lokitheweaver

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Everything posted by lokitheweaver

  1. Made a post on Steam with similar thoughts - compared abandoned WU with Skyrim (a game I still love to play, since there are so many mod options that keep an 8 year old game alive and interesting.) And if I read the latest news correctly, it seems they liked your suggestion of making Ago's mod loader a part of the basic game package. As a non-coder who always needs to go back and find the "instructions for dummies" every time I dive into WU after a few months of doing something else, that is one less impediment. And it you are actually planning on updating it, which will they include?
  2. Just FYI - bag of holding (at least at my level of 70+ piety : ) does not allow a normal altar (those placed all over outside the starting area) to hold a dead body (not certain if it is weight or mass). Too bad. Always thought it was a game design bug to have a deity who had an affinity for dead bodies, but you could not give her any . . . edit: although re-reading your suggestion it may be I need to look more carefully to see if I got a "good" casting : ) And thanks for info on how deed costs work. I knew you had the 5 silver and 3 silver built in, but Wiki was very confusing. Of course the fact that time passes on the server takes a bit of getting used to also. edit #2: Yep, first casting was "not" good : ) Took me a few attempts but finally got a 49 and that was enough to fit a dead body into the altar. Hate to keep cluttering this thread with questions, but what are the ethical norms for the server? I see stuff that appears to be dropped by players but sometimes I get a message that picking up anything is theft / bad karma / illegal; other times something is clearly a part of a deed and my guess is the deed owner sets permissions; but I also found things like a small plot of wheat - no deed. I did not think cutting the wheat would have a big impact, since it will just re-grow, but did not do it, since it might be considered bad.
  3. Thanks for the tips. I saw that many items had "bag of holding" cast on them, but although familiar with the term, I had not encountered it in WU. Of course I already sold the couple of small gems I had found, but will keep an eye out for the future. With fast skill gain and altars everywhere I have not had many issue with needing more favor. Super drain life? That explains a lot. I was seeing it take 1/2 of a health bar on some creatures (or kill weak ones outright) which seemed a bit more powerful than any of the other damage dealing Priest spells I had used in SP. It has been handy though, as I have only managed to equip myself in some 15-20 ql leather armor and arm myself with a large spear : ) But a couple of drain life spells keeps me alive in combat. Have changed my playstyle scenario a bit to reflect the number of (empty) deeds and buildings, from "single survivor" to "ghost world". Decided, last night, for RP purposes to work on Archeology - who lived here and where did they go mystery. Stick around the starting area in case I ever see anyone else on line. From your map it looks like a small sailing boat would allow me to travel around, with a decent amount of gear, for exploring. Still a little wary of the whole "deed" thing. Never had to do it in SP and the cost / when you have to pay them are a bit confusing (wiki says every 8 minutes, and it has taken me several hours of play to get 90+ copper - don't think my income level will support even a small deed, unless I am missing some time factor. Not unlikely as I have already had my food stock decay and get tossed a few times. Being logged out for a few hours does have quite a bit of impact when time marches forward without you.) Figured out the glowing blobs were lava spiders, not scary event things. Hoping to have time this week-end to install mod loader and other goodies, but having a great time as things are. Cheers (and thanks for creating this world / WU experience.)
  4. @bdew - thanks for clarification. As I noted in previous post, I did not want to wait, so I just jumped in sans any mods. Kind of crazy how fast things happen : ) Starter town just has so many options. I tend to play a more "survival" type game, where I dump all but the most critical of my starter gear and head of in a random direction. This required a lot more planning as "empty" space is at a premium. And once I discovered how quickly I could get to Priest option, I needed to stick around to mine some gold and make a Statuette. Then I discovered that dead bodies don't fit into "normal" sized altars. (I think this is vanilla issue) Which is annoying as Libella likes dead bodies so that means I need to stay close enough to the starting town to dispose of them and gain favor. I did drop my starter gear as normal, but had already added a small anvil and a couple of tools (needed for making my Statuette). Trying to get brave enough to go tackle one of the special event things (I think that is what the odd glowing pumpkin-like plants are) with no armor and just a spear for a weapon. I should take the time to install the mod stuff, but having too much fun just playing the game.
