Nikalus

Members
  • Content Count

    59
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Nikalus

  1. https://xanadu.yaga.host/#4239,1255 Deed "Lemonwood Estate"
  2. My suggestion is in no way targeted towards abandoned vehicles. I would only want the ability to demolish (or even just bash) vehicles that you own, the same way you can demolish a building you own.
  3. Good point, I haven't considered PvP because I'm purely a PvE player. What would be the scenarios where an instant destroy could be abused in PvP? Owner attempting to pop a stolen vehicle, perhaps stranding the thief in the middle of the ocean? Not sure how feasible, but maybe a check to determine if the vehicle is being commanded. That probably wouldn't be a bad idea on PvE either... "Oh no, I must've forgotten to anchor my boat, and it drifted away, I guess I'll just pop it." Meanwhile, friend in the middle of the ocean is suddenly swimming with the sharks. 🤣 If not a check to determine whether the vehicle is "occupied", maybe a 24 or 48 hour demolition process? Anyone accessing the inventory or embarking on the vehicle would get a notification with the remaining time until destruction? My (very limited) understanding of PvP would be that if you steal it and cross a server border with it, you become the owner... I would think 24 to 48 hours would be plenty of time to say "oh crap, the owner's trying to pop it, better make my getaway!" I don't know if a timer would be practical either from a code standpoint, just spit-balling ideas.
  4. I'm not suggesting any instant build functions. At present, I have two small carts and one large cart in my deed perimeter that I no longer want. I am owner of all three vehicles, two of which were crafted by one of my own alts before I decided to reclaim and re-premium my original character. I have 34.92 Body Strength, and yet I have no option to bash either of the three vehicles regardless of what tool I attempt to use. I have attempted a troll club, a large maul, even a carving knife (which works on some other things). So my only recourse for these three vehicles that I own is to leave them in my deed perimeter until decay takes its course. I am not in any way suggesting a "make this abandoned vehicle disappear" button that could be abused to grief players that take a break. I am only suggesting a means for players to voluntarily dispose of vehicles that are no longer wanted instead of leaving them behind before moving to another region of the server or another server altogether. If a "demolish" button isn't the preferred answer, then implementing (or restoring) the ability to bash vehicles that I own would be more than sufficient.
  5. Valid concern. What currently happens if I make a ship, store a bunch of stuff in it, and log out for a few years? Throw a big warning sign with a separate confirmation that contents will be lost before demolishing, then do the same thing that would happen if it decayed out off deed.
  6. If possible, it would be nice to have the ability to "demolish" carts, wagons, and ships the same way we can currently demolish buildings. At present, an unwanted or unneeded building can be demolished from the Manage > Buildings screen. No such ability exists for vehicles of any type. Instead, players are forced to park them off deed and wait for decay to take its toll, or resort to methods such as lava tiles or similar. Obviously, being accessible through the Manage screens would limit this to the vehicle owner or someone with owner-like permissions. Edit for clarity This is in reference to the "Demolish" function found on the Manage > Buildings screen for buildings that a player owns, and wanting a similar ability to "Demolish" vehicles through the Manage > Carts and Wagons or Manage > Ships screens. This suggestion is not for the ability to destroy vehicles owned or abandoned by other players.
  7. I found the issue. I am running a copy of the default Adventure map, but before I started the copy I rolled back the world time from the middle of summer to the beginning of spring. The animals creatureStatus.lastPolledAge was greater than the WurmCalendar.currentTime, so part of the age check code was returning a negative value. Since the negative value was never greater than increaseGrowthTimer, it was ignoring the critter entirely. Only newly spawned creatures were aging properly, none of the creatures that were originally spawned before the calendar rollback. Apologies for wasting your time. >.<
  8. 6-8 hours, when the increaseGrowthTimer is set to 7200? That seems excessive, especially considering that it used to work as expected when it was set to 28800 (which the config file says should be 1 hour) with previous versions. This was working fine until I updated to 0.31.1 to support another mod, and is still not working with 0.31.2. Is it possible that setting the timer too low is reversing or negating the effect? Causing it to poll too often, and skip / miss things? Maybe what I need is a mechanic to specifically trigger age transitions on targetted animals (like a special "MiracleGrow" feed or something). Too bad I haven't seen any mods like that.
  9. I'm running the default Adventure (Heavenord) server, which I think is 2048x2048. The two young horses I'm keeping an eye on have been on deed with me (since I'm still in the process of terraforming). I've been logging in / out stopping / restarting the server fairly regularly - firing up the server and logging in for an hour or two a day, then logging out and shutting the server down in the evening. They are both still "young". I've picked up a third young horse since my earlier post, who is also not aging at all. I've looked at the server log, and I see where the creatureagemod is loading. I do not see any errors being thrown by the mod, or anything else that could be attributed to it.
