WalkerInTheVoid

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Everything posted by WalkerInTheVoid

  1. In theory, sure. But such a thing isn't on my immediate priority list I'm afraid. I get time to code these in bursts, and usually it's for whatever current project I've got an inspiration for.
  2. New Release: V1.7 https://github.com/WalkerInTheVoid/WurmMods/releases/tag/v1.7 BountyMod Now configurable bounties for Fog Spiders and Valrei creatures Default bounty is now configurable, not randomized. Bounties are modified based on status (Champion, greenish, lurking, slow, etc). These multipliers are configurable. SortMod (NEW) My first client side mod, which of course requires ago's client modLauncher Features (as seperate configuration options): Sort Player Inventory On Game Start Auto Sort Inventory Sort Container Contents on Window Open Auto Sort Container Windows Auto Sort Skills Window
  3. Beta Release: SortMod https://github.com/WalkerInTheVoid/WurmMods/releases/tag/BetaV1.7 My first client side mod, which of course requires ago's client modLauncher Features (as seperate configuration options): Sort Player Inventory On Game Start Auto Sort Inventory Sort Container Contents on Window Open Auto Sort Container Windows Auto Sort Skills Window This is a Beta release, as I'm paranoid about the performance of the chicanery I'm having to do in this one, but I think it's stable, though sorting by other than name isn't fully tested but should work. Of course, the Titanic should have been unsinkable, hence this being a beta release.
  4. Surprise, I live! And I bring a New Release! https://github.com/WalkerInTheVoid/WurmMods/releases/tag/v1.6 MeditateMod Configure the delay before joining a new path after leaving an old one Now imposes a configurable maximum level a player may reach in any path. Life's been rough lately everyone. I'll get to updating BountyMod when I can. If I'm reading the thread right, it seems there's a request for configuring the "default" bounty in addition to adding the new critters.
  5. Glad these fine folks helped you get it working, MootRed. So, good news bad news: Good news: I think I have the path-change timer option down, but it's a bit of a PITA to test this one, so not quite release yet. Faetyl, interesting idea. Going to have to do things a bit differently to cropMod as there the original code already handled giving multiple items, and in the case of harvesting the game really doesn't. Still, I think I've identified the best place to make the "splice" if you will and get things working. Bad news: heading out on a trip for the next couple days, and won't have the computing resources to test my code during that time. Still, will be back by the end of the week, and hopefully have something out this weekend. As I've said, the time and energy (and occasionally, inspiration) to work on these comes and goes.
  6. Huh. Once again, retested on local test server and on the remote server I administer, and in both cases no errors, bounties collected. At least for me, I've set it to pay out to the bank account, how about you? That exception is wierd and made me run and check to see if they'd changed the modifyFightSkill code, but seems they haven't. At least not enough to cause problems for me, but if you're getting an error like that, that means the code that inserts the bounty-awarding code is failing outright. When you say "no longer getting Bounties", what does that mean? Are they getting the messaging saying they've got a bounty but not receiving the coin, or are they not receiving the message at all? Given the above error message, I'd imagine there's no messages at all, but I can't figure out how or why you're seeing that error at the moment, so I need more information.
  7. After some looking, seems I most certainly can. Will do! ...yay? Does remind me that if doing the same thing twice and expecting a different result is madness, then no, those of us in the computer programming industry aren't crazy. We're bat-poop INSANE.
  8. Updates on the meditation levels thing: I may have an ugly way of doing it, mainly by monkeying with what the code thinks is the player's skill based off their path level...that's ugly as all get out but it could work. Somewhat more resilient than some of the other options I've considered and discarded. But that's an aside. Main thing I wanted to address (since I realized I hadn't) is the "epic curve". I have to offer my apologies. I don't see that in the cards at the moment, simply because at present, I don't pretend to know how this curve works. That may change, but unless someone can punt me in the right direction, I wouldn't hold your breath were I in your position.
