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Everything posted by Dzhalagash
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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?
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Ok, guess I found the answer: http://forum.wurmonline.com/index.php?/topic/133410-hota-flop/
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And HOW do you reset that zone?
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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
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- magpie
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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.
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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.
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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…
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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.
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Ban the IP? What year is this? You can't ban a player by banning his IP. Most of IPv4 are dynamic.
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Thanks for the link, it will help. Since this evening I'm finally in holiday and I will have time to do something.
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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.
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It might fix the absence of a red dragon in my server, thank you. Yet it's not an ideal solution.
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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 :).
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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?
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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!
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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.
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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.
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Tested, works. Thanks everyone! Thanks Mthec!
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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.
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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.
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Thanks
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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.
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I'm sorry, but you completely missed the point. I know how money works, I don't know what "into_upkeep" means.
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Please add a comment or use a better describing variable for into_upkeep=30000, I still don't know what that is…
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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"?