tryst49

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Posts posted by tryst49


  1. I have done a similar job and have a Ships Chandler with odd components of ship building laying around (keels etc) and will put tools like a rope tool etc on the ground as well.

    I have a shipyard with a half built Cog outside. Mine is a 3 story U shaped building that has the ground dug up to the building edge to allow water to be "inside" the building. I intend to have a bridge over it as a roof when I can find some tin to make bronze for a Dioptra.

    There is the workers housing which is a group of 5 small terraced houses with a few basic bits of furniture in them. For RP purposes, I have a "Vacant" sign outside each of them.

    An import and export warehouse, I have made them separate but they can be combined into one.

    Most importantly the "Harbour Masters house" - an up-market house with fine fixtures and fittings and possibly marble floors etc - Essentially your own home. Mine also has a workshop at the back for my forge and loom etc and a garden area to farm cotton and wemp and two paddocks for my animals.

     

    I intend to have a cart parking area and a paddock for the horses as part of the facilities for visitors and a tavern and merchant area for the sailors when they arrive.

     

    *Need to find someone who can mod some dancing girls for the tavern and allow me to import music files in a "jukebox" for the tavern sounds though.

     

    It's not my server so I don't have privileges to summon a innkeeper. I can buy a merchant agreement to get a merchant there but don't know how to get a innkeeper. I can probably get the GM to add the dancing girls and jukebox mod.

     

     


  2. 50 minutes ago, Romen said:

    If the admin is taking days to update because of mods it isn't really the devs fault. If you don't want automatic updates I believe you can turn that off in steam. From what I've seen from the patches they aren't really breaking anything in the game (at least not anything serious - the mixed grass graphics in the last one is just bad looking but doesn't prevent you from playing the game). As far as mods go they are not officially supported and unfortunately changes in the patches have been breaking some mods.

    No, I have tried and you can't turn off automatic updates in Steam. You ONLY have the option of playing the "previous version" which, as I said, then becomes the next version up when the next update hits.


  3. The server I play on has been down since the last update. Every time there's an update, the owner takes it down a couple of days after and it's down for around 3 days while he plays with it to get it back up again. This weekly crap means it's down more often than it's up and it's been o/l for a week now.

     

    It's ok saying we can play the previous version but a week later and the next patch means the previous version is not the one we WANT to play because we need to be playing the version BEFORE it. Simply having a "No update" option would allow us to play the game until we see an update that actually adds something to the game and doesn't just fix obscure bugs nobody has even seen, (while ignoring the glaringly obvious bugs - ie: Stamina loss while riding or sailing etc).

     

    I am not interested in weekly bug fixes that don't affect anything I do. If it's a game under development, I want to see additions made to the game in the form of new stuff to craft and new things to do. Otherwise, it's just a beta build where we are all simply beta testers and not a game under development at all. I begin to suspect we are nothing more than beta testers who have paid for the privilege to test patches for WO since the new patches seem to break more than they fix.

     

    Every month is fine, at least we get to play the game for a while before the devs break it again. Every week means we spend more time getting the servers back up and running than actually playing the game.


  4. Great, I'll install a mod that uses the existing stuff rather than have something new to build. :/

     

    the whole idea was to have something new to build instead of coming to a grinding halt after building practically everything there is to build. As a single player, once you've built one of each of the ships, there's not much point in building duplicates. A ship that has another purpose on the other hand...

     


  5. Seriously why a rewrite?

     

    Add ceramic planks as a material, made from clay in the kiln the same way as pottery and add bones as a drop from animals. Craft bones into dowels using the carving knife. Put the two crafted items together and you have a ceramic barrel.

     

    How would this constitute a rewrite?


  6. 12 hours ago, Sixiron said:

    Yes, I know about that. However, it can hold only 2 piles of dirt before it has to be hauled up and emptied.

     

    My idea allows the players to dredge a large area without constantly emptying the dredge every two piles. It's also another thing we can build and use :) rather than something else to go in our inventory.


