Ikeprof

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Everything posted by Ikeprof

  1. This all ties in neatly with the other thread on the illegality of mayors having lockpicking ability on deed on containers. All items consume server resources. if it gets polled for decay etc, that's an item that is using CPU time. If it's a container (ship, cart etc), the items within consume server resources that have to be paid for (especially in an AWS type scenario). Each item may only consume a nanosecond, but the cumulative effect isn't trivial server wide. The faster a poll can complete, the smoother gameplay is for everyone. Deed upkeep in essence buys server horsepower and affects the bottom line of the development company. The owner of an abandoned item loses the right to protect that item when they stop contributing to a smooth gaming experience for the rest of us by not paying anymore yet consuming server resources with their items. Give mayors the ability (or allow them to assign the role) to lock pick on deed on items that have not been accessed/opened with x period of time. The fact that people will place deeds just to claim containers is a feature, not a bug of the system. Placing a deed requires coin. With the removal of RMT, coin comes through the official store. The purchase of that coin, used to buy deeded tiles pays for server/networking costs.
  2. +1 I'd even suffer less skill gain and much longer timer spent in lieu of having to do it via individual clicks
  3. Settlement Name: Caprica Coords - 319, 886 Thank you
  4. Thanks for an order quickly filled and delivered
  5. For me, when another application gets focus, when I click back in the game window to return to the game, it's a 75% chance that my visual perspective will shift violently either straight up or straight down and some random number between 0-360 radial orientation. I then get to spend a few seconds re-orientating myself. I am fairly positive when I click to return to the game, I"m not clicking and dragging in the game window, but rather a simple single click.
  6. It should work fine with the older version
  7. This removes the tentacles and the area damage. https://github.com/Ikeprof/MarkAndRecall/releases/tag/1.9 No other features were modified. I barely understand how to use Github and I'm 99% sure I didn't follow established convention by failing to do a pull request or some such voodoo on the original branch. Regardless, this should work.
  8. No I will update it tomorrow. Right now it will show a tentacle effect and cause minor area damage when a player recalls in. I assumed that I did that only to my local version of the mod at some point when I was testing something, but I just looked and it's actually in the official code. So just ignore any tentacles until I can push something out LOL
  9. I wrote up the initial design and paid money to have this mod developed for my server based upon Ultima Online recall runes. After a period of time went by I asked that it be released to the public for everyone to use, same with treasure hunting maps etc. I've since learned the basics of modding, but this was way before that time. Recall runes work fine with the new update, though i need to check one thing to make sure they aren't applying a spell effect.
  10. So just out of curiosity, what negative impact does marking a rune on someones deed and recalling have? Truly not trolling here. I've thought about this since it was brought up in December and couldn't think of any real downside. Building permission are still respected and no other settlement permissions are being overridden. I guess to say it a different way, what permission is being violated that wouldn't be just as vulnerable without the rune? If I am able to mark a rune, I"m already on deed. I could just as well log off and log in later if I wanted, but even then, if deed permissions are locked down, there isn't much I can do. I can look into changing this, especially since it's name associates it to my server but I never understood the vulnerability that this issue exposed and sorta blew off the concern. Maybe I"m missing something, though we use this mod daily.
  11. 02/22/19 - Update Cleaned up Pet commands menu on wand to only show when pet is active while right clicking on the wand itself. Fixed a bug in pet defend code Updated pet attack code to use same movement mechanics as follow Attempt to fix intermittent issue where previous pet would remain tame/charm/dom'd after new pet is established. Fix will forcibly remove dominator when player/pet correlation does not exist. Added Pathfinding command to be used with treasure maps. Pet will lead you to the rough general area of the treasure chest at which point the scent will become too strong. Pet will defend itself while pathfinding, but will not defend the player unless the pet is commanded to defend. Pathfinding can be resumed after combat. Increased frequency, reduced distance of mob migration mechanics in hopes of making it more fluid and visible that packs are migrating. Reduced frequency of updates to pet/player shared buffs as it was unnecessarily often. Master's pain frequency increased to allow pet to player damage transfer to be more smooth.
  12. Just a quick video highlighting some new mechanics and features of the server. Magic System Updates Village Doggo Mechanics Mob Pack/Social Mechanics Mob Migration Mechanics Enhanced Pet Mechanics All other normal server features as per http://pveplands.com/showthread.php?tid=10&pid=13#pid13 This server is really more designed for players that are self sufficient and know base level Wurm gameplay. It is a free server that is made available for use. As such no expectation of service should be made. Though there are GM's available, they do not readily remedy player "situations" that are not a bug. If you create a problem for yourself, it is expected that you resolve it yourself or with the help of other players. We are happy to have players, but we don't vote the server up or ask people to promote it. There are plenty of servers available for people to choose from. Server Map - http://www.pveplands.com/map/ Video - (fun early prototyping work of the mob migration/mob interspecies combat This was before separation by mob type was enabled so they ALL migrated the same direction...dumb) -
  13. If you are looking for a beep a specified period of time after you do something (like 20 minutes after you pray), this external tool works fantastic
  14. Maybe consider using Sindusk's version of the mod which has some new features
  15. Not only do you make mods that are innovative and fun, they have taught me a TON about internal WU mechanics. But actually, I really wanted to say that not only are your mods an inspiration, your eloquence in explaining your underlying thought processes and openness to discussion is something I could learn a few things from.
  16. Sorry to hear this Your efforts have taught me a lot about how things in wurm work and have made my server interesting for myself and my players. Take care and best of luck..
  17. I have the same issue but didn't mention it due to thinking that others were PM'ing you with symptoms. It generally starts doing that within 10 minutes or less. I've not had it do the random letters on anything other than creatures, but have not tested this to any detailed degree. I did disable the tooltips mod to see if there was some conflict but it had no effect with tooltips disabled.
  18. It's working on two servers that I know of. Nothing special was done on PVEpLands server to get it to run with the latest update.
  19. Deployed the latest update. Any map, pre or post update will guide you to the x-marks-the-spot location just fine, but when attempting to dig using the shovel on the map, generates a "you are too far away" message.
  20. I thought you were just happy to see me
  21. Used the method you described this evening. Got it all sorted out. Thank you for the assistance, is much appreciated.
  22. I just ran it with no parameters at all. Weird. It was apparently every mine entrance too.