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Found 255 results

  1. 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.
  2. Let me know if you would like to see anything added to any of these mods, I will see what I can do. If you enjoy using a mod, let me know with a comment or a like. That helps us modders to know that our work is appreciated and inspires us to make more mods. ============================================================================================================================================= Templar Replacer Replace templars and guard models with whatever you like. Change the speed, combat rating, etc of both. Download: https://github.com/Jubaroo/TemplarReplacer/releases/latest ============================================================================================================================================= Location Command Find your coordinates on the map at any time by typing /location in the chat Example - [22:24:24] Your coordinates on the server are 1174, 1040, above ground = true Download: https://github.com/Jubaroo/LocationCommandMod/releases/latest ============================================================================================================================================= Server Time Command Get the time of the server in an event message Type /stime or /servertime Message color can be configured in the properties file Example - [22:16:34] Current Server Date and Time Is: Sun Jun 17 22:16:34 EDT 2018 Download: https://github.com/Jubaroo/ServerTimeCommand/releases/latest ============================================================================================================================================= Dragon Mounts Allows breedable, rideable, tameable Drakes to be enabled in Wurm. Many Drake settings can be customized to fit your needs. Detailed instructions on the configuration settings can be found in the DrakeMountMod.properties file. Example properties file can be found HERE List of item ID's for Items_Butchered can be found HERE List of Creature Types can be found HERE List of Armor Types can be found HERE Download: https://github.com/Jubaroo/DrakeMountMod/releases/latest ============================================================================================================================================= Kingdom Items Enables the creation of PMK wagons, banners, and flags not normally able to be crafted. Download: https://github.com/Jubaroo/AddKingdomItemsMod/releases/latest ============================================================================================================================================= Tabards A mod that allows the creation of PMK kingdom tabards to be worn by players Prerequisites - Server Pack´╗┐ mod for BOTH client and server Download: https://github.com/Jubaroo/TabardMod/releases/latest ============================================================================================================================================= Mission Items Adds items to the mission ruler list including rift items and coins Download: https://github.com/Jubaroo/AddMissionItems/releases/latest ============================================================================================================================================= GM Commands Adds commands for GM's to be more productive. Commands include: #addaff Add an affinity to a player. Note - Skill name must be capitalized. #addsleep Fill sleep bonus of chosen player. #coffers Show current coffer value. #fillup Fill a players food, water, health, CCFP, and nutrition bars. #goto <deed|player> Teleport yourself to any player or village (choose either a deed or a player). #massrefresh Fill food, water, health, CCFP, and nutrition bars of all current players. #moveplayer Summon player to you. #sendhome Send a player to their home deed. #resettraders Reset items (not coin) on all traders. Download: https://github.com/Jubaroo/GM-Commands/releases/latest ============================================================================================================================================= Halloween Halloween creatures are now roaming the lands! They have a chance for random loot including Strange Bones, Pumpkin Shoulder Pads, and a Troll Mask. These special creatures also have a chance to drop some delicious candies. Toggle loot drops for monsters and undead for candy loot drops. Most options are configurable from the properties file. Go out and find some ghoulish fun this Halloween. Happy Halloween! Download: https://github.com/Jubaroo/GM-Commands/releases/latest ============================================================================================================================================= Bounty-on-Burn This is my spin on the bounty on bury mod. Let me know if anything should be added/removed or changed a bit. Hope you enjoy it. Burn corpses for cash or karma! Option to burn the body and items inside, or just the body. Can be toggled in the properties file. (requested feature) Use any item that is on fire (aka "lit") or a steel and flint, to burn the corpses of slain creatures and players. Activate your lit item or steel and flint, must be in your inventory(not in your backpack), right-click the corpse and choose burn body. Configurable to set 2 different fire graphics, amount of coin gained, amount of karma gained, the action time, the ability to burn corpses in forges/ovens/etc, and the message the player receives on burning. Dragon and unique corpses cannot be burned. Corpses cannot be burned in a vehicle. Must have loot permissions to burn corpses. Example GIF Download: https://github.com/Jubaroo/Bounty-on-Burn/releases/latest ============================================================================================================================================= Copy Items Mod Copy items with ease as a GM! Use the Copy & Paste action to make an exact copy of an item either from your inventory, or the ground. After choosing the item to copy, you will be able to manipulate and place it where you like without a timer. The Duplicate action will allow the same copy action, but it will put the item inside your inventory instead of activating the Place feature. You can configure the mod to allow the placement of items onto the ground instead of your inventory. If placing items on the ground is enabled, you can also configure the minimum weight the item must be before placing it on the ground, or else it will go directly into your inventory. These copy actions will make an Exact duplicate of an item. It will copy the item restrictions, enchants, blessings, custom name, creator, color, and much more! With the properties file, you can configure some things in this mod. Unfortunately, you cannot copy items inside of a container... yet. Hints Select multiple items in your inventory and choose Duplicate to make copies of all of those items at once (provided you have the mind logic to queue the actions). Select an item on a surface (tables and such) and choose Copy & Paste to create a copy of the item ready to be placed on the same surface. If you want to cancel your Copy & Paste action, right click while placing the item. You can copy items from your tool belt slots. Some examples videos below. These videos were taken in alpha stage so some minor changes may have been made. Duplicate Action Copy & Paste Action Download: https://github.com/Jubaroo/CopyItems/releases/latest
  3. When a new character is created, it's always been bugged that you don't get your newbie buffs until you logout, wait for /lotime, and log back in. The new tutorial also does not start for new characters until after relogging. And the old tutorial popups are also still appearing.
  4. 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
  5. server is down?

    I cant log on Indy. Seems I am not the only one. Server status show 0 players. We should quit Indy?
