Tyoda

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Everything posted by Tyoda

  1. [Released] Bardings

    I only posted about this on the other forum, so here you go: Bardings! Read more here
  2. I moved my version of both WyvernMods and DiscordRelay to GitLab. WyvernMods: latest release | source code DiscordRelay: latest release | source code
  3. Hi! I moved the mod. You can find the download link here, the source code here. Sorry for the inconvenience.
  4. I forgot to post about this on the forums, so here it is. KingdomSails! Read more here!
  5. A while ago I made a version of this that enables rendering backpacks. release, and source code
  6. I didn't post about 0.1.4.2 way back when, so here it is: Iconzz-0.1.4.2.zip Fixed the issue where plank papers would be renamed to "blank blank paper" if they were in a backpack that's equipped.
  7. I think you have to use bdew's action mod for that one
  8. For future reference this seems to be a much simpler solution
  9. Tree Growth at 1

    Setting it to X means the chance for tree growth will be 1/X so 1/1 = 100%. (Or something special in the case of 0, 1, and 2, according to bdew)
  10. You could maybe duplicate and rename it so "RedBeamTwo.properties" and "RedBeamTwo/RedBeamTwo.jar", and it might work if you set "classpath=RedBeamTwo.jar" and "sharedClassLoader=false". No promises, though @PleagueX.
  11. You're the third person I send this to, maybe I'll get a response this time:
  12. you have to use the full model ID you would find in your graphics.jar's mappings.txt: model.creature.drake.white
  13. The file itself will tell you that you're not supposed to edit it, so human readability, such as retaining order, was not important, and so a HashMap is a good choice for what it's doing. My file had zero repeats and was perfectly fine before. This behaviour appears if you bind a key to the action it was already bound to. Which happens a lot in your autorun. One workaround is to have your autorun like this: bind <key> <some_random_action> bind <key> <the_action_you_actually_want> This should stop it from duplicating them. This is absolutely a bug and I made a fix so it checks whether it is trying to add in a duplicate key for an action: mod files (source code)
  14. The reason this happens, as you described "It's like someone put all the bindings into a bingo ball and turned the handle 50 times", is because that's pretty much exactly what happens. The bindings are stored in a data structure called HashMap. What you need to know about HashMaps is that they don't remember which order you put in elements (keybindings). When the game saves the bindings to a file, they are retrieved from the HashMap in essentially "no particular order". One could write a mod that changes things around so it retrieves them in the order they were put in. It wouldn't be trivial but I think it's somewhere between 5-20 code changes using javassist.
  15. Yay! You graduated to having a single post for your mods 😄
  16. I get this same error on my AMD laptop running the latest version of Linux Mint, but I do not get the issue on my NVIDIA PC also running Linux Mint. I never cared enough since I mostly use my PC but I looked into it now and I was able to fix it. I am baffled by the solution but here it goes: Find your game folder. Possibly "~/.steam/steamapps/common/Wurm Unlimited/WurmLauncher" Create a new file named Wurm.sh or just Wurm Copy this in there: export glsl_zero_init=true ./WurmLauncher Make it executable by running chmod: chmod +x Wurm Completely exit steam Run the script in a terminal or from the file manager. This will start up steam along with wurm and the problem should not appear. If you do not completely exit steam before running Wurm it won't work. No, I don't know why. Probably some sort of caching. I hope this helps. I know it's not the most convenient but there are ways to make it more so.
  17. This is the WU section Post here: https://forum.wurmonline.com/index.php?/forum/6-maintenance-buildings/
  18. This mod will allow you to create custom creatures without any code. It also has a dozens of new creatures you might use on your server. Note that these creatures are not completely new. They can only use existing game functionality and resources and combine them into new creatures. Read more here: https://forum.wurm-unlimited.net/viewtopic.php?f=12&t=173
  19. This was probably meant for the WO section
  20. @HatTrickPatrickYou should use bdew's version: https://forum.wurm-unlimited.net/viewtopic.php?t=3
  21. You have to set iterations (in Heightmap, not Erosion) to something lower. 5 or so.
  22. portal Gate

    IDK if you've messaged him yet but this seems to be a more recently updated fork of it: https://github.com/revelation343/NewPortals
  23. portal Gate

    Xype's New Portals mod should do this. Though it might be difficult to get your hands on a copy: This seems to have some old source code: https://github.com/Goldenflamer/SameServerPortals But your best bet is contacting Xype on the modding discord for a copy.
  24. Tree Planters

    What do you mean? I assume you're talking about the planters mod, which already has this: