from the config Example config (from my own server) here: https://github.com/bdew-wurm/movemod/blob/master/altconfig/movemod.properties Download and source code: https://github.com/bdew-wurm/movemod/releases Hitching Limits Allows control over what animals can be hitched to carts/wagons Change settings to allow older non-domestic animals to be hitched, including greenish/champions. Change settings to allow weaker animals to be hitched (Want to feel like Cinderella? get a mice rat-powered cart!) Everything is configurable. Default config matches vanilla settings. Example modified config here: https://github.com/bdew-wurm/hitchlimits/blob/master/altconfig/hitchlimits.properties Download and source code: https://github.com/bdew-wurm/hitchlimits/releases No Build Limit Removes skill requirement on planning building from all players, allowing building of (almost) any size. Download and source code: https://github.com/bdew-wurm/nobuildlimit/releases Set Height Adds a new command (usable by GM with power level 5 only) Usage: #setheight <height> [radius] Will set height of tile to specified value (in dirts) Radius is optional, by default will change the tile you stand on; with radius 1 - will do 3x3; with radius 2 - 5x5 and so on. Will happily turn your server into a parking lot, mess up houses, mines, etc. Use with care. Download and source code: https://github.com/bdew-wurm/setheight/releases HotS Fixes Allows mycelium on PVE server and fixes it's spreading Removes ore-cap on non-freedom PVE/home servers Allows casting of fungus and rite of death by BL priests on PVE servers Disables basshing houses without permission on HotS PVE servers Everything can be toggled from config Download and source code:https://github.com/bdew-wurm/hotsfixes/releases Fix Guards Fixes villages spawning infinite number of templars due to a database error To use, as a GM go to the village in question and type #fixguards You should see "Done" in event window when it's done, and some guards will either poof or will be assigned to the village correctly, after that no more extra guards should spawn Might cause a small lagspike if you have a lot of creatures on the server, as it checks all of them Download and source code: https://github.com/bdew-wurm/fixguards/releases Bind To All Interfaces Makes the server bind all it's sockets (external, intraserver and RMI if enabled) to all available interfaces, regardless of specified IP. Useful for running the server inside VM's with no public IP, docker containers, etc. If the 2 lines above don't make any sense you probably don't need this mod Download and source code: https://github.com/bdew-wurm/bindmod/releases Installation Install Ago's Server Mod Loader Download zip file Extract zip file to your client folder All mods are open source and are licensed under LGPLv3 Want to support my modding? Consider throwing some money my way!
  3. > No Such File Exception: mods\movemod Check that you have everything unpacked to the right place... in mods folder there should be movemod.properties and movemod subfolder, which should contain movemod.jar
  4. Are you sure? AFAIK it's once per character period.
  5. Probably more info about fishing that anyone really wants to know Posted in another thread but i'll copy it here for posterity. The code is kinda hard to follow so take the following with a grain of salt. It counts the number of tiles lower than 3 dirt under water within 10 tiles from you in all cardinal directions (not square!, it's like a + 21 tiles in in height, and 21 across), and it also checks the maximum depth within those tiles. If you are fishing in a cave you always get group 1. If there are less than 9 tiles underwater you get group 1, if there are 9 or more but less than 20, or if the maximum depth is above 250 you get group 2 else you get group 3. So for best results have 10+ tiles of underwater in at least 2 directions from you and at least 250 dirt deep. group 1 - roach and perch or chance of carp group 2 - roach, perch, trout, pike, catfish or chance of carp group 3 - roach, herring, trout, pike, catfish, carp, bass or chance of special fish Special fish - octopus, marlin, shark (blue/white), sailfish, dorado, tuna Your skill level and rod rarity affect the chance to get special fish (or carp for group 1/2) Out of every 100x100 tiles there will be a 10x10 area for every special fish type (possibly overlapping) and those will change with season and server but should otherwise be static and repeating (so if you catch an octopus here, you should be able to go 100 tiles north and catch octopus again, assuming it's still in the middle of water). Note that even if you are in a special fish spot you are still rolling against the other fish in group 3, so you won't ALWAYS get the special fish. Higher skill and rod rarity helps.