  7. An idea for a new boat - The dredger.

     

    It basically uses a flat platform with paddles to drive it, the commander rows it from the front where he can see where it is dredging. On the front, there is a bucket ladder driven by a hand winch. The bucket ladder can be set to a specific depth so dredging is at a constant level below water. It can be operated by one person or two, for one person, they need to position the dredger and then operate the winch. For two people, the winch can be operated while the dredger moves which makes dredging faster. the dredged dirt/sand or whatever piles up on the flat deck and has to be emptied when it reaches 100. Can be used in conjunction with large crates, transfer the dirt into the crates manually from the deck of the dredger. Can take up to 4 large crates. It requires the water initially to be as deep as a person can dig while standing in the water.

     

    Every action can be completed by the commander without moving but if two players are working together, the player operating the winch stands at the front where the bucket ladder is located. Either player can transfer the dirt that has been dredged into crates.

     

    Size of the boat is the same length as a sailing boat but twice as wide. The bucket ladder stands above the deck half the height of a normal triangular sail when not being operated. Height during operation depends on the depth being dredged as the bucket ladder is tilted in order for the front to go deeper, however, it does not go above the height of a triangular sail at max dredging depth so if a sailing boat can go under a bridge, a dredger will also.


  8. Pegs would make a nice alternative to nails for some things. Vines (woven reeds) in place of rope for low level stuff and ribbons could be replaced by wooden hoops too. What about using animal fat for something else like glue that could be used to glue parts together instead of using ribbons? Mix animal fat with ground hoofs maybe to make glue? This would require a primitive mortar and pestle (made of stone + pickaxe) of course to grind the hooves to begin with.

     

    I'd like to also see a basic boat that doesn't need metal to make, (rowboat requires large nails for the rope tool to make the mooring rope). Maybe have vines as an alternative to ropes for low level stuff like the rowboat, possibly even the raft could be made with vines instead of nails, tie the logs together.

     

    Maybe even introduce a dugout: A tree trunk made into a dugout canoe and a log turned into a paddle with the use of the hatchet alone for a first boat. It would allow new players to make a boat for moving around the islands and gathering basic resources without having to first search high and low for iron. A dugout has no lock but it's easy to make with low skills and therefore, it's relatively pointless to steal one rather than make one yourself. In addition, to make the rowboat a better option later on, you stop paddling the dugout when your stamina runs out so you have to stop to recover your stamina every so often. However, the benefits of a dugout is that you can carry it on your head across land but it means you move quite slowly due to the weight. That makes a dugout quite handy at higher levels too.

     

    As far as locks go, you can make a crude wooden lock.


  9. I'm playing on a private server with a modded map. Sometimes the live map shows and sometimes it doesn't, there doesn't seem to be any logic as to why, it just seems random.


    Nice that we now have the ability to view a minimap. Maybe a little more zoom out would be nice so we can see a little more of the terrain.

     

    Also strange that Ago's client patcher worked like a charm but the server patcher still keeps refusing to patch so I still can't get the server mods to work on my server.


  10. A change to the client only should be a unversioned change since it really should have no effect on the link to the server. Admins should not have to take servers down to update them unless changes have been made to the server code as well.

     

    The hardest hit are often modded servers because some may have to wait for an update of the mod as well to be compatible with the new server code in order to get up and running again. I'm hoping that beta is open so modders can test their mods on the beta version and make them compatible in order to release the updated mod at the same time as the patch goes live. This would vastly reduce downtime for private servers. It would also increase the number of players testing the beta and allow more chance to catch bugs at the beta stage.

     


  11. Update Java... Check

    Clear Java Cache... Check

     

    Game runs... NO!

     

    Still crashing out with a null error when trying to connect to a private server.

     

    Oh wicked, does nobody actually test these patches before release? Or are WE the crash test dummies now?