  5. Thanks. I just went ahead and jumped in the pond. Odd to see a world so heavily "settled." Did not notice anything (problem wise) that seemed to relate to mods. Went through a portal to go to Otherlands map as it seemed to have the most open space. And completely broke with my tradition and picked Libella vs. Fo or Vynora : )
  6. Pick me! Pick me! (New player ; ) But scanning this forum and the webpage I don't find a "Newbies Guide to Overlands" or "Overlands for Dummies". My previous toe dipping into creating scenarios and maps left me with a little understanding of what needs to happen for mods, etc. But since I have never actually PLAYED mp I was looking for a quick list of what I needed to do to set up my local game files to be able to see / use all your content. May just jump in and see what happens . . .
  7. Recently reviewed the discussion on main forum and WU's fate. Decided to not waste time on creating another class to introduce people to WU and just play the game. With retirement looming I am even considering getting satellite internet for my off-grid cabin, so I can enjoy WU at home (on a MP server - since I have pretty much always played SP, offline.) Was very glad your server is still up and running as I was very grateful for your mods and comments, when creating my previous project for my class. Even happier to see it was PvE : ) Going to go check out the web site before I have to run and teach a class. Looking forward to creating a character to explore your world. Thanks.
  8. When I used this in a class I taught, the focus was on the "Survival Crafting Genre" and WU was one of the games I showcased. Since it was a new class and asking the University for much more than just IT / computer support would probably have killed it, I just created 15 new Steam accounts and got the software, myself. It was a bit of an investment, but it gave me complete control. I did have one Game company offer to give me instances of their game (but I decided to support them with money instead.) I ended up creating a "Gilligan's Island" scenario, thanks to the help of many here on the forums, for that class. (The point was not basic programming, but how one could take an off the shelf commercial game and modify the content, potentially for use in education environment.) The students enjoyed the experience. Have no idea if any of them actually bought the game or did anything more. But I have felt for many years that the potential in education is a vast untapped market for WU. In fact I started looking at options, recently, since I am about to retire and thinking I could do something with the local library, etc. But the current news on WU, etc. has been a little unsettling. Edit: the company that offered to give me copies for education was not Rolf / Wurm. I have discussed the potential for educational uses with some of his minions but nothing much ever came of it. Would be glad to hear you had better success.
  9. If I recall, I finally got the spellmod to run (using, I think the most recent versions : ) by making the changes in the config file, then renaming it to properties. Before the rename it was not adding "white light" spells to a Fo priest. After I renamed the file, there was much goodness in the kingdom. (I did not comment, as I figured this was probably something so basic everyone - but me - knew to do it. But just in case . . . )
  10. Actually you might want to check out Ago's server mod loader, which includes a mod to show the actual map (vs. Ocrea) when you use the in-game map function. That would give you a much better detail view. Just compare the full map and the live map for landmarks. I am using that set up for my play testing of my map scenario. It works great. (Note the comments that you do need to change the map name in the database - it is the only step not handled automatically by the mod.
  11. Finally I figured out THIS was the answer : ) Old eyes missed the emphasis on "but" - wracking my brain to get the map to show up and here was the solution. Edited the databases and viola', no more Ocea. Heck, at this rate, by the time I have to teach this class in the spring, I will actually sound like I know what I am talking about. @Crustyfoot, thanks for posting this gem. @Ago, everything works perfectly, even on the off-line / SP set up. Now to try my hand at that Priest mod. (And just a quick update on my "suggestions" / request, after some testing. New player can't see / pray at special tiles until they have 1 faith, nor can they make an altar without having a god; GM / Ebony wand is not set to a specific deity, as far as I could see in options; had to use wand to set the character to 1 faith, set as follower; they could then see / pray at water tiles and craft an altar that was appropriately dedicated. It will take me a while to gain enough faith to qualify for priest, so I have no idea what hurdles will remain at that point. But as far as I can tell, SP still could use some "love" in a mod-way to be able to pick a religion and advance without needing GM / Wand. Thanks.)
