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About Adambean

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  1. dedicated server not responding

    That error shows it's not just a corruption but in fact the layer file is missing completely. You will need to restore it from a back-up (which any good server op should have set up to be on schedule), or as Batta mentioned reclaim it from the distributed map. Obviously you'll lose all landscape changes that have ever been made if you didn't restore from a back-up.
  2. Problem with Thorns and Bushes!

    What figure did you put in your tree figure odds setting?
  3. Settlement outposts

    Outposts could help you greatly with that. By having outpost tiles cost more than primary ones they would decentivise building 1x1 shacks all over, providing you barred building houses off deeds. -- The extra upkeep cost wouldn't be worth it.
  4. Settlement outposts

    That's misunderstanding the point entirely. If you deed elsewhere you lose your existing land. Outposts are not for replacing your existing primary land, which is why outpost land would have to be more expensive to claim and hold.
  5. On top of my ever growing wish list I'd like to suggest an expansion to settlements whereby extra land can be claimed away from an existing settlement's land as outpost territory. Example scenarios include claiming a safe camp past difficult terrain, a trade floor closer to a main highway, or a dock at a waterfront away from the town slightly inland. This outpost land would behave exactly as if it were part of the settlement. (Size, border, permissions, etc.) Players would not join the outposts directly. They would not need to have their own mayor or officers. (Unless the settlement became massive!) The settlement token should have a name "outpost token". The settlement token could still be used in many ways the same as the primary settlement token, e.g. banking. Optionally be independently navigatable with highway waystones. Of course such land should not be cheap. It would need various conditions to prevent excess misuse: Cannot be created in enemy kingdom territory and/or maximum distance restriction from the primary settlement. (No founding them right outside an enemy kingdom town!) Outpost territory should cost a minimum of 50% more upkeep per tile than a standard settlement tile. It should also have a reduction (50%?) in its size allowance per citizen. Outposts should have their own deed guards separate from the parent settlement and other outposts, though they should be able to be reallocated. Outpost deed guards should either cost more upkeep or have a transfer fee. I am in two minds as to whether outposts should have their own balance/upkeep though. On one hand upkeep should be managed centrally by the parent settlement, but enemies need to be able to conquer an outpost. On a technical level each village entity would require a "parent ID" field to reference the village ID of which it belongs to. (NULL parent ID would denote the primary settlement territory.) Many properties of the village would of course need to be inherited from the parent settlement. Looks like the Deed Maker mod by Cuddles could serve as a potential stop-gap for this, but that's only available to level 5 GMs, and each additional settlement you make is fully independent. (Not really outposts.) This idea comes from the Towny mod for Minecraft.
  6. Something is definitely interfering with your SSL/TLS connectivity there... Do you happen to have Avast installed?
  7. Here you go pal, though don't count on me to keep it updated. I'd really look into that SSL_ERROR_NO_CYPHER_OVERLAP issue further though. That could impair your secure connectivity for a range of websites. You could debug this easier if you had the OpenSSL client installed, then you could debug this by using commands: openssl.exe s_client -connect -servername -tls1_2 openssl.exe s_client -connect -servername -tls1_1 openssl.exe s_client -connect -servername -tls1 openssl.exe s_client -connect -servername -ssl3 openssl.exe s_client -connect -tls1_2 openssl.exe s_client -connect -tls1_1 openssl.exe s_client -connect -tls1 openssl.exe s_client -connect -ssl3 They will attempt to establish a TLS or SSL connection with "" on the HTTPS port. The first 4 commands will make use of SNI and the last 4 will not. The ones with "-ssl3" should ideally not work. The part of interest will be near the end of the text output, something like this: New, TLSv1/SSLv3, Cipher is ECDHE-RSA-AES128-GCM-SHA256 Server public key is 2048 bit Secure Renegotiation IS supported Compression: NONE Expansion: NONE No ALPN negotiated SSL-Session: Protocol : TLSv1.2 Cipher : ECDHE-RSA-AES128-GCM-SHA256 If a connection establishes you can simply put "QUIT" (in caps) and it'll exit gracefully.
