Webba

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Everything posted by Webba

  1. I have a few questions. 1) Are pet commands necesary ie go here/clear orders 2) Would it be ok to have 1 loyal pet (which you could chose and change) which you can order. 3) What is a sensible time scale for how long a pet is tame for I make no promises but I will try to take a look at the taming system over the weekend and try to make this if it is not to dificult
  2. I have run 3 servers on 1 pc with relative ease. Firstly use steamcmd to download 3 seperate server installations then set up each server individually, it's a little more effort initially and hd space but it means your settings are saved. http://www.wurmpedia.com/index.php/Multi_Server_(Wurm_Unlimited) might be useful for you too.
  3. Updated now does not use a for loop when moving items between bulk containers reducing lag.
  4. All veins and it is if you are running non freedom home servers.
  5. Added option to change quality cap on all veins on home servers.
  6. Which mods are on the server if any, you shouldn't get skill ticks larger than 1.0 unless your skills are set by a gm or re premiuming
  7. Nahjo Priest

    Shouldn't require a mod for this should be perfectly possible with database editing, try creating a deity in wurmdeities.db in the DEITIES table with id 6 should have the same spells as nahjo, May not have the same affinities ect but you may be able to fiddle witht them.
  8. Tbh the best thing would be to set up a community git repo with the server source so anyone can chip in with fixing bugs, then also it will be reasonably easy to do a diff with each release, that being said the diffs could be insanely big.
  9. Yea me and him were talking and I didnt know if he'd told you all credit to urb
  10. To fix: on the server neighbors tab set the "Server External IP Address" to your actual external ip. Only do this on the neighbors tab
  11. The issue here is when passing from one server to another it passes your client the game's "external ip" which when behind your router is infact your internal ip. I'd suggest looking into the sendTransfer method in the Creature or Player class if you want to try to make a quick fix, could probably make a fairly simple workaround mapping the external ip to the real external ip, this might take some tweaking so it doesn't break clients on your network though.
  12. Updated to fix the issue with dragging to containers, had a couple of issues moving items to piles will try to work on this at some point in the nearish future. Also moved to github for dat open sauce
  13. Mega Mod

    Wurm isn't 3d #themoreyouknow, the world is made in such a different way to most others you'd have to rewrite the entire game to use any engine. Also rendering engine does not need to be in the same engine as the client or server logic.
  14. Mega Mod

    I tried to avoid commenting on this as I am not a professional developer(at least by job description) but it has seriously got to me reading the whole thing. The language the game is written in is not important, every language has pros and cons and most mainstream languages can be fast/efficient if correct practices are followed for that language. As far as going on about your favorite engine and why it is great, wurm has a very unique way of managing worlds/maps it is not at all simple to port it to an existing engine, in fact you would probably have to rewrite so much of the core engine logic that you just end up with a custom game engine and the rendering engine from whichever one you have chosen, and then all you have achieved is splitting the mod community so that you can have a different rendering engine(which btw is something that the wurm team are working on anyway). I feel that wurm could be significantly improved with much less time consuming efforts towards optimization rather than converting to a new platform and most likely having a less optimized engine than currrently. I am not a huge fan of java, but I certainly see its strengths when it comes to modding. I like c#.net a lot but don't feel that if you can use c# you have any excuse for not being able to learn java and you loose mac/linux support for using .net in some cases. As far as javascript goes: its not outdated, I have no idea where you got this idea from but it is now supported on almost every browser and used by most websites, and node.js/io.js are becoming bigger and bigger. Despite the fact that javascript is a language with a huge community for support I personally don't like using it for large projects as I much prefer statically typed languages as I find it easier to read through large sections of code and follow varibles and find errors, but that is how I like doing things and I respect other people's opinions may well differ. Finally sure a C based server that is well optimized would be much faster, but unless wurm goes huge you have 2 choices: (1) game changes and new content, (2) a couple of years of what seems to the average gamer of no progress whatsoever and then suddenly a big change which makes the game a bit less laggy and takes 4 months to finish bugfixing. I'd imagine most people playing the game would rather option 2. TLDR: switching engines is most likely more effort than it is worth, stop being that guy who reads about a new language/engine/framework and instantly saying OMG WE MUST USE THIS
  15. It is not 1 per month is is random spawns with an average interval of 1 month
  16. Need to change the default notification settings probably, for me it turned them all off.
  17. That is rather entertaining The lord (Rolf) presented us with a tangled bunch of stray thoughts all compiled together and said unto us "Here is Wogic. Behold and love Wogic as if it were one of your own. You must be wary that Wogic may try to confuse you or mislead you but you must believe in Wogic no matter how backwards it may seem". And thus Wogic was born. I think bytecode has driven me insane
  18. Updated as per suggestions Added, thanks for the suggestion, shame there is no seryll ore (and untill there is an item id system for mods I will not add any custom items) Added i
  19. Fo has the affinity for food but this is just a 2x multiplier on the getprice, lib can sac alchemy ingredients for (10000 * itemql() / 100) * 2 and meat for half this, Getprice values for food is rather low so it doesn't help fo much
  20. Most of the uniques are possible to kill solo, however some (troll king is the only one I know of so far) are the same strength as on wo. I agree having a mod to manage this would be great.
  21. Took me a while to get round to it but is included in this mod for ago's modloader: http://forum.wurmonline.com/index.php?/topic/135063-beta-moon-metal-mining-and-home-server-mining/
  22. http://forum.wurmonline.com/index.php?/topic/135063-alpha-moon-metal-mining/
  23. Mod which allows server admins to remove the 50 ore cap on glimmersteel and adamantite veins, and also adds an option to give random moon metal drops like gems. Also allows server admins to remove the quality cap for all veins on home servers. Note: The ore caps changed in this mod only apply to glimmersteel and adamantite, not the general caps on veins and if you set a vein to 65355 it will still reroll with a max of 10000 even if it is adamantite or glimmer. Github release(v0.3): https://github.com/webba/moonmetalminingmod/releases/latest Uses ago's modloader(v0.6+) Credit to AbsolutelyNobody for the random drops idea and his original mod. Credit also to Drpox for suggestion to remove vein cap. Credit to Ikeprof for suggestion to remove home server quality cap.