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Found 76 results

  1. This list of mods conflicts somehow causing a crash when a player would kill a brown cow (but not a sheep?): DisableFogSpider, BetterDigging, FishingIgnoresRange, TreasureChestClaim, Harvesting QL limit, Movetocenter, ServerPlayerCounter, Dupe Auth Fix (Servertweaks), Timerfix, Upkeepcosts, HitchingPost, Temperature Survival. I think it might be hitching post mod, I am still testing. I initially thought it might be the server tweaks/player count mods conflicting until I saw the error upon server start. Was something about missing item for hitched brown cow (thus hitching post mod, which isn't ago mod loader approved so go figure?). When a player would kill a brown cow, the whole server would crash out. Anyone mind diving in and possibly giving a more technical explanation?
  2. Hello everyone, we offer a PvP-server with PvE-zones and a custom map: [GER] Celestia - 24/7 Custom Map. We're a German-speaking community, but english is welcome, too. Server-Details: 2k x 2k custom map, 13k creatures, adamantine and glimmersteel veins (0,01%) 1.5x Skillgain, 1.5x Action Timer free deeds Upkeep is activated (20 iron per tile, but at leat 1 silver per deed), guard costs are disabled max. 4 Deed-Guards Deeds can be protectet by a PvE-Zone there is a NPC to finance the upkeep, which gives every player 1 silver per month - required Item changes monthly Dig like Mining - Mod Bulktransfer - Mod Spellmod - no restrictions for priests HotA weekly time to time some PvP/PvE Events contact for new players in game or via Teamspeak The Server exist since February 2016, but we still have a lot of untouced landscape for new deeds with a high dirt-layer. Meanwhile we got 5 kingoms, 4 of them are selectable at the beginning. __________________________________________________________________________________________________ in german: Hallo zusammen, wir bieten euch einen deutschsprachigen PvP-Server mit Custom-Map und PvE-Zonen: [GER] Celestia - 24/7 Custom Map Server-Einstellungen: 2k x 2k Custom-Map mit 13k Mobs und Ada- und Glimmer-Veins (0,01%) 1.5x Skillgain, 1.5x Action Timer 51 Mining-Hits, 8-Stunden-Wachstumsphasen freie Deeds Upkeep aktiviert (20 iron pro tile, aber min. 1 Silber), Guardkosten sind deaktiviert maximal 4 Deed-Guards Deeds werden auf Anfrage per PvE-Zone geschützt um das Upkeep zu finanzieren, gibt es pro Königreich einen NPC, der jedem Spieler monatlich 1 Silber zahlt (entspricht 500 Deed-Tiles) Dig like Mining - Mod und Bulktransfer - Mod Priester-/Spellmod - keine Einschränkungen für Priester HotA wöchentlich von Zeit zu Zeit gibt es einige PvP/PvE-Events Ansprechpartner für Neulinge im Spiel und via TS (Daten im Spiel einsehbar) Mittlerweile befinden sich 5 Königreiche auf dem Server, wovon 4 als Startkönigreich ausgewählt werden können. Der Server existiert bereits seit Februar 2016. Es ist also kein Kurzzeit-Projekt wie viele andere. Die "Kern"-Community kennt sich bereits seit Oktober 2015, einige z.T. noch länger aus Wurm-Online-Zeiten. Trotzdem bietet die Karte noch sehr viel Platz zum Bauen und Terraformen! Wir freuen uns auf euch!
