Mithlar

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  1. Bdew, i'm a huge fan of betterdig and use version 0.8-beta16 (i believe that's the current version...). With the release of Wurm Unlimited 1.8.03, it appears i'm getting an exception in my server log when betterdig is being loaded. I'm including everything i could find in my server log on this post. Thank you for everything you do for this community - i use several of your mods and appreciate the time and effort you must put into this. [08:11:10 AM] INFO BetterDigMod: Patched getVehicle check in Action constructor line 1525 [08:11:10 AM] SEVERE org.gotti.wurmunlimited.serverlauncher.DelegatedLauncher: javassist.NotFoundException: die(..) is not found in com.wurmonline.server.creatures.Creature org.gotti.wurmunlimited.modloader.classhooks.HookException: javassist.NotFoundException: die(..) is not found in com.wurmonline.server.creatures.Creature at org.gotti.wurmunlimited.modsupport.creatures.ModCreatures.init(ModCreatures.java:243) at org.gotti.wurmunlimited.mods.scriptrunner.ScriptRunnerMod.init(ScriptRunnerMod.java:55) at org.gotti.wurmunlimited.modloader.ModLoaderShared.lambda$loadModsFromModDir$8(ModLoaderShared.java:174) at java.util.stream.ForEachOps$ForEachOp$OfRef.accept(ForEachOps.java:184) at java.util.stream.ReferencePipeline$2$1.accept(ReferencePipeline.java:175) at java.util.ArrayList$ArrayListSpliterator.forEachRemaining(ArrayList.java:1382) at java.util.stream.AbstractPipeline.copyInto(AbstractPipeline.java:481) at java.util.stream.AbstractPipeline.wrapAndCopyInto(AbstractPipeline.java:471) at java.util.stream.ForEachOps$ForEachOp.evaluateSequential(ForEachOps.java:151) at java.util.stream.ForEachOps$ForEachOp$OfRef.evaluateSequential(ForEachOps.java:174) at java.util.stream.AbstractPipeline.evaluate(AbstractPipeline.java:234) at java.util.stream.ReferencePipeline.forEach(ReferencePipeline.java:418) at org.gotti.wurmunlimited.modloader.ModLoaderShared.loadModsFromModDir(ModLoaderShared.java:172) at org.gotti.wurmunlimited.serverlauncher.DelegatedLauncher.main(DelegatedLauncher.java:20) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at javassist.Loader.run(Loader.java:288) at org.gotti.wurmunlimited.serverlauncher.ServerLauncher.main(ServerLauncher.java:33) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at PatchedLauncher.main(PatchedLauncher.java:20) Caused by: javassist.NotFoundException: die(..) is not found in com.wurmonline.server.creatures.Creature at javassist.CtClassType.getMethod(CtClassType.java:1169) at org.gotti.wurmunlimited.modsupport.creatures.ModCreatures.init(ModCreatures.java:199) ... 24 more
  2. Sindusk Server Mods