  6. First of all there is no such thing as "ocean" tiles. All underwater tiles are normal tiles (like dirt, sand, etc.) they just are lower than sea level. Regarding fish... the code is kinda hard to follow so take the following with a grain of salt. It counts the number of tiles lower than 3 dirt under water within 10 tiles from you in all cardinal directions (not square!, it's like a + 21 tiles in in height, and 21 across), and it also checks the maximum depth within those tiles. If you are fishing in a cave you always get group 1. If there are less than 9 tiles underwater you get group 1, if there are 9 or more but less than 20, or if the maximum depth is above 250 you get group 2 else you get group 3. So for best results have 10+ tiles of underwater in at least 2 directions from you and at least 250 dirt deep. group 1 - roach and perch or chance of carp group 2 - roach, perch, trout, pike, catfish or chance of carp group 3 - roach, herring, trout, pike, catfish, carp, bass or chance of special fish Special fish - octopus, marlin, shark (blue/white), sailfish, dorado, tuna Your skill level and rod rarity affect the chance to get special fish (or carp for group 1/2) Out of every 100x100 tiles there will be a 10x10 area for every special fish type (possibly overlapping) and those will change with season and server but should otherwise be static and repeating (so if you catch an octopus here, you should be able to go 100 tiles north and catch octopus again, assuming it's still in the middle of water). Note that even if you are in a special fish spot you are still rolling against the other fish in group 3, so you won't ALWAYS get the special fish. Higher skill and rod rarity helps.
  7. It doesn't delete creator tags AFAIK. What it does is, for players that haven't logged for 84 days and played less than 1 day total, it will remove the player from villages (and disband if he was the mayor, deletes all the items in their inventory, removes them from mission tracking stuff, deletes their skills, wounds, friend and ignore lists, titles, ip history and probably something else that i've missed Also for players that haven't logged for 15 days it will move their inventory content from normal items table into frozenitems table. It will process one player every 3 seconds, so it should have been done in about 2 hours for you (but it might take longer if the server is lagging). Also honestly, i really don't know why would you do it, the impact on the DB and load is minuscule and it's a great way to piss off returning players that might come back after a few months break to discover that not only their deed and all their stuff is gone, but so is their character.
  8. Website: otherlands.bdew.net Server features 3 servers - Walden, Avalon (Freedom) and Otherland (Horde of the summoned) Free travel between the servers via portals at the starter deeds or boats Skills and stats start at 20 (21 for ML and BC) 10x skills and action timers multiplier 2048x2048 custom map 30000 creatures, 30% aggressive CR modifier set to 3 Deeds cost silver and upkeep is ENABLED (but see below - you get free 5s for deeding) Fast animal pregnancies and farm growth Server is hosted in Germany on a physical server i rent Offsite backup to Google Cloud Storage every 6 hours New! Server forums - http://otherlands.boards.net/ Live map: Walden (Freedom) | Avalon (Freedom) | Otherland (HotS) Custom starting inventory (30ql chain set + 2H sword, 20ql tools, sickle, butchering knife, 50ql toolbelt, 4 ropes + standard crap) Walking speed and weight limits increased a bit All mounts can carry more weight to account for increased weight limits on players, also weight traits are stronger Deed stakes give 5s towards founding new deeds + 3s to upkeep Disbanding a deed will not return any money Bounties for killing creatures and burrying corpses, paid directly to bank Priest restrictions and penalties removed Some WL spells usable by Libila priests All spells require a maximum of 90 favour Faith and Meditation gains are unlimited Increased stat gains (including above 31) Increased gains for some skills, notably: weapon smithing Crates are larger - 1000 items in large, 250 in small Rainbow unicorns - 16777216 color variations! Horses, Carts, Wagons are faster and can enter deeper water Aggresive creatures can be hitched to carts (while tamed), they will stay hitched if untamed, not attack players and won't be attacked by g All boats are faster and less affected by wind, can go over shallower water Added "Claim" action to treasure chests - removes the lock and awards the player with a bit of karma All animals will age quickly up to adolescent age (except chickens and a few other special creatures) Crops never turn to weeds New /seasons command to show next harvesting seasons Can harvest when mounted Warning for inbreeding Items from digging will pile on the ground or go into your cart (and into crates if you have them) Clay, tar, peat and moss produce 20kg when digged Items from dredging will be stored in ship cargo Lowered delay between path levels by factor of 10 No failing to relax when meditating Chance to get a rare bone when sacrificing rares Healing covers show power in their name Allow for transfer of all items between bulk containers Many actions that ignored the action speed multiplier were changed to correctly apply it Flatten, Level, Meditation, Praying, Sacrificing, Spells, Sowing, and multiple other misc actions Spyglasses and softcaps can be crafted by players Bag of Holding spell - can be cast on containers and vehicles to increase their capacity Animals can be exchanged into tokens for easy transportation, tokens can be loaded into ships (corbita and larger) and moved between servers) Speed enchants (WoA/BotD) on melee weapons are significantly more powerful Ore veins, and resource tiles (tar, peat, clay) can be removed by deed owners Treasure chests have a chance to spawn rift wood/stone/crystal for crafting runes Creature lairs/dens can be searched for treasure. Beware of the dwellers being not too happy about that Gems can be sold to token for a decent chunk of cash - 2c*ql for normal gems, 5c*ql for star gems (not limited by daily sell to token cap or kingdom coffers) Farwalker stones and twigs can be sold to token for 4.5s Forges, ovens, etc. produce ash while burning Salve of Frost and Potion of Acid actually work. Damage is in line with FA/FB of power ~80. They stack with normal enchants but not each other. Increased drake/dragon difficulty, rewarded hide/scale amounts scales better with number of players (more players = more loot for everyone) Vynora priests with over 60 faith will receive a 20% speed bonus when piloting boats and ships Players with >50 animal husbandry and taming skills can now lead and ride unicorns without taming and will not be aggroed by hell horses. More items that can be planted in planters: Nettles, sassafras, woad, cocoa bean, nutmeg, blueberry, lingonberry, raspberries, all mushrooms Enchanted grass is a spell available to all WL priests and can work in an area. Path of Love followers instead get a new ability on level 7 - Lovely Grove Ages or rejuvinates all trees and bushes in a 5x5 area to mature or old age, makes them grow sprouts and be harvestable regardless of season. New items: Light spear - can be used one handed with a shield. Faster and deals less damage than 2h versions. Can be made from either wood or metal staff + spear head. Circlet of protection - provides protection equivalent of a steel greathelm, while not looking like a bucket. Improves with JC. Silver lump + small anvil to start. Warhammer - 1 handed weapon with about the same damage as a longsword, uses warhammers skill. Made with large maul head + shaft. Cooking tweaks: High complexity food will now give higher nutrition gain Players with high Carbs value will receive a bonus to Mind skill gain and it's subskills Players with high Proteins value will receive a bonus to Body skill gain and it's subskills Examining food will now show more detailed CCFP and nutrition info Special and legacy items available on traders: Old presents from WO: Garden gnome, yule goat/reindeer, valentines, fireworks, picnic basket, etc. Yellow potions - gives temporary illusion Brown potion - gives 1 random affinity point Silver mirror - allows to change character looks Silver scalpel - allows to change character sex Bag of Keeping - tiny containers that stays with you after death HotA voucher - can be redeemed for HotA statue of choice Various tweaks required by the unique nature of the server badly interacting with rolfcode (mycelium decay on PVE servers, disabled BL spells, etc.) Rules Don't be a jerk. Despite BL theme, both servers are PVE server. Griefing and harassment are not allowed. Players are responsible for securing their crap. Everything not properly secured is considered free game. If you find a bug - report it, don't abuse it. All client mods are allowed as long as they aren't actively disruptive to the community or the server itself. See rule #1 Support the Server Want to support the server? Consider donating some money to it's upkeep! All leftovers will be used to buy beer to maintain my sanity after digging through rolfcode.