  3. You no longer are required to have a compass in your inventory, this will just give you a 100ql one by default. For use with Ago's Client Modloader. Download (Google Drive)
  4. Version 1.0.1 - TM TysonCodes released this on May 12 Just a quick one-line bug-fix to Webba's original mod. The only other changes were adding the Ant build system I'm familiar with to make releasing easier for me. Update: Fixed ZIP file to contain properties file. Whoops! Thanks for catching this ozmods. https://github.com/TysonCodes/BiggerHousesMod/releases/tag/1.0.1-TM Please see thread chain for updates and issues:
  5. Random Encounter MOD RMD.Jar rmd.Properties #Boss list #skills list & difficult modifier (learn list) complete list of skills 0 or 1 based on input from difficulty focus zone. This way a focus zone can be random but based on the number of players and skill levels. Good for starter maps vs advanced maps or encounter areas, dungeons... etc. etc. #Difficulty 1 FS = 50 base + modifier #difficulty 2 #difficulty 3 Number of active events= #name #Delimited list by administrator (boss name list to randomly select from) name.1 name.2 boss.1 loot modifier Minion count= Lutenants= Champion= boss 2 loot modifier Minion count= Lutenants= Champion= #Static list boss.1 loot modifier Minion count= Lutenants= Champion= boss 2 loot modifier Minion count= Lutenants= Champion= etc..... #Random stat generator Difficulty= (see focus zone) Minion count loot modifier Lutenant count loot modifier Champion count loot modifier #loot table random chance Rare modifier Supreme modifier Fantastic modifier Item list: Weapon armor item list pre-created with a 0 or 1 to toggle #Enchantment #type list pre-created (with check on armor vs weapon) #Focus zone list focus zone 1 see Difficulty list repopulate 0 or 1 (yes no after boss kill) #dungeons static= 0 is random any number see static list focus zone 2 see difficulty list repopulate = 0 o 1 static= 0 is random any number see static list Focus zone 3 Random encounter Fixed list number=0 (if 0 its random if number its list) static= 0 is random any number see static list etc..... function check if event is running (checks count) spawn event from random focus zone list or static Boss kill Chest spawn Number of items= (random loot table) #Cleanup Boss kill Despawn all event mobs for said event number. Paying $1000 for working Mod /w one year support on fixed per issue payout. Compatible with ago server / client modloader Mod will be published to community. May require API mod (price negotiable for custom API MOD)
  6. Please refer to: http://archeagesource.com/topic/1967-trade-routes-the-risky-road-to-fame-and-fortune/ This will retro fit into RvR fort support system for fort repair (regen) system. Paying $2000 to complete the project (would require 1 year of support on a per fix paid basis. Flat fee ). If interested ping me. Its a complex system with detailed layout to long to post here. compatible with ago server / client mod May require custom API mod (price negotiable for API MOD)
  7. WU ServerMods List

    Hello there I wanted this collection first create just for me, but if you want me to add your mod in the list, then simply answer in this topic. The reason why i build this list is that many interesting mods slip with time in the forum somewhere backwards. I will enter only the Mod name here with a brief description, and link to the original forum and write the date of the last modification to. Thus, I can quickly jump to the Mods and check if there is a new version. Perhaps this collection for one or the other of you is also helpful. All this mods needs Ago´s Server Modloader and Ago´s Client Modloader "Interesting Mods" are not tested, if you think this is an awesome mod or know if the mod is running on server v1.0.0.6 please post a comment "Awesome Mods" are tested on my public server and are very cool for me and my players "Server Admins say this Mod is hot" these mods are not tested by myself but other admins told me that this mod is hot and usefull. Happy wurming Please tell me if you have a new update on your mod 35 Mods in the list Modlist Author: Ago Mod name: Server mod loader + priest + crops + seasons + server packs + bag of holding Last edit: 18. May Description: This packed including the server mod loader that you need to run