  12. Not certain what this means - the vanilla "creative" map option does have the altars. But I am asking about completely original maps, generated with a map tool, then modified (removing all the "standard content" from the database, such as spawn points, altars, etc.) I am just learning the system, so I may be missing something, but several threads explain that you need to clean the database when using a new / unique map. Which make sense, because your new map might not even have an appropriate land mass at the altar's location. Ah, and re-reading your post, you may have missed the idea that I know I can survive / thrive as a "non-priest". In Wurm Unlimited, that is pretty much the only option if you can't play on-line. Of course that means I have no experience in WO, either. But I am trying to explore options for WU stand alone scenarios. Thanks for the response, though.
  13. Thanks. Sorry I did not say this sooner. The mod works like a charm. Started out by setting minimal starter gear for my "Gilligan's Island" map / scenario. But after I added enough items to the starting area (a couple of tents and stuff on the beach) and the original "shipwreck" I ended up taking everything but the newbies shoes and the mirror for character set up. I have to say that this one mod is the key to all sorts of potential in my area of interest (creating education / classroom stuff) since you really can tailor exactly what each student starts with, so it helps / promotes the educational content instead of breaking the world. So now I am thinking about "fun" stuff and have been looking at your Spellcraft mod and Ago's Priest mod. Don't know if they would play well together, but each has some nice aspects. Just wanted to double check, though, since your properties file is filled with "stuff". I am guessing all the changes / removal / additions of spells are all coded into the java file, so it would run on a SP / Stand alone set up? (I live in a "real life" off grid cabin with very limited internet access, so all my "fun" gaming happens off-line.) But I did not see anything that seemed to indicate you had the option for removing some of the priest restrictions (which are a real game killer in SP, unless you do "alts" which kind of breaks the role-playing immersion of a single character trying to survive and thrive.) I think Ago's mod removed the improve and continue restrictions by default and has a setting to remove the other restrictions. Is there a similar setting for your mod and i just missed it? Or, could there be? (set the default to standard restrictions, for MP servers, but allow us SP people to do it "all") How does your mod handle becoming a Priest? I know you can set the Faith requirement fairly low, but if I need another player (a priest) or a trip to the white light altar (not available in original maps) a SP is rather stuck. (outside of GM / ebony wand commands, I guess) I have very little experience with Priests, even after a couple of years of playing WU. But I think you have to be a follower before you can create an altar, which is needed to generate "Faith" through prayer. Special tiles allow prayer, but I am not certain they even show up unless you are already a follower. Thus the Catch-22. Everything depends on another player or white light altar. The suggestion I made to Ago (based on role playing : ) was to allow a character to pray at Special Tiles (make them visible to all) to gain prayer skill. After a certain threshold (a variable you could set just like the Faith / Priest variable) you get a second option at the special tiles - become a follower. (I don't think you would need to track every god / special tile, individually, the character just becomes more interested in religion by praying at these "shrines" not really knowing what they are doing, until they hit the threshold and can recognize / choose a specific god to follow). Now they can build a personal altar, dedicated to their god, which would allow them to gain the faith needed for becoming a Priest. At that level of Faith, they get an option at the altar to become a Priest. Don't know how much impact this would have on established MP servers, which probably already have higher level Priests. But a "loner" player could walk a slow path, just like a SP. Thanks.
  14. Don't know if this is what you are looking for, but in Ago's server mod loader, found a reference to the Christmas Mod. Which lead to the "Spyglass". Which can be created with GM / Ebony wand. Only downside is I can't drop it : ) Wanted to place it as part of the "shipwreck" in my scenario. It is rather nice, but depends on LOD, I think, so I don't get all the details at far range (types of trees or biome details.) Which is unfortunate. You may have a better computer and mileage may vary.
  15. Another silly request. Spent some time trying to figure out the questions about the "Christmas Mod." I would follow the link in the initial post and think "I don't see no stinking Christmas Mod" (Sorry, classic American film reference, which may not mean much to you Ago.) Then I found a whole bunch of other neat stuff by exploring your GitHub, etc. Could you put a couple of those nice links in the first post, for newbie people? Some are on the 40 pages of posts, but they would be much easier to find (especially if you don't know what you are even looking for - notice I avoided another overworked reference "these are not the mods you are looking for"? Hah. My students tell me I have no sense of humor, or restraint. Cheers.