    I read your earlier post. Have you had any luck on the employment front? If not, maybe someone in the group is local to your area and could make an introduction for you to another employer? I also wanted to share that with the release of 1.8.0.3 (I think i got the version right) the treasure hunting mod may not be working (that's my best guess based on my server log). I'll paste the exception I found in my logs. I really appreciate your skills and what you've done for the modding community. [08:37:27 AM] INFO com.pveplands.treasurehunting.TreasureHunting: Instrument: TileRockBehaviour - mine call to createItem successful. [Reason: Insert surface mining mine hook.] [08:37:27 AM] SEVERE com.pveplands.treasurehunting.TreasureHunting (vnull): Can't add methods to hunting. javassist.NotFoundException: die(..) is not found in com.wurmonline.server.creatures.Creature at javassist.CtClassType.getMethod(CtClassType.java:1169) at com.pveplands.treasurehunting.TreasureHunting.AddMethodCallsHunting(TreasureHunting.java:106) at com.pveplands.treasurehunting.TreasureHunting.preInit(TreasureHunting.java:58) at org.gotti.wurmunlimited.modloader.ModLoaderShared.lambda$loadModsFromModDir$6(ModLoaderShared.java:166) at java.util.stream.ForEachOps$ForEachOp$OfRef.accept(ForEachOps.java:184) at java.util.stream.ReferencePipeline$2$1.accept(ReferencePipeline.java:175) at java.util.ArrayList$ArrayListSpliterator.forEachRemaining(ArrayList.java:1382) at java.util.stream.AbstractPipeline.copyInto(AbstractPipeline.java:481) at java.util.stream.AbstractPipeline.wrapAndCopyInto(AbstractPipeline.java:471) at java.util.stream.ForEachOps$ForEachOp.evaluateSequential(ForEachOps.java:151) at java.util.stream.ForEachOps$ForEachOp$OfRef.evaluateSequential(ForEachOps.java:174) at java.util.stream.AbstractPipeline.evaluate(AbstractPipeline.java:234) at java.util.stream.ReferencePipeline.forEach(ReferencePipeline.java:418) at org.gotti.wurmunlimited.modloader.ModLoaderShared.loadModsFromModDir(ModLoaderShared.java:164) at org.gotti.wurmunlimited.serverlauncher.DelegatedLauncher.main(DelegatedLauncher.java:20) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at javassist.Loader.run(Loader.java:288) at org.gotti.wurmunlimited.serverlauncher.ServerLauncher.main(ServerLauncher.java:33) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at PatchedLauncher.main(PatchedLauncher.java:20) [08:37:27 AM] INFO com.pveplands.treasurehunting.TreasureHunting: Instrument: Terraforming - handleChopAction call to setAuxData successful. [Reason: Add woodcutting hook.]
  3. [RELEASED] Skillmod for agos modloader

    Was this characteristic modifier ever fixed in an official patch? I'm really struggling with figuring out how to get characteristics (strength, body, etc) to match up with my 2x skill modifier. I'm not sure if this mod works with the newest patch out as of October 2017. I saw that Sindusk released a similar fix for characteristic gain over 31. If someone is able to help walk me through this I'd appreciate it - everything seems to focus on the skill divider and when I took it down to 0 on my server we were getting massive gains (like 1 point per each action, yipes!). I may need Keenan's class files plus this mod.......... thanks for your guidance!
  4. [FINAL] Stat Gain Mod

    Was this characteristic modifier ever fixed in an official patch? I'm really struggling with figuring out how to get characteristics (strength, body, etc) to match up with my 2x skill modifier. I know this was a quick and easy fix and i'm not sure if it works with the newest patch out as of October 2017. I located the mod linked below, from Luceat, which works with Ago's mod loader. I also saw that Sindusk released a similar fix for characteristic gain over 31. If someone is able to help walk me through this I'd appreciate it - everything seems to focus on the skill divider and when I took it down to 0 on my server we were getting massive gains (like 1 point per each action, yipes!). I may need Keenan's class files plus the mod below.......... thanks for your guidance!
  5. Weirdness with Undead

    when i spawned in zombies as part of a mission trigger, they came in as this really weird animation - not the default libila zombie animation but basically all white or all back with like part of their brain exposed. That's the default zombie value under mission trigger effect -> spawn -> zombie. any ideas how to fix?
  6. A PVE Server for dedicated Wurm PlayersEmerald Expanse is a 64 KM (8192x8192) CUSTOM MAP PVE world available for your exploration. No map is available (presently) in order to encourage exploration and discovery of geographic "easter eggs". I spent a lot of time creating the map and it's very unique with rivers, lakes, high mountains and mountain passes....... working on creating quests, additional tweaks to the map. Active GM.2x skill and action timersDeed costs ONNo NPC traders (encourages trading) Steam group: http://steamcommunity.com/groups/EmExp Discord: https://discord.gg/FbNgg3 Mods:Announcer: Server-wide player login announcementBagOfHolding: magicly increase the size of containersBetterDig: Allows digging while mounted; dirt to groundBountymod: coin for killing creatures (bred animals disabled)CreatureAgeMod: Animals grow up fasterCropMod: Prevent crops from overgrowingHarvestHelper: Get exact season start timesHitchingpost: Allows hitching animals to dedicated objectInbreedWarning: Receive a warning when breeding related animalsSpellMod: Gives priests all spells and removes priest restrictionsTreasureMapmod: Allows you to hunt for treasure!
  7. I can't get .25 (the newest server mod loader version) to work for me. I must be getting an error that is throwing the program off. I unzipped to the wurmlauncher folder; and then clicked on the "patcher.bat". I now have a "wurmserverlauncher-patched.exe" which when i click on it to execute it doesn't open the server launch menu at all. The individual mods are in separate folders within one master "Mods" folder and their properties files are one level up (in the main mod folder). Most appear to be loading, but i see an error in the "modlauncher.bat" when i launch it.- apparently when it's calling the "getdirt()" class in java. I edited the "modlauncher.bat" to remove the xx options but that didn't seem to make a difference. I appreciate any guidance anyone can provide, i'm new at loading mods (i usually just run vanilla wurm servers).
  8. If you have any other pointers, i'd sure like to read them!
  9. Map Generator 2.9 [supports Wurm 1.4]