all mods below, and a collection of very awesome mods. The newest version 0.19 is the only one that works with the new WU server version 1.0.0.6 Author: tmarchuk Mod name: StableMaster Mod (Server) - v0.5 Last edit: 20. May Description: A server mod to add a stable master on the server-side which can exchange animals for animal tokens which can then be loaded onto boats for transport. Author: tmarchuk Mod name: QualityDamageTooltips Mod (Client/Server) - v0.4 Last edit: 20. May Description: This is a client/server mod to add quality and damage information to the tooltip when hovering over structures (walls, fences, bridges, etc.) as well as ground items (forges, carts, tents, single dropped items, etc.) It requires Ago's client and server modloaders. Author: WalkerInTheVoid Mod name: A collection of awesome Mods Last edit: 10. May Description: Included: BoatMod, BountyMod, BulkMod, Digging like Mining, Meditation, Underground prospecting, PhobiaMod, SacrificeMod, SalveMod.For more Description please read in the associated Forum. Author: bdew Mod name: Better digging Last edit: 16. May Description: Changes dirt from digging/flattening/leveling to drop on the ground instead of going to the inventory of the player. Allows dirt from digging/flattening/leveling/dredging to go into a vehicle being dragged or ridden. If there are crates in it's cargo - it can automatically go into those. Uses dirt from the ground, a vehicle and even crates inside the vehicle when leveling. Allows overriding which actions can be performed from a mount or vehicle. Allows overriding amount of clay dug per action. Almost everything is configurable. Warning: This mod is probably incompatible with the other digging-like-mining mods, and should fully replace their functionality. Having multiple mods of this type will likely lead to crashes, dupes and/or weird ######. Author: bdew Mod name: Action Timers Fix Treasure Chest Claim Move To Center Last edit: 16. May Description: Fixes many action timers that ignore the action time multiplier setting Affected actions: All spells, Flatten, Level, Sow, Sacrifice, Pray, Meditation, Alchemy, Destroying, Bow and fishing rod stringing/unstringing, Painting and removing pain. Allows players to "claim" random treasure chests, unlocking the chest and rewarding the players with some karma Adds 2 entries under Move menu that allow moving items to the center or corner of a tile Author: Mthec Mod name: Upkeep costs Last edit: 7. Dec. Description: Allows you to change the costs associated with a deed...Added two new options, free_tiles and free_perimeter. The number of tiles specified will be removed from the cost and upkeep calculations. Author: joedobo Mod name: [BETA] Clay and shards for concrete mod Last edit: 10. May Description: This mod provides options to change how concrete is made and used (well the limits on its use). Author: jpiolho Mod name: PWM Offspring Names (now with custom name item) Last edit: 12. Dec. Description: this mod allows to replace or add new names, and now with a new item for custom names. Author: Webba Mod name: Bulk storage transfer limits Last edit: 11. Dec. Description: mod to remove the limit on moving items between bsbs and crates, "As many as I can carry" will default to the lower of 1000 items or the number in the bulk container that they are in. Also removes limit on moving to a container (forge, cart). You can type in a number above 1000 to move more items. Author: ONWRD Mod name: Ebony Wand Mod v2.0 - Instant Mine and Added Bury Action Last edit: 9. Nov. Description: This mod will change the way you perform actions as a Game Master. Normally when you mine you will instantly complete the action as a GM using a pickaxe. This modification changes this to only be instant when you have the Ebony Wand activated. This mod also adds a 'Bury' action to the Ebony Wand Author: Ulviirala Mod name: Better Gamemasters 1.1.1 Last edit: 6. Nov. Description: Game masters can pick-up items with disregard to carry limits by body strength. Game masters' walking speed is not affected by inventory weight. Game masters do not need material for house floors or roofs (set AuxData on Wand to 1) and building is instant on non-testservers. Items owned by game masters don't take damage from use or otherwise. Author: Keenan Mod name: DeedMod Last