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Found 276 results

  1. Just a mad idea: How about a new temporary PvE server for both NFI and SFI accessed via portals. This does not need to be a big server at all. Characters could come to the new server from either cluster through a portal, with full skills and items, and meet up to create an impalong on a central deed with a target of hosting the impalong by a certain date. When the deed is complete, a big party ensues, and at the end everybody gets to take home their imped and casted items plus some extra goodies from the Devs. We don't want this server's timing to conflict with regular scheduled impalongs, but at a convenient time, it would allow a trial gathering of NFI and SFI players and allow them to meet up in a relatively safe way with a common goal. Notes: It is highly probable that currency and items will change hands during this meetup. This may result in a net flow of wealth moving either north or south. It is likely that SFI PMK items such as banners/flags/tents may also then be available to NFI buyers. I think this would give an additional income boost to the chaos PMKs, but if this is considered a problem, certain types of items could be prevented from passing through the portals if necessary, perhaps limiting items to basic tools and armour for example at the discretion of the Devs. After the party, the server would be reset, ready for the next event. Interested to hear everyone else's ideas.
  2. Normally Trade Channel posts from your own server appear pale blue to you, and everyone else on the same server. Adding an Item [Link] to your post using the ALT+Click method changes the whole line, causing it to be displayed in white. This is confusing for new and returning players, and one player asked me last night - why some Deliverance posts are blue and some Deliverance posts are white. Thanks for looking into this bug.
  3. Greetings, I'm excited to share a new mod with you all. Having a deep interest in statistics, graphs, and the observability of various aspects like infrastructure, applications, and services, I noticed the lack of user-friendly methods to achieve this on the Wurm Unlimited server. In my quest to find better solutions, I experimented with different approaches, such as extracting stats from the database or using RMI. This eventually led me to the idea of creating a metrics exporter for Prometheus (https://prometheus.io/). Currently, the mod exports counter data for both aggressive and passive creatures. However, I have plans to expand its capabilities by incorporating more data over time. Your suggestions and feedback are appreciated. Feel free to explore the sources and access the pre-built mod at: https://github.com/Tokeiito/WurmUnlimitedServerPrometheusExporter Example on how it looks in Grafana: https://imgur.com/a/5mdT5Pe https://imgur.com/GBEZMLt https://imgur.com/a/w825joW Dependencies: WurmServerModLauncher: https://github.com/ago1024/WurmServerModLauncher Installation: Download latest zip file from: https://github.com/Tokeiito/WurmUnlimitedServerPrometheusExporter/releases Extract contents to mods/ folder. If necessary update config `statistics.config` Usage: Mod opens internal http server, which by default listens on port 5317 and ip 127.0.0.1. When http request is made to 127.0.0.1:5317/metrics it will send response with the metrics in format https://prometheus.io/docs/concepts/data_model/ While purpose for it is to be consumed by prometheus instance, it could be used by any other means. Some of the calculations might be cpu intensive, especially on large servers. There are couple of ways to limit the impact. Increase how often application is scraping for metrics, or increase cache timeout within mod configuration. Planned development: * Caching mechanism * Count for each creature type (spider, horse, pig etc.) * Deed count Development which needs a tad more thinking is the data relevant, data layers: * Economy statistics * Player actions * Skills * Any other statistics related with players activities
  4. Hello! I saw this Thread here: And i think i followed it to the T, but no Bueno on connecting the 2 Servers. [10:40:15 PM] WARNUNG com.wurmonline.server.players.PlayerInfoFactory: Failed to contact the login server. Please try later. com.wurmonline.shared.exceptions.WurmServerException: Failed to contact the login server. Please try later. at com.wurmonline.server.LoginServerWebConnection.getPlayerStates(LoginServerWebConnection.java:569) at com.wurmonline.server.players.PlayerInfoFactory.getPlayerStates(PlayerInfoFactory.java:1277) at com.wurmonline.server.players.PlayerInfoFactory.grabPlayerStates(PlayerInfoFactory.java:1855) at com.wurmonline.server.ServerEntry.setupPlayerStates(ServerEntry.java:608) at com.wurmonline.server.ServerEntry.access$200(ServerEntry.java:56) at com.wurmonline.server.ServerEntry$1.run(ServerEntry.java:446) One server is launched via the gui, another server is launched via a .bat file Settings for Server 1: Settings for Server 2 Any help with getting those two servers to communicate with each other would be greatly appreciated! Hopefully you guys can remember how you do your server settings ^^ Have a nice day! EDIT disregard the mismatch in the rmi ports they are aligned now, but no dice.
