tmarchuk

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Everything posted by tmarchuk

  1. Currently no but I can look at making them tradable. Maybe I'll add it as an option and default it off. Making it tradable should be easy, just clear that option but then there are possible bugs where someone starts a trade then redeems the token then completes the trade, etc. So I'd have to check all those things and prevent them. I'll look at it after I get the cross server transfer working and attend to a couple other ideas I had.
  2. It is technically possible to make the animals age and/or gain hunger while in this state but I disabled it because I didn't want to deal with all the cases of what happens if the animal dies while a token, etc. I suppose there is a possible mechanism that could be added to convert bulk orders of things into tokens to enable easier transport/selling of things but I'm not sure where the balance lies with making the game too easy. At some point you're just disabling the affect weight has on movement and/or removing item number/space limits. I suppose if there is a lot of interest I could look into it but it's not on my list right now, sorry. Sorry I don't know much about how providers work, I run locally. 'Update Database' does sound suspicious although mining is actually the map_cave.map file and not technically in the database. My mod should have no effect on that file or mining at all. The log you posted indicates you are running an older version. It's the first line of the log " [03:29:24 PM] INFO org.gotti.wurmunlimited.modloader.ModLoader: ModLoader version v0.16.1-8841651 ". If you have 0.18 this should say v0.18. Perhaps the provider downloaded and extracted the modloader but didn't re-patch the server? Yes the NPC needs to be placed by the GM right now. I could look into spawning it somehow but I don't have any good ideas for the right conditions. Alternatively, if you don't actually want to deal with the NPC or paying the NPC you can change the StableMaster.properties file to enable no-NPC exchanges with "enableNoNpcExchange=true" and then you can just right-click on any animal you are leading and you will get the same option except it won't bring up the dialog or charge you.
  3. Yup that's the right information and yup Joedobo is right. You need to update Ago's mod loader to v0.18. You have 0.16.1. Thanks for the quick response!
  4. Ok, I'll leave it for a future release. Did you have to do any DB changes to get the merchant to sell the token? I've tried as both a normal player and as a GM and I can't get the personal merchant to take the token to sell as it is not tradable. Sorry for the noob Wurm question but am I missing a step here? 1. Purchase personal merchant contract from trader 2. Go to a house that has permissions for people to enter 3. Right-click on contract and choose Manage traders 4. Give them a name and click Send and the trader appears. 5. Initiate trade with them and try to drag the animal token to the top right corner (I tried all corners with the same effect) 6. I get green text in the Event window saying "an animal token in not tradable." Token remains in my inventory. Redeeming token works as normal. I also tried to 'give' it as a GM and nothing happens. Thoughts? Thanks. I've also coded up something that might mostly work for intra server transfers but I need to do some testing before I send it out. For sure it won't properly handle items on the animals right now. If it does what I think it will it will properly move those items over but it would require a server restart on the destination to get those items to appear on the animal (not exactly useful.) Also it doesn't delete the items on the source server yet. If it works I'll look at adding those other capabilities.
  5. Sounds good. I'm not even sure what all a player can do (on a solo server there isn't much point in having a merchant or cross-server travel, etc.) so I'm glad you're doing that. Do you think trading player to player or selling via a merchant should or shouldn't work? I was just trying to err on the side of simple to start and disable as much as possible (nodrop, etc.) but if you have a list of what you want to work I can try making those work. I did test that I could load a token onto a boat with one character and then switch characters and unload with a second and redeem and it seemed to work so something with merchants is messing with it. Perhaps they change the ITEM_DATA fields for some other purpose and overwrite the ID of the animal that is stored. Thanks.
  6. Thanks Razor. I definitely didn't test that and I'm surprised you were able to get it onto the personal merchant to start with because I thought I flagged the item as NOTRADE, NOBANK, etc. Sounds like you want to sell them though so I'll look into it, thanks.
  7. Hmm. I just tried again on my server and I can't get it to crash. Not sure if it's different mods loaded or I've just been lucky or something else. If you could reproduce the crash and send me the server.log that would be the best. If you didn't see the crash with 0.1 then it's probably something I did in 0.2. Mostly I just renamed things but I did add a bunch of permissions and weight checks and such and it's possible one of those is throwing an exception I'm not catching that depends on your character or server or something. Do you remember when the crash happened? 1. First running the server program. 2. Starting the server (pick server from dropdown and click one of the green buttons) 3. Converting an animal to a token (and what kind/how many of animal if you remember) 4. Loading a token on a boat (and what kind of boat/permissions if you remember) 5. Unloading a token from a boat. 6. Converting a token to an animal (and how far you were away from the place you exchanged it and anything you can remember you did between converting and exchanging it.) Sorry for the long request. If I can't reproduce it I can't fix it and nothing in 0.3 is being done to change what happens in 0.2 right now so it's unlikely I'll fix it by accident. Thanks.
  8. As an update on the server transfer... I've spent a bunch of time today working on it but there is a lot to do. I think I mostly understand what needs to be done and I've added over half of that but this is going to need some serious testing and feedback and I don't have multiple servers setup to test on yet. I'll keep plugging away at it but it'll probably be a week plus before it's ready to beta-test.
  9. Hi SuperFly, Could you perhaps send me the server.log file that is generated when you run the server and it crashes? It should be in the same directory you run the server from. Or alternatively if you can copy the part of it that shows the stacktrace (lots of text about line numbers and classes and stuff) that would be the next best thing. Also, make sure you're using the latest version of the server loader v0.18. I had Ago make some changes for me in that version and the mod won't work with previous versions. Sorry to hear it crashed, I'll do my best to find/fix it if you can help me find the bug!
  10. The good news is that I think I know where to add the code to send/receive the animals associated with the tokens. The bad news is that it looks like there might be a ton of data to send. Essentially the entire Creature information would be required I think. I'll look at it more tomorrow though to see how much of the data is unique and how much is just template or boilerplate. Perhaps I can just send the template plus the unique data and recreate the animal on the other side.
  11. Ok, I've released v0.2 that changes the terminology to 'animal token' and allows N led animals versus 1 mounted animal. I tested it with a sheep and horse simultaneously and it seemed to work. I will investigate the cross-server issue now and let you know what I find. I will update the first post shortly to contain the updated version and notes.
  12. Ok. I will change to use leading instead of mounted tonight. I assume you want it to find out how many animals are being led, show the number and the charge for all (cost per exchange times animals being led?) I'll also look at cross server transfer possibilities. I haven't even looked at that code but they transfer players so it must be possible somehow. Given my misunderstanding 'mount token' seems inappropriate and confusing. I'll change it to 'animal token' but be aware this will break any existing tokens unless you change their template name in the DB manually.
  13. Yes leading is another option which should be easy to do. Cross server transfers are are not supported. My guess is that you would arrive in the new server with a token that wouldn't work and the animal would remain on the old server forever hidden. I think it would probably take a lot of effort to do cross server unless there is a nice function in the server somewhere to 'pack up' an entire creature. That's why I didn't delete/recreate the mount. There were brands and equipment and permissions, etc. that would take a lot of effort to serialize and I didn't even know where to serialize the data to. A new DB table? File? Open to help/thoughts here too. All players mounted should get dismounted (I call some sort of 'kick all passengers' function) but I haven't tested it. Lots of edge cases. Thanks for your insight bdew and your mods.
  14. Also, you might want to test across server restarts for your own peace of mind. I have tested across server restarts and haven't run into any issues but it's always better if more people take a swing at it. For those that care, this essentially works by half-way killing the animal. The animal is marked as dead in the DB (but not deleted) and is removed from the game code that handles what a given creature (including players) 'see'. A token item is created with the appropriate size/weight/name and then the ID of the animal is stored as data on the new token item. When the token is redeemed the code looks up the stored ID and 'un-kills' the animal (marks as non-dead in the DB and adds to game code 'vision' system) and deletes the token item. It seems to work across server restarts because the server mostly loads all the creatures but doesn't do the final step of making them visible if they are marked as 'dead'. Hence the mod can just later mark them as not 'dead' and force them to be loaded into the vision system as normal. Feel free to ask questions and or request changes. Here or PM or whatever you prefer.