  9. mayIncreaseLevel is a LOCAL variable, as I said. That's harder to reach/affect/change using reflection, as the tools I've been using CAN'T work with local variables. Okay, my first reaction to that was "Yikes" and immediately fired up my own test server, grabbed a corpse, sold it at a token. [19:17:13] You receive 11 irons. Your bank account will be updated shortly. [19:17:19] You receive 11 iron coins. And done. Logged into a remote server I've been coding / modding a great many of my mods for, tried the same thing. Took a little longer (about a minute instead of 6 seconds) for the second message to show up, but show it did, no errors. Finally, BountyMod awards its coins when a KILL is made, NOT when a corpse is sold. The item-sell-at-token mechanic is not affected, or at the very least it should not be. At this point, while I've seen wierder and really do want to help resolve this issue, with current information I do not believe this to be an issue with BountyMod. If it is, I do need more information, as I am not currently able to replicate the problem. Any exceptions in the console? Any exception entries / errors in the BountyMod.log file in the mods/logs folder? Does the problem go away on disabling BountyMod, and return when it is re-enabled? Addendum: the remote server, as I am an admin there, is one I know for a fact is running the latest BountyMod. (from release 1.15.1)
  10. Hmm. Right, I forgot to look into customizing path skill requirements when Faetyl asked. Sorry about that. As far as I know, I'm the primary meditaiton-modder at the moment, though now that I've said that surely someone will come out of the woodwork to prove me wrong. I've looked into the code and the headache is that, if the player is already on a path, the skill requirement for next level is defined by: cultist.getLevel() * 10 - meditation.knowledge < 30.0 || meditation.knowledge > 90.0 if that's true, it sets the local boolean "mayIncreaseLevel" to true. (there's another block that sets it to true if the "player" is an Arch-GM, but we're talking about regular players here.) If the player doesn't already have a path, then it's a simple meditation.knowledge >= 15.0 which, if true, sets mayIncreaseLevel to true. The problem here is that my usual methods for fiddling with the code don't work on local variables. They're stored differently in the bytecode and the means of accessing them gets very complicated very quickly. Trying to change their value calculation to something else that itself is based off non-local variables is, unfortunately, beyond my skill range at this moment. Or at least, every other time I've faced that problem, I've found some sneakier way to get the job done to avoid it. Which may just mean I need to think about this problem some more. This feature IS doable, I CAN do it, if nothing else I can use hooks to replace the meditate code outright, but that would require some reworking to not interfere with existing features and that's a rather brute force approach that is more prone to causing errors if the server code is changed in an update (or as I put it, "fragile"). So, to summarize, there's no apparent pretty way to do this, and I'm not sure what ugly way is best yet. In unrelated news, I may have found how to detect modifiers when it comes to creatures (Greenish, champion, angry, etc) and am working on making BountyMod apply (configurable) payout adjustments based on that status. ETA unknown though.
  11. /facepalm Fixed now with zip file. Was looking over this earlier today. It really seems that increasing the number of bank item slots would be comparatively easy, at least for INCREASING the number. There's a number of problems with decreasing it though, and I count returning it from an expanded amount to the normal 5 as a decrease for this discussion. It seems that every "bank" records its own size, so just changing the size of new banks would not affect players that already have a bank. Adding the code to expand the banks to a new larger size is only a slight addition in terms of the amount of work, so that's not a problem. The problem then becomes what if the server in question wishes to lower the bank slot size downwards? There would have to be special handling, especially since I for one really dislike the idea of some of the banked items simply vanishing into the ether. I'll keep looking, though, it may be possible to simply wait for the player to remove some item(s) and then not allow the player to replace it/them until the bank's contents are below the new maximum. The good news is, if a player has an expanded bank and for some reason the mod is disabled entirely by accident or design, from what I'm seeing here the player in question would simply be "grandfathered" by the existing bank code, as the bank would remember that it can carry X items and the code makes no checks that X matches the intended number of bank item slots. Hope all that was coherent, let me know your thoughts.
  12. New (Bugfix) Release! https://github.com/WalkerInTheVoid/WurmMods/releases/tag/v1.5.1 BountyMod Fixed a bug where bounties paid to bank account didn't decrease kingdom coffers (NEW) Bounties can be paid out of thin air (thus unlimited bounty payments) or from the kingdom coffers (thanks Netscreever) (NEW) Non-hostile, same-kingdom creatures can be set to pay out no bounty (thanks again Netscreever)
  13. As noted above, I went and implemented the pay-to-bank option, if for no other reason than it seemed to make slightly more sense than coins magically shoved into your pocket. Mobile Banking...hmm. That may be a toughie, but it's not a bad idea...I haven't gotten into adding new actions (or in this case existing actions to new targets/objects) but wouldn't hurt to start. Banks are tied to a village, though, and that may cause a snafu or two. If nothing else, the open-bank code throws an exception if the bank in question isn't currently in any existing village. That said, now I'm curious. Are you asking for the player to be able to deposit/withdraw items anywhere, deposit/withdraw coins anywhere, or both? Come to think of it, not 100 percent sure I could do depositing coins or items independently. Or depositing and withdrawing items independently.
