Cuddles

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Everything posted by Cuddles

  1. I don't see a "manage local server" option anywhere?
  2. Clients cannot connect to Modded Server

    sounds to me like firewall issues, if you can connect on same machine but others trying to connect can't then more likely firewall than a mod issue. Still possible it is a mod of course but my guess would be firewall, a lot of people have issues with getting that part set up.
  3. Genesis - Est. Feb 10th, 2019 - [4x/8x]

    discord link has http twice but even making it correct still says invalid or out dated link
  4. [Released] Coldies Compilations

    I have been running these mods for a while now, but I had them in a few big mods, I split them up to post here for people to use. building skill mod This mod adjusts how much carpentry skill is required to plan buildings, in the properties file is 1 simple value to adjust skillfactor this is a whole integer, so 2 or 3 or 4 etc. basically times your carp skill by this. So a 13x13 plan would normally require 52 wall + 169 tiles = 221, obviously impossible with default, make the skillfactor 6 and you could plan it at 37 skill. Extreme example obviously but that is how the factor works. Default value is set at 2, halving required skill. https://1drv.ms/u/s!AjnBltNOSFjCgj_Jz3qiuOh1jjmD Cavus Nostra This is a few things I put together for the Cavus Nostra Server. Properties file looks like this. moonmetalimp=true groomall=true leadunicorn=true Traitremoval=true traitIds=0;2;7 moon metal imp: set to true and this will let you imp moon metal items using steel and not the moon metal that made it. groomall: is actually for hell horses and unicorns, giving the ability to groom them lead unicorn: lets you lead unicorns without taming them trait removal: adjust what the game thinks is a negative trait, so using the spell to remove bad traits will now also remove the traits listed in traitids. The default ones listed are fight fiercely, tough bugger, keen senses. https://1drv.ms/u/s!AjnBltNOSFjCgkAkd4a_r9jgcfGl DPS This adds a chat command /DPS (case sensitive) this will activate and deactivate the mod usage. When active if you go to your combat event window it will show the damage you do to what you are attacking with some interesting information, including the average damage over time, from when you started it with /DPS. There is also another feature, in the properties file is minid and maxid, the creature template id's within this range will autoregen their hp back to full when it would have dropped to 0. So you could set it to say a the rat template id and put a bunch of rats in a pen, and then you can hit them constantly to get a true DPS value over a longer period of time, this will make ALL rats basically gods and never die on server though. We added a new mob that had similar values as a troll but did 0 damage, this worked well. [10:57:29] DPS=120;you did 880 damage, which is 29335.0 * 0.03 120 is the avg damage over time 880 is the actual damage you did, everything has the exact same HP, the reason some stuff is harder to kill is their DR. 29335.0 is the actual weapon damage before DR affects it. 0.03 is the DR of what you are attacking, in this case a rift warmaster. This is for patch 1.9 https://1drv.ms/u/s!AjnBltNOSFjCgkLm33ZmIJs-ACXK Epic Curve Nothing to change in properties file with this 1, mod is either there or it isn't. This will make even PVE have Epic Curve active. https://www.wurmpedia.com/index.php/The_Curve https://1drv.ms/u/s!AjnBltNOSFjCgkPuAweA0v-Blc2I Lead More Nothing to change in properties, I may put in a factor but then again I might not. This mod adds 2 to lead max for anyone, so instead of 4 you can lead 6. https://1drv.ms/u/s!AjnBltNOSFjCgkG8tOJb6WzAAUlQ Milk Reset At some stage the wurm devs made it so cows only reset being milkable with hummid drizzle or after a server reboot, why? NFI This mod adds command /milk which will reset all animals that can normally be milked to be milkable, there is a set 1 hour time between uses of the command. If done early it tells you how long until it can be used. It also resets sheering ability which otherwise only resets on server reboot. [11:08:07] Time until next reset: 45 minutes https://1drv.ms/u/s!AjnBltNOSFjCgkQ1T2FHMu07y6iX Tent Sleep Adds ability to sleep in your tent, I mean who doesn't sleep in a tent when they go out in the woods? You need to own the tent and it needs to be on the ground, you need an item active, it doesn't matter what item. Just right click tent, click sleep then a popup will ask if you want to sleep, same as a bed does. This will add sleep bonus same as sleeping in a bed. https://1drv.ms/u/s!AjnBltNOSFjCgkXG3BMztG2zFWCS
  5. [Released] Coldies Compilations

