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Posts posted by tmarchuk

  1. Sorry I've been sick and still am. I'll look into these things in the next week or so. 


    Trading=> Hmm. I thought it was just No_Trade that needed to be removed. It worked in my testing but I might have accidentally used a GM character to test (my bad). If it requires removing No_Drop I'll probably just put No_Trade back and retract the claim that it works. No_drop adds in a ton of edge cases I don't have time to check. 


    Small boats=> This won't work on carts as per Razor's request but it should work on small boats if enabled. Can you check your server.log file to make sure it says small boats are enabled in there? Also, what boat did you test against? I've only tried rowboat for small a so it's possible there's a problem with sailboats. 




  2. 15 hours ago, razoreqx said:

    We have put this MOD through the ringer on Urath its its performing so much better than we ever expected.   tmarchuk you did a great job!   This is exactly what we needed for the Trade Pact system.


    5 hours ago, Jaz said:

    Love this mod on Ages of Urath. Stablesmaster waves me every morning at my shoreside :P


    Thank you both for the kind words. I'm glad you are enjoying it!

  3. 6 hours ago, Xyp said:

    Thanks for those updates. TBH I am hacking your mod to try and make a crate/load system for animals. The more I look over your code though, the more I realize you are quite talented!


    I have learned a good bit just seeing how you handled certain things.


    You're too kind. You should have seen the first several things I tried that didn't work. :lol: I'm glad you're finding it helpful. Feel free to PM me if you have any questions about the code.


  4. Version 0.5 released.

    • Added two new configuration flags:
      • enableServerTransferLogging defaults to true and will put more information into the log to help with debugging issues.
      • enableServerTransfer defaults to true. Setting to false will prevent animal tokens from transferring to new servers but unfortunately while it warns you they won't transfer if you decide to transfer anyways the tokens on a vehicle (like a boat) will be lost. Tokens in a player's inventory will be restored when they come back to the originating server.
    • Updated to the newest server mod loader/launcher, 0.19. Please make sure you update this and install the same versions of this mod and the mod loader on all servers that are connected.

  5. 16 hours ago, razoreqx said:

    i'll do some testing and get you the debugs.  


    Thanks Razor. I'm going to release a version soon here that you can enable more debugging statements in which will help.


    On 2016-05-19 at 8:50 PM, Xyp said:

    Would it be possible to get the ability for it to go across servers to be configurable. 1 so it can be used on cluster servers without worry until this feature is stable, 2 so people who do not want this feature can turn it off?


    Great work btw!


    Turns out this isn't that easy. I added a setting to disable the server transfer code and make the item 'Server Bound' but it turns out the unmodified server code doesn't handle server bound items on vehicles only in player inventories. They probably don't need to because I'm guessing all server-bound items can't be dropped or put on boats. So while the item won't transfer it also won't get 'replaced' on the vehicle (aka boat) when you get back. So the item becomes lost in the DB unattached to anything. I would have to modify the server to handle this which is back to having server transfer modifications... Note I tested this with a Merchant Contract as well. You can't place them in a boat but I force it to go there using the DB and it behaves the same. Warns you it won't transfer but doesn't come back like it does in player inventories. I'll leave the setting in there in case you just want to warn people not to leave them in the boat and if they do it'll 'poof' but up to you. I don't have time now to make it so that server transfers of tokens can properly recover the tokens on re-entering the server. If you know of some item that works like this in WU please let me know and I can check the code to see if it's easy to just duplicate that behavior.


    I'm going to check that things are still working in my test case (I move a horse with a saddle and a sheep, one on a cog and one in my inventory between two servers of the same type) and then I'll release a version with debugging and server transfer defaulted to 'true' but then can be turned off.


    Have fun!


  6. I can add an option to disable server transfers. This is the first I'm hearing that it doesn't work though. Perhaps someone can provide more details on what's being tried and what goes wrong? In my testing a saddle on a horse transferred fine but if you know of something specific that doesn't transfer I can look into fixing that.

  7. Released now and at version 0.4.

    • Sets kingdom to player's kingdom when it is redeemed.
    • Enabled trading of tokens and checks to make sure the token can't be redeemed while being traded

    As usual, please let me know if you find any problems. I'm considering this mod done for now unless someone finds a bug or asks for a feature I find interesting. :)


    Have fun!


  8. 26 minutes ago, razoreqx said:

    it goes like this:



    For Home servers, this value indicates the kingdom to which the server belongs. Built-in kingdom values are:

    0 - No kingdom

    1 - Jenn-Kellon

    2 - Mol-Rehan

    3 - Horde of the Summoned

    4 - Freedom


    in SQL i just read the character value and assign that same value to the animal.   Its had no impact to the DB doing it as a sql script. Wurm put it in the game to so NPC's and players could kill mounts and tamed pets owned by another player in combat.


    Ok my change should be fine then. I'll push it to github later today when I'm in front of my computer and cut a new release which I'll consider released for now. Thanks for the info!

  9. Not sure it this does exactly what you want but it might be an option. Requested by Razor it allows converting animals to tokens that can then be loaded on boats and unloaded/returned to animals later. It supports cross-server although there is some confusion yet about the kingdom of the animal if switching between a PvP and a non-PvP server. If you don't want to deal with the NPC or the cost there are options to change that in the properties file.


    Have fun,



  10. Well it's 1 line of code to change the animal to the kingdom of the player when you redeem it (I tried and tested it) but I don't know if there are any unintended consequences of this. I see some animals flagged as 'Unknown kingdom' which is 0 and some as Freedom '4'. My character seems to be Jenn-Kellon which is 1. So if a whole bunch of animals start being flagged as part of a certain kingdom when before they were none or freedom I'm not sure if that causes any problems. Maybe bred animals are automatically part of a kingdom? Maybe when they're branded they get the kingdom of the village the brand is for? I have no idea. If you know what the right logic is it shouldn't be too hard to implement regardless of whether it should happen on server transfer or on token redemption. Just let me know. Thanks.

