Llurendt

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Everything posted by Llurendt

  1. Well, after yet another restart, it seems to be working... I'm getting the message about a lack of coins in the treasury. Now I can't log in for some reason, lol. Thanks for responding at least, lol.
  2. The mod shows up along with the other mods I'm using (digging like mining, a deed mod, a skill mod, and creatures on water) and the rest SEEM to be working. The digging mod and the deed mod certainly do. The messages show in the Event tab, right?
  3. I've installed the mod (dropped the bountymod folder into the mod folder and renamed .disabled to .properties and placed that with the rest of the property files) and for whatever reason, we're not seeing any messages at all. No money drops and there is no message. Is there supposed to be a message if the kingdom bank is empty? How can I know for sure if the mod is working properly if no money is dropping?
  4. Thank you, Webba, I'll have to use your mod now, haha.
  5. LOVE seeing new mechanics! Great job!
  6. Does anyone know how to check the amount of money the kingdom treasury has in it? I looked in wurmeconomy.db and the 'economy' table seems to be the best bet, but I really don't know. :/ I'm running into a problem where it seems the traders' accounts aren't refilling, so I think the kingdom bank might be empty, but I've no way of checking or refilling it, haha. Thanks! -Llurendt
  7. [FINAL] Upkeep Costs

    The one that works with Ago's Modlauncher seems to work just fine... I haven't made a deed with it yet, but it certainly doesn't crash. EDIT: It actually shows the right numbers for what I changed (removed the minimum upkeep cost of 1 silver).
  8. Patch Notes 3 December 2015: Bounty Mod! Another Deed Mod - Allows modification of deed costs... No more minimum upkeep!!! Priest Mod is next on my list.
  9. Nice! Do you have a thread for the mod in the mods section? That'll help get it tested, haha. Thanks! Edit: Though I WILL let you know if I have any problems.
  10. [15:48:18] <Spirit templar> I'll take care of Old alert lava spider! [15:48:18] <Spirit templar> I'll help you with Old alert lava spider! [15:48:18] <Spirit templar> I'll help you with Old alert lava spider! [15:48:26] <June Smith> Hahahaha! [15:49:47] <Llurendt> Wow June, you're a psychopath, aren't you? [15:49:50] <June Smith> Yes! [15:50:05] <Llurendt> lol [15:50:05] <Maratdesade> lmao [15:50:10] <Ewok> lol
  11. It does not seem that traders reset on server restart. Has anyone tested this at all and found otherwise?
  12. Still working on the bounty mod (trying to get additional features added by the mod owner). We're also looking into removing minimum deed upkeep... 1s minimum doesn't make any sense if I'm not trying to earn money with the server, haha.
  13. I would like a mod to put deed upkeep back to the old values and remove the 1 silver minimum on deed upkeep. So basically, it'll just be "a certain amount of iron per tile in the deed" now, rather than the current "a certain amount per tile or 1 silver, whichever is greater." Let me know if you can help with this... thanks! -Llurendt
  14. Hey Walker, thanks for the response! As far as ranges are concerned... I could see that being low on the list. The drop chance I mentioned in my mind is basically a global drop chance (i.e. a 50% chance that money will drop when you kill a mob.) Hopefully that makes sense.
  15. Ago posted his creature demo. Take a look if you haven't already.
  16. Hehe, it really depends on how interconnected everything is... and I keep hearing how very interconnected it all is. But what it really depends on is how Walker feels about the whole thing. ^.^
  17. Thirn, that's actually a really good idea! I'm wondering if maybe it should still be a percent chance to drop money at all though... It doesn't really make sense that every single mob will drop money. In my mind, at least.
  18. If you go to the modding section of the forums, you'll hopefully get a bit more support on specifics. There is also a mod called Digging Like Mining that will do the dirt dropping thing.
  19. Speaking as an admin relatively new to the whole thing, the hardest part for me is not having much of a player base, though seeing growth in the last week or two has certainly helped! I own the server box and run it from my home, so there are no extra monthly costs other then the negligible increase in the power bill. I've had to learn how to set up the server from scratch (linux server, RAID configuration, etc), run backups, modify the server files and databases, and a bunch of other things I've never done before, but they're all completely worth it. I've also got a website I'm learning to run as well. While this may all make it sound like I'm not a professional, I work quite hard to make sure I'm addressing all the concerns of my player base and to keep improvements coming in. I think what a lot of players fail to do is to learn about WHO is running the server. If you want a stable and long lasting experience, then you need to know who is running the server. Ask questions... hell, make it a full-on interview! Especially on the smaller servers where the admin should have enough time to answer any questions you have. Years ago when I was running a village on Minecraft PvP servers, I interviewed every candidate who wanted to join and we rarely had problems with the people I brought in. It's all about getting to know who you're inviting to be part of (or shape) your experience.
  20. Trake, it accomplishes multiple things... first and foremost being exposing more people to ads, which generates more money for them. Razor, I agree... with the way Wurm Unlimited is set up, there is no need to display IP and port.
  21. if you are running the headless server and you keep your console window open, you can shut down with 'shutdown'. If you're running on Linux, I suggest looking into tmux. Now, with 'shutdown', you can't set a time or a shutdown message, but if you use the RMI (I haven't figure it out yet), you CAN use the full 'shutdown (time) (message)' command.
  22. I have a couple requests for the bounty mod... 1. Is it possible to have bred animals give xp, but not coin? Maybe have two separate true/false values... though if the drop chance is modifiable, it'd make more sense that maybe the horse ate some coins it found, lol. 2. It it possible to have coin awards have a minimum and maximum and have the award be a number in that range? Dog - MIN=50 MAX=100, etc. 3. Is it possible to set the drop chance for coin? I'm not a fan of EVERY kill dropping coin, but I'd like it to be more than the default. It doesn't need to be per creature, but maybe be able to set it to a 30% chance of a coin drop, etc. Thanks! Llurendt
  23. Not with portals at the moment... I don't know if you can do so with mission scripts yet either.