  10. Is anyone else finding that the Creature Age Mod is no longer working? Or do I just have a lot of bugged animals... I have 2 young horses (1 male, 1 female, both wild), and have aging set to 15 minutes (increaseGrowthTimer=7200, increaseGrowthUntilAge=12). Both on deed, not hitched, on grass, not branded. Been young for about a total of 10 hours play time (server actively up, terraforming my deed). I'm also seeing a ridiculous amount of young mobs running around when I explore (huge spiders, trolls, cows, bulls, etc).
  11. I was seeing similar errors before updating my Server Modloader (specifically the "NoSuchMethod" errors). Make sure you're running the latest release of Ago's Server Modloader along with this mod, and then retry.
  12. Is there any way to set / increase the max quality of a cave tile? I know Rod of Transmutation will set the vein to 99 quality, but I'm talking about regular rock tiles and Rocksalt.
  13. I see in the mod options the ability to recall animals you are leading. Any chance of including dragged and / or embarked vehicles? Even if it means I have to disembark and unhitch / lead my horses, it'd be nice to drag my large cart through the recall with me.
  14. Still trying to understand the "KeepGrowing" setting. I have AgeLimit set to 15, KeepGrowing true, PollInterval 2000 and BaseTaskTime 3000. I plant a sprout, and water it. I see the first growth tick fairly quickly (within a few seconds). When I examine the tree after that tick, it says it's been watered recently. Should I keep seeing additional growth ticks? If so, how often (relative to the amount of time it took for the first tick)?
  15. Bump. I'm really hoping someone will pick up something for this to help out us people on non-persistent / self run servers.
  16. Thank you SO much Brash_Endeavors!! I've been noticing this intermittently, and it was driving me batty. Makes sense that I wouldn't have something activated, since I'd finish crafting something and immediately go to position it. Now that I know, it's no problem to make sure I activate something quick.
  17. I'm currently running dedicated server version 1.5.2.1 with this mod, and haven't had any issues. I *think* that's the current version...
  18. Not sure if you are looking for something more in-depth, but WalkerInTheVoid's "boatmod" has a setting to allow any animal to swim while being led by a player.
  19. That makes sense, since it succeeds after I move and go back to that end of the tile border.
  20. Noticing that the setting to prevent terraforming too close to the server border seems flaky. I'll get the notification that I can't terraform a tile border because it's too close to the server border, so I switch to a regular pickaxe and surface mine a few times (lowering the target corner once or twice), then try again and it works. I'm on the default Adventure map, on the island in the far north-east corner. I know I'm legitimately close to the edge anyway, but I find it odd that after surface mining manually a time or two, I can make a new attempt with the mattock and have it succeed. Still loving this mod though as a replacement for other Surface Mining fixes that have been abandoned. Better than having to chip at it forever to lower it 20 slope.
  21. Since nobody else is responding, I'll provide some feedback. Working well so far, especially with bdew's Custom Actions mod to keybind stuff. I would *love* to see a level border action instead of having to queue an action for each slope lowered / raised. One thing I am noticing for surface mining: the rock shards are dropping a few tiles away from me, usually on one of the tiles at the other end of the tile border I'm surface mining. It almost seems like a "ghost player" is standing over at the other end doing the mining for me.
  22. That'd make sense, at least from an immersion standpoint. You'd have to do the calculations to lower the output. Right now I get 6.4kg of ash from a <5 minute campfire. Maybe aim for 2 or so pieces (0.5kg each) of charcoal for a 15-20 minute burn? And the ash produce mod already allows for configurable heat sources (i.e. "I want this from campfires, but not forges"), so you could turn on charcoal produce for only what you feel is most appropriate.
  23. Maybe a recipe or something that would allow 24kg logs in a kiln or smelter to turn into charcoal instead of just burning up? No clue if that would be possible, but it makes at least a little sense from an in-game immersion standpoint.
  24. In regards to the whole discussion of client-side "cheat mods"... I'm not much of a modder / programmer, so I may be suggesting something not technically possible. Couldn't someone write a mod that would communicate between server and client, and have the client report what mods are loaded? That way, the server could evaluate if any of the mods were on a blacklist (or more likely confirm that all mods are on a whitelist), and then refuse connection to anyone running unacceptable mods? In my mind, I have the idea of using the modloaders to allow the server to push down a package to the client (since I know that's already possible). The client package would generate hashes of all the loaded client mods, and send those hashes back to the server. The server, in turn, would have a list of accepted hashes. The reason I specifically say hashes is because if only file names were reported, someone with a little know-how could find out what filenames were accepted, and then merge / recompile a blacklisted mod into a whitelisted filename. I play exclusively single-player on my own machine, so I do see value in "cheat mods". But I do also see how they could be unbalancing in a server setting (regardless of paid server or event reward value). Maybe someone with more know-how could invest the time into something along the lines of this suggestion? Sorry if this the wrong place for this.