  5. Deliverance kicked me out and that was the orange message in game and pop up message on exit. Update: Exodus also offline
  6. Ashfall is a broken land. A war broke out between two factions the gods had to intervene. For life to persist, the Gods had to destroy almost all the life that was there before. A big volcano erupting blew tons of dust over the world covering it in ash and snow for hundreds of years to put it to sleep. Some survivors got put into stasis by the gods to return later. Survivors began to call the world Ashfall. The Ash being imbued with godly magic turned the surviving people sick. Over time humanity developed a certain resistance against the magic fallout but people were still prone to Ashpest. Their bodies skin heavily reacting to the poisonous waters developing pustules that cause slimey smeary stinky pus to form. After the Flask of vynora was found those poisonous waters turned back into clear rivers. (more Lore can be found here) Settings: TLDR: As close to WO as possible with QOL and not THAT long timers. RP - PVE mixed with PVP. The 4 Starter Kingdoms are PVE-Enforced Zones no player can hurt you there, but beware of the guards. Either sneak around them or become allies with the other kingdom! The Center Area is marked as PVP and can be conquered by your kingdom. (Check out the Livemap to see the zones!) custom map, with regional ores, ressources and regional flora! 1x Skill Gain 1x Fighting Boost 2x Action Timer Deeding costs (twice WO price to disincentivise 1 Person deeds (which are still possible)) Upkeep (twice WO price to disincentivise 1 Person deeds (which are still possible)) No priest restrictions. 5 Prayers per Day Characteristics start at 7 Skills start at 1 NO STARTING GEAR - With the exception of a crude knife and some rock shards...(spawn comes with a free guard tower for protection) bounties 18 hour growth timer. (does not reset on server reboot) Plants need to be Watered to grow (trees still grow but grow faster with watering) Plants and trees can be Fertilized to bear fruit once more. Alchemy to bring spells and enchantments into a bottle! 50,000 mobs – 50% aggressive : endgame mobs do spawn heavily modded: https://pastebin.com/MgCFzk0x 1 char per player 1 deed founded per SteamId No Voting Rewards - Daily salary of 5 copper if you are active in chat. NO MAP RESET- If the resources run out you can use alchemy to transmute iron or events to get veins Global German and English Channels as well as Help Channel is linked to discord Custom (and wacky - expect kelp on mountains :P) map – 2048×2048 livemap: http://173.249.0.230/livemap QOL Settings: Housing: Houses can now be 1.9 times bigger than in vanilla (up to 62 tiles wide on 1x62!) Salary: You will receive a basic Salary of 35 coppers per week. Partaking in public building contracts will reward you some extra cash too! Traders: Every 5 Citizens (and when founding a deed and having atleast 2 citizens) you get a new trader, who will visit your town every week with rotating stock. You have to build a market stall or house for them to arrive! Placing traders otherwise is not allowed, except for buyer and seller merchants. (Other vanilla Trader contracts wont work) You can choose from a seller or a buyer when you reach 40 in any item creating skill and the other trader when reaching 70. This map concept together with mods is the one where we feel like we hit what we wanted 100% A total custom map, with custom ores, and custom flora! Of course the Players can always move or trade ressources, or bushes, or trees or even transform tiles to whats needed. Alchemy plays a heavy role in this duty so, welcome fellow alchemist, you will be needed! The Players have the choice between 4 kingdoms to start, each with their own ressources ( listed below). Tower chaining is required to conquer the kingdom and make use of its ressources and space. The Kingdoms are guard protected PVE-Zones. The central area of the map has all the ressources + Adamantium/Glimmersteel (same % as wo ( so ada = rare and glimmer = extremely rare)). Kingdoms can towerchain into here to claim land and contest for it. So this is the central PVP Zone. The Western Wilds - Domain of Fo: Wilds with dense forests and large amounts of Moss, Grasslands, steppes and peat pits, The humidity allows for jungle-like forest growth. The land is fertile and creatures thrive. The generally good soil supports growth of herbs and flower bushes. Fo's spirit - The symbol of life yet to come - is prevalent in the form of nuts. Trees: Oak, Chestnut, Walnut, Bushes: Hazelnut, Rose, Camilla Resources: Iron, Marble, Zinc, Peat ------------------------------- The Eastern Swamps of Dusk - Domain of Libila: Murky ground with heavy marshes and tarpits. Steppes and deserts as the constantly poisonous waters allow for not much foliage overall which results in less dense but