     


  12. C:\SteamLibrary\steamapps\common\Wurm unlimited\WurmServerLauncher>patcher.bat

    C:\SteamLibrary\steamapps\common\Wurm unlimited\WurmServerLauncher>runtime\bin\j
    ava -classpath patcher.jar;javassist.jar org.gotti.wurmunlimited.patcher.PatchSe
    rverJar
    The system cannot find the path specified.

    C:\SteamLibrary\steamapps\common\Wurm unlimited\WurmServerLauncher>pause
    Press any key to continue . . .

    ---------------------------------------------------------------------------------


    C:\SteamLibrary\steamapps\common\Wurm unlimited\WurmServerLauncher>modlauncher

    C:\SteamLibrary\steamapps\common\Wurm unlimited\WurmServerLauncher>if exist logg
    ing.properties set LOGGING=-Djava.util.logging.config.file=logging.properties

    C:\SteamLibrary\steamapps\common\Wurm unlimited\WurmServerLauncher>runtime\bin\j
    ava "-Dworkdir=C:\SteamLibrary\steamapps\common\Wurm unlimited\WurmServerLaunche
    r" "-Djava.library.path=C:\SteamLibrary\steamapps\common\Wurm unlimited\WurmServ
    erLauncher\nativelibs"  -Xmn256M -Xms512m -Xmx2048m -XX:+OptimizeStringConcat -X
    X:+AggressiveOpts -jar modlauncher.jar
    The system cannot find the path specified.

    C:\SteamLibrary\steamapps\common\Wurm unlimited\WurmServerLauncher>pause
    Press any key to continue . . .


    ---------------------------------------------------------------------------------

    Patcher.bat contains:

    runtime\bin\java -classpath patcher.jar;javassist.jar org.gotti.wurmunlimited.patcher.PatchServerJar
    pause


    Modlauncher.bat contains:

    if exist logging.properties set LOGGING=-Djava.util.logging.config.file=logging.properties

    runtime\bin\java "-Dworkdir=%CD%" "-Djava.library.path=%CD%\nativelibs" %LOGGING% -Xmn256M -Xms512m -Xmx2048m -XX:+OptimizeStringConcat -XX:+AggressiveOpts -jar modlauncher.jar  %*

    pause

    ---------------------------------------------------------------------------------

    I put the pause in both bat files to stop it closing the window so I could see the error.

     

    Client modloader works perfectly and I put the livemap mod on my client with absolutely no problems, I just can't get the server modloader to work. Downloaded the server modlauncher from this thread about 12 hours ago, they had the Bag of Holding etc mods included so these are definitely the server modloader files.

     


  13. I'm talking about a GUI as in a Windows app. Don't know if you've seen Nexus that Skyrim uses but you select the mods you want to use and it installs them into the game directory for you from within the zip files that contain the mods. If a mod fails to install, it tells you in clear detail what went wrong ("trying to overwrite a newer version" for example).

     

    It doesn't matter if the Wurm mod GUI uses a DOS window to call Java functions to do it so long as we can pile the mods we want into one directory and the mod loader sorts out where they go from there, whether it be client or server. What I don't want to see is a DOS based window full of messages that don't mean ###### to someone who doesn't program in Java. Is it telling me it worked or is it saying there's an error? If it's an error, what the hell is it saying is wrong? Those messages may as well be written in Martian for all the sense they make to me. If it was a GUI with messages in real English, we could tell if there was an error and even what the error was. If it created a new exe file to run the modded version, it could rename the old one to ensure the desktop shortcut or Steam shortcut ran the modded game instead of the original.

     

    I also don't want to be guessing or reading a wall of text to see if it's a Client mod or a Server mod. That could be included as a standard named text file (ie: Modtype.txt) in the zip for the GUI loader to read so it knows exactly where to put the mod. It need only contain the word 'Client' or 'Server' depending on where the mod goes.

