Drathania

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Everything posted by Drathania

  1. The biggest reason I'm playing WU at the moment is I can use the no-fatigue mod. I played WO for years (7+?) on my main, I never once hit fatigue (in the early days I did hit the pop-up question checker thingy maybe 3 times) and after Xanadu came out and tore up my village population who mostly quit, I quit. I've attempted several times to 'start fresh' and give WO another go and every single time I've quit having hit fatigue in the first day or two, it's frustrating. A number of players on my server have had chats about returning to WO as a group and giving it another go, but every time the answer is the same "Let's not... Fatigue system...".
  2. Been noticing a similar behaviour on my server, when I'm online. [08:00:13] No other players are online on The grind (1 totally in Wurm). Seems to happen after a restart > logon, play for a bit, correct player count > logoff > log back on hours later and the login isn't recorded properly.
  3. Fog spiders may be related to the agg. creature bug, with the nonNewbie hacky-fix in, we noticed a lot less fog spiders spawning. Without non-newbie, they were spawning in droves and invading deeds like crazy.
  4. One way to check if it's the mod; disable the mod and see if it still happens, if it doesn't, report it to the mod dev so they can inspect it closer and roll out a mod update with a fix.
  5. Check it's not a new player too, I often notice VirtualZone errors like that for newly logged in, brand-spanking-new-to-the-server-players, until, they logout and log back in again a few times. If it's a new player, I tend to ignore it.
  6. Disabling the dens just reinforces the fact that 'wild-spawns' for certain mobs is fubar. I did this and meant that cows, bulls, wolf, cats, bison etc spawned... but lava fiends, trolls, spiders, bears, scorpions, crocodiles, god creatures, didn't spawn at all, as previously documented; So I assume at this point, certain mobs go over their % cap because other spawns are not being factored into the cap (because they're actually missing from the spawning routine by some bug or other) and a huge % of their cap is made up by dens. Their cap % isn't actually what you think it is, it's inflated as there's a chunk of mob %'s not being factored in ...at a wild guess. The missing wild-mobs you do see at the moment are den dependant, which means those like the hell hound/scorp/horse and bosses do not appear in the stats at all - to this date, there is only 1 boss on my new server map that I spawned myself, no bosses have naturally spawned over the last few months, which is a very different result to the boss infested creative map we had back in Nov. Can play with the 'weights' all I wanted, could force hardcapped limits (not the soft-cap %) to prevent over spawning (creatures template, add temp.MaxCreatureCount (I think it is - check the shark one out, it's hardcapped much like octopus and dolphins)), same result, a chunk of mobs are missing entirely and its always the same mob names cropping up. The only thing I can deduct; Dens aren't the problem. Biome weights aren't the problem. SpawnTable isn't the problem. Unless ofc, something in the code has had a knock-down effect on the spawning mechanics. Which brings us to the hacky-fix; The only way I managed to get something similar to original spawning was to go disable the non-newbie line in the zones.class, which seems to have unlocked the missing wild-spawns and allows everything to spawn once more. Being a Java newbie, I have no idea what the non-newbie thing does, I only found it by process of elimination by throwing in log reports every step of the spawning routine, until I hit the print out that matched in that code. Something tied in with 'non-newbie' has borked, in my newbie-opinion. I just can't bring myself at the moment to pickup the game and play it, because the challenge has just been sucked away and my storybook is just rife with "... built a wall... tended my crops... went fishing... took a stroll... culled some more rats on the marsh, shamelessly low FS gain... nothing new today... another player has quit to play a totally different game *yawn*"... I actually miss having to look over my shoulder every 5 mins and running to help a neighbouring town or random wanderer, the highways have never looked soo safe.
  7. First reported on regular build 1.0.0.6 for us too. Server uses; Announcer BetterDig HarvestHelper JPWM Offspring Names Move to Center BountyMod SpellMod MeditateMod SacrificeMod SalveMod SkillMod ProspectMod Some players are exceptionally laggy due to their home connections and run into problems quite often (such as this, or stuck items in the inventory), and some are on high speed low latency connections, across Windows 7, 10 and Linux. Server is running on Win10 Pro since WU came out, behind an anti-DDoS filter router (cable line-bonded over multiple high speed fibre connections), has no performance issues with CPU and doesn't come close to capping it's RAM, hardware is tested monthly with no hardware errors to date. Max player base has been around 20, however, since the aggressive creature ratio % is still not fixed, it's dropped to 1~3 players on average and there haven't been any incidents recently, at least none that have been reported. One thing I have noted; it seems to effect vehicle passengers, I think all reports have been stuck passengers, including one on my own boat(Knarr) I was driving.
  8. Seen it a few times on my server, players have called for my attention because they're often 'stuck' in vehicles when it happens (not personally had it happen to my character yet). They can't move, or even rotate their view around, can't disembark and have needed to be #reload.
  9. When you remove a mod that adds things, you normally have to remove the 'things' manually. As I can see it, if you disable the mod, what is going to tell the server to remove the items from the database? There's no code to do that(?). Could probably have a second mod that is run once to remove them(?), OR if it was me include with the mod a remove.bat that would be dropped into the SQLite folder of the map and ran once to sends a query to the database to flush out all the no longer wanted items?
  10. I would suggest checking out; We noticed some odd behaviours over the last few months with creatures on our server, more obvious things like; No wild forest spiders, bears etc... (do you only see these mobs near 'lairs'?). No hell mobs such as hell hounds, hell scorps, hell horses. Whilst suffering this bug, we also noticed our deed mines were constantly being invaded by rats and cave bugs, fog spiders would frequently appear in town during extremely fast (almost instant) fog and make a bee-line for villagers. The fog would be over in less than 2 mins. Since we implemented the fix, the fog has been somewhat more 'stable' (rolls in nicely at a gradual rate), the fog spiders have calmed down a lot and our on-deed mines are quieter. So I took up learning Java over the last week or so and started poking things and came up with a solution for my server, that may help you. You will need to clone and edit the class file in something like Intellij, the compile it and copy the edited file back into your server jar. Backup before you test it (or create another server for testing. I hold no responsibility if this blows up your server, I am after all, new to Java). It seems this bug (if it's confirmed a bug) upset the 'balance' of spawns and spawn rates on the server, resulting in some mobs heavily overpopulating more than others (often non-aggressive) and some mobs just not spawning at all. A bit of a warning, if you implement this and it works for you, if you have changed your creature aggressive % on your server settings in the last few months; you may want to put it to what you were previously using before you decided to ramp up the aggressive count. We ramped ours to 90% when we noticed aggressive's weren't spawning as expected.. forgot about it... implemented the fix recently... trolls everywhere, spiders, hell hounds galore, many deaths. With WU updating this week(?), you wait it out another day or two to see if someone over at CodeClub notices/adds in a fix.
  11. Just a Q Ago, because I honestly don't know. Wouldn't leaving 23,24,25 in the creatures mod cause issues with the new horse colour traits (23,24,25) Wurm added in (ebonyblack, bloodbay, piebaldpinto), and thus require a few higher numbers not already occupied by Wurm colour trait list? Aka, someone would need to use say, 26,27,28 in creatures mod.
  12. SpellMod: a mod that makes all spells avaible and removes many priest restrictions to make playing a priest with only one character more enjoyable
  13. Is your servers home server enabled and set to freedom (0)? Guessing here; the towns set to freedom, the land isn't? Leave the town, leave freedom?
  14. TL:DR - Wurms been out so long now, maybe it's time for a reset, a big reset.
  15. Temporary workaround/hacky fix using Intellij com.wurmonline.server.zones.Zone.class; Line 1002 (ish in spawnEncounter); if(!var141.nonNewbie) { change to (commented out) //if(!var141.nonNewbie) { and remove extra brace. Or add "temp.nonNewbie=false;" to the com.wurmonline.server.creatures.CreatureTemplateCreator.class to every mob effected. Seeing wild spawns once more. Not sure if a config variable isn't documented or if this is a bug.
  16. 66374444289 never appeared in the creatures.db. Still stabbing stuff, turns out it's not just hell hounds and wild spiders, seeing sheep, cows, bull ID's...
  17. It's various creatures not being created properly, which is fantastic if you never want to see hell mobs or spiders/trolls/bears in your forest. I imagine any server past Jan/Feb with wurm.ini:Devmode=true will see it. *waits for a fix*
  18. It's constantly spamming, I didn't want to post all of them, about 60 second test before I force the server closed, if not less. Those poor mobs, dead before they even had a chance to slay their first newbie.
  19. Still tinkering with things, I don't actually hope to fix it, I know little/nothing about programming in general... but at least it's distracting me from playing atm. Server.jar;com/wurmonline/server/creatures/Creature.class Doesn't really tell you much when things don't work > fixed.
  20. My server isn't hosted by Citidel servers, it's hosted in our own data centre locally (We run a hosting company), I have direct access to walk up to it and rip it out of it's rack and throw it out of the nearest door. It's hosted on a dedicated Windows machine with remote desktop access, the other machine used to test is also a Windows dedicated machine and the 2 home computers used for more tests are Windows desktop PC's. All the settings are being set as standard via the usual launcher interface, I've also checked the databases to make sure the settings are sticking too in the wurmlogin.db. Friends and strangers using various Window's systems (7/10) are also reporting the same results on the standard installation of the Wurm Dedicated Server software. I 'could' edit it to add custom lairs, I could drop custom lairs around myself, however the litter of lairs is impractical and just makes for an extra special death when mauled together by a group of 6 spiders as they are often hunching up on the server, let alone one with lair traits such as champion, rather than the odd 1 or 2 you'd see every 10 tiles maybe in the forest that should be spawning. Treasure chests on the other hand, are entirely impractical if even possible to setup with a lair. Cave bugs and rats are also spawning on-deed in unusually high frequency. I have (with a completely reset map each time, no creatures at all to start with); Tried a raw-unedited newly installed version of Wurm Dedicated Server software; Stable and Beta. Disabled den's, to rule out den's causing it. Tweaked the non-aggressive hard cap right down. Tweaked the aggressive cap right up. Tweaked the non-aggressive down and aggressive up. Removed certain non-aggressives from the spawn table (very empty map). Tweaked the PERCENT_AGG_CREATURES amount, in all kinds of different directions (to no effect). Completely disabled all control for MAXCREATURES (endless spawning~). Tried setting the PERCENT_AGG_CREATURES to 180% (expected anything above 100 to crash, did not, why not, did in previous versions?). Tried 10k mobs vs 60k mobs. Tried changing the kingdom to 0. Tried changing the kingdom to 1, 2, 3, 4 ... 5 (expected 5 to crash, did not). Tried making it Epic. Tried alternate maps of various sizes. Tried adding various zone types. Tried setting up a fog zone to see if they spawn in that, it was terrifying, but again didn't work.
  21. Still at it again today. Disabled creature dens from spawning (just to see if those were somehow out populating the ratio to prevent wild spawns). There are now no spiders, trolls, black bears, brown bears, scorpions, hell hounds, hell scorpious, hell horses, etc on my test server, that is a huge chunk of missing 'wild' spawns right there, most all aggressive. Test results: "Black wolf" "994" "Horse" "785" "Mountain lion" "741" "Large rat" "706" "Huge shark" "489" "Deer" "471" "Pig" "444" "Pheasant" "426" "Bull" "423" "Dog" "416" "Sheep" "352" "Bison" "338" "Ram" "324" "Crab" "304" "Brown cow" "270" "Hen" "240" "Rooster" "211" "Wild cat" "208" "Dolphin" "100" "Octopus" "100" "Tortoise" "30" "Calf" "15" "Blue whale" "3" Aggressive: 3472 (34.72%) Non-Aggressive: 4927 (49.27%) 10k creature cap 90% aggressive count (suppose to be, "approximately"). Kicking the Creative, default Wurm Unlimited provided map's extra logging on via it's wurm.ini (DEVMODE=true) is showing the same error (often spamming) as on some of my other tests; The missing wild spawns perhaps? I highly doubt my endless poking into files is going to fix anything, I know little to nothing about Java and struggle to understand a lot of it. This isn't a hard cap issue, or a den issue; this is the aggressive count % not working at all and MISSING mobs that should otherwise spawn naturally in the 'wild' simply just aren't. CC?
  22. Pull in the sail, place extra (at least 2) oars in boat, right click boat > row (speed based on body strength? Drains stamina, oars take damage over time). Would add to the immersion and a new market for good sturdy oak oars(?).
  23. I think there's a 'buffer' for breeding and possibly fog spiders, as you get closer to the max creature count, spawning seems to slow down.
  24. If it was that simple, I'd have already done it, as mentioned in my previous post, doesn't matter if the agg. count is 10% or 90%, there is always between 40~50% (more towards 40%) aggressive's on the map and out of those, no wild spiders, bears, trolls, scorpions, absolutely no hell mobs (horse, hound, scorpions) at all appearing in forests, grass lands, deserts etc, or in the database, even with 'tampered code' capping the non-aggressive's right down, so near all aggressive's are either on shorelines (crabs/turtles) or around their respective spawner's. I have a desert that spans 200 tiles in north and 200 tiles east, at least, the only mobs on there are lava spiders from a single lava spider lair there. We are seeing lots of wolves, lions and occasional cats in the forest, along with a horde of non-aggressive animals. I've been using "SELECT TEMPLATENAME, COUNT (*) AS `amount` FROM CREATURES GROUP BY TEMPLATENAME ORDER BY `amount` DESC;" from their creatures.db to get a tally. After installing a completely fresh copy, using WU's default maps of the Dedicated Server software across 2 machines at home, and 2 separate dedicated machines (used normally for work), they all show the same problem. I've racked my brains out over this, even started learning Java and inspecting the class files, I even found some old backups showing the decline of mobs. Backups from Oct 23rd(2048 creative): 301 hell hounds (hard cap) 5 hell horses 1 hell scorpious backups from Jan 25th(2048 creative); 123 hell horses 136 hell hounds 10 hell scorpious backup from Feb 13th(2048 creative); 0 hell hounds 7 hell horses 3 hell scorpious As they slowly disappeared from the map and other aggressive creature counts dropped and start sliding down beneath the non-aggressive's. Our new map that was inter-linked to allow old players to move over is completely void of any hell mobs. I have no idea if Jan's backups are 'usual' values, the damage could have already been started by then, if not, one of the patches or something done between those dates broke things. It could have even started as soon as early December (as mobs can take a while to die naturally)