larger spread out forests with resistant tree types . Libilas spirit - the necessary death that follows life as shadow to light - is prevalent in the form of Myzelium which spreads and "corrupts" the lands. Making it easier for the magic life powers to dissolve. Trees: Pine, Birch, Olive, Bushes: Thorn, Blueberry, Oleander, Resources: Iron, Slate, Lead, Tar ---------------------------------- The Southern Shores of Wisdom - Domain of Vynora: Salty sea air doesn't allow for dense tree population. The wet ground has marshy areas but is surprisingly arid but fertile on the main land. Foliage is specialized for Wet climate and nutritious but dry soils. Wet areas support the enrichment of the soil with clay. Vynoras spirit - wisdom and knowledge - come in form of flexible well adapted plants as well as medicinal herbs and silver. Trees: Willow, Linden, Apple, Cherry Bushes: Blue Grapes, Raspberry, Lavender Resources: Iron, Tin, Silver, Clay ---------------------- The Northern Mountains of Want - Domain of Magranon: The mountainous and cold northern regions do not allow for much foliage, so forests are dense but small to defend against cold winds. The climate allows for large tundras and steppes but most of the land is just snowy soil. Magranons spirit which stands for self-improvement and inner fire, the will to change is prevalent in all things. The warmth of molten gold, berries for spirits and maple treas for mead! A Dwarven Paradise. Trees: Fir, Cedar, Maple Bushes: Lingon Berry, White Grapes, Resources: Iron, Copper, Gold, Snow -------------------------- The Melting Pot. - PVP! While the deities are in constant fight for this domain, and balance resides - for the moment - nature gets to grow. The soil as the rock is rich and filled with power. All kinds of plants can grow in this area while all kinds of Ore can be found underground. The magically enriched rock even spouts forth Moon Metals like adamantium and glimmersteel. You will need to contest this area for your Kingdom. You will need to tower chain into it and it is always free for all. Taste your success. While you can. ------------------------------- Already played on Ashfall? Your character is preserved and so are your characteristics. For fairness reasons skills will get a reset however. If you want to start a new char under the same name shoot the GMs a message. Or open a /support ticket. New to Wurm? Dont worry, our helpful community is always eager to show you the ropes! Questions? Shoot straight away! Or Check out the Discord: https://discord.gg/eP77WratZm Release this Saturday at 9:30 PM CEST
  7. Releasing my first ever mod. It allows players(with configurable gm level) to change the model of any Item/Creature/Player(later referred to as "object") on the fly through a context menu, from all available models Features Right click on any object, choose the action "Remodel" and transform it to whatever model you choose. You can change your own model by opening the character menu and right clicking on your "body"! Set any object to a random model Flexibility: Completely server side, plus if the mod causes any issues/is not needed anymore, it may just be deleted and its effects will completely disappear. The table in the modsupport database will be left behind. This is not an issue, and it allows you to reinstall the mod at any time, with the objects retaining their changed models. Unlock previously unreachable models. For example the Woman Fighting Anaconda statue (It can be found in the remodel menu Decorations->Statue Femalefightinganaconda) Shiny Animals! Change rare+ items to animal models and they'll be S H I N Y ! Bugs Features 2.0 With threedee, placing an item on a surface and then changing the model of the surface will leave the item in place, where you probably could not put it on the new surface, meaning you can place items where previously impossible. Example: before changing model, after changing model Transforming a felled tree apparently causes the new models to be huge, and I mean HUGE nvm you can do this by changing the item's auxdata Get The Mod Download: ModelMeImpressed-2.2.1.zip This is a server mod. You need to have the SinduskLibrary mod installed for it to work. Releases: https://gitlab.com/tyoda-wurm/ModelMeImpressed/-/releases Source code: https://gitlab.com/tyoda-wurm/ModelMeImpressed What models are available? The mod contains every model found in the mappings.txt in the graphics.jar of the client. I am sure it is not perfect. Some are probably missing, because the devs forgot to add it, and some are probably broken. I have not personally tried out all the ~3K models available. Please open an issue or message me on discord(Tyoda#5412) if you find a problem. You may also add any custom models to it via the "custom_pretty", and "custom_model" fields in the .properties file. Read the GitLab page of the mod for more info!