  6. Independence Went Ka-Boom

    In case someone did not notice, Independence server says 0/0 online. While my client window 'says' servers online, I get 'connection denied: <The server is currently not available. Please try later > Trying again in...'. Also, my server status thing-a-ma-jig says: Uptime: 1 Day, 18 Hr., and 51 Min. Darned Indy hamsters. Possibly we should out source for replacements. I suggest Golunda ellioti, or the Indian Bush Rat. Now these guys are highly trained, and willing to work for less pay. Not as spoiled and lazy as the modern hamster. Just a suggestion. Hope to see you all soon in game o/. TeeeBOMB
  7. Sindusk Server Mods

    Hi everyone. In an attempt to not "spam" these forums since I keep making more and more server mods, I am going to condense them all into one thread like the other smart modders out there like Ago, Bdew and WalkerInTheVoid. You can download them all individually or simply browse the folder where I'm storing all of them: Sindusk Server Mod Folder (Google Drive) Here's some details about everything you'll find in there: Sindusk Library Download (GitHub) This mod is very specifically a library built to support the rest of my mods. It has other functionality that other modders may find useful as well as features allowing double-checking whether or not a feature is broken in one of my mods due to another mod conflict or Wurm Unlimited update. While required required for a good deal of my mods, the library itself being installed does not affect the server or gameplay at all. The library is installed just like any other mod on your server. Armoury Mod Thread - Download While primarily consisting of bug fixes and minor tweaks, this should give server owners the control over weapons and armour that has been desperately missing from our modding community for some time. Requirements Sindusk Library Primary Features Change Weapon Swing Timer - Ever get sick of being capped to 3 seconds per swing minimum? Think it's too fast? Now you have the power to change that. Allow knives to hit every second, or once every 10 seconds. Enable Non-Player Crits - Crits are fun. Why limit them to PvP? Let yourself feel stronger by allowing yourself to critically strike the animals and monsters of the world. Be careful though, if you do this, they can critically hit you back! Rare Swing Timer Reduction - Rare weaponry is exceptionally useless by default, offering a pitiful crit chance increase. Well without this mod, you can't crit NPC's anyway. Beyond that, the crit increase is still bad. So I've fixed that! Now you can allow rare, supreme, and fantastic weaponry to actually reduce the swing timer of the weapons. That supreme huge axe you made specifically for that unique slaying now actually does something special! The amount they reduce swings by is configurable, and defaults to 0.2 seconds per rarity level. Bug Fixes Armour Limit Buff Bug - Go into your server. Equip a full set of plate. Take all the plate off. Look at your buff bar. This fixes that. Armour Limit Spell Effect Bug - Similar to the above, spell effects always show as "Bonus" instead of "Penalty" in the Spell Effects, even when the value is negative. This fixes that. Saved Swing Timer Removal - Ever shield bash, then immediately get two hits off in succession? That's because the swing timer is actually still ticking when the shield bash action is ticking. This removes that interaction, and others, by reducing the swing timer back to 0 as soon as you land a hit, ensuring that you don't cheese the system with free hits for no reason. This option is configurable for those who feel this maneuver is skillful and not a bug. Configurable Weapon & Armour Settings Armour Reduction Values - Edit the damage reduction values on all types of armour, from cloth to dragonscale. Want dragonscale to be better than glimmersteel plate? This allows you to do that. On the topic of moon metals, damage modifiers from moon metal on plate gear (and others, if applicable) is also modifiable here. Armour Limit Factor Values - Sick of having that -30% penalty to spellcasting while wearing plate? This allows you to edit those values for all types of armour. Remove the penalty entirely, or make it worse. The choice is yours. Armour Movement Rate Values - Edit individual pieces of armour and adjust their movement penalties. For example, I like to reduce the penalty on plate breast plates and leggings from 9% to 8%. This mod allows me to do that. Custom Weapon Values - Edit weapons and tune them to exactly how you want them. Values to modify: Base damage, swing speed, crit chance, reach, weight group (useless value I think?), parry percent, and skill penalty. This makes a great deal possible: Remove the skill penalty from sickles to bring them in line with other weaponry. Buff the damage of knives so they're viable weapons in combat. Nerf the parry rates on swords to bring them more in line with other weaponry. Allow previously incapable weapons to crit, such as small axes or legs (for when you get that kick inbetween theirs). Included .properties file, including a write-out of all default weapon stats for reference: Spellcraft Mod Thread - Download (GitHub) One of the hardest and most complicated mods I've ever made, now fully realized and completely customizable. Requirements Sindusk Library Primary Features Change Maximum Faith - Change faith to be lower than 100 or up into the thousands. This functions properly and breaks no systems in the game. Scaled Prayer Gains - Changes the formula for how prayers are calculated to match the maximum faith set above. Priest Faith Requirement Change - Allow players to become priests at 10 faith. Or 1 faith. Now you can let those spells with faith requirements less than 30 actually mean something. New Favor Regeneration - Now operates 10 times faster. Literally. You gain 1/10th of the previous favor per tick, but it ticks 1 time per second instead of once per 10 seconds. Also wonderful to use with the new maximum faith gains to ensure you don't get spikes of 20+ when below 1 favor (due to how the calculation works). Show Creature Spell Effects - Pretty simple, just shows spell effects on creatures like enchants on items. [23:45:43] Horses like this one have many uses. [23:45:43] He is very well defined. [23:45:43] This creature could use some grooming. [23:45:43] Frantic charge has been cast on it, so it has greater speed. [50] New Damage Modifier - It's really hard to explain why this is here to someone who doesn't code, but basically due to one of my custom spells I had to include it. You can find out more information about how this works here, under the "Damage Modifier" section. I highly recommend it. Improved Enchant Grouping - Improves enchant grouping to be more efficient. This feature allows more detailed explanations as to why certain enchants do not stack. [21:01:38] The longsword is already enchanted with something that would negate the effect. [21:01:43] The longsword is already enchanted with Blessings of the Dark which would negate the effect of Wind of Ages. Enchant Group Customization (New) - Allows you to edit the enchant groupings. You can now edit whether WoA clashes with BotD, or if Flaming Aura should be cast with Frostbrand. You can now have a fire and ice sword that makes no sense! Statuette Spellcasting Tweaks - Gives the option of statuette QL and rarity affecting the power of spellcasts. Now your shiny statuette is more than a decoration, and instead a useful tool in your arsenal! Rite Changes This gives a lot more control over the deity favor requirements for the Rites that exist in the game. Many of the rites require an MMO amount of prayers which is generally unreasonable for the lower population Wurm Unlimited servers. This also adds custom tweaks to some rites that don't really operate up to the standards I hold them. With many people running Crop Mod, making fields never wither, there is now an option to allow Holy Crop to do a "Mass Genesis" cast, removing a random trait for all bred animals on the map. Rite of Spring now has a customizable cap for the amount of players required in the vicinity. On older, more heavily populated but less dense servers, this should make casting the spell more reasonable. New Spells I have designed and implemented several new custom spells. I may expand on this concept and add more in the future. All spells have completely configurable settings: cast time, favor cost, difficulty, faith requirement, and cooldown. Harden - Enchant able to be cast on most items. It reduces damage taken by the item by up to 30% at 100 power. Phasing - Enchant able to be cast on weapons. It increases the difficulty of blocking attacks with the enchanted weapon. Configurable for how much the difficulty will increase. Summon Soul - Summons a player to the position of the caster. Has a window appear much like Locate Soul for the caster to type the target name into. After that, the target gets a window asking if they want to accept. Upon accepting, the target is teleported to the position of the caster. This spell is quite un-refined and will work to summon enemies to you, if they choose to hit accept. Expand (New) - Enchant able to be cast on containers. Increases the capacity of the enchanted container. Efficiency (New) - Enchant able to be cast on most