    nah you don't even need event to be active and no skill loss should still be working, doesn't need to be on deed at all, i sometimes just do min 1 max 4000 to cover entire map and it works fine. Which server you on? I can pop in with a char and help test it. Edit: You can just message me the details and a discord link if you use it.
  6. [Released] Coldies Compilations

    well its like a box on the map, lets say you have an event deed at 790, 1600 and the deed is 21 x 21, which is 10 tiles in each direction from token. so if you want that whole area to be no skill loss you set minx to be 790 - 11 and maxx 790 + 11 and so on. freadeathminx = 779 freadeathmaxx = 801 freadeathminy = 1589 freadeathmaxy = 1611 which is 11 in each cardinal direction to cover the 21 x 21 area, so if a player is standing on tile 784, 1608 they wont lose skill, as an example.
  7. [Released] Coldies Compilations

    something interesting, you dont seem to take fall damage after teleporting to a really really high above ground location, I changed floorlevel to 20 and so a player char would be way up in the sky and would just fall to ground, no damage. It's kind of fun, this works to land on buildings too but even 4+ above highest floor of building is enough but not as fun as 20 haha tried 50 and was fine too
  8. [Released] Coldies Compilations

    @Alystara K done, in first post the same link will d/l the updated version. It will autodetect if inside or outside and adjust teleport accordingly. Also while I was there I made it work in buildings as well and floors of buildings, unfortunately if the building hasn't rendered on client screen the player will just drop to the ground, bit of a game limitation there. I did successfully do a teleport to top of a building by adjusting the 'floorlevel' to 3 more than top of building and so player was in the air basically and the building rendered before they fell to far and so was on top of building. Something people can play around with I guess if they want to. So needed to add new stuff to the db to record if in cave or not and also building floor, when server is not running, so when you update the mod. Easiest thing to do is just open up the modsupport db, on database structure tab right click ColdieEventPortals and click delete, then click write changes. Then when server starts it will remake that part of the db with the new columns.
  9. WU 1.8.0.3 - SteamID Table Problem

    weird, our server they only get reset with hummid drizzle or server restart, thats why I made the mod *shrug* Edit: I also couldn't find anywhere in server code where it is reset to milkable.
  10. WU 1.8.0.3 - SteamID Table Problem

    haha i am sure there was a compliment in there somewhere. Did you also forget to call the change milkable aswell, atm it only resets with hummid drizzle or server restart. I should pay more attention to this section of forum I guess instead of just modding. I am glad you can fix that steamid relatively easily cus I was hooking into so much stuff to fix it as a mod and although I was there I didn't want to release it, I actually hate using hooks as they can break with every patch Edit: Personally I would just reset the milkable and sheared with the crop tick but that is just me. Double Edit: This is what I had in my mod to reset milk and shear, maybe it can save you some time lol Creature[] crets = Creatures.getInstance().getCreatures(); for (int x = 0; x < crets.length; ++x) { if (crets[x].isMilkable()){ crets[x].setMilked(false); } if (crets[x].isSheared()){ crets[x].setSheared(false); } }
  11. [Released] Coldies Compilations

    DPS mod link is now for the 1.9 beta patch, won't work on current game version. I can have a look at detecting if underground and just auto adjusting the teleport to suit.
  12. WU 1.8.0.3 - SteamID Table Problem