  14. New Release! https://github.com/WalkerInTheVoid/WurmMods/releases/tag/v1.5 Updated Mods: BountyMod Can pay to bank account instead of into player's inventory - Thanks to Faetyl for the idea! Configurable multiplier for all bounties, for ease of fine tuning for your server Configurable multiplier for player-bred creature bounties MeditateMod Specify custom action duration for meditation - Thanks to Kodos for the idea! New Mods: BoatMod Change the wind effect for all boats to be like a rowboat, with a commensurate increase in speed, up to the cap. Make all animals able to swim while led by a player Enable continued leading of animals when embarking on a vehicle (no more having to frantically re-lead all your critters when you hop in the boat) SacrificeMod Adds a configurable chance for a rare item to award a bone of the same rarity, instead of the usual benefits. SalveMod Adds "power - " to the beginning of newly made healing cover names, so you no longer have to figure it out in your head. Huh. I just tested it on my local machine and I get skill just fine. Are you running afoul of a cooldown timer? Also, bear in mind that unlike Faith, the meditation skill gain is chances, not guarantees. In other words, you may perform a meditation that qualifies for skill gain, and consumes a "skill gain chance"...but doesn't actually award skill gain. Annoying I know, but I haven't been able to pin down where skill gain actually occurs in the code, so I haven't been able to address that. Apologies to all for the long delay, the time & energy to update these mods comes and goes in bursts.
  15. Well, there's (almost) always a way to do something in code, but...at this point, BountyMod's pretty customized for awarding for kills. I'd have to bring back some of the old code to even start adding coin rewards to other activities, and I'd have to find different places to hook into said actions...essentially that'd be a separate mod entirely. I'll be honest, such a thing really isn't on my radar at the moment, but I am curious: what other activities did you have in mind?
  16. Yes, they do, or in this case should. Any error messages (or loading messages) in the console (aka command line), or can you not see that for your server (thanks to hosting situation for example)? You should at least be seeing lines like this: Nov 21, 2015 11:56:54 AM org.gotti.wurmunlimited.mods.bountymod.BountyMod configure INFO: skillGainForBred: true Of course with a more current date, just plucked that one out of my own logs.
  17. Good idea, I'll look into it when I get a chance. ...huh. If you're getting no money and no messages then the mod isn't working. It should send a message "There are apparently no coins in the coffers to pay out a bounty at the moment." if there's no money to pay out. Is it just BountyMod that's not working? Are any other mods misbehaving? (Are any other mods loaded for that matter?) Can you see the console for the server, and does it mention loading the mod (should see a bunch of messages about bounty settings in the console as the server starts). Hope any of that helps, and if not, well, you know where to find me. Walker
  18. New release! https://github.com/WalkerInTheVoid/WurmMods/releases/tag/v1.4 DigLikeMiningMod Now no longer makes checks on inventory to see if you can carry things that aren't yet going to your inventory anyway. Enabled dredging to ship Added the ability to use dirt or sand piled on the tile you're standing on if you need to use dirt/sand when flattening or leveling. The game will use dirt in your inventory, then dirt in a pile, then sand in your inventory, and finally sand in a pile, in that order. Added in a check to see if the item created is an emerald or a bone, in which case it goes to your inventory instead of the ground. Meanwhile, Crustyfoot, here's an oddball thing about the server: to the server, the creature you mention ("Angry Old Crocodile") is named "Crocodile" and the other prefixes are added elsewhere. I haven't gotten round to looking into where. Secondly such a "what's endangered" calculation would have to be on some sort of schedule, but that part isn't the big problem. The real problem is, if there's a way to tell if the kill was in self-defense, I'm unaware of it. I mean, an educated guess can be made if the critter in question wasn't hostile to players, but other than that, things get murky very quickly. And I'm even less fond of a player being penalized for NOT getting killed by a crocodile.
  19. Hmm. I'm not sure the server code actually keeps a running tally of critters on the server anywhere. So figuring out "the one with the lowest population count" would be the first headache. Second, how is the player supposed to know that? I dislike the idea that the player only finds out after killing something that such a creature was "protected" seemingly at random. Hmm. I'll have to look into it when I get a chance. As for the skillgain reporting, bear in mind these mods are all server-side. I don't see the client side logs at all. As for the paycheck cutting, the other thing is how far and wide the higher level hunter then has to go to either find enough critters to pay their bills, or to find mean enough critters to do the same. But that's more opinion than anything else. In the mods directory, there should be a .properties file for each mod as per ago's modloader. In this case, MeditateMod.properties, just open it with a text editor. As mentioned previously, currently the mod requires you to be able to pick up one item to your inventory (in this case a dirt) in order to dig, even though said item never goes into your inventory. Still working on that, but for the moment having enough for one such item lets you dig to your heart's content with the mod. As a side note, I also want to make it so raising via leveling pulls from items on the tile you're standing on, just to complete things. Still working on that, too. Yes. All I've done so far, is make it so dirt, sand, tar, etc end up on the tile you're standing on rather than in inventory. I haven't tested gems per se, but the worst that should happen is they end up on the tile as well, just as when finding a gem via mining. The more recent BountyMod update changed the random bounty for a critter-specific one. There should be settings for all the bounties in the bountymod.disabled file distributed with the latest BountyMod. Be sure to rename it to bountymod.properties first (it's put as .disabled in the zip file so that it doesn't accidentally overwrite someone's custom settings with each update).
