GenSekiel

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Everything posted by GenSekiel

  1. The mod does not leave anything behind after being removed. All mechanics should work as they did before. Did you check the vanilla server settings for farm growth? Maybe try really short poll times to make sure that nothing grows. The default seems to be one hour.
  2. Update v1.2 adds surprise mechanics two flavors of randomness. The first one is the method Nappy suggested and somewhat more hardcore because you loose the resources spent on the task if it fails. The modtreefarm.properties options Chance*=[value] specify failure chances (not success chances) for different task types. A value of 0.0 means no failure ever, a value of 1.0 means only failures. So 0.25 will make roughly one quarter of all tasks fail. The second mechanic randomly prolongs the tasks by at most a given factor of the tasks original task time. The options RandomTime*=[value] specify these factors. So for a task that normally would take time t, a value of 0.0 will add nothing, a value of 0.5 will at most add half of t for a theoretical maximum task time of 1.5 times t, and so on. The actual time that is added to the task time is a random roll between the original task time and the theoretical maximum. This way, the task may take longer, but the resources will not be wasted. The factors may be influenced by skill and item quality using the options ChanceSkillMultiplier=[value] ChanceQualityMultiplier=[value] RandomSkillMultiplier=[value] RandomQualityMultiplier=[value] See the description in the modtreefarm.properties file for an explanation, also for some implications of the combination with continuous growth/age limits.
  3. Yeah, sure. Should be easy enough. You mean e.g. water something and then have a certain chance for nothing to happen at all, yes?
  4. Update to v1.1, introducing support for fields/farms. Rice is a type of field and this mod never supported fields since there is a timer-based growth control in the vanilla game. Until now. You now have the option to let the mod manage fields/farms in the same way it makes everything else grow, i.e., by watering and fertilizing (enabled by default). The relevant options for the modtreefarm.properties file are: AllowFarms=true/false Enable/disable actions on fields. PreventVanillaFarmGrowth=true/false Enable/disable the timer-based vanilla crop growth mechanic. This is different from the conventional server poll, which also grows fields in the same way it grows threes and similar stuff. Both are active simultaneously. Tiles with active tasks are protected from conventional poll by the ProtectTasks option for the duration of the task. It is possible to use mod-growth and vanilla mechanics at the same time, but vanilla growth invalidates a task queued for the same tile. RetainFarmState=false/true Prevent fields from getting messed up on growth. Only works for mod-induced growth. The typical set of multiplier/age options is also available for fields as a whole, but not for different field types since there are quite a few of them. To disable field support, set AllowFarms=false PreventVanillaFarmGrowth=false There should be no major conflicts with other mods that deal with fields.
  5. Yeah, that is pretty much why I started writing this mod. The vanilla growing mechanics are assuming a server is running 24/7 and it's still slow then. Rice must be a recent-ish addition and I'm not up to date with new stuff in this game. I kind of rely on people mentioning something like this here, so thank you. I'll try to add it. Is anything else missing at the moment?
  6. Update to 1.0.2.3. While I could not directly reproduce the exploit as described, I see why it could happen. If the action is aborted by moving, skill would be gained anyway. So I moved the skill gain to the final phase of the action. That should fix it. Also, trellis and planter growth was assigned to the forestry skill, should be gardening. Fixed that, as well.
  7. v0.3 --- There were only two small things to fix. I have quickly tested it with the foraging action and it seems to work. If anything does not work as it should, let me know.
  8. I'll have a look at it this weekend. Maybe it's nothing major.
  9. I'm surprised seeing this revived. I'll try getting it to run again, if possible.
  10. After a very quick test, it seems that everything is still working correctly as of 1.6.3.2.
  11. PollInterval and BaseTaskTime are the two settings mainly responsible for the time something needs to grow after you have finished watering it. PollInterval is the time span between two checks for tasks to be completed (e.g. trees to be grown, etc.), BaseTaskTime is the time that has to pass since a task was started (e.g. by watering something) until it can be completed. Let's ignore all the multipliers; then, due to this mechanic, a task can at most take BaseTaskTime + PollInterval to be completed. The settings WateringTime and FertilizingTime refer to the time spent for the initiating actions themselves, i.e., the blue progress bar that shows up whenever you do something. To summarize: an action, i.e. you clicking, e.g., the "Water" menu entry, initiates a task (and it will take WateringTime/10 seconds for that) whereafter you have to wait a certain time period (at most BaseTaskTime + PollInterval) for something to happen (the completion of the task, growth in this case). BaseTaskTime and PollInterval both are specified in milliseconds, so values 600000 / 300000 are 10 / 5 minutes. To set it to 3 / 1 seconds would mean to specify 3000 / 1000 instead. So your waiting time after watering something would go from at most 15 minutes down to at most 4 seconds.
  12. A very small update (1.0.2.2) adds the missing task time options for the new bush types blueberry and raspberry.
  13. The life cycle of the plants is not changed. This mod just accelerates the growth by having the player take some action, but does not preserve them. The server handles them the same as always, but server-induced growth is slow.
  14. Yes, stuff can be grown everywhere. Deeds have nothing to do with it.
  15. Okay, maybe the update changed how things work. I'll have to do some testing. Edit: A first quick test with your setup (I only reduced time and cost) seems to work in my test world for growing trees and fertilizing them. I would need some more information. Do you have a test server where you can test with different settings? Your times are set to 5min/10min, but can you test with 1sec/3secs to quickly see if really nothing happens after at most 4 seconds? Also, if you try to water again, do you get a message saying that the tree has been watered? Your settings activate auto-growth, so watering should be blocked until the tree has reached its full height. There also is a debug mode that can be activated in the settings. It can show the task status of, e.g., a watered tree when examining it. It will show poll times and remaining task times. With this we can make sure that there is actually a task registered for the tree. The debug mode enables some other stuff, but that should only appear if someone has admin rights (5). It does enable free watering/fertilizing for everyone, though.