items. Reduces the difficulty of skill checks with the enchanted item. Quarry (New) - Enchant able to be cast on pickaxes. Increases the chance to successfully surface mine. Default Spell Modifications Edit Spell Variables - You can edit all of the settings for existing spells in the game through the properties file. Change the cast time of Strongwall. Change the cost of Genesis. Change the difficulty of Light of Fo. With Spellcraft, you have full control over the base spells in the game. Add and remove spells from deities - You can now add and remove spells from any, or all, deities in the game. Remove the god demise spells from all the deities since they don't work. Add Willowspine to Libila. Give Rebirth to Magranon. The choice is yours, and the control is now in your hands. Support for player gods - The system also supports player deities. You can add and remove spells from player deities in the same way you remove them from non-player deities. Fine-tune that player deity that didn't quite get a good spell list. Included .properties file: DiscordRelay (Original by whisper2shades) Mod Thread - Download (GitHub) Primary Features Relay Kingdom Chat - GL-Freedom, Freedom, GL-HOTS, whatever kingdom chats are in use. They can now be relayed seamlessly to and from Discord. Relay Trade Chat - Relays Trade chat to and from your Discord server. Type messages into #trade without that pesky "WTS/WTT/WTB/PC" prefix that's usually required! Relay Unique Rumors - When a new unique spawns, it's hard to know unless you were online. This fixes that, keeping a log of all spawns directly on your Discord server, along with the map they spawned on! Bot Setup Properties File - The properties file has a link and visual image that will assist you with setup. It will link you to the page where you would create the bot and show you where to obtain the bot token when the bot is properly configured. Mod Integration The sendToDiscord() method - By listing DiscordRelay as a dependency for your mod, you're able to call the sendToDiscord() method with 3 simple arguments: String channel (discord channel to send to), String message (the content to send in the message), and boolean includeMap (whether to append the map name to the message). This will allow modders interested in broadcasting their custom mod details to Discord the ability to do so seamlessly, assuming this mod is installed. If you're curious about how well it functions, I encourage you to join the Revenant Discord at the following link to see it in action: https://discord.gg/r8QNXAC Even if you do not intend to play there, you'll see all the in-game channels laid out in a way that will demonstrate the power and utility that this mod provides. Included .properties file: Treasure Hunting (Original by Ulviirala) Mod Thread - Download (GitHub) Requirements Sindusk Library (v1.0 or higher) Primary Features Written explanation coming soon... In the meantime, please check out the original mod thread for more details about this mod. Better Combat Log (Outdated!) Outdated Note: While this mod is currently outdated and no longer functional since the introduction of multicolor line sequences, I'd like to revisit it and make it functional again in the future, on top of making it better. Old Information: Libila Fixes (Depreciated - Merged to ServerTweaks) Server Player Counter Download This mod is meant to "correct" player count in the client Server List when launching the game. Because of some weird mechanics of how Steam counts players, the count on the server list can very commonly become incorrect. This solves the following problems: Invisible/Offline Steam users not counting towards the server list. Players on other maps in your cluster not counting towards the server list. Players who lose connection and become de-auth'd from Steam, despite reconnecting, not counting towards the server list. Alt accounts of players do not show on the server list. Server Tweaks Download (GitHub) Requirements Sindusk Library (1.0 or higher) Primary Features Quality of Life Bugfixes - Automatically put new players in CA HELP. Naturally spawn uniques as a developer. Fix moon metal veins being capped to 50. There is a suite of bugfixes and QoL updates to utilize! Useful Gameplay Tweaks - Disable sermons or the fatigue system. Tax inactive player deeds. Allow GM's to create enchants up to 999 on items as special rewards. So many useful tweaks you probably wont even use them all. Fully Enable/Disable Ready - Don't like what you see here except one thing? That's fine! Simply disable absolutely everything else in the mod through the configurations and use only what you want. With everything disabled, this mod runs no code on your server and changes nothing. There's nothing but pure benefit from installing! If something breaks, disable it! Here is a list of all the settings you can adjust: v2 - 11/23/2016 New Settings Disable Sermons - Sermons are disabled from the server. Disable Fatigue - Fatigue is disable from the server. Dev Commands - New commands for CM+ and DEV characters. Dev Commands ##event (message) - CM and above. Creates a message in the Srv-Event channel. This is visible to the whole server, but can only be posted in by CM's and above. Meant for running events. ##unique - DEV-ONLY. Does a natural unique spawn attempt. It checks each unique and gives a 1/300 chance (if default) of it spawning. Spamming this will eventually spawn a natural unique. ##kingme - DEV-ONLY. Makes you king of your current kingdom. Only works if there is not a current king. v3 - 3/29/2018 Now requires Sindusk Library. If you had a configuration file, you will need to go through and make identical changes in the new one. Sorry for the inconvenience. Heavily re-written backend to split into dev commands, bug fixes, and gameplay tweaks. Mod Merge: Libila Fixes. All of Libila Fixes changes have been rolled into 3 options for ServerTweaks: fixFreedomMycelium, enableFreedomLibila, enableFreedomDarkMessenger. Mod Merge: SkillGainControl. The characteristicDivider option from SkillGainControl is now available in ServerTweaks as characteristicDivisor. Mod Merge: TaxConfig. The gracePeriodDays and increasePerDay options are now available in ServerTweaks as taxGracePeriodDays and taxPercentIncreasePerDayGone. New Feature: Moon Metal vein fix [Bugfix]. This stops moon metal veins from being capped at 50 hits. This performs the same fix as Moon Metal Mining by Webba, but uses string replace instead of bytecode manipulation, making it more resilient to breaking through WU updates. New Feature: Rarity window adjustments [Gameplay Tweak]. You can now modify the chance of fantastic, supreme, and rare rolls during a rarity window. These can be configured in the properties file. New Feature: Item based food affinities [Gameplay Tweak]. This makes food affinities based on the item instead of the consuming player. The reason to do this is to allow players to sell well-cooked food with good affinities. New Feature: Bank Balance action [Gameplay Tweak]. This gives an action usable from your body or hand that will tell you your bank balance instantly from any location. New Feature: Spawn Teleport action [Gameplay Tweak]. This gives an action that can be used to teleport to the spawnpoint. Skill Gain Control (Depreciated - Merged into ServerTweaks) Starter Gear Download This mod allows you to fully control what is created for new players on your server. It has an implementation where you can configure in the properties exactly what you want, what quality, and whether or not to make it repairable. Here's the default config, using the starting items for a normal server without epic or challenge settings: #Format: Item-[internal id]=(templateId),(quality),(amount),(isStarter) # internal id - This is just an internal index for debugging purposes. If your config is incorrect, it will reference this value. # templateId - The ID for the item you want to create. Reference ItemList.java to find the template ID for the items you want. # quality - The quality you want the item to spawn in. Floating point values accepted. # amount - It will give this many of the item to the player. # isStarter - Whether or not it can be improved. When true, item cannot be repaired. When false, acts as if created normally. #After weapons and armour are created, the player attempts to "equip" everything available. weapon-1=swordLong,50.0,1,true weapon-2=shieldMediumWood,30.0,1,true armour-1=leatherGlove,30.0,2,true armour-2=leatherBoot,30.0,2,true armour-3=leatherSleeve,30.0,2,true armour-4=leatherJacket,30.0,1,true armour-5=leatherCap,30.0,1,true armour-6=leatherHose,30.0,1,true armour-7=toolbelt,20.0,1,true armour-8=backPack,10.0,1,true #Recommend keeping the mirror as-is. item-1=handMirror,20.0,1,false item-2=flintSteel,50.0,1,true item-3=bowlPottery,2.0,1,true item-4=rope,10.0,1,true item-5=compass,30.0,1,true item-6=tent,30.0,1,true item-7=deedStake,30.0,1,true item-8=hatchet,30.0,1,true item-9=knifeCarving,10.0,1,true item-10=shovel,10.0,1,true item-11=saw,10.0,1,true item-12=pickAxe,10.0,1,true item-13=rake,10.0,1,true Tax Config (Depreciated - Merged into ServerTweaks) Thank you for visiting and I'll try to keep this up to date with anything new I make. Please click subscribe, like this video, and let me know what you'd like to see next in the comments below!