  8. Oh wow, no, don't import it -- just view it If nothing in the certificate properties showed invalid there shouldn't be any issue. It's hosted at Microsoft's OneDrive storage. Firefox should almost certainly work if it's a recent version as they use their own Mozilla NSS to handle cryptography rather than the operating system's own crypto APIs.
  9. Do you have a highly outdated operating system? The site certificate's primary CN is "" so perhaps your browser or crypto lib is not looking at the SAN values. Doesn't look like SNI is required though so even Windows 98 should be fine with it. Tried with OpenSSL client, it accepts as low as TLSv1. (Doesn't allow SSLv3 for good reason.) Have you perhaps corrupted or got a very outdated root certificate trust store? You could try this by copying their certificate from the PEM text below into Notepad, save it as "", then double-click the CRT file you just saved. -----BEGIN CERTIFICATE----- MIITCDCCEPCgAwIBAgITLQAA3OjHtJ1gHcgDvgAAAADc6DANBgkqhkiG9w0BAQsF ADCBizELMAkGA1UEBhMCVVMxEzARBgNVBAgTCldhc2hpbmd0b24xEDAOBgNVBAcT B1JlZG1vbmQxHjAcBgNVBAoTFU1pY3Jvc29mdCBDb3Jwb3JhdGlvbjEVMBMGA1UE CxMMTWljcm9zb2Z0IElUMR4wHAYDVQQDExVNaWNyb3NvZnQgSVQgVExTIENBIDUw HhcNMTcxMDE5MjIyMDIwWhcNMTkxMDE5MjIyMDIwWjCBhzELMAkGA1UEBhMCVVMx CzAJBgNVBAgTAldBMRAwDgYDVQQHEwdSZWRtb25kMR4wHAYDVQQKExVNaWNyb3Nv ZnQgQ29ycG9yYXRpb24xHjAcBgNVBAsTFU1pY3Jvc29mdCBDb3Jwb3JhdGlvbjEZ MBcGA1UEAxMQc3RvcmFnZS5saXZlLmNvbTCCASIwDQYJKoZIhvcNAQEBBQADggEP ADCCAQoCggEBALleRF3lkstV3Vl24eWqkajvPpZYyx6JW8oZOZ+Yx/O3nryg+xPG 5H0IPjt/aQ4dupDt9gFrDY1oBDmqgAhUxtw1g7xo9lLIUwUjT+Rlv8ZclpmvPaiv AwGuv/R4ZSUDraxse3ssYcem2X7ff5PCX3EbmUFAH+DPzL3aXEThB6pVgJnGQly3 3qJwhCyRiu296g/4Nb8sVcxDv9UFrzwZhzJ1XqBiaQCRZs1J2+5xNG8xmcuzUdKm 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EyouYnkuZmlsZXMuMWRydi5jb22CEyouY2guZmlsZXMuMWRydi5jb22CEyouY3ku ZmlsZXMuMWRydi5jb22CEyouZG0uZmlsZXMuMWRydi5jb22CEyouc24uZmlsZXMu MWRydi5jb22CFmQuYmwzMzAxLmRvY3MubGl2ZS5uZXSCFmQuYmwzMzAyLmRvY3Mu bGl2ZS5uZXSCDioub25lZHJpdmUuY29tMA0GCSqGSIb3DQEBCwUAA4ICAQAdbUpP iCr8LdwT1jzhJewFRFp/BsA8IC8dIBGuz/SuAHFz0s8IKQABCX4xg9F0lLh6kuA+ 0A4mO/2+sg/qe33aWOjnmYq4u5rG0qegNxh6j0EiammFu4k6xurjVc/xs+cHoK5e nX7zHIm6aOIzPChQwajbCxB3MjbXBRyWL1sF0/p/cENoqLjoif+SrLMTj1l2jr5/ 4Uj/QvzepiiA2ufXFMc9xDV3qbADTKGFSa2iNkACLyza1IP1gz59X/T7u6xRGPdC PiuyfI+arlCABrRvGKenKcqLKNVixvcTu7wJGP9CS73wrSbvgNKvBrzzL/bzQK3x on+Ig0CaoYHFdq9TzUVCe0QkoqOj1IMzp00Y4fWcqXZP6Jsix7Y1MXpQji4Ud6E7 zjpphMqMkl29oin4opbrSIebOhZVWJCgrnZZDXqnb1nYZXDspmIAvPpLsnI/fxNW 5Vt4WwfT1sJCVJYsTv+WU1m84kpsFIwZCEh46nyEOXaOREEOAgcA/oreGyfxW9TU s8MD3RZdm7wovFC7w2WBMJB2AwrCJTt8yhTqiDetx+1dlxPFp/E13SbrBUz2hiLG B/P2J/3WetPJRdAVOSpvZfmlUgr7guxyf7JZjSskw1kocKK5WPzSnz+nzs/EcvWP YJVYH/y6nRLyQxm1ZVMzabZH+ni1AafR17mL9w== -----END CERTIFICATE----- -- (Oh wow, a lot of SANs in that one!) DNS DNS DNS DNS DNS DNS DNS DNS DNS DNS DNS Name=* DNS Name=* DNS Name=* DNS Name=* DNS Name=* DNS Name=* DNS Name=* DNS Name=* DNS Name=* DNS Name=* DNS Name=* DNS Name=* DNS Name=* DNS Name=* DNS DNS Name=* DNS DNS Name=* DNS DNS Name=* DNS Name=* DNS Name=* DNS DNS DNS DNS Name=* DNS DNS Name=* DNS Name=* DNS Name=* DNS Name=* DNS Name=* DNS Name=* DNS Name=* DNS Name=* DNS Name=* DNS DNS DNS DNS DNS Name=* DNS Name=* DNS Name=* DNS Name=* DNS DNS DNS Name=* DNS Name=* DNS Name=* DNS Name=* DNS Name=* DNS Name=* DNS Name=* DNS Name=* DNS Name=* DNS DNS DNS Name=* DNS Name=* DNS Name=* DNS Name=* DNS Name=* DNS Name=* DNS Name=* DNS Name=* DNS Name=* DNS DNS Name=* DNS Name=* DNS Name=* DNS DNS DNS Name=* DNS Name=* DNS DNS DNS Name=* DNS Name=* DNS DNS DNS DNS Name=* DNS Name=* DNS Name=* DNS Name=* DNS DNS Name=* DNS DNS Name=* DNS DNS DNS Name=* DNS Name=* DNS DNS DNS Name=* DNS DNS DNS Name=* DNS DNS Name=* DNS Name=* DNS Name=* DNS Name=* DNS Name=* DNS Name=* DNS Name=* DNS Name=* DNS DNS Name=* DNS Name=* DNS Name=* DNS DNS Name=* DNS Name=* DNS Name=* DNS Name=* DNS Name=* DNS Name=* DNS Name=* DNS Name=* DNS Name=* DNS DNS DNS Name=*
  10. Tip collection for GMs

