Romen

Members
  • Content Count

    163
  • Joined

  • Last visited

Everything posted by Romen

  1. Are you running the server from the client? If you are running the dedicated server code or connecting to someone else's server, then you need to make sure you are running the same version as that is (though I don't think you can connect if you aren't). If you are just starting it from the client then it seems weird because if you shut down normally it should have updated the database files correctly. It almost sounds like they didn't and you "rolled back" to a previous save of the db files. Does it seem like you went back to where you where the last time you started up the game?
  2. If quality of the lumps didn't matter there wouldn't be much point in mining better quality ore. It has a negligible effect on the quality of items when crafting, and quality really only becomes a factor for most things when improving. It might make some sense to do some improving on cold metal items, for example filing, but how do you temper (quench) an item that is cold - it wouldn't really make sense. And FYI in case you (or others) don't know you can leave the tools in forge to stay hot and still improve them while they are in there. Just the lump would have to be in your inventory to use it.
  3. Well it isn't always that obvious which mods are client and which are server - I remember being a little confused when I was installing my first mods too. Suggestion to mod makers is to clearly identify which they are please. It will help a lot of new people out.
  4. Once you are on as a GM (power 4 is actually GM - 5 is supposed to be for devs, but you don't need it) then you can bind a key for flying and fly there or you can also use the wand to teleport if you can figure out the coordinates you want to go to.
  5. Using a remote file system for the database files won't make the database run somewhere else if that is what you are trying to accomplish. SQLite stores the database in the .db files when the game is not running, but when the game starts the data is loaded into memory and runs within the same process as part of the server. The .db files are not used again until the game is shut down and the current data is written back into the files.
  6. Have you tried the Custom Actions mod - it let's you bind keys for pretty much everything so might work for this too:
  7. It should use the java installed on your system - and in fact we got the security notice about the Java vulnerability right at the top of every forum page atm. And btw if you have a 64-bit system I would install and use the 64-bit version of Java which would be in C:\Program Files\Java not the (x86) which is the 32-bit. (but you still need the 32-bit version on your system if you use anything the requires it, such as Firefox).
  8. No clue on deer looking like trees. I would think it was a bug but perhaps it's an April Fools joke?
  9. I don't understand question 1, but as far as question 2 if you are in an Adventure game then there are NPCs which will show up like other players logged on. Perhaps this is what you refer to?
  10. Seedlings are used in making trellises. You find these foraging (or is it botonizing?). Sprouts are used for planting trees/bushes or making the hedges (fences). You get these from picking from sprouting trees/bushes. You can plant rose spouts in adjacent tiles but won't get the hedge look, just a series of small narrow rose bushes.
  11. Yes I agree the ideal would be to incorporate some of these features into the base code. Effectively the devs have some free developers at their disposal (and from what I hear some of the devs work for free already). Clearly not every mod is a candidate for inclusion - there are some which I think many agree make the game too easy, or don't fit the character of the game. But there are many that would be great to see included. Many of these are things players have asked for for years.
  12. Please don't take me wrong Razor - I too would love to see a well-designed modding interface. I was merely saying it is a lot of work and as we all know they have limited resources. It doesn't mean we should try to push for it, just that it will take time, effort and money for them to do it. And while it's true we don't have a clear set of APIs we can design to, it also in a way gives a lot of freedom. Modders aren't strictly limited to only using what the devs have seen fit to make available. The whole code is available to us (granted decompiled and not necessarily easy to understand) and that give an amount of power that few games offer. (Sorry I haven't really been playing much. I hurt my back and haven't been spending much time at my desktop. Mostly getting my Wurm fix through reading the forums on my laptop.)
  13. Well as a former software engineer who has designed and written APIs I know just how difficult it can be to make a well designed one.So to be fair to Rolf and his team it really is a great deal of work to design and implement a good modding API, and then it needs to be maintained and modified from time to time as the game evolves. This means a lot of time and money. Mods also make maintaining the vanilla code difficult as you get people reporting problems that might be a result of some mod rather than the main code. Yes, I would love to see a good stable API for the modders, but we also have to be realistic about it too.
  14. Are you talking about creating a settlement in GM mode such as when setting up a map? or for friends you want to join your settlement?
  15. Well you can ride a tamed bear already. Just has to be tamed first.
  16. wurmzones.db has the VILLAGES table which lists current upkeep for each settlement. If you want to know where the upkeep cost is that is probably in the code. Normally upkeep cost is based on the size of the settlement. There is a mod that will let you make changes to the upkeep cost. You can also set the server to not require upkeep costs (or creation cost). That is in the standard settings for the server.
  17. If you are talking about how much you gain from a given action it isn't in the database. The player's current skill levels will be in there and the bonuses should be there as well for each character, but the actual gain you get from actions would be in the code.
  18. For creatures that don't swim going into the water can also be a good way to get it to stop following. Then swim away along shore a bit. I have used this to lure trolls away for example.
  19. The game uses SQLite. There is some code in there for MySQL but I don't know that the code is actually working or if there is any way to get it to work (and I think some have tried).
  20. I think skeleton and zombies are only spawned by a priest spell. EDIT: Apparently I was incorrect in this.
  21. Generally what I do is make a couple of BSBs - one for my highest quality stuff, one for the low quality stuff, and perhaps another 1 or 2 for the in-between stuff. The HQ stuff is generally for improving, the lower quality stuff is used to make anything that is improvable. For items that take a lot of materials the quality level of the finished product isn't really affected that much by the quality of the material (success chance often is though). So I don't worry about the resultant quality as I am going to improve it anyway. You can put 2 felled trees in a small cart (finally a use for that old small cart lol), or 18 in a large cart. I usually don't fell a tree until I am ready to use it personally. A coffin can hold larger items that a crate or chest can't, and there is no combining and averaging quality.
  22. Ah normal slopes - that makes it all worth it right there...
  23. I think I read they took some of the ones in development out,
  24. Personally I never quite understood the phobia with spiders. I'd be more scared of the dragons and trolls myself. (Not trying to be mean or anything, so please don't take this the wrong way.)