     

    Last time I tried to add mods to my server using Argo's mod loader, it promptly closed the DOS screen so I wasn't sure if it had done it or not. When I ran the game, the mods didn't turn up so I guessed something went wrong. After I put a pause command in the batch file, I found out there was, what looked like an error. Having absolutely no knowledge of Java, I didn't have a clue what the error was or how to correct it. If it was a Windows GUI loader, it could be programmed to interpret the java error and tell me in plain English what went wrong... Can't find xyz.jav or whatever... Ok, now I can look for that file and move it to where it can be found or find out why it can't be found. Possibly something I have not installed like a Java update or a Java toolkit or such and it could even tell me if the toolkit hasn't been installed and possibly where I can download it from. It would definitely make life a lot easier for us dimwits who don't speak Java as their primary language.

     


  14. All I want to see is a mod loader that you can run as a standalone app (like Nexus) and select and install the mods you want.

     

    It acts like Nexus:

    You throw all the mods into one directory (client and server mods).

    You tell the mod loader where the game is and what game files you are using (adventure or creative etc).

    You then select the mods you want to add or remove.

    The mod loader then finds both the client directory and server database and injects or removes the appropriate mod files whether they be client or server mods.

     

    The mod loader only needs a tag to tell it whether it's a client or a server mod.

    It may also check if installed mods will conflict (possibly if it overwrites existing mod files).

     

    I don't think it's much to ask for those of us not particularly knowledgeable in Java and it would be much more helpful than the existing DOS based loader.


  15. So long as you don't drop it too close to the mine entrance or it will simply disappear into the mine. You can drop it halfway down the tile to build it up initially and then use it on the furthest corners to make a platform. Depending on how steep the stone tile is it can take a lot of dirt to build right up from the ground or just a little to build up from the stone tiles below. It can take a long time to build it up so don't expect a few bits of dirt to do the whole job, it took me well over 6 hours of constant digging and piling 5 dirt on at a time to get my platform, not to mention the slooooooooow crawl up the hill loaded down with 5 dirt.

     

    Would be nice if they could add in a hand winched means of dumping dirt elsewhere above you. Load each section with one dirt and crank the handle. Kinda like a hand cranked version of this:

    PortMstrMover.jpg


  16. 7 hours ago, bigsteve said:

    This may not be the issue, but do remember when a tunnel entrance is mined from tne out side it in a downward slope.

     And vise versa tunneling fromthe inside it is upward.

     

    also put your cave detail on high, this will make the wall protrude enough in places so that you can clip through them and see.

     

    so with all the info you have given us, my opinion is that you may be one tile of line and also may be one height out too.i assume you are on yoour own personnal WU server, so somw one wont be able to help you  out in person.

     

    I have cleared an area 5x5 around the tile I calculate I would break through at. Even if I was 3 tiles out in any direction, the tile now has no dirt on it.

     

    I already have the cave detail on high as the graphics in this game are so old, with everything maxed, I'm still getting 120 FPS. (would be nice to get a HD texture mod to improve the graphics like Skyrim had).

     


  17. Yes, would be nice to have my horse follow me when I'm foraging or such rather than having to walk back and find it every time or use a rope. I prefer a completely empty inventory when I'm foraging so I don't get overloaded too quick so even the rope gets left behind.


  18. Great idea, even if it meant having a refill station (large barrel) at given points within X tiles of the lamps. It would be like having some NPC refill them from the refilling points for you. Of course this would mean filling up the barrels every two weeks or so but that could be handled by even a casual player with a cart and a couple of large barrels loaded to transfer the tar/oil from.

     

     


  19. I also don't like that I have hauled god knows how much ore from the mine, only to find it's practically nothing by the time it's smelted down. Even Iron has a low return value compared to the weight of the ore and it should be bumped up a bit. For new players needing to create a small anvil, it needs about 9 lumps or so but that equates to 180 kilos of ore which is way beyond the capacity of a new player to carry, even two chunks of ore will have you walking slower than a snail on tranquilisers, (do you start as a 5 year old or something? 40 kilos makes you struggle).

     

    I'd also like to see a mod that reduces the weight of raw materials like ore, sand and dirt etc so you don't have to be Hercules to carry 3 or 4 piles of sand etc.