    Oh nice, suddenly that mod has lost 50% of its value.
  11. How I wish it was

    Workshop applies equally to clients and servers. From a player's perspective they would use it to choose their own mods such as live map, sort mod, etc. For a server op's perspective they would use it not only for mods they want running on their server, but also mods they want (or do not want) clients to be running. I doubt the 2nd part of the servers point would be almost out of the question unless WU were to split into a separate launcher and client binaries, as once the client is running and in the server browser it's too late to load in (or take out) any mods the server demands. Most other games doing this don't have this problem as there isn't any binary modification/patching required. This of course would very likely require Ago's modding frameworks (or a similar official implementation) to be part of WU as standard.
  12. How I wish it was

    Hi Batta, sorry I forgot your response there. You're right that mods aren't as simple to install as say Steam Workshop items, which are pretty much 1-click jobs. It does require some mediocre computing skills to immediately understand what is what. For example to me it was obvious that client mods go on my computer and server mods go on my server, but without a written instruction, guide, or explanation of some kind I appreciate that some people may assume that client mods still go on the server and are distributed to players when they connect to their server. Mods sometimes (or not) containing a "mods" folder is just inconsistency among the mod authors. This is why a common shared base project could help, as it could push mod developers into using a common agreed standard. (Of course not everyone likes this and has a "my way or no way" attitude but the majority wouldn't change a working base given to them.) The same goes for configs. Personally I think that mod authors should provide a configuration file with their work and not leave it until the first run for then to be produced. This just requires pointless extra restarts for the server ops. I would also advocate that the default configuration be provided as a ".default" or ".properties.dist" file instead of ".properties" for the benefit of server ops, leaving us with the expectation that we are to copy ".default" to ".properties" to start using the mod and configure it. It would also mean that a) if we've temporarily disabled a mod by renaming ".properties" to ".disabled" then downloading a mod update won't re-enable it implicitly, and b) there is a copy of the default settings we can refer to and compare with, which is particularly useful in a diff program to compare any new/changed default configurations with our own. I've never come across a mod that doesn't either provide a properties file AND not generate one on its first run. That just seems like an oversight from the mod author, whom should be contacted to rectify their distribution package.
  13. Hello, I'd like to request a more precise snapped placement modifier. Currently we the following placement modifier keys we can hold: ALT: Snapped to a larger grid CTRL: Snapped to a smaller grid Could we have a tighter level than CTRL by using SHIFT? The reason I ask that the current small grid either leaves gaps or puts objects half in walls, particularly for large things like planter racks. Another level either 2x or 4x more precise but still snapped to a grid would be very grand indeed.
  14. Paint

    Would there be any plans for paint fluid? I ask because dye applied to walls only acts as an RGB filter. For example red dye on a wall (roughly RGB 228 27 27 for vivid dye) works really well on most textures as it'll filter out most green and blue, but if you apply white dye (RGB 227 227 227 for vivid dye) onto a wall it doesn't make it white unless the texture already is white. What happens is the original texture just gets a little bit darker. (If you were so hackingly acquire dye of RGB 255 255 255 the texture would look completely unaltered.) Therefore I'd like to suggest being able to make paint fluids if this isn't already in the works. It could be made by taking dye fluid and mixing it with a thickening agent such as olive oil, or even lead to make those poisonous lead based paints. The goal would be so I can have vivid white stripes for my lighthouse brick walls.
  15. severe error SEVERE: res/missingsound.ogg

    I concur, also been getting this message for a very long time. (across multiple versions) Wurm overall isn't great with sounds for a variety of reasons. It's known.