  8. This topic has been moved and can be found here Ashfall Ressources Reloaded! New Server/Map Release this Saturday! - Mixed - Wurm Online Forum
  9. How many times have you sailed to another server, only to find you have mail waiting on the previous server? It would greatly help to have a few yellow coloured text reminders, before leaving the server. 1) On embarking a boat 2) On crossing to a new server* "You have mail items waiting for you here on *ThisServerName*."* 3) On approaching the border "You have mail items waiting for you, which will remain on *ThisServerName*." * It is important to explicitly state which server name, especially when server hopping! Thanks for considering this.
  10. I think I've found what appears to be a bug for the TREEGROWTH setting when using multiple servers. Below is the code that appears to be executing for each configured server in the cluster on startup. Notice that all except the TREEGROWTH setting update its setting for the server data being loaded. But for TREEGROWTH, it updates the static value for the currently running server, which means that each clustered server's value will keep overwriting the setting until the last one is reached. This means that the last server in the SERVERS table will determine that setting for the server that is running, not necessarily its own entry. And depending on the hosting service configuration strategies, the SERVERS table may not actually contain the correct values for other clustered servers anyway. try { ((ServerEntry)entry).pLimit = rs.getInt("MAXPLAYERS"); ((ServerEntry)entry).maxCreatures = rs.getInt("MAXCREATURES"); ((ServerEntry)entry).maxTypedCreatures = ((ServerEntry)entry).maxCreatures / 8; ((ServerEntry)entry).percentAggCreatures = rs.getFloat("PERCENT_AGG_CREATURES"); TilePoller.treeGrowth = ((ServerEntry)entry).treeGrowth = rs.getInt("TREEGROWTH"); ((ServerEntry)((Object)entry)).setSkillGainRate(rs.getFloat("SKILLGAINRATE")); ((ServerEntry)((Object)entry)).setActionTimer(rs.getFloat("ACTIONTIMER")); ((ServerEntry)((Object)entry)).setHotaDelay(rs.getInt("HOTADELAY")); } catch (Exception ex) { ... } I was wondering why my treegrowth setting made no difference for some servers in my cluster; I think this might explain it. When I manually set all values to the same in the database (for that server) the situation improved.
  11. Is what we would like to read, specially on Northern Freedom/Defiance. What happened to this big extra content for wurm, does code club have any news they want to share with us about maybe a return of the jackal server :D? There are many new players from steam who never got the chance to experiance it and im sure they would be really interested in exploring those lands. On a diffrent note, I do like the idea of having the 3 main kingdoms (otherwise enemies on pvp) having to lay diffrences aside for a short event and fight together to defeat a common/larger enemy for a said time. Before we return to bashing the life out of each other
  12. I've noticed that as of the past couple of days my WU server process regularly (every 5-10 minutes) seems to be stuck in a blocking loop lasting about 30-60 seconds. During this period the game is largely unresponsive to players. (Menus not usable, can't move properly, etc.) Usually at the end of it if you've moved your game client isn't in sync with your position on the server. This definitely looks to be CPU related, not memory or disk I/O: The only change I had made was increasing the tree spread odds variable from 500 to 1000. I thought perhaps there was some limit or bug causing a loop every time tree spreading was being "gambled", though since putting that back to 500 the problem still persists.