  8. Custom Chat Channel Creation

    I am trying to make a server modification to create a new chat channel at player login. I would like to display some info about the server and such in it. I would prefer it if the channel was strictly informative and chat was disabled. I tried going through some of the wurmxxxx.db files and could not find anything useful. If anyone would be so kind as to pint me in the right direction I would greatly appreciate it. Thank you.
  9. [Released] Coldies Compilations

    I have been running these mods for a while now, but I had them in a few big mods, I split them up to post here for people to use. building skill mod This mod adjusts how much carpentry skill is required to plan buildings, in the properties file is 1 simple value to adjust skillfactor this is a whole integer, so 2 or 3 or 4 etc. basically times your carp skill by this. So a 13x13 plan would normally require 52 wall + 169 tiles = 221, obviously impossible with default, make the skillfactor 6 and you could plan it at 37 skill. Extreme example obviously but that is how the factor works. Default value is set at 2, halving required skill. https://1drv.ms/u/s!AjnBltNOSFjCgj_Jz3qiuOh1jjmD Cavus Nostra This is a few things I put together for the Cavus Nostra Server. Properties file looks like this. moonmetalimp=true groomall=true leadunicorn=true Traitremoval=true traitIds=0;2;7 moon metal imp: set to true and this will let you imp moon metal items using steel and not the moon metal that made it. groomall: is actually for hell horses and unicorns, giving the ability to groom them lead unicorn: lets you lead unicorns without taming them trait removal: adjust what the game thinks is a negative trait, so using the spell to remove bad traits will now also remove the traits listed in traitids. The default ones listed are fight fiercely, tough bugger, keen senses. https://1drv.ms/u/s!AjnBltNOSFjCgkAkd4a_r9jgcfGl DPS This adds a chat command /DPS (case sensitive) this will activate and deactivate the mod usage. When active if you go to your combat event window it will show the damage you do to what you are attacking with some interesting information, including the average damage over time, from when you started it with /DPS. There is also another feature, in the properties file is minid and maxid, the creature template id's within this range will autoregen their hp back to full when it would have dropped to 0. So you could set it to say a the rat template id and put a bunch of rats in a pen, and then you can hit them constantly to get a true DPS value over a longer period of time, this will make ALL rats basically gods and never die on server though. We added a new mob that had similar values as a troll but did 0 damage, this worked well. [10:57:29] DPS=120;you did 880 damage, which is 29335.0 * 0.03 120 is the avg damage over time 880 is the actual damage you did, everything has the exact same HP, the reason some stuff is harder to kill is their DR. 29335.0 is the actual weapon damage before DR affects it. 0.03 is the DR of what you are attacking, in this case a rift warmaster. This is for patch 1.9 https://1drv.ms/u/s!AjnBltNOSFjCgkLm33ZmIJs-ACXK Epic Curve Nothing to change in properties file with this 1, mod is either there or it isn't. This will make even PVE have Epic Curve active. https://www.wurmpedia.com/index.php/The_Curve https://1drv.ms/u/s!AjnBltNOSFjCgkPuAweA0v-Blc2I Lead More Nothing to change in properties, I may put in a factor but then again I might not. This mod adds 2 to lead max for anyone, so instead of 4 you can lead 6. https://1drv.ms/u/s!AjnBltNOSFjCgkG8tOJb6WzAAUlQ Milk Reset At some stage the wurm devs made it so cows only reset being milkable with hummid drizzle or after a server reboot, why? NFI This mod adds command /milk which will reset all animals that can normally be milked to be milkable, there is a set 1 hour time between uses of the command. If done early it tells you how long until it can be used. It also resets sheering ability which otherwise only resets on server reboot. [11:08:07] Time until next reset: 45 minutes https://1drv.ms/u/s!AjnBltNOSFjCgkQ1T2FHMu07y6iX Tent Sleep Adds ability to sleep in your tent, I mean who doesn't sleep in a tent when they go out in the woods? You need to own the tent and it needs to be on the ground, you need an item active, it doesn't matter what item. Just right click tent, click sleep then a popup will ask if you want to sleep, same as a bed does. This will add sleep bonus same as sleeping in a bed. https://1drv.ms/u/s!AjnBltNOSFjCgkXG3BMztG2zFWCS
  10. Hey guys, Up till now, the only thing I've been using Unlimited for is to play around with the god tools so I can test out house and environment designs for WO. Playing around with the magic god wand has become so enjoyable that I decided I'd like to recreate the Ultima Online map. As mentioned in my previous thread, this is going to be a "look but don't touch" server and the whole server will be one gigantic deed. So I will not be opening it up for other people to live on as I just don't have time or energy to get into community management at this point. I just want to relax and enjoy building. For now, the server will be offline. Once it's ready though, I will make it public so all you old Ultima fans out there can come and visit as a tourist if you like. In this thread, I'll be documenting the whole process as I go along. I know there have been some previous Ultima related projects out there, and as far as I can tell, they have died off and are offline. But I just want to reassure those people that my project is not in competition even if y'all decided to restart up your servers. Again, the reason being because my server will not be a community, just a tourist attraction. The most nostalgic MMO players I know (myself included) are old Ultima Online players. So I've named the server accordingly and will do my very best to set it up, build and decorate just like good old UO. When the day comes that it's ready to be made public, I hope you'll share a little moistness in your eye, remembering back to the good old days in the lands of Sosaria!