  16. I am back to expose more of my ignorance : ) Or perhaps there is something else that can't be done with the SP non-dedicated server . . . Wrapping up about 80+ hours of testing my map / scenario for my class and decided to have some fun. i.e. Install the Priest mod, since in two years of playing WU, I have never been able to do much more than fly to the white light, while GM and run around making altars and praying. (Sad, I know, but SP, off line : ) Decided to not be stupid and use a small test, so I "activated" the server map mod (took a while to figure out that the new "config" files just needed to have the "#" removed. I hope. This thread seemed to indicate that they were now set up for the Java illiterate - like me - and the default would make my non standard map show up, on the server, in game.) I did exactly that. Removed the comment code for all three of the basic commands. Started the server, shut down, started again, testing. But the scenario map never replaced the vanilla map. It did look like the server start up was loading the mod, though (and the dependent mod). So my guess was that since it uses the internal ip address vs. lan / internet ip, I was doing everything right. Except for using the dedicated server <LOL> And I suspect that might be different with a mod that does not require calling something from a location on the server. But before I muck everything up too much, thought I would check. (And I had a couple of specific questions / suggestions for the Priest mod.) I know you mention that the Priest mod is set up to allow a "better" SP experience, and the options seem to indicate some of this (use of all white light spells, all spells, remove all restrictions or leave default of everything but improve / continue.) But . . . is there something to allow "conversion" in SP? On a map where there is no White light altar? I suspect it could be done with the GM / Ebony wand, which I am learning more about, all the time. However, you might have already put something simple in place. If so, I am not seeing that option in the config file, so it might just be an option in the game. If you did not do this, might I suggest (if it is possible) to add an option to become a follower (which I think is needed to make a dedicated altar?) on the "Special Tiles" which allow prayer? Of course, if you need to be a follower before you can even pray, that might be a problem. It might be a nice SP option, for a character to spend some time praying at the Special Tiles, to gain a little prayer skill, then at a low threshold (10?) get the option to create altars / become a follower. (I don't think you can gain much "Faith" from just praying at those Special Tiles, from what I have read, so you would need the extra step of creating a "real" altar.) Can you tell I take my SP / Role play rather seriously. Cheers.
  17. Repair? Of course. I thought there was a way, but sometimes the correct command just never comes out of stealth mode. The map has tons of resources. But part of the "challenge" is that you need to explore the area (larger island vs. small atoll where they spawn and where I left them their "shipwreck"). But before you can do much exploring, you need to address basic issues of shelter, food and transport. You could swim. But for some odd reason there are quite a few sharks in the water, which might indicate a smart person would want a boat before they head to the big island. There are enough basics (set of tools, couple extra knives, a larger axe, couple compasses (or is it compii : ), a completely useless steel crowbar, a sea chest with odd pieces of normal clothing, a barrel of rice, a barrel with olive oil, a brass lantern and a small number of nails and planks from the ship.) A few large trees (enough to build a small boat, with quite a bit left over); clay and rock on both atolls; one tile of tar (needed for boats). I had not anticipated them needing a "real" iron mine, right away, but I am still testing that. Precious metals will not be very useful (they are castaways not artisans / merchants), especially since they will have only a limited number of hours in the lab - where the goal is pretty much the shelter, food and transport. I only went to the trouble of adding options for mining as I want them to know the game includes it, how it is done, etc. Then they know they could include that in their projects (which might be a scenario where merchants and artisans are the focus.) And the fact that "caves" were pretty important as secure shelters in Robinson Crusoe, Swiss Family Robinson, and Castaway. What with the recent additions of building options in caves, it seemed worth the time to add a bit of rock.
