• Content Count

  • Joined

  • Last visited

Community Reputation

257 Excellent

About Webba

  • Rank


  • Pristine
  • Epic
  • Acc1
  • Acc2

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. New version is up and I've updated the initial post. I expect there may be some initial issues and if so please let me know.
  2. Sorry for not updating this earlier, the server it was hosted on has been taken down and I'd slightly forgotten about it, I'll try to get a replacement out by the end of the week. For a few reasons, mostly after noticing a few lines weren't parsing correctly and wanting to move to a different architecture, I'm making a new website rather than just restarting the existing one, if anyone has comments/feature requests I'll read this thread.
  3. Properties file is unchanged yes
  4. Is this mod still of any use since as far as I am aware a similar mechanic has been added to the game. If not I'll label this deprecated.
  5. I've updated this, I won't promise to keep it maintained as I don't currently play any form of wurm but if there are issues with any of my mods github issues will get to me and if I have time I will try to update them. https://github.com/webba/moonmetalminingmod/releases
  6. So you want less people to play on epic and reinforce the problem of a split cluster rather than merging the epic players into freedom and letting people play on both clusters with 1 character. Rather than being upset that your account is now much lower on the pecking order how about you be happy that more people will play.

    Sure, but if you and a few friends wanted to use plate then it makes sense to make a decent amount of steel and its not that much that you need to grind pas.

    On the one hand iron plate will need re imped more but its much easier to get skill in now. Tbh getting 70 pas and 50 metallurgy / coalmaking wasn't that hard when I did it just means fewer steps now for new people who want to make their own gear.
  9. You should look at the code for moonmetal veins, they are generated like normal veins but on each mining action it checks if the vein has more than 50 actions remaining and then if it does it sets the actions remaining to 50, maybe with some rng either side I can't remember off the top of my head. You could replicate this by doing a check and if it has more than sandstoneCapAverage + sandstoneCapVariance then set it to sandstoneCapAverage + (RandomInteger(2*sandstoneCapVariance) - sandstoneCapVariance) on each mining action and it would mean you could set a range of quantity in the vein for a cap if it spawns wight 10k.
  10. I have yet to see an answer on how merges will be handled when you have played on the same account on epic and freeedom, will you simply keep the freedom skills and any epic skills which are higher after the reduction. If so then yay I just got 90 cas on my priest
  11. It has been suggested before by others but we could add new hunting traps like snares which would catch rabbits or something similar over time. That gives a valid way to grind traps and use them on freedom but would take some new models and mechanics.
  12. Doing a per skill distribution could be an interesting comparison, you'd probably have to ignore any skills under 20 or 30 as they would dilute the sample too much and make a distribution hard to read as a chart. In order to not give too much away you'd probably have to group by 0.1 intervals and release the numbers rather than just histograms so people could see for themselves how middling and high skill accounts compare for each skill, I'm fairly certain action class time isn't logged server side so any hope of looking at playtime is probably going to be full of outliers.
  13. Eve allows the sale of characters not accounts and you pay a fee to transfer a character from one account to another. They also added skill extractors so you can remove skills and sell them to other players and as such the character market is a lot more quiet.
  14. I actually made a mod for wu that implemented something like this, the jist of it was check what you are transferring to if it is a bulk container then if the "as many as i can carry" was selected then calculate the max amount left in the target container and transfer the largest possible amount as 1 enlarged lump of the correct quality as one complaint I had was that it lead to some lag as people would move thousands of items around regularly, which in case you are not aware essentially removes 1 item from the bsb adds it to the other bsb and then iterates untill all items are done. My mod no longer works as I stopped playing and therefore stopped maintaining it but the principal should work of adding an extra if statement for transfers between bulk storage containers.