  11. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- NEW VERSION AVAILABLE: WurmStatus V3 ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- While working on WurmClock I needed a little tool showing the status and in-game time of all Wurm servers at the same time at a glance. So I made this little program; The program (called WurmStatus) was tested on Microsoft Windows 10, 8, Vista and 7 and needs the latest .NET Framework, which should already be present on your computer. The status display is refreshed every minute. You may also force a refresh by clicking on the "Refresh" button. The little "light" symbol in front of the server name shows whether the server is online and the status has recently been updated by Code Club AB (green light) or offline/not updated (red light). The data in each line is taken from the official status URLs. The status column is green if the server status says "Online", yellow if the server is currently shutting down and red if the server is down. If the status is yellow you may hover your mouse pointer over the server name to see the time left until shutdown. If you tick the checkbox "Write log file" the server status will be written to "WurmStatus.log" (in the same folder as the executable) every minute. You can download the tool here: WurmStatus 3.0.1 Just unpack the ZIP file to any folder you like and run WurmStatus.exe. --------------------------------------------------------------------------------------------------------------- Please check my other tools: WurmClock, WurmSkills , DPMapAssist --------------------------------------------------------------------------------------------------------------- --------- Updates:
  12. DisbandMod Simple mod I wrote to disband villages/settlements on a server when the mayor has been inactive/hasn't logged in for a set amount of time. The reason I wrote this mod when there are already tax/upkeep mods out there for a similar purpose is I wanted one that would take place instantly. With this mod, upkeep will be ignored - once the configured number of days have gone by, the deed goes poof. I tested this mod on my local development server with a few test cases on 1.8.0.3 with ago1024's modloader v0.40 and the results were successful. That being said, there may be things I've overlooked, so I still recommend making backups! If you come across any bugs/issues please let me know and I'll look into fixing them. Note: Requires Sindusk's SinduskLibrary. link https://github.com/kevinmd88/disbandmod/releases DisableDeeds A niche mod that most servers probably wouldn't want. I created it for one of my own servers, and decided to share it for anyone who might find it useful. All it does is disable the settlement application form. Users who try to found a settlement, e.g. with the deed stake, will be given a message instead that it's disabled and won't be able to proceed with it. Any existing settlements that were on the server before the installation of this mod should be unaffected - they can be resized/modified/etc. as normal. I tested this mod on my local development server with a few test cases on 1.8.0.3 with ago1024's modloader v0.40 and the results were successful. That being said, there may be things I've overlooked, so I still recommend making backups! If you come across any bugs/issues please let me know and I'll look into fixing them. Note: Requires Sindusk's SinduskLibrary. link https://github.com/kevinmd88/disabledeeds/releases
  13. Brief disclaimer: I'm not going to lie, I'm sharing these mods in the hope that they'll be useful to you, but I can not guarantee continued support/development. I'm investing time in them because I'm admin on a friend's small private server at this time, that I play on as well. There's always the odd chance I'm up for taking requests, feel free to PM me about it. And don't hesitate to report bugs, I'm likely to address them! Development of the 1.4/1.4.1 update was kindly sponsored by http://PVEpLands.com! See the update post for details. The 1.4.2 update seems to have required only Pick More Sprouts to be updated. If you find some functionality broken, please post here or open an issue on Github. Ideally make sure that it really is one of these mods, a good way to find out is running the server with only one mod and confirming. Otherwise it might be a compatibility issue which requires the whole mod list (a ZIP of the mods folder for ease of access helps) to try and resolve the issue. All mods are built upon ago's server mod loader: http://forum.wurmonline.com/index.php?/topic/133085-released-server-mod-loader-priest-crops-seasons-server-packs-bag-of-holding/ Releases can be found here: https://github.com/dmon82/UnlimitedQuacks/releases Release 1.4.2 was built on ModLoader version v0.26.3-e9998cf Release 1.4.2 on Wurm Unlimited version 1.4.0.1. Extract files into your server's mod folder. We're playing on an Epic settings, PvP enabled homeserver, and discussed some things, which I'm trying to implement. Its name is vaguely dedicated to a rubber duck, hence the name Unlimited Quacks (formerly Unlimited Tweaks). Epic mission hints Tree cut down missions will centre the tree on the tile, and set it to 69 damage (we don't want to raze our perimeters). Always shows traitor creatures like using the Locate soul spell when tracking (Note: traitor creatures seem to disappear on server restarts), not sure about performance issues with large numbers of players spamming tracking. Can customise mission generation, disable mission types (e.g. building pylons), and tweak numbers required. No holy ground Allows founding settlements, terraforming, and building structures (not even GMs can do it) near the white and black light altar (we're using them decoratively in the spawn town), also allows founding settlements despite aggressive creatures and creature dens. No mail cost Removes postage from mailing items, also removes postage from returned/rejected mails. Looking into placing 30 power enchants on newly created mailboxes. Newly created mailboxes will have a 30 power Courier enchant placed on them. Configurable (any feature can be toggled, and the power can be specified). The enchant actually works now. Well done, Ulvi, only took you forever to add that one line of code *self cynicism*. PvP surface mining slope On Epic, the slope limit for surface mining is 1.0 times your mining skill, this reverts it to 3.0 times (like on PvE). Ash produce Items that have cooling ticks can produce ash. Ash producing items are configureable now (don't want kilns to produce ash? no problem!). Chance per second is now configurable globally and per item now. Limit the number of stacks produced globally and per item now! Should no longer create ghost ash. Fire burn time Displays pretty much the exact time until a fire becomes a layer of glowing coals. Example: [17:03:54] It will burn steadily for about 72 minutes and 10 seconds. (50QL forge not inside a structure) Target temperature now configurable, see config file for further details and figures. Now displays target temperature specific messages (e.g. the fire will be a bed of glowing red coals in x minutes). Double bulk capacity Newly created BSBs and FSBs capacity is quadrupled (4x). All crates capacity is doubled. Both values can be configured. Crates trimmed their items back down to 150 and 300 respectively, because I overlooked another place that needed a change. Pick more sprouts Pick more sprouts with one action. Configurable (defaults to 5). Right now there's nothing else definitively planned, that isn't provided by other mods already. Feel free to fork the git repository, contribute, or build upon it. Always test new mods on a local test server before pushing things live, and make a backup.
  14. And I really mean "anything". This mod was made for the PVEpLands server earlier this year, and I've gotten the express wish for it to be released as open source after some time of exclusive availability. I haven't heard too much about it, but you'll be able to use it to some hilarity (or serious purpose). Key features: Can plant, grow, and harvest almost anything in a pot like herbs and spices. Freely configurable. The model displayed is chosen by a seeded RNG from the existing ones, unfortunately there are no models for planted odd items. Config can be reloaded without restarting the server. Download: https://github.com/dmon82/MorePotables/releases Not too much to spoil here so let's get to it. You can specify any item template ID in the config file, to be able to be potable. This can be iron longswords, copper lumps, or chicken eggs. Of course if you want to keep it sane, you can put tomatoes, woad, or mixed grass. Really almost anything seems to work.
