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Posts posted by Jerone0601

  1. It could be possible by having the server ping results once a day and store the number of votes since last claiming. It could provide a reward based on the number then clear the vote number when the command is used. It is not horribly hard but also not super simple either. One of the biggest perks of a mod like this though is to keep players logging in as much as possible. A lot of times you might log in just to claim the vote and end up spending an hour or two online because a friend wanted to do something with you. If you make it so you don't have to log in then it takes that incentive away and ultimately could reduce the active population. I do want to thank the author of the mod. This was needed for a long time. 

  2. "Since we'd be using this to create public areas, such as Events lands, it would be great if they could have some way of not needing upkeep, even on a server with upkeep enabled. Is this even possible?"


    Set the deed to permanent deed and it does not need upkeep. That is part of the default server options. 

  3. New trading posts mod activated. It allows players to pick up trade goods from any trading post and drop them off at another trading posts. Depending on the size of the ship and distance between each of the trading posts you get paid. You can make up to 4s per trade run with a caravel and the longest run.

  4. On 9/19/2018 at 11:32 AM, Elsa said:

    Is this updated?


    From what I can see the mod will not break anything in its current state. But due to the changes to the die method the maps wont drop right now from killing. Verified old maps would work when used on 1.8.

  5. I am currently troubleshooting mine again and I do have a conflict somewhere other then spellmod and ago items. Still trying to pinpoint the issue but we are pushing around 100 mods between our own custom ones and public ones. Nothing is throwing logs that points to this but went back to basics. I started by loading only Ago's stuff and loaded fine. Now I am slowly loading one by one all of our mods to ensure they are all loading. If my issue comes from a public mod I will let you know. 

  6. I have been using these mods since release of the http server and before. This is the first version I have seen issues, and like you I cannot figure a work around on it. No log saying anything about what is not working but at this point none of the mods dependent on the http server is working. Been working through mod by mod and ensure I had no conflicts with other mods but found nothing at all. 

  7. The spells and attributes are not that random. They are based on the gods ID number which goes in numerical order when creating them. So each 101 God across all servers have the same spells/attributes.  Sindusk spell craft can help modify the spell lists but not the attributes.  There is a buff the player God gets that is similar to tome bluffs but better if I recall correctly. If you know how to edit the SQL db they can be removed rather easily. The GM tool will tell you the attributes of each god.

  8. We will be opening two new dungeons soon. We have finished creating the monsters and the dungeon areas. We will start testing the new mobs tomorrow and hopefully open one if not both by next weekend. Sharpen your swords and work on your fight skill. You are going to need it.

  9. I believe it is meant for a player to be able to purchase goods without needing to be present. So person sets up merchant to buy swords at 1c each and people could come buy and sell swords. The player could then take them off the merchant and do whatever they want to with the swords.

  10. I have not been modding recently or even looking for new mods to add but this has caught my attention.  Awesome that you released it. I might have to break from my original work to pull some of this stuff in. 

  11. You can easily do this yourself. I updated bdew's awesome mod for my own servers use long ago. If you just go in the PortalItems in the source code you can easily change the required materials. Here is an example of how mine is setup. My is not portals, I did some other code changes and made them caravan stations making it feel a little more RP.  I also changed the model to the supply depot to fit what I wanted. It is really a cut and edit ItemList and number of items. Multiple guides on the forum to set up an IDE to get this done. Really no coding experience required, watch a couple 10 minute videos and you can easily get this done.  The code you are looking at changing will look like what I have below. Skill and item list will be different since I already drastically changed mine compared to the original but it points you in the direction.


     CreationEntryCreator.createAdvancedEntry(SkillList.CARPENTRY_FINE, ItemList.nailsIronLarge, ItemList.plank, portalItemId, true, false, 0f, true, true, CreationCategories.ANIMAL_EQUIPMENT)
                .addRequirement(new CreationRequirement(1, ItemList.plank, 50, true))
                .addRequirement(new CreationRequirement(2, ItemList.nailsIronSmall, 50, true))
                .addRequirement(new CreationRequirement(3, ItemList.nailsIronLarge, 50, true))
                .addRequirement(new CreationRequirement(4, ItemList.shaft, 20, true))
                .addRequirement(new CreationRequirement(5, ItemList.stoneBrick, 25, true))
                .addRequirement(new CreationRequirement(6, ItemList.log, 5, true))
                .addRequirement(new CreationRequirement(7, ItemList.satchel, 5, true))
                .addRequirement(new CreationRequirement(8, ItemList.tentMilitary, 1, true))
                .addRequirement(new CreationRequirement(9, ItemList.rock, 25, true))
                .addRequirement(new CreationRequirement(10, ItemList.rope, 50, true))
                .addRequirement(new CreationRequirement(11, ItemList.dirtPile, 20, true))
                .addRequirement(new CreationRequirement(12, ItemList.bulkContainer, 1, true))
                .addRequirement(new CreationRequirement(13, ItemList.wheelAxleSmall, 1, true));