Arathok

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About Arathok

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  1. You may be right about that, its my first crank at this so i dont know the dos and donts. For me death is part of the experience, and if there are players who are better in fighting than me obviously is houldn't have gone alone or undertrained. We installed the Dusk combat mod, which enables you to flee at any time (since swinging costs considerably more stamina now) or tanking (defensive fighting costs less stamina per swing and you swing not as often) so you can out stamina you foe if needed. As the name implicates, we try to be a community of self found players, so if we loose our beloved ql50 or higher sword, we forge a new one as it only helps practicing and honing our skills. Staying in the capital is not a requirement and actually nod good! Our ressources (trees, ores) are globally spread (olives grapes cheries copper ) is all on the southern lands while some ressources are exclusive to the equator or north zones. So we will need to make villages to trade with them. The Capital City is intended to be a place you can live in until you are ready to go out on your own adventures. Maybe i should make the introduction a bit more detailed? what do you think? Thanks for the wishes! i actually enjoy the off topic chatter. Learning something new every day!
  2. Thanks for moving! Hm it seems people think of this more pvp than we intended it. We intend to have people form deeds so they get a no pvp zone, and since wilderness is pvp you can always flee to your deed and at most you will lose your inventory but not your buildings. Also we try to have as many people to live in and make the capital a lively city. In the end the open pvp is just a formality to enable the stealing skills or allow for "bandit" RP characters. In the end the scale of pvp to pve is always subjective i guess and it depends on the player how to interpret it. WE thought of it more of a pve with optional pvp since you can perfectly live off a sizable deed. So i posted it in the pve section because i thought the majority gameplay as pve. But mixed is probably the better section. Mea culpa!
  3. THE IDEA: This Wurm Unlimited server project is my attempt at doing something for the gaming community and building something big online. Best thing that can happen is a community of players finding new friends." This is a server open for everyone who is looking for like minded players, enjoying a round of wurm or finding new friends to play with and build something meaningful together and serves as a place where you can retreat from the stressful life and dive into the world of Wurm and be whoever you want to be. THE TLDR: This project is not particulary designed to be hardcore, but the stacks are against the player when you are starting out. To do good damage you need to hone your item skill of choice ( you can use almost anything as weapon now) and your fighting skill. The quality of your Weapons and Armor are important as well! The DUSK combat mod completely overhauled fighting! (read the mod entry for more details) Lets say it like this: you wont be able to fight even a rat in the beginning. Morrowind Style! There is already a few people signed up and all of them are super friendly. If you are planning on doing some RP yourself introduce your character on the discord! THE MAP: The Map is a 4096x4096 custom map designed by Count Zero and has geological spread ressources. Which means you will find no olive trees in the northern colder regions! Likewise you wont find gold and silver, where there is no mountian, and some metals are only regionally available. (There is a little bit of everything everywhere though!) Spawn is in the Capital City and we highly encourrage you to stay with us, but if you want to go out on an adventure, by all means do so! As ressources are spread far and wide, we will need settlements and outposts! Server Features: -Open PVP out in the wilderness PVE around and in Deeds -Light RP: Local and Capital City chat try to stick to a certain character Global and PMs: Off character away! - Custom 4k Map - X3 Skill, X3 timer - 22h field growth timer, crops protected from overgrowing. - 10% Aggro, 30k Animals (going up systematically) - Free living in the Capital City and one guaranteed plot of land, mining and foresting in the Public Forest/Mine as long as you add to the City you are welcome! - Meditation Fixed (normal WO type skill gains) - All deities available for everyone - priest restrictions (Unlimited Prayers per day, but at least 20 minutes apart, other restrictions, named in the wiki to your selected faith apply -> still need to figure out if gains are fair, feedback wanted!) - Bounties and burning corpses for Karma! - Treasure Map Hunting! - Get your/one crafting skill to 50 and get a free Merchant! - in-game meetings - Events - Evolving Map as in-game Map (shows tile changes accordingly, updates once per day) - Economy based on wurms prices (HIGH QL > Item numbers) If you are a hunter you can get money by killing mobs! - Friendly GMs and community! - optional Discord: https://discord.gg/cDraB6f Start: - All Skills start at 1. - Characteristics start at 18. - Starter Gear - Basic Tools Modlist: - announcer - bagofholding - betterdig - betterfarm - bountymod - BountyOnBurn - BulkOptionsMod - bulkseparated - buyermerchant - creatureagemod - cropmod - discord relay - DUSKcombat - Doorbell - eventmod - hitchingpost - inbreedwarning - Location Command - moonmetalmining - PickMoreSprouts - roll - servermap - Server Tweaks - skillmod (Meditation) - spellmod - starter gear - taxidermy - templar replacer - timerfix - Treasure Hunting - waxed food
  4. oh man... i didnt even know you can put even more arguments behind an command... lemme try. WEIRDLY ENOUGH: Starting with ./modlauncher.sh start=Fresh (yes thats the name of that gamemode :D) i get the same error as before (with CanCraftChallengeHelms = true in morecraftables.properties)! starting with gui still works like a charm though! Thanks for the link to the RMI tool, i snagged it for later use! This seems to be the configuration that works with the script now. soo everything armour is a no go #Main Mod Activation ################################################################ CanCraftSOL = true CanCraftMasks = true CanCraftChallengeHelms = false #triggers crash CanCraftChallengeStatues = true CanCraftCrowns = false #triggers crash CanCraftFancys = false #triggers crash CanCraftMockArtifacts = false #triggers crash CanCraftEpicStructures = true CanCraftHoTAStatues = true CanCraftPotions = true CanCraftSeasonalItems = true CanCraftConstructionMaterials = false #was false CanCraftFireWorks = false #was false AddCS = true CanCraftGraniteWand = true CanCraftCavHelm = false #triggers crash Thanks for the help everyone! I try to write a new sh now. @Ayluindo i have permission to pm you if i have one ore two questions about the .sh you suggested?