  15. Thanks. I appreciate all the effort testing. It's hard to know what should/shouldn't work sometimes because I am not a longtime Wurm player. Mount=> Yes, unfortunately the action system in Wurm only really allows a few combinations of things to be 'selected' at once. Even though in the HUD you can select a horse and then right-click on the stable master in the server code you are only told that the user is 'targeting' the stable master and there is no mention of the horse. Maybe Ago knows of a better way to do this though, I'm open to suggestions. I was also a bit worried about the ability for someone to select someone else's animal and then turn it into a token by just selecting it. If you are mounted there is at least some implication of a right to use that animal. There is a branding system that might be possible to use to establish ownership I suppose. Again, I'm open to suggestions on how to modify it. Livestock=> I didn't realize you were thinking of transporting bulk livestock versus mounts, I should have asked. If you want I can see if I can make it so that the right-click on the animal will work if there is a stable master within 'x' tiles and bring up the same exchange dialog for payment? Weight=> Note that the server considers horses at least to be very heavy. I think around 1600kg when I checked. It's possible sheep and pigs and such are much lighter though.
  16. Released in beta form, forum post here. Razoreqx=> Feel free to send me feedback or PM me with anything not working as you want it. Have fun! -Tyson
  17. A server mod to add a stable master on the server-side which can exchange animals for animal tokens which can then be loaded onto boats for transport. It requires the latest version of Ago's server modloader, v0.18. Trade/Sell On Personal Merchants Added in version 0.4 it should now be possible to trade animal tokens and thus animals. Server transfers Added in version 0.3 is the ability to transfer animal tokens (and the associated animals) between servers. I would consider this capability beta and in need of further testing as if there is a bug it can make a mess of the database on both sides. If you intend to use this feature please wait until more testing occurs or use only for test. The other features from 0.2 haven't really changed outside of resizing the stable master payment dialog. I consider this functionality to be stable and released. I will update this post when testing completes on server transferring. Note that brands and village permissions are lost on transferring animals attached to tokens because they are tied to villages that don't exist in the new server. In version 0.5 additional server transfer logging has been added and there is an option to disable transfers but if a player transfers with tokens on a boat (despite the warning) those tokens will be lost. Tokens on the player will be available when the player comes back to the originating server. This mod was created because I thought it was an interesting idea when I read Razor's request in this thread. I am providing it for no charge and have removed all donation links. Release Latest Release on github Readme on github Changelog on github Credits ago for making the modloader, posting all his code, and posting useful information about wurm unlimited modding. It was very helpful. Razor for requesting the mod, showing there was interest and providing good ideas. Instructions (Copied from Readme link above) Download StableMaster.zip Extract StableMaster.zip into Wurm Unlimited server folder (for example, C:/Program Files/SteamLibrary/SteamApps/common/Wurm Unlimited Dedicated Server). The StableMaster.jar file should end up in mods/StableMaster/StableMaster.jar. Optionally modify the properties. Start the server and connect. Effects (Copied from Readme link above) Adds a new NPC to the game, Stable Master. By default the Stable Master is assigned an auto-generated template ID. This can be overridden to set a specific ID by setting "specifyStableMasterId=true" and setting the ID as "stableMasterId=". You can right-click the Stable Master while leading one or more animals and use the "Exchange animal" action to have the animals exchanged for Animal Tokens. There is a fee (configurable) associated with exchanging each animal into an Animal Token. The Animal Token weighs what the animal weighs (which can be excessive). There are configuration options to limit this to a minimum ("animalTokenMinimumWeightGrams") and a maximum ("animalTokenMaximumWeightGrams") value. Note that the maximum is applied after the minimum in case the minimum is larger than the maximum. The Animal Token takes up the volume of a corpse by default but is configurable (X, Y, Z in centimeters.) By default the Animal Token is assigned an auto-generated template ID. This can be overridden to set a specific ID by setting "specifyAnimalTokenId=true" and setting the ID as "animalTokenId=". You can right-click on the Animal Token and use the "Redeem animal token" action to turn the token back into a animal at your current location. The Animal Token can be loaded onto boats by activating the token, right-clicking the boat and selecting the "Load animal token" action. By default the token cannot be loaded onto rowboats or sailboats but this is configurable with 'enableSmallBoatsLoad=true'. The Animal Token can be unloaded from a boat by right-clicking on the token in the boat inventory and selecting the "Unload animal token" action. Disabled by default, there is an option to enable directly right-clicking on a led animal and using the "Exchange animal" action for no cost. To enable set "enableNoNpcExchange=true" Video Youtube video showing partial usage from an early release when it uses mounts not lead animals (I need to update this at some point but it takes time to make good short videos): Have fun! -Tyson
  18. Great. I'll get back to working on it after the kids go to bed. Should have something to send out for testing in a couple days.