  13. I would like a mod to make the game more low fantasy, so I am looking to have a server mod done that "shuts off" everything that has to do with the deities. Basically removing everything that depends on religion. If this is something any modders are willing to do, please pm me and we can work out the details and pricing. Looking forward to hearing from you. Thanks
  14. CraftedTwigs

    Tired of spending more time gathering twigs and bark than actual fishing? https://github.com/n0ma13/WurmUnlimitedModding/releases Craft some twigs from branches and eat some seafood.
  15. Hello People! Today i come to you because i encountered a very weird problem. I have the discord relay mod installed for about a year and it never broke anything. Now when i try to start my server the discord relay mod boots up fine finds the channels, complains about the categories not being channels, and then the server freezes. If i disable the mod, server boots up just fine. Anybody else got the same problem, or have any tips? I already tried everthing i can do on the discord side, giving the bot admin privileges and all. It would be a big loss too loose that connectivity. Sincerely, Arathok
  16. Hello! I've got a server setup as pvp, home kingdom mol rehan, and non epic. Recently someone wanted to start a deed but there was a building that belonged to another player (who is inactive). There was no option to bash the walls and destroy structure needed permission. I have a code of honor for me and my gms to never delete any structures whatsoever because we want everything to be developed by the players and done with their own hands. Is there any way / setting that allows me bashing (not destroy the entire house like in management settings, i mean wall by wall, like if you would attack it) other players structures WITHOUT PERMISSIONS if theyre not part of a deed? Many thanks in advance and have a nice day! Arathok
  17. I rented servers for years and sometimes run different games on them. Now i experience this problem during launch of Wurm Unlimited, there is no information on internet about it, can you help ? \\\ Я арендую сервера уже много лет и иногда запускаю на них игры. Сейчас столкнулся с вот такой проблемой при запуске WU, в интернете ничего полезного не нашлось, не могли бы вы помочь ? ъъъ ./wurmserver start [ OK ] Starting wurmserver: Applying steamclient.so sdk64 fix: Wurm Unlimited [ OK ] Starting wurmserver: Applying steamclient.so sdk32 fix: Wurm Unlimited [ .... ] Starting wurmserver: LinuxGSMno server running on /tmp/tmux-1002/default [ FAIL ] Starting wurmserver: Unable to start LinuxGSM
  18. 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.
  19. "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." - Arathok [GM] Server Features: - Custom 2k Map - X3 Skill, X4 timer - 25% Aggro, 25k Animals (going up systematically) - Free Deed - Lowered Upkeep - No Priest Restrictions - Libila available for everyone - Bounties and burning corpses for Karma! - Treasure Map Hunting! - Hunt of the Ancients - Password Protected - Get your crafting skill to 50 and get a free Merchant! - Monthly in-game meetings, democracy and voting on server matters. - Friendly GM and community! Hardcore Start: - All Skills start at 1. - Characteristics start at 7. - Starter Gear - Shovel, few branches, some rocks and pocket money. Important Links: Discord - discord.gg/KWAV5YZ Custom Map: Current Mods [13/01/2020]: Server Skills Progress [13/01/2020]: Server Password:
  20. Indy server is down. Please fix. Thanks 🙂 TeeeBOMB Server up thanks.
  21. Indy went down. Looks like everybody got kicked. Please fix. 🙂 Thanks TeeeBOMB
  22. I've recently been looking into a few things for someone, and I noticed that the com.wurmonline.server.zones.CropTilePoller (as well as the TilePoller, depends if the CropTilePoller is enabled in server features) plays sound effects depending on the field tile age, and whether it's day or night. But when the tileAge is less than 7 and it's night time, it wants to play sound.ambient.night.crickets which I can't find in either jar, but there's a sound\ambient\sound.ambient.day.crickets.ogg in the graphics.jar (with a lot of other sound files). I wouldn't say the sound itself sounds like either day or night time crickets sound, so it seems like either the could should use the existing crickets, or it's a missing or misnamed sound file? /edit: I wonder if I should mention that it might be sensible to make it so that not every tile plays a sound when it grows or is ripe, because stacked on top of each other dozens of times makes it very, very loud. I've noticed it before but luckily my volume in-game is always rather low.
