AnimalMother

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  1. Hello all you lovely modders out there! On our server, we're hoping to build a living market and livestock plays an important role in it, so we have a request for a mod that would make animal reproduction more realistic: Gelding Animals, particularly males, could be made infertile and could not be reversed (unless, say, through DB Browser for SQ Lite). We've noticed that eggs can be made infertile, and that roosters cannot be bred with hens, and were wondering if the same could be applied to other animals. Breeding Seasons Certain harvests are limited to a time of year, and in Talor's Survival mod, crops can be limited to seasonal growth. We've wondered if the same could be applied to animals regarding breeding seasons. Up until the possible release of a mod like this, we've been role-playing and only breeding animals during certain times (but as our server, hopefully, grows, we cannot expect everyone to do the same): Bison Start End Day: Ant Day: Wrath Week: Second Week: Fourth Month: Fire Month: Dancer Cattle Start End Day: Ant Day: Awake Week: Third Week: Second Month: Leaf Month: White Shark Sheep Start End Day: Wrath Day: Awake Week: Second Week: Fourth Month: Dancer Month: Omen Horses Start End Day: Ant Day: Awake Week: First Week: Fourth Month: Leaf Month: Dancer Gestation Periods In Ausimus' Configurable Gestation Period mod, you can set the number of gestation days for horses (maybe for other animals? I'm not entirely sure) from 1-100 days. We would like it if this could be done for all livestock and have it longer than 100 days, if possible. Ideally, we'd like: (days meaning wurm days) Horses: 330-345 days Cows: 283 days Sheep: 152 days Bison: 283 days Pigs: 114 days Litters Mostly, this refers to pigs and to sheep. Since it's common for sheep to have twin births and for pigs to give birth to more than one piglet, we'd like to see, if possible, more than one offspring produced. (Again, we've just been role-playing this and summoning the young animals when they finally give birth. Very time consuming, as you can imagine.) Pigs: 8-12 Sheep: 1-2 Dogs: 8-12 Cats: 1-8 So that's about it, if there's anyone out there who thinks this is possible and would be willing to devote the time to making it, we'd be absolutely delighted! As always, Happy Gaming from your friends at Teria!
  2. Hi guys, I seem to be having trouble with the mod- only the Ebonyblack and the vanilla colors are appearing, horses with colors other than these are appearing as white. I am using the fix for white foals from creature mod but that doesn't seem to have helped this particular issue. The mod worked beautifully before and, as far as I am aware, I am using the most recent version: 2.1.0 Any ideas? _____________________________________________________________________________________________________________________________________ Nevermind, user-error! I had forgotten to update the client side of things, all's well _____________________________________________________________________________________________________________________________________ Oop, hang on, I spoke too soon! So, the different horse skins are now appearing however they're mismatched. All that seems to be working correctly, again, are the vanilla colors and Ebonyblack. As you can see from the screenshot here, the horse is obviously not Bloodbay, which seems to be missing from the skins entirely... Anyone else come across this issue and has a fix? ___________________________________________________________________________________________________________________________________ Fixed! Had to manually down the creaturemod from here https://github.com/ago1024/CreatureMod/releases/tag/v2.2 and install it. Hope this helps anyone else who may come across this issue!
  3. kk Will do! _________________________ Update: Okay, so I updated all those that I could find updates for but couldn't find one for the hitching post or the naming tags. I attempted to remove it and try the server again but unfortunately it's still causing it to crash. Going back to a save we had before installing the mods seems to have worked but it's so far back that we lose so much progress. Would you say we're just stuck having to pick up from there? Or is there a way to salvage the older game without having the mods? _________________________ Solved! Okay, so I had this brilliant idea to clear the issues regarding the mods: using DB Browser for SQLite, I was able to go through and remove objects that were trying to use the mods and that seems to have cleared those issues!
  4. Sure thing, Steve! Nice to see you again, you always come to the rescue! It's too long to copy and paste so I'll link it instead. Server log
  5. Hi everyone, hoping to get some help again- trying to boot up latest server after not having played for some time but can't seem to get it working. I've taken screenshots of the cmd, maybe someone can make heads or tails of it? I appreciate all the help we can get! Screenshot 1 Screenshot 2 Screenshot 3
  6. Same here. When a horse/cow/bull is born, they're nameable but once they've progressed to Young Foal, they're unable to be named, saying, "animal has already been tagged." Is there a fix for this?
  7. Sooo, new problem: None of the animals in the mod seem to be spawning on their own... Is there something I should be doing to fix that?
  8. So I've been building a cemetery and have been trying to find creative ways to decorate it, aside from the coffins and gravestones and I love the obelisk! It would be perfect if it weren't, oh I don't know, ENORMOUS!? And an idea for a mod popped into my head but I don't know how feasible it really is, hence why I'm here. Would it be possible to create a tool or something in game that could allow us to resize objects? I've noticed when wood scrap, for example, is combined with a great deal of others and then dropped on the ground, it can be quite large. Perhaps it could be a wand or other, something restricted to GM's so as to avoid abuse? Or is there possibly a way to resize an object with DB Browser for SQLite? Hmm... anyways, thanks for reading, guys! Happy gaming! "Or is there possibly a way to resize an object with DB Browser for SQLite?" Rats! Tried to resize it in there to 1/4 its size but didn't change in game.
  9. I am and unless they're tamed, I'm not able to equip them. I get the error message, "You are not allowed to do that." o:
  10. They're all branded and still have to tame them, unfortunately.
  11. Maybe it's the RP'er in me but when Fall and Winter rolls around, I like to see my horses warm and cozy , (and while I've been making due with cloth barding, I would love to see them in blankets! I was thinking the cloth barding could be used as a starting off point?) but taming each animal to equip and remove the barding gets sooo tiring. Is there maybe a way to mod around that? Be able to equip them without having to have them tamed? And as far as the blankets go, I was thinking something like this! Anyways, just a thought
  12. Thank you, Bigsteve!! It worked, I kiss your feet!
  13. Okay, so this is what I'm looking at in the server packs: classname=org.gotti.wurmunlimited.mods.serverpacks.ServerPackMod classpath=serverpacks.jar #Set a fixed port. If no port is selected a random free port will be used #serverPort=8787 # Use this to announce a different server name or IP address to the clients # By default the setting "External Server IP Address" will be used for pack URLs # This setting may be required when doing port forwarding in the router #publicServerAddress=68.113.46.239 # Use this to announce a different server port to the client # By default the serverPort or the automaticly choosen port will be used # This setting may be required when doing port forwarding in the router #publicServerPort=3724 # Sets a different address for the HTTP server to bind to. Can be 0.0.0.0 to # bind to all interfaces. Default is external ip in server settings. #internalServerAddress= Have I set something up incorrectly? Or should I add something to it?
  14. This is what they're both getting in their consoles: [11:07:27 PM] INFO ModComm: Handshake response received, server protocol version is 1, 1 channels activated [11:07:27 PM] INFO org.gotti.wurmonline.clientmods.serverpacks.ServerPacksMod: Got server pack D80AA93E063D7D405D4E87B3D9C110CF297C473A (http://192.168.1.9:56834/packs/D80AA93E063D7D405D4E87B3D9C110CF297C473A) [11:07:49 PM] SEVERE org.gotti.wurmonline.clientmods.serverpacks.ServerPacksMod: Connection timed out: connect (I made sure to open the following ports through our router and our firewalls, in addition to 8787 too: 8766 TCP/UDP 27016-27030 UDP 3724 TCP)