  16. Hello everyone, sorry for the delay, I completely missed this update. I have merged Oluffus' fix. Thankfully, not much seems to have changed. Thanks, @Oluffus. I'll compile a new release, which will be identical to the one Oluffus posted, for the sake of completeness. If anything does not work as intended as of the current patch, please report it here, even though it may take a while for me to notice. I come here to look for bug reports every once in a while. Thanks for your ongoing interest in this mod. Edit: The build is out. I decided to version it as 1.0.2.1 since it's a pure compatibility update. @AtteniaThis mod does not prevent naturally occurring growth (well, it can, as long as it is tracking a certain object to perform a task, but not beyond that). I might extend its functionality to include something like that if I ever get around to add more functionality to it.
  17. @stormcrow22Hi, I think it may be because you might have dropped the trellis on the ground instead of planting it. It seems I did not think about issuing a warning when a dropped trellis is being watered (works, I might leave it at that) or fertilized (does not work). I'll add a warning message next time around, for now I'll add a hint in the OP.
  18. Update to WU 1.5.2.1 and Ago's Mod Launcher 0.31.1. Fixed hedge growing crash issue. Fixed continuous growth, added separate target ages. I changed the way automatic growth works a bit. The KeepGrowing switch is gone, setting the target age to 1 or 0 is the same as disabling automatic growth. If the target age is larger, watering something below the target age will make it grow continuously until the target age is reached. Before, it was not possible to manually grow further. Now, if the age is above or equal to the target age, watering results in conventional one-step growth. I also added a bit of information on ageing to the modtreefarm.properties file: Age ranges: Trees 0-15 (fertile 4-13; sprouting @ 7,9,11,13; most wood @ 14) Hedges 0-2 (lavender 0 only, camellia 0-1) Grass 0-3 (around trees & bushes 1-3, 0 is lawn) Trellis 0-15 (fertile 4-13) Planter 0-127 (fertile 6-94) Make sure to also update your modtreefarm.properties file. If pending tasks have been saved in the modTreeFarm.mtf file in the server directory, the first server start after the update may trigger a warning and not load the list because the format has changed slightly. The issue should resolve itself as soon as the list is overwritten the next time the server is shut down. Otherwise, delete the modTreeFarm.mtf file in the server directory.
  19. @Nikalus Yeah you are right, that's broken as well. I'll try fixing it today. Regarding the charcoal piles, I guess that's within the scope of this mod. There also are other things that I could probably add, like beehives. I'll look into that, maybe in the coming weeks if I find the time. It kind of exceeds the forestry/gardening theme, might have to change the name of the mod then.
  20. Hello everyone. I did a quick compatibility test with Wurm 1.5.2.1 and almost everything seems to work. However, growing hedges is severely broken and doing so appears to reliably crash the server. Sorry about that. Therefore, do not try to grow hedges at the moment! fixed If you are running a public server, make sure to deactivate hedge growing in the modtreefarm.properties file in the Wurm Unlimited/WurmServerLauncher/mods folder. To do this, change AllowHedges=true to AllowHedges=false The server needs to be restarted for the changes to take effect. I will probably have the time to fix the problem this weekend. @Arduin The mod throws a message at you whenever something prevents you from doing something. Could it be that the tree is not at a fertilizable age? If fertilization was successful, it should block all other actions, e.g., watering, with a message telling you that the tree has been fertilized and can not be watered until the fruit have grown. I'm not quite sure what would prevent it from working for you. You activate the ash, a large enough amount (100g by default), and then select "fertilize" for a tree that has reached the proper age (you have to grow it four or five times), is a fruit tree and has no other task pending. If you have watered the ground tile the tree stands on, it will block fertilization as well. That's all there is to it. You then of course need a sickle for the "harvest" option to appear. @Hypocrita Tree farming is what this mod was created for. To grow a planted tree one stage, as Virtuos pointed out, activate some water (you'll need 5 liters by default) before you select "water" from the context menu of the tree. Trees have 16 age stages, watering them will make them advance one stage after an amount of time. The default value is between 5 and 10 minutes and is adjusted via the PollInterval and BaseTaskTime options as explained in the OP. The default settings also make it grow a bit slower as the trees get older. So you have to water the tree repeatedly to make it grow larger. If you don't want to water a tree multiple times for it to grow to a certain age, the KeepGrowing and AgeLimit options can do that. If you activate KeepGrowing and set AgeLimit to, say, 10, trees automatically grow until that age. This also affects bushes. If you want to test it more quickly, set PollInterval=2500 and BaseTaskTime=5000 for growth in 5 to 7.5 seconds (or even smaller) and maybe WateringCost=10. You may also want to reset all other options back to the default.
  21. Currently not, but it is technically possible to prevent growth and its side effects. This mod can prevent server triggered growth for the duration of a task, but only does so for tiles which have been watered or fertilized and if the corresponding option is activated. As has been mentioned previously there might be some benefit in applying this to larger areas. If you want to prevent growth for few single tiles, I might add a task to salt the earth which could prevent growth for some time. If you are trying to prevent growth in larger areas, it would be more efficient to handle the regions differently. Also, with the current mechanic this would not stop the spreading of grass or trees from nearby tiles into the protected tiles. That would require more modifications to the server code. All in all that might be a job for a separate mod.
  22. Update to WU 1.4.0.1 and Ago's Mod Launcher 0.26.3. Watering trellises makes them age. Fertilizing trellises is only possible when matured. There does not seem to be a visual age indicator for trellises, watering them four times should bring them to fertilizable age. Ivy trellises can be watered although they can not be fertilized.