  23. I cant log on Indy. Seems I am not the only one. Server status show 0 players. We should quit Indy?
  24. Since 1.9 beta when loading up a server, you get a bunch of ParseExceptions complaining about a RegEx mismatch for date and time parsing: [01:59:49 PM] WARNING com.wurmonline.server.players.Achievements: Error parsing time stamp java.sql.SQLException: Error parsing time stamp at org.sqlite.jdbc3.JDBC3ResultSet.getTimestamp(JDBC3ResultSet.java:526) at org.sqlite.jdbc3.JDBC3ResultSet.getTimestamp(JDBC3ResultSet.java:579) at com.wurmonline.server.players.Achievements.loadAllAchievements(Achievements.java:952) at com.wurmonline.server.Server.startRunning(Server.java:943) at com.wurmonline.server.ServerLauncher.runServer$1(ServerLauncher.java:130) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at org.gotti.wurmunlimited.modloader.server.ProxyServerHook$1$1.invoke(ProxyServerHook.java:56) at org.gotti.wurmunlimited.modloader.classhooks.HookManager.invoke(HookManager.java:384) at com.wurmonline.server.ServerLauncher.runServer(ServerLauncher.java) at com.wurmonline.server.gui.WurmServerGuiController.startGame(WurmServerGuiController.java:1397) at com.wurmonline.server.gui.WurmServerGuiController.startBtnClicked(WurmServerGuiController.java:154) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at sun.reflect.misc.Trampoline.invoke(MethodUtil.java:71) at sun.reflect.GeneratedMethodAccessor1.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at sun.reflect.misc.MethodUtil.invoke(MethodUtil.java:275) at javafx.fxml.FXMLLoader$MethodHandler.invoke(FXMLLoader.java:1769) at javafx.fxml.FXMLLoader$ControllerMethodEventHandler.handle(FXMLLoader.java:1657) at com.sun.javafx.event.CompositeEventHandler.dispatchBubblingEvent(CompositeEventHandler.java:86) at com.sun.javafx.event.EventHandlerManager.dispatchBubblingEvent(EventHandlerManager.java:238) at com.sun.javafx.event.EventHandlerManager.dispatchBubblingEvent(EventHandlerManager.java:191) at com.sun.javafx.event.CompositeEventDispatcher.dispatchBubblingEvent(CompositeEventDispatcher.java:59) at com.sun.javafx.event.BasicEventDispatcher.dispatchEvent(BasicEventDispatcher.java:58) at com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(EventDispatchChainImpl.java:114) at com.sun.javafx.event.BasicEventDispatcher.dispatchEvent(BasicEventDispatcher.java:56) at com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(EventDispatchChainImpl.java:114) at com.sun.javafx.event.BasicEventDispatcher.dispatchEvent(BasicEventDispatcher.java:56) at com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(EventDispatchChainImpl.java:114) at com.sun.javafx.event.BasicEventDispatcher.dispatchEvent(BasicEventDispatcher.java:56) at com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(EventDispatchChainImpl.java:114) at com.sun.javafx.event.BasicEventDispatcher.dispatchEvent(BasicEventDispatcher.java:56) at com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(EventDispatchChainImpl.java:114) at com.sun.javafx.event.BasicEventDispatcher.dispatchEvent(BasicEventDispatcher.java:56) at com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(EventDispatchChainImpl.java:114) at com.sun.javafx.event.EventUtil.fireEventImpl(EventUtil.java:74) at com.sun.javafx.event.EventUtil.fireEvent(EventUtil.java:49) at javafx.event.Event.fireEvent(Event.java:198) at javafx.scene.Node.fireEvent(Node.java:8411) at javafx.scene.control.Button.fire(Button.java:185) at com.sun.javafx.scene.control.behavior.ButtonBehavior.mouseReleased(ButtonBehavior.java:182) at