  20. Hi all! If you celebrate Thanksgiving, hope you had a happy one. If not, hope you've been having a good week So, on to replies to all the suggestions made while I've been out. Bounty ranges...hmm...doable, but I'll concede not currently high on the priority list. That'd be another overhaul like putting in the species-specific bounties T_T Chances for bounties...well, my thought was not making someone dependent on the RNG for getting their upkeep money, but to each their own. Are you advocating a global bounty "drop" chance, or what? On the fight-skill gain to bounty idea...it's interesting in theory, the big question though is if I can find where the actual fight skill gain is reported. Last time I went digging through the code trying to understand how skill checks & skill gain was done, I got lost, cause that code gets very confusing very fast. That aside, that's the only headache I can foresee there. While I personally dislike the idea of cutting someone's paycheck cause their skills have improved, given the "no Path question delay" option in MeditateMod (now replaced with the multiplier), it wouldn't be the first time I put in a feature that I wouldn't use. Plus, I DO like the idea of champion/angry/etc giving increased monies. Huh. On the one hand, that does remind me the bounty mod currently doesn't do any special handling for negative bounties (will have to look at that, the words "undefined behavior" is not something you want in relation to something you've coded), my first question here is: penalty to where? Might be able to find the player's bank account, but don't think that really supports negative numbers there, and the player certainly isn't obligated to be carrying coins around. Trying to persist a fine that can't be immediately applied is a bit out of my range for the moment. I mean, maaaybe could do coin in inventory then bank account and if not that give up, but I don't like the idea of discouraging people from banking or carrying their coins. Of course, again, wouldn't be the first time I put in a feature I personally wouldn't use. I just want to flesh out the concept a bit more. Also kinda wondering what sort of species you'd want to protect. As for the "using guards to kill schtuff" that's something I considered but trying to balance for it is more trouble than it's worth in my opinion. On top of that, the guards are on fixed locations, so you quickly get to where you're baiting aggressive critters quite a distance, since last I checked neither tower guards nor spirit templars go after non-aggressive critters, even if you pick a fight with them. So maybe you'll get a few easy kills / bounties when you first set up shop but after that it peters out. You've got to get a fight skill increase of some sort to get a coin (which means you have to be counted as one of the critter's "attackers". I think, though I'm not sure, that doing so requires you to get a hit in on it) so it's not like you can stand around AFK and get coins for nearby templar kills.
  21. Another release, 1.3 BulkMod (NEW) Enables placing hot items into BSBs and FSBs. (Further features probably coming, depending on feedback) DigLikeMiningMod (NEW) A recreation of Alexgopen's Digging Like Mining for use with ago's modlauncher. (Caveat: as this currently are, you must have enough space in your inventory for one dirt, or the action will still be blocked) Hope you like em, if you do or want to see new features, please give feedback, I may be coding some of these for my own use but I'm putting them out here for everyone's benefit, which means I want to give you guys the features you want
  22. New version released: 1.2 Updated BountyMod with species-specific configurable bounties. If for some reason you kill something that the mod doesn't have a bounty for, you will get a message that "The king has not decided on an official bounty for such a creature". If you get this message, please let me know along with the logged message that begins "No bounty found for templateid: ", located in the mogs.log file in the mods/logs directory in your wurm server directory. Updated MeditateMod, now with a multiplier for path question cooldowns. New Mod: PhobiaMod, for those who find the spider models creepy, and are annoyed with the fact that WU makes it hard to enable phobia mode and that the blobs are so tiny and hard to see. Replace huge spiders with black bears, and lava spiders with lava fiends. Works even on existing critters! I made that new one because while I do not have full-on arachnophobia, the huge spider models creep me out, especially when I was playing WO trying to harvest an oleander push that blocked my view only to have a huge spdier head burst out of it as the creature takes a bite at me and give me a hell of a frieght. That's when I decided it was time to turn on phobia mode. Now I have a more comprehensive solution.
  23. Bug that I've noticed: Thread in which people quoted a previous post and then continued...some of those posts are now just the quote, not the reply. Example: http://forum.wurmonline.com/index.php?/topic/134477-released-mods-and-from-exe-version-of-modloader/#comment-1378248 There's my comment that is apparently just a quote, only the post below it is apparently just a quote of it, but it's showing my response. Hoping those posts aren't lost for good. Overall, very disappointed, this change feels unprofessional and half-baked. Perhaps it will be good in time, but right now I'm just hoping for not having data loss.
  24. Had a bit of an epiphany. Were you getting the message from meditating on a path tile, or from when someone tried to "light the path" for you? Just stumbled across how the old way only shut off the question cooldown for the former and not the latter >_<