edit: 29. Okt. Description: Set the free Deedtiles summary or with the tile-value in all directions and how many deeds can your players found with one steam account. Author: Webba Mod name: Moon Metal Mining and Home Server Mining Last edit: 13. Dec. Description: Mod which allows server admins to remove the 50 ore cap on glimmersteel and adamantite veins, and also adds an option to give random moon metal drops like gems. Also allows server admins to remove the quality cap for all veins on home servers. Author: Keenan Mod name: Stat Gain Mod Last edit: 27. Oct. Description: This is a quick and dirty stat gain mod. It's designed to try and keep overall stats in line with the lower skills, and it pulls from the SkillGainMod you set on your server. This may not be the best fix, but I found it to be fairly even, even at 10x skill gain. Author: WesnclsMe Mod name: Multirope Last edit: 5. Dec. Description: We know, there is already an option to lead 4 animals in WU, but with this mod you can set how many animals are leadable! Author: AbsolutelyNobody Mod name: Moon Metal Mining Mod Last edit: 5. Nov. Description: his mod will add glimmersteel ore, adamantine ore and seryll lump to the list of gems you can randomly get while mining.originally you have a 1 in 1000 chance to get a gem each time you mine, if you hit that chance you will get one of 5 possible gems.With this mod you will still have that 1 in 1000 chance but you will either get one of the 5 gems or you will get glimmer/adamantine/seryll. Author: Xyp Mod name: Free Mail Last edit: 11. Dec. Description: This mod makes mailing items on same server free (untested cross servers) We found out, if you send combined items like iron ores via COD, you have to send one package with the most of all for free and the rest of one item with the price you need for payout. Instead of your customer have to pay 10c for each item for sending the mail (except your selling price). Xyp is working on a fix for a little issue because senders have to pay coins for mailingcosts it the items come back. We think, this isnt bad if you follow our tip and we all will look forward for a new update. Author: Xyp Mod name: Lead Creatures on Water Last edit: 4. Dec. Description: This simple mod tricks creatures you are leading into thinking they can swim, so that you can lead them over water. Note if you stop leading them they will try to get to shore, and start taking drowning damage. Author: Schmois Mod name: Surface mining mod Last edit: 21. Dec. Description: Azbantium Fist works just like Wind of Ages (requires statuette, etc.) but is for the Magranon deity by default. The power directly relates to the chance you have to mine a slope down. Without the enchantment, you have a 25% chance. As the power increases, the chance goes up till you get to 100% at power 100. Azbantium Pickaxe: Similar to a pickaxe, made exactly the same as one, but the ql of the pickaxe also decides the chance of lowering a rock slope. Off by default Attention! The original version of this mod wont work with the new server version 1.0.0.6, Xyp updated the jar file for the community. you can download the new jar file here thanks to Xyp too for updating this mod. Author: Mod name: Last edit: Description: Thanks to all modders for your awesome work for this great WU community
  8. Looking for the following mod: Stablemaster.jar Parts: Stable master (NPC) ticket: object The concept is to interface with stable master NCP Target the selected animal (horse) NPC dialog. Right click. Options: Exchange animal (procedure to convert animal to a ticket) Fee for player custom Price (price configurable flat rate) Toggle on or off (if on 2nd line price = in irons) Stablemaster.properties Ticket maintains weight of animal. Ticket then can be loaded into a ship larger than a sailboat. Or custom list. I need to restrict to ship. right click ticket (select activate) Animal is restored next to player and ticket is removed from player inventory. Would allow for large transport of animals on ship cargo. Ticket would only load into a ship larger than a sailboat. (hard coded) Paying $500 for completed MOD use ID's with 20001 ID range. NPC use ID with 20002 for Ticket Note: must be compatible with ago server and client Modloader. Note: Author would be able to publish & share with mod community.