  19. A sneak peak / teaser trailer... https://youtu.be/K3a0Rr0MVAY Have fun! -Tyson
  20. This is the initial release of a client mod to allow client-side changing of weather (without being a GM) and toggling of grass or tree/bush rendering. It requires Ago's client and server modloaders. Latest Release on github Readme on github Changelog on github Background I created it for my own benefit as I am new to Wurm, playing on a solo server, and I wanted to be able to avoid a bit of frustration trying to plan out some terrain modifications and find objects dropped on the ground like arrows, etc. I'm releasing it in case anyone else wants similar functionality. I don't have a ton of time but if you have change requests let me know. Special thanks to: ago for making the modloader, posting all his code, and posting useful information about wurm unlimited modding. It was very helpful. bdew for making several mods I use and also posting the code. joedobo for posting useful information about modding wurm unlimited. Instructions (Copied from Readme link above) Download ClientRenderTweaks.zip Extract ClientRenderTweaks.zip into wurm unlimited client folder (for example, C:/Program Files/SteamLibrary/SteamApps/common/Wurm Unlimited/WurmLauncher). The ClientRenderTweaks.jar file should end up in mods/ClientRenderTweaks/ClientRenderTweaks.jar. Startup Start the Wurm Client from Steam and enjoy! Youtube video showing usage: https://youtu.be/R319zCWkSVM Have fun! -Tyson
  21. This is a client/server mod to add quality and damage information to the tooltip when hovering over structures (walls, fences, bridges, etc.) as well as ground items (forges, carts, tents, single dropped items, etc.) It requires Ago's client and server modloaders. Updated May 20, 2016 to version 0.4. Requires the newest client (0.4) and server (0.19) modloaders and uses bdew's ModComm API to send the data between the client/server so it no longer creates chat windows if you are missing the client. 0.3 still works with the older modloader if for some reason you can't update. Latest Release on github Readme on github Changelog on github Background I created it for my own benefit as I am new to Wurm and was annoyed having to hit examine to see how a structure I was imping was changing. I'm releasing it in case anyone else wants similar functionality. I don't have a ton of time but if you have change requests let me know. Special thanks to: ago for making the modloader, posting all his code, and posting useful information about wurm unlimited modding. It was very helpful. bdew for making several mods I use and also posting the code. Also for making the ModComm API and updating this mod for it. joedobo for posting useful information about modding wurm unlimited. Instructions (Copied from Readme link above) Client Installation Download QualityDamageTooltipsClient.zip Extract QualityDamageTooltipsClient.zip into wurm unlimited client folder (for example, C:/Program Files/SteamLibrary/SteamApps/common/Wurm Unlimited/WurmLauncher). The QualityDamageTooltipsClient.jar file should end up in mods/QualityDamageTooltipsClient/QualityDamageTooltipsClient.jar Server Installation Download QualityDamageTooltipsServer.zip Extract QualityDamageTooltipsServer.zip into wurm unlimited dedicated server folder (for example, C:/Program Files/SteamLibrary/SteamApps/common/Wurm Unlimited Dedicated Server). The QualityDamageTooltipsServer.jar file should end up in mods/QualityDamageTooltipsServer/QualityDamageTooltipsServer.jar. Startup Start the Wurm Dedicated Server and Wurm Client and enjoy! Youtube video showing usage: https://youtu.be/spJjviVnx-A Have fun! -Tyson