  18. Thanks. I had just finished a couple of attempts and had limited success. Renaming the file was the key in the dedicated launcher. Ran the dedicated, from Steam Tools, then the main game from Steam games. Selected "use dedicated" and joined the game with no issues. (I had gone on-line with Steam as a result of previous tests : ) New character joined game and had only the modded starting gear. Win! Then I tried copying the dedicated files to the WurmServerLauncher folder. Error . .. error . . . error. Had to go back and verify my basic game files. Ouch, 23 megs on a metered iPhone. Which kind of put me off doing any more testing. But easy enough to download your newest set of files and run everything as you listed. Odd no one ever had this issue. But I suspect most people who are modding the game are using dedicated. Thanks again for the quick answers and going as far as to test everything. Cheers. *EDIT* Just tested everything, using the new instructions. Everything loaded / ran fine from Steam Menu. Tested both options (not dedicated, since that was already working) while on-line, then tested with Steam off-line, with off-line server connecting via address. All systems 'go'. And all characters started with nothing but begging bowl, hatchet and knife. Perfect. Of course, now I am thinking I want to explore more mod options . . . like your SP priest mod <LOL> Just for my own personal SP games, of course.
  19. That was what I suspected. And only in the small area. However, I think I could still work with this: use GM tool to place rock in general area, open mine entrance to put me at that mine level. I would then be able to see how far / what direction to go. Go topside and add more rock. Fill in mine entrance. (I can't seem to find a way to make mines / caves solid again. Thought there was a "collapse" or similar command, but if the surface is only rock, players would still have to prospect at surface. Thanks.
  20. Hm. Just putting the files into that directory was an epic fail. (Or at least the modifications of starting gear were not applied. That was the only mod I had activated, if I understand the process.) I tried several variations: Steam "play", manage local server, start "offline" / "normal" / "use dedicated" (for the third one I started the dedicated server, first). Could not even join the game in anything except "offline" until I realized the Steam check was failing, since I was not on-line. (I actually live in an off-grid cabin, with solar and no "real" internet connection. I tie into my iPhone when I need to do something like ask stupid questions of the forum, or download mods : ) Once I went on-line with Steam, I could join all the game instances. But starting gear was vanilla / normal. Is there one of your mods that would give me a quick / simple way to check if the modloader itself is running as it is supposed to do? (I keep wondering if I am confusing file names / folders / etc. since the naming convention is the same. For instance, placing the modified file into the wurmserverlauncher is one thing. Replacing the vanilla file with the modified file (something I have had to do on other modified games) by renaming the vanilla and then changing the modified file name to original vanilla, is another. Just FYI, I am not a coder (just a teacher) so my understanding of how Steam would now know to call the modified file is limited. And I doubt my students will care about the coding documentation - as far as I know, none of them are comp sci majors. They would be doing exactly what I am doing. Creating a game world / scenario which might use mods. Which is why I am working to try and understand what can and cannot be done with your mod loader, instead of just giving up like any sensible non-geek.
  21. Thanks. "Public Domain" is the standard, but I still like to double check (if nothing else, it lets a modder know I thought enough of their work to showcase / use it : ) I did enable the options (false set to true) in Ago's mod, originally. It appeared your 'hax' had already enabled the option. To clarify, I don't actually know if I would see ores on cave walls. I have spent most of my time creating the world and only starting play testing it, yesterday. For some reason I thought the ores would show up, even if I was on the surface (which is what I needed, since Budda's program does not add "rock" and I was having to locate ore deposits and alter the terrain around the area, by hand.) I was able to get a general idea based on the land form shapes I could see in the "live map" and compare them with the original maps generated. But it was a fairly tedious hit or miss. Guess I need to jump start my testing and get to one of the larger mountain areas and dig.
  22. Ago - I am doing some testing for a class I am teaching in Spring and wanted to try Sindusk's player starting gear mod. Which requires your server mod loader. I had no problem with the client mod loader, but I wanted to check and see if this server mod loader was compatible with the "Wurm for Dummies" version, where you run a SP game, launching the game from Steam and using the local server option. I am not a computer coder, just a poor teacher, but suspect that changes you list might not play well with the Steam launch set up. Obviously, in the class, we will be running a dedicated server (since I have an IT department to support me : ) But I am trying to test everything, at home, to see if I can actually add some projects to the class (since the idea is exploring the use of contemporary computer games in an educational setting, I want to add a project where they do essentially what I have done for the class - create a world / scenario.) I came up with a very inelegant starting gear option for the class, but someone suggested Sindusk's mod as a better solution. Sorry if the question seems silly - or I missed some obvious instructions in this thread. But most stuff seems to be coming from / addressed to people with a lot more understanding and experience with dedicated servers. Thanks. P.S. And the obvious request (you may have already seen it) - do I have your permission to use this mod loader in the class? (i.e. not just to set up the game scenario the students will use, but to allow them to use your mod loader in their individual projects). *EDIT* - I think I may have answered at least one of my own questions. Careful reading of your instructions and comparing them to the SteamApps file structure, seems to indicate I just do the initial install in the dedicated folder, then copy the server launcher into the "wurmunlimited/wurmserverlauncher" folder . . . seems reading comprehension and old age don't play well together. Sigh.