  9. Connect To: 76.164.234.18:3774 Or Choose Lands Of Norhaven from WU Loader. Lands Of Norhaven is a PvE based, socially centered and active, family friendly Wurm server. Our server is professionally hosted, with our server located on the US East Coast: New York. Our server is arranged where deeds, and deed upkeep are turned on, with a special in game merchant network system, server project reimbursement program, and special player events in place to help with acquiring in game currency, including bounty system for creature kills. Daily Backups - Immediate Updates Enjoy the following character statistics in Lands Of Norhaven: Skill gain rate multiplier: 5 Characteristics start value: 20.0 Mind Logic Start: 25.0 Body Control Skill Start Value: 25.0 Fight Skill start value: 10.0 Overall skill start value: 1.0 Player Combat rating modifier: 3.0 Action speed Multiplier: 5 Mining Minimum mining hits required: 21 Server forums and Teamspeak server and web hosted server map are already up and running...all we need...is you. Connect To: 76.164.234.18:3774 Or Choose Lands Of Norhaven from WU Loader. Here's a Detail Description of our Enhancements to Wurm Unlimited: BoatMod - (NEW) Make all animals able to swim while led by a player Enable continued leading of animals when embarking on a vehicle (no more having to frantically re-lead all your critters when you hop in the boat) BountyMod - features (as separate config options): Enable skillgain for fighting/killing player-bred creatures Convert the chance of receiving a coin award from a slim chance of a rare coin to a certainty of a non-rare coin. Player-bred creatures offer lesser bounties. (Note that skillgain for player-bred creatures has to be enabled to award bounties for such kills) Bounty for each species of critter can be independently configured (NEW) Can pay to bank account instead of into player's inventory (NEW) Configurable multiplier for all bounties, for ease of fine tuning for your server (NEW) Configurable multiplier for player-bred creature bounties (NEW) Bounties can be paid out of thin air (thus unlimited bounty payments) or from the kingdom coffers (thanks Netscreever) (NEW) Non-hostile, same-kingdom creatures can be set to pay out no bounty (thanks again Netscreever) BulkMod Enables placing hot items into BSBs and FSBs. (Further features probably coming, depending on feedback) DigLikeMiningMod A recreation of Alexgopen's Digging Like Mining for use with ago's modlauncher. Enabled dredging to ship Added the ability to use dirt or sand piled on the tile you're standing on if you need to use dirt/sand when flattening or leveling. The game will use dirt in your inventory, then dirt in a pile, then sand in your inventory, and finally sand in a pile, in that order. MeditateMod - features (as separate config options): Enables guaranteed skill success (no more "You fail to relax" or not getting a path question you qualify for) No delay between first 5 skill gains of the day No difference in delay requirements after the first 5 meditations (if the above setting is on, there's no delay requirements for meditation skill gain at all, if it's off, always 30 minutes between meditation skill gains, never 3 hours) Disable distance requirements for meditation skill gains (No more need to move 11 tiles for skillgain) A configurable multiplier for path question cooldowns. This can be set to half to cut these delays in half, set to 0 to disable them entirely, the choice is yours. (NEW) Specify custom action duration for meditation ProspectMod - features: Prospecting cave floors provides the same information as prospecting a rock tile on the surface above (i.e. detect nearby ore veins) SalveMod - (NEW) A dds "power - " to the beginning of newly made healing cover names, so you no longer have to figure it out in your head.
  10. The Ebony Wand is used to modify the world and change it. The Mission ruler adds life. We need some way to on the fly script NPC's. It would be incredibly helpful if NPC's carried with them a parchment of command, a parchment that they followed. GM's could then look and modify NPC's on the fly and test run or fine tune NPC's to perform tasks or interact with players such as quest giving etc.
  11. If I had money I would definitely pay in for this idea. So: The concept is that, like leveling and flattening, the 'tunnel' action would continue indefinitely until one of these events occurred: - There's too much stuff on the ground; you can't keep mining here - You're forbidden from tunneling here (priest restrictions, gm protected tiles, deed shenanigans, whatever) - The wall breaks - The wall sends the message that it cannot be broken for x reason. - You're too hungry/thirsty to perform that action Furthermore, I'd like to add a 'tunnel,' 'tunnel up,' and 'tunnel down' option underground. Basically the same as tunneling aboveground, I'd like the mining action to continue until: - There's too much stuff on the ground - You're forbidden from mining here (priest restrictions, gm protected tiles, deed shenanigans, whatever) - This tile breaks - This tile cannot be broken for x reason (reinforced, side shafts, whatever) - You're too hungry/thirsty to perform that action I would also like a configuration option to prevent using the 'tunnel' action on ore veins. Optionally, there could also be a config option to stop tunneling when you run out of stamina ('You must rest' from the flattening/leveling actions). I would rather not have this active by default though; being out of stamina doesn't stop the default mining action after all. One more thing - I'd prefer that tunneling still give you a chance to dump gems/salt/etc on the ground, the same as mining. Thanks for your consideration! ( Edit: Oh, and of course, as the title says, I want this mod to be server side with ago's modloader.)