com.sun.javafx.scene.control.skin.BehaviorSkinBase$1.handle(BehaviorSkinBase.java:96) at com.sun.javafx.scene.control.skin.BehaviorSkinBase$1.handle(BehaviorSkinBase.java:89) at com.sun.javafx.event.CompositeEventHandler$NormalEventHandlerRecord.handleBubblingEvent(CompositeEventHandler.java:218) at com.sun.javafx.event.CompositeEventHandler.dispatchBubblingEvent(CompositeEventHandler.java:80) at com.sun.javafx.event.EventHandlerManager.dispatchBubblingEvent(EventHandlerManager.java:238) at com.sun.javafx.event.EventHandlerManager.dispatchBubblingEvent(EventHandlerManager.java:191) at com.sun.javafx.event.CompositeEventDispatcher.dispatchBubblingEvent(CompositeEventDispatcher.java:59) at com.sun.javafx.event.BasicEventDispatcher.dispatchEvent(BasicEventDispatcher.java:58) at com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(EventDispatchChainImpl.java:114) at com.sun.javafx.event.BasicEventDispatcher.dispatchEvent(BasicEventDispatcher.java:56) at com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(EventDispatchChainImpl.java:114) at com.sun.javafx.event.BasicEventDispatcher.dispatchEvent(BasicEventDispatcher.java:56) at com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(EventDispatchChainImpl.java:114) at com.sun.javafx.event.BasicEventDispatcher.dispatchEvent(BasicEventDispatcher.java:56) at com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(EventDispatchChainImpl.java:114) at com.sun.javafx.event.BasicEventDispatcher.dispatchEvent(BasicEventDispatcher.java:56) at com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(EventDispatchChainImpl.java:114) at com.sun.javafx.event.BasicEventDispatcher.dispatchEvent(BasicEventDispatcher.java:56) at com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(EventDispatchChainImpl.java:114) at com.sun.javafx.event.EventUtil.fireEventImpl(EventUtil.java:74) at com.sun.javafx.event.EventUtil.fireEvent(EventUtil.java:54) at javafx.event.Event.fireEvent(Event.java:198) at javafx.scene.Scene$MouseHandler.process(Scene.java:3757) at javafx.scene.Scene$MouseHandler.access$1500(Scene.java:3485) at javafx.scene.Scene.impl_processMouseEvent(Scene.java:1762) at javafx.scene.Scene$ScenePeerListener.mouseEvent(Scene.java:2494) at com.sun.javafx.tk.quantum.GlassViewEventHandler$MouseEventNotification.run(GlassViewEventHandler.java:394) at com.sun.javafx.tk.quantum.GlassViewEventHandler$MouseEventNotification.run(GlassViewEventHandler.java:295) at java.security.AccessController.doPrivileged(Native Method) at com.sun.javafx.tk.quantum.GlassViewEventHandler.lambda$handleMouseEvent$353(GlassViewEventHandler.java:432) at com.sun.javafx.tk.quantum.QuantumToolkit.runWithoutRenderLock(QuantumToolkit.java:389) at com.sun.javafx.tk.quantum.GlassViewEventHandler.handleMouseEvent(GlassViewEventHandler.java:431) at com.sun.glass.ui.View.handleMouseEvent(View.java:555) at com.sun.glass.ui.View.notifyMouse(View.java:937) at com.sun.glass.ui.win.WinApplication._runLoop(Native Method) at com.sun.glass.ui.win.WinApplication.lambda$null$147(WinApplication.java:177) at java.lang.Thread.run(Thread.java:748) Caused by: java.text.ParseException: Unparseable date: "2015-09-28 13:40:15" does not match (\p{Nd}++)\Q-\E(\p{Nd}++)\Q-\E(\p{Nd}++)\Q \E(\p{Nd}++)\Q:\E(\p{Nd}++)\Q:\E(\p{Nd}++)\Q.\E(\p{Nd}++) at org.sqlite.date.FastDateParser.parse(FastDateParser.java:299) at org.sqlite.date.FastDateFormat.parse(FastDateFormat.java:490) at org.sqlite.jdbc3.JDBC3ResultSet.getTimestamp(JDBC3ResultSet.java:523) ... 83 more