    Hey ricowan, thanks for responding! I set the horizontal scale to 4 meters. Typically, L3DT starts the horizontal scale at 10, which is more for flight simulators.
  10. Map Generator 2.9 [supports Wurm 1.4]

    Thanks Arkonick. It's not that they're short so much as you can freakin' walk up them no problem........ the slope varies between 8 to 20 when the slope should technically be higher - more in the range of 50 plus. It is very steep in my map program (L3DT) but after using the map generator and dropping dirt, it's an easy walk up! I have a test server up now if you care to see what i'm talking about.
  11. Map Generator 2.9 [supports Wurm 1.4]

    Question - well two really: 1.) You can import map files, but can the program only import .png extensions? 2.) Does the PNG import come in as 8 bit or 16 bit? I'm trying to figure out why my imported mountains have such gentle slope when they have steep slope in the L3DT pro program i'm using.
  12. Map Help - L3DT

    Thank you both! I understand (having studied this a bit) that World Machine is what WO uses for it's maps. Isn't the license more expensive for world machine?
  13. Map Help - L3DT

    Folks: Looking for a little bit of guidance. I'm self taught on maps and i'm working with Wurm Map Generator 2.8, L3DT pro, and GIMP (free version). I've made a fantastic map in L3DT - 4096x4096 with the settings below. I can export as a height map, import into Wurm Map generator, drop dirt, and then load it up on a test server and the mountains have barely any slope! I mean, we're talking about 11 ish slope on average while in L3DT they look much steeper and more customized (in 3D Sapphire view). For a PVP server, where mountains can separate various areas, i think making them a little more... impassable.... is a better idea! What am I missing here? I feel like i don't understand a key concept on some of the settings. Thanks for any guidance you can provide! L3DT settings on map: HF (varlist) nx (int) = 4096 ny (int) = 4096 HorizScale(Float) = 10 MosaicFlag(bool) = false MosaicSize (int) = 512 Algorithim (string) = "InflateDM64" DM (varlist) Algorithm (string) = "PeakDM" HF_in_DM (int) = 64 nx (int) =64 ny (in) = 64 SeaLand (int) = 70 FlatSteep (int) = 10 FeatureScale (int) = 33 FracRough (int) = 50 PeakRough (int) = 50 Cliffs (int) = 34 Erosion (int) = 5 Lakes (int) = 14 Climate (string) = "temparate" Wurm Map Generator 2.8 Heightmap Map size =4096 Resolution = 256 iterations = 10 Min edge = 64 border weight = 6 Max Height = 4096 Normalize ratio = 33 Dirt/water tab Dirt Per Tile= 50 Max Dirt Slope = 40 Max Diagonal Slope = 56 Max Dirt Height = 2500 Water Height = 1445 (that's what it took to get the water where it should be!) Cliff Ratio = 2.5 Thanks for any help you can give! P.S. -> No, i don't run any erosion iterations.
  14. Spawn on death

    On our server, when a player dies/suicides without a tent/deed/or being a citizen of a deed, and they select an option OTHER than Spawn (outside spawn, for instance) to re spawn their toon the player winds up in the ocean on the edge of the map. We are stumped as to why this is happening and I've read numerous threads but haven't located a solution. Here is what we tried so far: 1.) The "spawn point" is a permanent starter deed created by the lead GM 2.) The initial "spawn point" for all characters is a central location in the starter deed. We have verified that new characters spawn successfully at this location. 3.) Random spawn is NOT checked in the server settings box 4.) The server is PVE with one kingdom and set as a home server 5.) We even removed the link between the future PVP map and the PVE map 6.) We removed the soulstones from the database (this is a custom map) 7.) We setup a premium spawn point using focus zones Does anyone have any thoughts on why this is happening and how to fix it? Thanks for your questions and guidance!