  12. Hello fellow Wurm enthusiasts! The group I play with have all expressed their frustration at the lack of WIND at certain periods of play. The wind always seems to be dead just when you want to use that boat for transport! Is there any chance the server can be modded to allow for persistent wind strengths? As I observed in the Season Mods, it seems you can set the range (or change/delta) for temperature fluctuations. I am assuming the same could be done for wind? For example, max wind gust is strong, min wind gust is moderate - so winds are always good for getting around on water. On top of that, it would be preferred that the wind direction was still kept variable. Thanks in advance, Thanatos Shield/Maul Proficient
  13. Anyone able to make a mod that allows you to see names when you type /who. I know GMs can and see names but players only see a Number. I think allowing players to actually see names would be cool too. Just leave out the "IPs". Maybe even make it so a Server Alert is made when a player Logins or out. Could be in the event tab and have it say something like. [00:00:00] Sprigus has Joined the Server. (or let is be customisable)
  14. There is a item called Gift box that was deactivated in the game. Supposed to be able to right click an item with woodscraps to turn it into a gift box but the feature was removed from online. www.wurmpedia.com/index.php/Gift_box Anyone can do a Quick Ago's Launcher Mod to activated these b4 the holidays
  15. Anyone able to make a mod that works with Ago's Launcher or that is easy to install, that Will show how many players are on the server in total. For example, Instead of just showing how many are on the Login server like Steam Does, Force it to check how many On all Maps connected to that one server?
  16. As you can see Below! There is a Restriction on Deed Sizes I would like a mod to made to remove. Basically this is what is happening; - I built a Canal through the Land that is over 465 Tiles long. - I wanted to Deed Over the Entire Canal. -The only way for me to Deed over that many Tiles in one direction, is if The other end is Less than 4x that of the other side. - Meaning.... The North to South side is 465 Tiles in Total. So it can NOT be more then 4x the Size of the East to West Side. The Problem is I dont want to Deed like 50+ tiles east and west, Id like to be able to do 5 East, 5 West for total of 11 (with Token Tile) by 11 North, and 453 South for total of 465 (with the token tile). EDIT: Would be awesome if this would work with Ago's Mod Launcher.
  17. 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
  18. This mod is an enhancment of the normal skills menu. It shows a dual panel window with the old skills menu on the left and the new one on the right. The right panel contains all skills that you have levels in and shows them in a non-tree format, giving you the ability to sort as usual by name and skill, and also by affinities. The two windows handle seperately with skill gain highlights. The right panel also now sports a search bar! Here's a few screenshots! (Minus the search bar) Here's the download link! https://drive.google.com/file/d/0B2zyvWTebB5fZ3VkLUd5S2VYMlE/view?usp=sharing Instructions: Download the zip Navigate to your wurm directory (Hint: C:\Program Files (x86)\Steam\steamapps\common\Wurm Unlimited\WurmLauncher) Open client.jar with a zip program (eg. winrar) Extract the contents of the zip to the client.jar Run, everything should work perfectly! If you see any bugs, let me know, I also intend on creating more GUI tweaks as I can, so if you have any suggestions on GUI let me know! Bugs: Occasional crash when skills gained with search in progress....