  9. Super unfinished, no prototype yet. Might or might not ever actually happen. Right now it's just that one table, i turned it into a container and the first item inside will be shown on top. In theory i can extend it to other items, but they need to be manually chosen, container-ified and the Z offset determined experimentally (since the server doesn't know anything about models it can't know how big a table actually is). The item can't be pushed/pulled (will always be on center of the table), and for now can't be rotated (though i hope to remedy that). Bigger tables maybe will get 3 slots for items, like left/right/center.
  10. Small suggestion - have some preset location in the jar for a .config file. When loading a mod, if there's no matching config file in the mods folder, copy it from the jar to the mods folder. That way default config files can be packaged into the jar and users can easily edit them in the mods folder.
  11. Server Update - 27/10/2017 Updated to WU 1.5.2.1 (compatible with all 1.5.x.x clients) Updated server modloader (fixing issue with some actions) Added Woman vs Snake statue to HotA Voucher
  12. No Winter Removes the winter season entirely from the game. Fall textures and settings will be used instead. Download and source code: https://github.com/bdew-wurm/nowinter/releases Improved Compass Compass always display heading (even when moving) Compass mouse over will show exact coordinates, heading angle and height. Download and source code: https://github.com/bdew-wurm/compass/releases Better Tooltips Shows all ground tooltips regardless of active tool, skill level and/or distance Tiles always show type and if they are flat, in addition the following will be shown: Trees/bushes - age, sprout presence and harvestability Fields - type, stage, tended status Grass - flower type Anumals will show their sex, and for horses also color in the tooltip. Tile borders will always show slope Tile corners show their absolute height (above sea level) Download and source code: https://github.com/bdew-wurm/tooltips/releases Custom Actions Allows keybinding pretty much any action See here for explanation Download and source code: https://github.com/bdew-wurm/action/releases Max Toolbelt Shows a 10 slot toolbelt regardless of it's QL and existence. Download and source code: https://github.com/bdew-wurm/toolbelt/releases Time Lock Locks the time of day to a given time In console type "timelock 12" to make it always noon or "timelock 12:34" to make it 12:34 (= 1:34 pm) In console type "timelock off" to disable Download and source code: https://github.com/bdew-wurm/timelock/releases Skill Gain Tracker Adds a new window that automatically tracks skill gain and shows Current skill Gain since beginning of session Expected gain per hour (calculated from average gain in a moving window of up to 5 minutes) Average gain tick (over last 5 minutes) Toggle the window using the options menu, or bind it to a key with bind <key> "toggle_gain_tracker" (quotes are mandatory) Download and source code: https://github.com/bdew-wurm/skilltrack/releases Privacy Mod This mod hides you from the steam "players" page that shows all players on a server, even if you aren't friends in steam. This is somewhat experimental, and unless you really care about being incognito is not recommended for general use. See here for more details Download and sources: https://github.com/bdew-wurm/privacy/releases Installation Install Ago's Client Mod Loader Download zip file Extract zip file to your client folder Disclaimer All mods are for use with Wurm Unlimited only. Attempting to use with Wurm Online will not work and possibly lead to a ban. All mods are open source and are licensed under LGPLv3 Want to support my modding? Consider throwing some money my way!
  13. This has been reported about 200 times now. JPWM_OffspringNames is causing that class to be frozen by loading it too early. It needs to be fixed on their side.
  14. Right now i'm running 3x 2048-sized servers with 36k creatures each + 1x 1024 sized server with no creatures (login server) All of them run on a single linux box with an i7 990x CPU (6 cores, 12 threads, 3.46 GHz), 32GB noname DDR3 1066 RAM (~7GB utilized by WU servers) and 120GB OCZ VERTEX3 SSD dedicated to WU data. There's also plenty of other stuff running on the same box and the CPU is more idle than not, so i could throw in a few more WU servers on it easily. In general, from my experience: Forget about 8k or 16k maps if you want a lag free game. Even CC can't manage that (see: Xanadu). In general you are better off running multiple smaller maps as a cluster than one huge map. RAM - You need less than 1 GB for a 1024 map, ~2GB for a 2048 map, ~5GB for a 4096. That's only for the server process, not including the OS and other stuff. CPU - Get the best single core performance you can, server is mostly single threaded SSD - Must have for a 4096 map with reasonable creature counts. Nice to have for 2048 maps. read/write throughput mostly does nothing, latency is the main problem (so you are better off with a cheapo SSD than a very expensive "enterprise" magnetic drive). If you can afford to get a good, low latency, hardware RAID card - go for it, but those are usually not cheap. Otherwise don't bother with RAID and figure out how to do automated online backups every few hours
  15. IMO the best solution would be to start a new epic cluster (with the new rules), and leave the current epic running on some old dusty VM for the dozen or so players that still play there and are so attached to their stuff they prefer to play on a dead cluster.
  16. The effect is triggering the trigger that triggered it (now try saying that 5 times quickly) recursively, causing a stack overflow. Are you by chance teleporting the player to the same tile? Or teleporting him to another tile that has a different trigger that teleports him back to where he started? or something silly like that?
  17. This is mostly a proof-of-concept. Not anywhere near being finished. Don't use on live servers (and if you do - don't complain if it turns your database to mush, eats your pizza and kills all your kitten). Download: https://github.com/bdew-wurm/construction/releases/download/prealpha-1/construction-prealpha-1.zip Due to a bug in Ago's server modloader this will not work until it's fixed. I've submitted a PR, until Ago can release a new version you can get a patched modlauncher.jar here: https://github.com/bdew-wurm/construction/releases/download/prealpha-1/modlauncher.jar The source code is available on github: https://github.com/bdew-wurm/construction This mod allows construction of platforms/ramps by utilizing existing bridge parts. Platforms can be constructed in free form, can have multiple connections to the ground or structures, change direction, etc. To start, activate a (metal) hammer and click a flat tile border. The platform will extend from that tile border. Additional sections can be added by clicking existing sections with a hammer activated. Since internally the code relies on vanilla bridge code, some limitations still apply, those are unlikely to change: Platforms can't be build in houses Platforms can't be build in mines Platforms can't be build over/under other platforms or bridges Terrain under platforms can't be changed after they are built Known issues, and limitations i'd like to fix if possible: Wooden platforms can't change direction and will have handrails on the sides due to missing art assets (since wooden bridges can't be 3 tile wide). This does not apply to stone/marble. Only flat platforms can be built for now. Adding an ability to make slopes could lead to more interesting designs. Platforms can't start from houses. You can connect to houses if you start from the ground. Supports can't be built, which makes longer platform look silly. The logic of where and how to place supports is kind'a complicated with freeform structures. Platforms can go over mine exits, which might cause weirdness. Needs testing. Platforms can go over trees which looks silly. Embarking, disembarking, loading and unloading from/to platforms is currently impossible which makes them useless as docks, for now. Permission checks are probably iffy. Needs testing. Removing tiles from platforms is impossible. Once a tile was added, bashing it down will only revert to planed form. Only destroying the whole platform completely will remove them. Vehicles running off the end of a platform will teleport to ground level. Removing platforms sometime leaves a "ghost" plan, that can't be interacted with. It will disappear when re-logging. Found anything else? Please report!
  18. It's currently on the back burner due to severe lack of time.
  19. Pretty much all WU servers have free premium, that's the default and i'm not aware of any servers that actually charge for it.
  20. It's multiplicative, so 4.5*6.5=29.25
  21. Timelock should be working, make sure you have the latest version and if it still fails - post logs.
  22. Beta is up on steam! Patch notes - http://steamcommunity.com/games/366220/announcements/detail/1452832937077649100 Fixed server modlauncher - https://www.dropbox.com/s/2ioqvamhozlmouc/modlauncher.jar?dl=0 Ago has an official update for the modlauncher - https://github.com/ago1024/WurmServerModLauncher/releases If you need a place to test my test server is up too Added: Most mods seem to be working, the only one i noticed broken so far is live hud map...
  23. @Morgoland @Batta - update your client mod loader to the latest version and re-run the patcher In other news - extra hax edition for 1.6 - https://github.com/bdew-wurm/LiveHudMap/releases/download/v1.6-hax/livemap-1.6-hax.zip