  5. Thanks for the reply! i snooped around the .properties for a bit but didn't want to change any settings before the problem arose. but now: i tried settingAddCs to fals and it didnt launch, but! setting CanCraftChallengeHelms = false, made it launch. Thats a good sign, since i just want my people to be able to craft a sculpting wand. plus a few decorations. if i can disable the armor parts that are causing that error i would be very happy! currently running with AddCs = true. Will try more combinations.
  6. thanks for your reply! Please be gentle i never used linux before in my life... this is all new to me thats why i need guides! hmm so if i do ./modlauncher.sh from the terminal it starts the modlauncher, and after a while the gui pops up. but i still need to CLICK the button "start server" but i want to start the server when ubuntu starts, so i can just putty myself into the server and hit reboot in terminal. Anyway with launching the MODLAUNCHER (whether through .sh or gui) is not giving me any trouble. The initial mod loading is fine. Its when i start the server through the service it fails. f i start it through the gui of the modlauncher everything works like a charm. (sorry for the gibberish) But i'd rather have more craftables work and teamviewer myself onto the ubuntu server and shutdown the server through the gui (yes im using a linux system like a windows user!) than having a running service that starts with launch but without more craftables. I am NOT AT ALL confident (and maybe even unable) to write my own.sh that works... so basically as long as it works it cant get shoddy enough for me xD i just wanted to automate the reboot process a little bit. @CuddlesIt works when i disable more craftables, but i hate to see the deco go, so i guess i will stick with teamviewering my self into my ubuntu server to reboot the wurm server. Thanks again for helping me out!
  7. First off thank you for answering i have difficulties reading those logs still... Well its not EVERY mod... we left out two or three xD Its all just minor changes to enhance the vanilla experience. They all have a purpose to us and believe you need something to hold on when starting with 7 Strength! Ill try to disable the more craftables when i come back home from work and edit this reply. Whats bugging me is: how is starting the server via an ubuntu service semmling that different than through the modloader ui? The server_start.sh DOES start the modlauncher as well in the background... hmm i wish i could speak java Any way thanks much for helping me out!
  8. Hello y'all! I have recently rented an ubuntu server and installed the server, modloader , some mods and everything runs just fine when i use the gui. Now i wanted to setup a service so that i can schedule server reboots without having to connect via team veiwer and use the gui and everything there seems to be in order (it probably isnt). I went after this step by step manual -> http://derpycloud.com/creating-wurm-unlimited-dedicated-linux-server/ Now one problem did arise. Again launching, the server with the patched gui, no problem everything works i can connect. BUT if i start the server via the created service: the server boots all the way up until before connecting to steam, then throws this error: (Warning: full server.log incoming) Any help with this would be greatly appreciated. i dont mind having my server just run all the time, but i doubt even with the best hardware it needs a reboot from time to time, which could be done with putty easily if i could use this service properly. I will happily provide any additional info you guys are asking for, im not a pro when it comes to wurm servers, but otherwise i know how to handle a pc.
  9. Hello fellow wurmians! New Admin here. I want to setup a HOTA zone which i already did with the wand, and it seems to work. I also want to set the same area as a no build and a bigger area as a pvp zone. so the idea is: 160x160 HOTA - 180x180 No Build 200x200 PVP zone. If i just create the zones will they overlap properly? so generally asked, can a tile have more than one zone designated to it?