    I posted my theory in the wrong place, ugh. anyway its here I don't have a fix as they didn't make the stuff static so would need to hook in a few places to try and fix this crap job they did.
  13. WU 1.9 Beta

    edit, nvm was half asleep. theory #2 I don't think the hashmap "historySteamId" is even being populated and so when the method checks if the steamid already exists in the hashmap it always returns false and so adds it again to db. in com.wurmonline.server.players.DbPlayerInfo the method setSteamId checks if the steamid is already in the hashmap and if not then it adds it to the db, weird way of trying to do things but regardless I am pretty sure the hashmap is actually empty as the method loadHistorySteamIds is never actually called anywhere. That probably sounds confusing. tbh i think only way to fix this is to completely replace the code in method com.wurmonline.server.players.DbPlayerInfo.setSteamId to something that actually works...
  14. Limit the maximum value of the skill

    ok seriously how many times has this been posted by same person?
  15. WU 1.9 Beta

    weird mine was so small, I got it decompiled eventually and all good now. Only 1 mod of mine got broken, that i know of so far. They changed addwound, they added in an argument for no minimum damage, which we have been asking to get for years, shame they hard coded all but 1 of the calls as false, the only time i found they did true was for an aoe damage. So we still need to actually hook into addwound to make it so 1 handers can actually hit a unique. *sigh*
  16. [Released] Coldies Compilations

    DPS broke in Beta patch, already fixed it, I'll post at some stage. Everything else seems fine so far.
  17. WU 1.9 Beta

    it says HUGE update but its only 16mb? or is it just messed up for me? Site I usually use to decompile it is having issues, so havent even got a decompiled server yet. Edit ok tried some fishing, its very much like real life, 15 mins, no fish, lost 5 bait, no skill up lol Did some testing on lore, its depth check is um not what I expected, -140 is 14 meters, - 70 is 7 meters. so for "deep" water you need water more than 250 deep. this was basically edge of my map which should really be open sea.
  18. [Released] Coldies Compilations

    well I am glad it's all good now
  19. [Released] Coldies Compilations

    if it still imped with steel even with mod removed then it can't be the mod. Mods don't affect the game unless they are active. Do you have any other mods that might be causing it? I checked over the Cavusnostra mod and it should be working fine in all aspects. Edit: note I checked current version of mod but point of mods only affecting game if they are active means it is probably not cavusnostra mod.
  20. fine I guess I will poke the code a little. A 'finished' building meaning all surrounding walls are built affects the wind modifier. A 'complete roof' over the building affects the rain modifier. ok so it checks within 5 tiles of player for "item.isOnFire()" it then does some complex maths and if the item is a "light" then it is basically 1/6th as effective. So yes a brazier is a "light" and would work same as a lamp. It will use the highest rating item in the 5 tile area, so if there is a lit forge within 5 tiles it will more likely use that than a brazzier, the heat effects do not stack.
  21. a floor above you isn't classed as a "roof" it all makes small adjustments to the numbers. I did end up editing the mod for us slightly, so I did go through the code a bit here and there but it was a while ago now. I did end up adding a print I am pretty sure so each tick of the damage would actually tell you your 'temperature' so you can actually see what is going on. Don't recall if that was part of mod or something I added, more than likely something I added.
  22. yeah i had a look and the method createUseTileMission doesn't exist anymore. javassist.NotFoundException: createUseTileMission´╗┐(..) is not found in com.wurmonline.server.epic.EpicServerStatus´╗┐ so mod will need to be updated to work again.
  23. been a long time since i looked but i do recall a roof is needed for the inside building to be not as cold, keep in mind its not "stop the freeze" its just "not as cold". In dead of winter you need heat source to not freeze, I put braziers basically every 4 or 5 tiles in a grid pattern on my deed and it works well, they auto turn on at night when its coldest.
  24. [Released] Coldies Compilations

    ok been almost another week, I would say GM deed maker is working good enough, removing the BETA tag with a note some other mods may have conflict issues purely because other mods may not check if mayor exists before checking mayor details.