  11. That would be me that goofed. Whoop! Sorry about that. Thanks for the catch ozmods. Looks like Ant cares about file capitalization even though windows doesn't. For now I just updated the ZIP file manually. If any further changes are needed I'll update the packaging scripts to catch the difference in capitalization.


    Thanks again!


  12. It looks like there might be an EPICKINGDOM and a CHAOSKINGDOM stored for a player in the DB in addition to a KINGDOM. It appears when switching between PVP and non-PVP servers (and epic/non-epic servers) there is some logic to switch the KINGDOM value but I haven't had a chance to trace it all through properly and I don't have the right test server setup to check easily. Would it be possible for you to run a test and see what the Player DB values are for these 3 columns when the player converts the animal to a token and then again just before they convert it back to an animal? If you could check the KINGDOM value for the animal as well that would be great.


    I have a suspicion the player is getting converted somehow to a different kingdom on transfer and I would like to just make it so that the KINGDOM of the animal is set equal to the KINGDOM of the player on redeeming the token but I don't have an easy way to test if that is the right thing to do. It's fairly trivial to make the mod do this though (set KINGDOM of animal equal to KINGDOM of player on redemption.)




  13. 44 minutes ago, razoreqx said:

    BUG:  Not a big issue but did find one issue.  It would appear the kingdom of the player (Urath will soon be Realm VS Realm and no longer use Kingdoms) is lost after a cluster transfer.



    HOTS toon exchanges animal into ticket.

    Changes clusters

    Arrives at HOTS area protected by guards.

    Activates ticket.

    Guards kill the horse.


    Just thought I would put this out there for others that do rely on the Kingdom system.  



    All testing so far has been great.   Very happy with the work you put in on this MOD.    I thank you so much for picking one of my projects and look forward to seeing other projects I have get picked up in the future.







    Thanks Raz. I don't even know what HOTS stands for (yup I'm that noobish) so I'll probably need help on the desired behavior. The mod code currently transfers the kingdom ID of the animal when you transfer servers. Perhaps the kingdom IDs are different on different servers? I'll see if I can find somewhere in the code where the kingdom ID is purposely changed on server transfer and how. Thanks for the report.


  14. Also note this mod as it stands doesn't handle shrinking a plan so while you may have enough skill to add tiles to a house it may tell you your skill is too low if you try to remove them. If people run into that a lot let me know and I'll take a stab at changing the mod to work for both cases and maybe even a flag to essentially just disable the check altogether. 

  15. Server mod. The one I released requires the newest server modloader from Ago, version 0.18. Note you have to modify the properties file in the mods folder to have the multiplier you want. If you want to send me your server.log file I might be able to help narrow it down. This file is in the base directory of the server and is rewritten every time you start the server. 

  16. Version 0.3 is posted with server transfer capability. Please test and provide feedback on this capability. I've done a bunch of testing but I might have missed things. Note I do see a bunch of errors in the logs related to player achievements not being parse-able after a transfer but I don't think I changed this and looking at the code briefly I can't figure out why it doesn't work. Essentially it's writing the right value to the DB as a TimeStamp but for some reason the DB doesn't interpret it properly and tries to use it as a number instead. If people running servers with transferring don't notice these errors though and do after this mod I will look into it further. Please let me know.


    I've also decided I don't want to be paid for this and have removed all donation links. Please don't take offense. I was never in this for the money but wanted to do something people found useful. The fact that you were offering money for it indicated you and others thought this was useful and I wanted a basic form of the capability for my own personal use so I figured why not try.


    Have fun!


  17. 4 hours ago, razoreqx said:

    hows the server transfer going?

    Not bad. I originally expected around 40 hours of work to add server transfer (hence my week+ comment) but at about 25 hours now it's mostly done. Should be a bit less than 100 hours for the whole mod. The transfer seems to work properly for the tokens, animals, animal skills, animal items, animal offspring. It doesn't transfer brands or village permissions as the village the brand is for won't exist on the new server. On transfer if the tokens were on a boat the tokens and the animals are properly destroyed on the source server (in the database as well) but I'm still struggling to handle destroying the animal tokens carried in a person's inventory. The problem is that the code isn't very definitive when the player transfer completes/succeeds. There seem to be multiple places this can happen and it seems like it can fail very late in the process even after the player finishes transferring to the new server. The unmodified transfer code doesn't bother cleaning up these items but instead when the user transfers back to the original server they wipe these items then. This causes problems for animal tokens because you can then end up with multiple tokens for the same animal causing grief (for those programming-inclined animal tokens are essentially like pointers or references to the animals.) Catching all those edge cases seems impossible/brittle so I'm continuing to see if I can find a way to identify that the player successfully transferred and then delete the animals in their inventory at that point. If not the fallback will be to disable transferring tokens in your inventory, they'll have to be in the boat or they'll get flagged as 'won't be transferred' and they'll be available if you transfer back.


    TL;DR - Still on track for end of this week to release a version to test.

  18. 6 hours ago, SuperFly said:



    Thanks for the help, and great work on the mod so far.  Seems to work fine, Crossing servers wouild be excellent, as well as being able to sell them on a merchant!!  Thinking I can maybe place the token in a chest then sell the key on a merchant??  Anyhow thanks!!!



    Unfortunately I don't think it'll let you put it in a chest but you could put it in a boat and sell a key to the boat. :)