  23. Greetings Sindusk: Someone on Steam forums (bob_2059) suggested I look at your starting gear mod. I am teaching a new class at the University where I work, which looks at the "Survival / Crafting" genre, from literature to film and its impact on computer games. The real focus is looking at how one could use contemporary computer games in an educational environment (think Uncle Billy / Microsoft purchasing Minecraft for $2.5 billion, and selling seat licenses for $5 each to schools - but I like Wurm better : ) I have been creating a small scenario for the students to play (new map, limited starting gear), as an example. I had been trying to create a work around solution, to the standard really nice / complete set of starting gear every new player gets, but your mod might make that much easier. So two questions: 1) is it compatible with current WU release and easy to install using Ago's mod loader? 2) Do I have your permission to actually use the mod as part of the class (not just in creating the map / game, but actually having students do a project of their own, which would require them to use your mod to adjust starting gear)? Typically Education / Fair use would, but I prefer to actually get permission from those who create the content, when possible (which it may not be, if you are no longer following the thread <LOL> ) Thanks.
  24. Greetings @Ago (and @bdew) - just wanted to say thanks for a great program / option. I spend most of my time over in the Steam forums, but came to "Official" site to look for ideas. I teach at a small private University and have created a new class, tracing the "Survival / Crafting" genre, from literature and film, to contemporary computer games. Wurm, Unlimited is one of the games I will be showcasing - the basic premise is to explore how contemporary computer games can be used in an educational environment (think Uncle Billy's recent purchase of Minecraft, for $2.5 billion, so Microsoft can offer it for $5 a seat to schools, etc. I just like Wurm better : ) I created a couple small maps for the class, using Budda's map generator. Your program was of great help while I was testing those maps and adding specific content (like the fact that I could not get rock to generate and had to hand place it, around ore veins, to facilitate mining.) Having an in game map I could compare the images from the map generator and get at least close enough to place some rock and then use prospect to hone in and make certain I had enough rock to allow for mining - for some reason the GM wand command "paint terrain" did not seem to work with auxdata=4. Possibly there is another code for rock, but I could not find it. So two items. First thanks (to both of you) for the original and modified in game map system. Second, I am thinking about adding the map generation and modification, to create a specific scenario, as part of the class (vs. just explaining what I did to set up their "game world" example.) Do I have your permission to include your program as part of this class? (Education / fair use is all well and good, but I tend to ask people before I use their creations, when I can.) Thanks. P.S. - One thing I noted is that I could not get ores to show up on the live map (even after I made the requisite changes in the files or used @bdew's "hax"). My best guess is that something does not work the same when you use the SP stand alone server vs. running the dedicated server. Don't know why this might be, but thought I would mention it. It does not really matter for my class, since the focus is on exploring the possibilities of using Wurm in an educational environment and I want these Education and Communication majors to be able to learn enough about the Wurm system, quickly, to be able to do that.
  25. Hey boss. Finally left the warm comfort of the Steam forums looking for things to add to my new class coming in Spring. Used Budda's map generator to create a couple of test maps and your map viewer has made navigating / testing those maps so much easier. (Did not find a way to get Budda's program to add rock, so I was having to fly around and manually add rock tiles to certain ore locations. I could, after spending many hours randomly trying to match up the images from the map generator with the game world, now find the exact coordinates of an ore's location, move there and place a bunch of rock.) I am now thinking of adding the "make your own map and scenario" as part of the class, possibly as an assignment / project. So I wanted to double check and see if I had your permission to use your program in my class. Fair use probably covers just lectures, but I tend to be more interested in getting permission from people when I showcase / use their work : )