  15. Hunting Server

    I'm sure this has been suggested before, but I don't think it's ever made it to its own thread. There needs to be a server strictly for hunting. Currently, the main Freedom cluster has hardly any hunting. I've traveled around everywhere on all four servers, and the hunting was great when they first opened. After people start breeding and collecting aggressive such as hell horses, the hunting has gone down. What hunting there is, Spirit Templars usually kill them. What I propose is a strictly hunting only server East of Independence, sailable by boat. Building, breeding, and penning of animals would not be allowed. There would be no deeds, guard towers, or Spirit Templars. The server should remain PvP-free simply for the fact that I know that Freedom players would enjoy hunting on it as well. After such a server would be implemented, it should solve a lot of problems for people who can't find decent hunting to get their Fighting and Weapon skills up. It would also add value to larger boats as you could transport a mass quantity of meats, hides, and pelts. It would open up a new trade window for people who want to supply bulk meats and other animal produce, which is only a GOOD thing for the economy. The size of such a server shouldn't be too big, perhaps GV sized 1024, or 2048. Items can be crossed between the servers, and perhaps some unique, non-game breaking items could be found on the server for hunters to collect. The animals would be more difficult, and would be a lot more prominent. Horses would be abundant so you could bring some gear to ride on them with. A few ideas that could be implemented along with this server would include: Sleeping Bag (Non-Repairable) - Cloth Tailoring 2 Furs 2 Sheets 10 Strings of Cloth --- Offers 1/3 Sleep Bonus compared to a bed --- 5 Minute logout timer Tents (Non-Repairable) - Leatherworking 5 Shafts 4 Leather (3kg each) 10 Wires 2 Sleeping Bags --- Offers 1/2 Sleep Bonus compared to a bed --- 5 Minute logout timer Ivory Ivory has a number of functions, but mostly decorational, which wouldn't be game breaking at all. What could be made from Ivory includes Horned Helmets, Ivory Musical Horns, Drinking Horns, and other decorational Ivory items. Unique Respawns Uniques could occasionally respawn here with no messages. This means that each new server that is added wouldn't be plagued with people who only join the server to kill the uniques. The uniques that spawn from new servers would randomly spawn here every couple of weeks after the newest servers are added. Stronger Animals This server could showcase animals far stronger than the typical animals on the other servers. Unique creatures such as the God's animals (Avatars) could respawn here, aggressive, and perhaps would drop loot such as 50-60QL weaponry (not high QL, but mostly trophy material). A server like this could be used to test stronger animals before implemented to mainstream servers, and perhaps one day Rolf could test smarter animal AI, such as troll and goblin outposts, or even NPC strongholds. Item Fixes Branches - Make Kindling out of them I don't really see a downside to this, and a server such as this would have the least strain out of any other server as there would be no buildings or deeds. I'd like to see people's thoughts on an idea such as this.
  16. Features Azbantium Fist enchantment that allows faster surface mining dependant on power Seafloor Mining Rig item to mine underwater Azbantium Pickaxe item alternative to Azbantium Fist (off by default) Remove surface mining restriction altogether (off by default) Don't require all corners to be uncovered (off by default) Detailed configuration Ago's Mod Loader required Information Azbantium Fist (Enchantment) 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. Seafloor Mining Rig (Item) Seafloor Mining Rig acts like a dredge but is for mining. The ingredients are: 5kg of iron lump 1kg of steel lump Continue: 2kg of lead lump 1 thick rope Azbantium Pickaxe (Item) 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. Other features You can enable 'alwaysLowerRockSlope' in the configs and any mining will always lower rock slope. Doing so will make AF and Azbantium Pickaxe useless. You can enable 'noNeedToUnconverRock' in the configs and you will no longer need to uncover all rock tiles. This is an experimental feature and is known to convert some surrounding tiles into rock tiles. Enable at your own risk. Remember, this is an alpha, expect big changes and some bugs. Installation: Make sure you have ago's mod loader - Download here Extract contents into the mods folder Enjoy! Download: https://github.com/aschmois/SurfaceMiningFixMod/releases/tag/v0.2.1
  17. Filter: Calysto or use ip 198.50.235.85 port 3724 Hosted in the Eastern US 300x skill 100x action 45-50 Hits per rock tile 0.1 Glimmer 0.1 Ada 12 Hr Backups 100k creatures 50% Hostile New players spawn with a 99ql Spy Glass, Small Barrel, 50ql Hammer. Current Mods More Chests (Currently 512) Chest Claim More Chest Items ( Scale Red Dragon Eggs (Random Dragon) Sleep Powder Rods of transmutation Tomes (all but key to heavens) Supreme auxdata 7+) Stable master Announcer Better dig Big Container BAE Bounty mod (10x bounty on all creatures) Bulk Transport Creature Age Mod Creature Mod (newer Version) crop mod (30 min per tick no weeds +10 yield) Meditate mod (no cool, downs no level cap, < 1 second meditation timer) moon metal mining mod move mod no fatigue prospect mod sacrifice mod (50 percent rare item = rare bone, supreme item = supreme bone) skill mod spell mod (no priest restrictions no prayer cool down) timer fix Map Dump Live Map http://calysto.tk I probably forgot something so ill just add it when i remember it.
  18. Released One Tile Surface Mining

    This is my first publicly released mod. Enables players to surface mine with just 1 tile exposed. Properties file can change the success rate for surface mining, can be a calculation of skill or a pure % chance. for example. Math.max(0.2f, (float)mining.getKnowledge(0.0) / 200.0f); 100.0f; Toggle on/off ability to Imp Moon Metal Items using Steel instead. Adjust action speed of levelling inside a mine, this can be adjusted while server is running at any time, just edit the properties file and GM 5 can right click an item in game and use the action called "Reload onetilemining properties" https://github.com/Coldie1975/OneTileMining/releases/tag/1.1 the mod and properties file is the last link on the page, the 2 links in "Assets" are the source code
  19. 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. It requires the latest version of Ago's server modloader, v0.18. Trade/Sell On Personal Merchants Added in version 0.4 it should now be possible to trade animal tokens and thus animals. Server transfers Added in version 0.3 is the ability to transfer animal tokens (and the associated animals) between servers. I would consider this capability beta and in need of further testing as if there is a bug it can make a mess of the database on both sides. If you intend to use this feature please wait until more testing occurs or use only for test. The other features from 0.2 haven't really changed outside of resizing the stable master payment dialog. I consider this functionality to be stable and released. I will update this post when testing completes on server transferring. Note that brands and village permissions are lost on transferring animals attached to tokens because they are tied to villages that don't exist in the new server. In version 0.5 additional server transfer logging has been added and there is an option to disable transfers but if a player transfers with tokens on a boat (despite the warning) those tokens will be lost. Tokens on the player will be available when the player comes back to the originating server. This mod was created because I thought it was an interesting idea when I read Razor's request in this thread. I am providing it for no charge and have removed all donation links. Release Latest Release on github Readme on github Changelog on github Credits ago for making the modloader, posting all his code, and posting useful information about wurm unlimited modding. It was very helpful. Razor for requesting the mod, showing there was interest and providing good ideas. Instructions (Copied from Readme link above) Download StableMaster.zip Extract StableMaster.zip into Wurm Unlimited server folder (for example, C:/Program Files/SteamLibrary/SteamApps/common/Wurm Unlimited Dedicated Server). The StableMaster.jar file should end up in mods/StableMaster/StableMaster.jar. Optionally modify the properties. Start the server and connect. Effects (Copied from Readme link above) Adds a new NPC to the game, Stable Master. By default the Stable Master is assigned an auto-generated template ID. This can be overridden to set a specific ID by setting "specifyStableMasterId=true" and setting the ID as "stableMasterId=". You can right-click the Stable Master while leading one or more animals and use the "Exchange animal" action to have the animals exchanged for Animal Tokens. There is a fee (configurable) associated with exchanging each animal into an Animal Token. The Animal Token weighs what the animal weighs (which can be excessive). There are configuration options to limit this to a minimum ("animalTokenMinimumWeightGrams") and a maximum ("animalTokenMaximumWeightGrams") value. Note that the maximum is applied after the minimum in case the minimum is larger than the maximum. The Animal Token takes up the volume of a corpse by default but is configurable (X, Y, Z in centimeters.) By default the Animal Token is assigned an auto-generated template ID. This can be overridden to set a specific ID by setting "specifyAnimalTokenId=true" and setting the ID as "animalTokenId=". You can right-click on the Animal Token and use the "Redeem animal token" action to turn the token back into a animal at your current location. The Animal Token can be loaded onto boats by activating the token, right-clicking the boat and selecting the "Load animal token" action. By default the token cannot be loaded onto rowboats or sailboats but this is configurable with 'enableSmallBoatsLoad=true'. The Animal Token can be unloaded from a boat by right-clicking on the token in the boat inventory and selecting the "Unload animal token" action. Disabled by default, there is an option to enable directly right-clicking on a led animal and using the "Exchange animal" action for no cost. To enable set "enableNoNpcExchange=true" Video Youtube video showing partial usage from an early release when it uses mounts not lead animals (I need to update this at some point but it takes time to make good short videos): Have fun! -Tyson
  20. 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. Simply unzip into your mods folder, nothing to configure. This mod makes all creatures you can lead able to go across water while leading them. https://github.com/Dynarev/creaturesonwater/releases Requires at least Ago's Mod Launcher version 0.19 or later
  21. [RELEASED] Discord Relay

    Hi, I have created a simple discord relay mod that connects the kingdom chats to a discord server. Features: Sends all messages from kingdom chat to the appropriate kingdom text channel on discord Sends all messages from kingdom channels to appropriate kingdom channels in wurm Planned features: Support for villages and alliances Auto creation of village channels and proper permission management for users to read them on discord Discord user to wurm player linking Requirements: Discord server needs to have has text channels for all kingdoms with the same name as the kingdoms in game. Discord bot user (https://discordapp.com/developers/docs/topics/oauth2#bots) with an auth token Ago's mod loader v29.2+ Don't forget to configure the mod in the DiscordRelay.properties Current version is v0.2 You can find the release here: https://github.com/whisper2shade/DiscordRelay/releases/latest If you encounter any problems, please use the issues tracker on github (preferably) or reply to this thread. Have fun, whisper2shade
  22. Wyvern Mods

    Wyvern Mods Download (Google Drive) Wyvern Mods is the source code for basically all of the modifications that currently run on Wyvern Reborn. I've tried to make a full extensive list of what it encompasses in the first post of the server thread, but it doesn't really cover all of it. This is not a single mod by itself. This is source code for a gigantic collection of mods. Some highlights: Titan System - Raid bosses that use special AoE abilities and summon minions. Supply Depots - A depot appears in a random location with a beam of red light marking it's location for all players to see, and can award custom loot to players if they manage to successfully capture it. Chaos & Enchanters Crystals - Custom items that can either greatly enhance or absolutely devastate an item they're used on. Meant as "late-game gambling" for those who don't want to settle for anything less than perfect. Custom Bounty - Bounty that rewards based on a creature strength algorithm instead of a flat amount per creature. Beyond that, you can award players based on damage dealt, participation, or simply edit what drops on the corpse of any given creature. Custom armour & weapons - Knuckles, Warhammers, and Clubs are new weapons. Spectral armour and glimmerscale for an "upgraded" version of drake and scale to make players even more powerful if they're willing to invest in it. Treasure Boxes - A custom item which rewards random treasures. Simple by design, but ultra effective in practice. Great for rewards after unique slayings and other events. So much more... The goal of posting this My goal with releasing this source code is to give a "foundation" of sorts for other modders, allowing them to learn from what I've created so far, as it's pretty easy to see the cause -> effect in the modifications here. Beyond that, I'm hoping some of it is found useful by other server owners in creating their own custom content. You can piggyback your own ideas onto the systems I've created, making your own raid bosses with the Titan system and your own randomly placed "treasure hunting" events with the Supply Depots (perhaps even a public version of rifts!). Make your own custom creatures using mine as a template. Create your own items with fun interactions with my Chaos Crystals and Enchanters Crystals as a starting point. I think with a little bit of tweaking, other modders and server owners should be able to create some extremely interesting new content with what's provided here. The final reason I'm putting this to the public is because I feel as though I don't need to "keep" my content to myself in order to maintain a playerbase. I don't see servers as a competition of who can get the most players. Once people begin playing on a server, they are most likely going to stay there for as long as it has a playerbase. I don't feel it necessary to "entice" players to come to Wyvern Reborn because it has unique custom content. I think the server stability, community, and server setup (2k PvE map and 1k Arena) are more important than that - and those are the factors that will keep people playing. My hope is that other modders and server owners will feel similar, and share some of the content they've created as well. AntiCheat and Miscellaneous Changes If you download the archive, you'll see that AntiCheat is part of WyvernMods. It has two components: Hiding hidden ores from LiveMap and XRay, and countering the advantage of ESP by hiding players, mounts, and lead creatures from local if they do not have vision of them (this component can cause sever lagg on larger servers and is currently a "beta" form of mod). The way this AntiCheat is handled is not counterable by client-side modding. The server culls information before the client receives it, meaning there's no way to adjust your client to counteract the change. I'd like to request anyone who is up for the challenge to split this out of WyvernMods and make a public anti-cheat available. I've been planning to do it myself, but the issues with the ESP counter have prevented me from going forward with it, since it could potentially destabilize a server that isn't aware of how it might affect them. I'm hoping someone can iterate on what I've done and create something truly remarkable that all servers can use to enhance the experience a bit further. Finally, there is a gigantic class called MiscChanges in WyvernMods. This is a collection of basically a year of QoL tweaks. I was planning to merge this into ServerTweaks to make it more enticing, but again, haven't had the time to do so. If anyone would like to split some of MiscChanges into a configurable mod for other server owners, it would probably go much appreciated. Usage on other servers So by now, if you're a server owner, you're probably asking yourself "can I use this on my server, and if so, how much?" - If you're asking about consent from me, I give it fully. You're welcome to use absolutely anything provided here on your server and modify it in whatever way you like. Unconditionally. I don't need to be credited for anything or have any other conditions for use. Just take whatever looks interesting and go crazy. I'm curious to see what you can do with it.
  23. [Server] Zoned PvE

    Latest release This mod provides a convenient way to customize PvE zones in PvP Wurm Unlimited server Color scheme Create a colored image to specify PvE/PvP zones for your Wurm Unlimited server: Color(r, g, b) Description Green(0, 255, 0) Always PvE Yellow(255, 255, 0) PvE with scheduled PvP Pink(255, 128, 128) PvP with PvE at deeds Orange(255, 128, 0) PvP with PvE at deeds. Scheduled PvP at deeds. Red(255, 0, 0) Always PvP Map format The map must be 24-bit BMP image named "map.bmp" and located in "%SERVER_FOLDER%/mods/ZonedPVE" directory. The image size must be equal to server map size. Top left corner of the image corresponds to the north-west corner of the server. Example image: This map is created for a very small (512x512) server. There are peaceful north and south with little PVP at the center. The yellow zone will have PvP only at certain times. The pink zone has PvP outside of any deeds. Orange zone is the most complicated - PvE on deeds with scheduled PvP (and constant PvP outside of any deeds). The red zone has always enabled PvP. Schedule format The schedule can be set in the configuration file using UNIX cron format. Very good site for creating schedules is here. Here are some examples: UNIX cron format Human readable format * 20-21 * * SAT Every Saturday between 20 and 21 hours */2 * * * * Every second minute Put your schedule string to "%SERVER_FOLDER%/mods/ZonedPVE.properties" file with key "pvpschedule". Example: pvpschedule=* 20-21 * * SAT
  24. Spellcraft - Download (Google Drive) One of the hardest and most complicated mods I've ever made, now fully realized and completely customizable. Compatible with Ago's modlauncher and SpellMod (including priest restriction removal). Primary Features Change Maximum Faith - Change faith to be lower than 100 or up into the thousands. This functions properly and breaks no systems in the game. Scaled Prayer Gains - Changes the formula for how prayers are calculated to match the maximum faith set above. Priest Faith Requirement Change - Allow players to become priests at 10 faith. Or 1 faith. Now you can let those spells with faith requirements less than 30 actually mean something. New Favor Regeneration - Now operates 10 times faster. Literally. You gain 1/10th of the previous favor per tick, but it ticks 1 time per second instead of once per 10 seconds. Also wonderful to use with the new maximum faith gains to ensure you don't get spikes of 20+ when below 1 favor (due to how the calculation works). Show Creature Spell Effects - Pretty simple, just shows spell effects on creatures like enchants on items. [23:45:43] Horses like this one have many uses. [23:45:43] He is very well defined. [23:45:43] This creature could use some grooming. [23:45:43] Frantic charge has been cast on it, so it has greater speed. [50] New Damage Modifier - It's really hard to explain why this is here to someone who doesn't code, but basically due to one of my custom spells I had to include it. You can find out more information about how this works here, under the "Damage Modifier" section. I highly recommend it. Improved Enchant Grouping - Improves enchant grouping to be more efficient. I plan to expand this system to allow server owners to create custom enchant groups. You'll finally be able to make that Flaming Aura + Frostbrand sword you've always wanted! Before then, however, this feature allows more detailed explanations as to why certain enchants do not stack. [21:01:38] The longsword is already enchanted with something that would negate the effect. [21:01:43] The longsword is already enchanted with Blessings of the Dark which would negate the effect of Wind of Ages. Rite Changes This gives a lot more control over the deity favor requirements for the Rites that exist in the game. Many of the rites require an MMO amount of prayers which is generally unreasonable for the lower population Wurm Unlimited servers. This also adds custom tweaks to some rites that don't really operate up to the standards I hold them. With many people running Crop Mod, making fields never wither, there is now an option to allow Holy Crop to do a "Mass Genesis" cast, removing a random trait for all bred animals on the map. Rite of Spring now has a customizable cap for the amount of players required in the vicinity. On older, more heavily populated but less dense servers, this should make casting the spell more reasonable. New Spells I have designed and implemented several new custom spells. I may expand on this concept and add more in the future. All spells have completely configurable settings: cast time, favor cost, difficulty, faith requirement, and cooldown. Harden - Enchant able to be cast on most items. It reduces damage taken by the item by up to 30% at 100 power. Phasing - Enchant able to be cast on weapons. It increases the difficulty of blocking attacks from the enchanted weapon. Configurable for how much the difficulty will increase. Summon Soul - Summons a player to the position of the caster. Has a window appear much like Locate Soul for the caster to type the target name into. After that, the target gets a window asking if they want to accept. Upon accepting, the target is teleported to the position of the caster. This spell is quite un-refined and will work to summon enemies to you, if they choose to hit accept. Default Spell Modifications Edit Spell Variables - You can edit all of the settings for existing spells in the game through the properties file. Change the cast time of Strongwall. Change the cost of Genesis. Change the difficulty of Light of Fo. With Spellcraft, you have full control over the base spells in the game. Add and remove spells from deities - You can now add and remove spells from any, or all, deities in the game. Remove the god demise spells from all the deities since they don't work. Add Willowspine to Libila. Give Rebirth to Magranon. The choice is yours, and the control is now in your hands. Support for player gods - The system also supports player deities. You can add and remove spells from player deities in the same way you remove them from non-player deities. Fine-tune that player deity that didn't quite get a good spell list. Included .properties file: Download (Google Drive)
  25. This mod was commissioned to me earlier this year, and I've gotten the express wish for it to be released as open source after some time of exclusive availability to the PVEpLands server. To my knowledge, it has easily become one of the most appreciated convenience mods. Key features: Craft recall runes and mark a location on it, and recall to it. Several config options allow it to be an easily accessible, an end-game feature, or something inbetween. Config can be reloaded during server runtime without restarting. Download: https://github.com/dmon82/MarkAndRecall/releases For the not-so-adventurous, here are the mod and config details: