Dzhalagash

Members
  • Content Count

    25
  • Joined

  • Last visited

Everything posted by Dzhalagash

  1. To test I modified a mod, but now I want to test that everything works. I added the dependencies as the stackoverflow thread, but now how do I compile with IntelliJ?
  2. Ok, guess I found the answer: http://forum.wurmonline.com/index.php?/topic/133410-hota-flop/
  3. Inside the guard tower on top of the hill next to the sword to become Mol-Rehan Cancellor (star symbol) there's a locked Magic Chest. The key to this chest has a name, "Magpie" (screenshot). For its location check the screenshot and the (rhombus symbol). To find this one I had to look up the DB, google wasn't helping... http://steamcommunity.com/sharedfiles/filedetails/?id=583588311
  4. This solution is very simple, yet it will work great! I'm playing on a private server with few friends, power playing like stacking crates or dirt bridges are not allowed, but my small crate plus the BSB will do just fine. I will add high quality materials in the small crate and everything else in the BSB.
  5. Don't worry, you have nothing to do with me crafting a small crate, in the wiki it doesn't state that it behaves like a BSB, and it seemed a nice solution for my wood high quality wood, but now I'm out of options. I already have a BSB where I am storing lower quality wood and stone shards BTW. I don't even know if the Huge Tub actually decreases the decay rate of items inside it.
  6. I also tried to make a small crate, did it always behave like a Bulk Storage Bin by averaging the item quality and combining them? I tried to fit in my 34 remaining logs, including the high quality ones (>60) that I was keeping for improving, and now inside there's just 20 logs with 39 quality. I will ask permissions to update that wiki…
  7. In this page of the wiki it's stated that Huge Tub can contain up to 28 logs, therefore I crafted one for my forgery. However, empirical experience suggest that this is a lie! "The log will not fit in the huge tub". It may be a plugin that's messing up, anybody else (possibly playing without plug ins) that can confirm this issue (or prove otherwise)? EDIT: My tub is completely empty.
  8. Ban the IP? What year is this? You can't ban a player by banning his IP. Most of IPv4 are dynamic.
  9. Thanks for the link, it will help. Since this evening I'm finally in holiday and I will have time to do something.
  10. I'm not experienced with Java, I have found in the code the method that I should call and the parameters I need to do another non-related thing, but now I have no clue about how to make a mod for Ago's mod loader for that. I will have to learn to use that also. I have to find out also how to import classes and compile using the server.jar files. I don't mean writing "import path" in the class file, I mean how to tell the compiler how to find the files to import. From university time I remember how to use javac from shell to compile a class, but it was my exercise files. I'm currently using IntelliJ IDEA community edition. I was not yet able to find the method you were talking about, and I would also like to make a mod to rebalance dual-wielding, and that one would be really hard. I looked at combatEngine for several hours and I haven't yet figured out were dual-wielding is described, there were some "secondary weapon", weapon2, but I haven't yet figured out how it works. EDIT: I figured out how to use Ago's Mod Loader, now I need to figure out out to tell the compiler how to import stuff.
  11. It might fix the absence of a red dragon in my server, thank you. Yet it's not an ideal solution.
  12. I checked the DB, and in my server there's only one Black Dragon, one Green Dragon Hatchling, and no Unique monsters. I would love a mod that check the existence and alive status of each Dragon and Unique Monsters, and if they are dead/non-existent it respawns them. Maybe the check should be only on Unique Creature dies, and server start. If anybody manages to do this I would be really happy :).
  13. There are only vague information about it, and vague is a generous term, at least for what I managed to google. Anybody that might be willing to have a look on the source code to teach us exactly how dual-wield scale? At low level it's know that it's really bad, certainly worse than a 2-hand axe, but what about at high levels?
  14. Mthec when I said "whom to blame" I was thinking in a playful tone. I appreciate your mod and your work. (And actually I really didn't even knew if it was a bug of the game or what) I like your solution, I will install the update tonight and I'll let you know. Thanks for the help again!
  15. You forget that 1c50i is the MONTHly upkeep, not daily. Even then, your calculation (that I already did anyway) is wrong and therefore can't be the answer to the question. EDIT: The calculation is correct, but 6,71 != 5.83. This is still not a viable answer even after you consider that for Wurm a month is 28 days long. Also, mind that currently my deed is the minimum size acceptable. 1 tile (both perimeter and deed) is 1i, and guards (3 of them) are 10i each. That means that with a non modded game, daily upkeep would be several silvers… Daily? That's not even possible/sustainable! EDIT: The default monthly cost for a minimal deed without mod would be 1s for the deed plus 8.242 for 3 guards. Not even a group of 8 people (11 max citizens - 3 guards) can manage to consistently cover that if it was daily.
  16. I don't know whom to blame, but look at this... You'll see that I have 10 coppers, monthly upkeep is less than 2 copper, yet I have only 5 days of upkeep left??? Also how do I destroy that Ebony Wand? I was trying to give me back my own money after my deed was instantly deleted. I set the "into_upkeep" to 0. At deed creation my upkeep money is 0. Withdrawn from the new deed all my money to deposit them into upkeep. Changed bank to my own deed. Discovered that I can only add money to upkeep from my bank account. Discovered that my bank account will take 24h to transfer. The deed was deleted before I could think what to do (probably go to my old bank would have worked). So I first trying by becoming an admin, then I managed with sqlite. I removed myself from admin, but I still have that wand, and I want it to be eradicated from the server. Will it burn? Sorry for offtopic! ------------------------------------------------------------------------------------------------------------------ I managed to remove the wand with sqlite.
  17. Tested, works. Thanks everyone! Thanks Mthec!
  18. C:...\Wurm Unlimited Dedicated Server\Kortu-Riab\mods\upkeepcosts\upkeepcosts.properties C:...\Wurm Unlimited Dedicated Server\Kortu-Riab\mods\upkeepcosts.properties C:...\Wurm Unlimited Dedicated Server\mods\upkeepcosts.properties I also tried to delete C:...\Wurm Unlimited Dedicated Server\Kortu-Riab\ mods folder so the plug-in could create a new one. My guard HIRE cost now is 3 copper, but UPKEEP is still 9 silver (should be 1 copper 50 iron). Still not working. This time the path must be correct.
  19. Actually I went to the Wurm's Dedicated Server's folder (it's in a different machine), my save game name is "Kortu-Riab", and I looked into C:\Program Files (x86)\Steam\steamapps\common\Wurm Unlimited Dedicated Server\Kortu-Riab\mods\upkeepcosts\, I modified also the file in that folder, restarted the server, and the guards cost is still bugged.
  20. Although the mod works, the section regarding the guards doesn't. Founding a deed with 3 guards, the upkeep cost and hiring feed is still the default value. normal_guard_cost=200 normal_guard_upkeep=100 epic_guard_cost=300 epic_guard_upkeep=150 My server is Epic, hiring 3 guards is still 9 silver and so their upkeep.
  21. I'm sorry, but you completely missed the point. I know how money works, I don't know what "into_upkeep" means.
  22. Please add a comment or use a better describing variable for into_upkeep=30000, I still don't know what that is…
  23. Do you think you would be able to add an option to remove the restrictions "Too far from your kingdom" and "Too close to enemy kingdom"?