  19. Fishing Options

    Wouldn't it be nice if some other setting approrpriate methods of fishing were available... A few different options come to mind, the most primitive of which is one that should be readily available especially for those who choose to go the crude-tool primitive route, Fish-traps. Fish Trap (recipe: Use Reed plant, with Reed plant, for incomplete fish trap, add 8 more reed plant to finish.), Use to set trap in tile that is completely under water, but no more than 20 dirts deep. As long as trap is set up (it decays as normal) allows a "check trap" action that uses the forage skill to possibly get a small shore fish on the same timer. Literally requires no tools at all to make, other than 'something sharp to cut reeds with'. Similar recipes could be added to make a more developed basketweaving skill and set of items, primarily containers, but wicker-style furniture etc. as well. And one I think people have wanted for awhile... at least ever since boats came into play... Nets. Nets would have the advantage of catching multiple fish at once, but taking heavy damage from use and need repaired often. Shore Net (recipe, Use Rope, with cordage rope, for incomplete Shore net, add 8 more rope to finish.) Can be used in the same manner as a fishing pole, but can catch up to 5 small shore fish at a time. Boat Net (recipe, Use Rope, with Mooring Rope, for incomplete Boat Net, add several more rope to finish) Can be used in the same manner as a fishing pole, but only while on a boat using the fishing action targetting the boat, can catch up to 5 medium fish at a time (no lurkers). I know it's a hefty request, and I'm not looking to 'break' fishing, just add in some new Options, that fit the setting and play styles if anyone is up for the idea.
  20. Given the number of custom maps being produced by all and sundry, I have a request. Can someone please produce a handy tool that will inject the custom server map into the client jar? I have about as much coding ability as the average harvest mouse, otherwise I'd attempt something. I know how to do this by hand, but not everyone is happy about rooting around in .jar files, so a more automated process would be appreciated, even a CLI tool would be a good start.
  21. Decay Settings?

    Found this while poking around in an extracted Server.jar... \server\com\wurmonline\server\TimeConstants.class can someone make use of this? maybe the long awaited decay mod? Or am I hoping up the wrong tree? public static final long BASEDECAY = 1382400L; public static final long DECAYTIME_QL = 28800L; public static final long DECAYTIME_NEVER = 9223372036854775807L; public static final long DECAYTIME_GLASS = 12096000L; public static final long DECAYTIME_STEEL = 12096000L; public static final long DECAYTIME_WOOD = 9072000L; public static final long DECAYTIME_FOOD = 172800L; public static final long DECAYTIME_FOOD_CONSERVED = 604800L; public static final long DECAYTIME_CLOTHING = 3024000L; public static final long DECAYTIME_STONE = 12096000L; public static final long DECAYTIME_CORPSE = 86400L; public static final long DECAYTIME_MAGIC = 12096000L; public static final long DECAYTIME_VALUABLE = 12096000L; public static final long DECAYTIME_POTTERY = 12096000L; public static final long DECAYTIME_LEATHER = 3024000L; public static final long DECAYTIME_CORROSION = 3024000L; public static final long DECAYTIME_RAWMATERIAL = 86401L; public static final long DECAYTIME_FLOWERS = 1382400L; public static final long TENTDECAY = 1814400000L;
  22. Can it be made with mod? remember this is just a concept/example. Original topic http://forum.wurmonline.com/index.php?/topic/109425-notice-board-quest-board/
  23. Make the raft usable and act like a boat. the easiest to build, before the small boat easy to make but slower than a small boat I'll try to figure out how to change the the models/item properties but if anyone knows how to make changes, this is a idea in-game raft gif -> http://i.imgur.com/li6iYRH.gifv
  24. I'd like to request a mod, one where the priest continue/improve restriction is removed. I'd like the various other restrictions to stay the same (Fo - no tree cutting/mining). How possible/difficult/simple is this request?
  25. So I've noticed that the settings for running your own server are pretty juiced up - so what changes, if any, have you made? I'm finding crops to be growing ridiculously fast - even at 0.1 they're growing faster than I care for them to. What settings are you using (crops, skill gain, silver, etc.?)