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Found 75 results

  1. Distant Rendering for Wurm Unlimited Our team finally found enough time to implement distant rendering into the Wurm Unlimited client. Therefore, we created a mod that enables distant tree rendering and so implemented a feature that has been requested a lot for the last years. This mod requires Ago's client modloader that can be downloaded from GitHub: https://github.com/ago1024/WurmClientModLauncher/releases Simply put this mod into your Wurm Unlimited client mod folder like any other mod. This mod only works on servers that are using the server side mod that improves the distant terrain generation. Server side mod: (for server admins) The server side mod can be found at the following URL: https://gitlab.com/Dominikk/wu-sklotopolis-distantrendering-server/-/releases Requires Ago's server modloader from GitHub: https://github.com/ago1024/WurmServerModLauncher/releases Client side mod: (for every player) The client side mod can be found at the following URL: https://gitlab.com/Dominikk/wu-sklotopolis-client-distantrendering-pub/-/releases Please report any found problems as a GitLab issue, we will look into them. In case you find any problem please include as many details as possible and screenshots of the problem. You are using these mods at your own risk! You can use the command: render_distance <Number of tiles> in the console that can be opened by pressing the F1 key. This number can be changed on runtime and does not need a restart of the game. You also can set this number by typing the following command into the autorun.txt of the game config you are using: render_distance 400 (This will set your render distance to 400 on login and ignore the value in the properties file) The autorun.txt file is located at the following Windows directory: C:\Program Files (x86)\Steam\steamapps\common\Wurm Unlimited\WurmLauncher\PlayerFiles\configs\default The last word in our case default is the name of the config you are using, you can change this config in the Settings of your Wurm Launcher. (Before you join a server) Known Issues and Limitations: The mod currently only works on servers that use the server side mod that improves distant terrain generation. If you crash with an OutOfMemory error either perform the OPTIONAL part below or reduce the render distance to like 400 or 500 in the properties file of the client mod. Every 125 tiles of movement there is a small lag spike on the client because the render origin is changed to shrink the vertices. Performance is good but not perfect small lag spikes can happen, I am testing with a Gefore GTX 1050Ti from 2017, getting around 50 FPS. Reduce the rendering range in the properties file if your FPS drop too low. This mod will not run on the old potatoe you bought as a PC 10 years ago (OPTIONAL) If you want to render really far This step is optional and solves a potential out of memory error. It only works on pretty decent hardware. Navigate to the root directory of the Wurm Unlimited Client (wurmlauncher) and check if you have the file "LaunchConfig.ini". Edit or create it and enter the following details: [Memory] InitialHeap=512m MaxHeapSize=8192m Screenshots
  2. White Christmas Client Mod - Wurm Unlimited After changing seasons were implemented into Wurm there was only a small chance of white christmas anymore. Previously in the early days of Wurm it was only but always winter during christmas. White christmas in Wurm was a common thing and all players were looking forward to this time and were hyped for Santa to arrive at the spawn towns. Therefore, we want to bring this time back to Wurm Unlimited and introduce the White Christmas client mod to you. This mod will override the current season clientside with winter around christmas. We defined christmas time from 23rd of December to 1st of January (including start and end date) every year. Similar to how it was before changing seasons were implemented into Wurm. This mod requires Ago's client modloader that can be downloaded from GitHub: https://github.com/ago1024/WurmClientModLauncher/releases To install this mod simply put all files into your mod folder of your Wurm Unlimited Client, similar to every other Wurm Unlimited mod installation. This mod will have priority over bdew's no winter mod, therefore bdew's no winter mod will stop working after applying this mod. You are using this mod at your own risk! Please report any found problems as a GitLab issue, I will look into them. In case you find any problem please include as many details as possible and screenshots of the problem. Download client mod: https://gitlab.com/Dominikk/wu-sklotopolis-client-whitechristmas-pub/-/releases Settings (optional) By default this mod will overwrite the season from 23rd of December to 1st of January (including start and end date) every year to Winter. Outside of this time range the normal season of the server will be used by default. However, there are multiple settings that can be used to lock the season outside of the christmas time range. The following settings can be adjusted in the properties file: #0...Mod disabled #1...White Christmas then normal seasons (default) #2...White Christmas otherwise locked season (eg. no winter). -> Lock season with seasonLockValue (default summer) seasonModificationValue=1 #This parameter requires the seasonModificationValue to have the value 2, otherwise it will have no effect. (Locks season outside of christmas time range) #0...Winter #1...Spring #2...Summer (default) #3...Fall seasonLockValue=2
  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. Title pretty much says it all! Read the github page for more info: https://github.com/Tyoda/Leadables This mod is completely server-side. I did not want to overcomplicate it, but if anyone has a feature request, do tell!
  5. Hey all, hopefully I'm doing this right, I tried to search the forum for an active support thread for the wonderful mods Bdew has created - looked for a thread that suggested bdew was done with mods or the like, but haven't seen anything to help, so hopefully I'm doing this right. In regards to the mod Scanner (found here), I'm trying to track down horses of a certain kind and was wondering if it was possible. The horse linked below, is called (to my knowledge) Horse, Gold. But I can't find out if there is a way to call for this specific horse to be scanned for. Anyone have any help, tips or suggestions? @bdew (hopefully Im doing this right as well).
  6. 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 You can download the mod from its github page: https://github.com/Tyoda/ModelMeImpressed/releases/latest This is a server mod. You need to have ago's mod loader and the SinduskLibrary mod installed for it to work. 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 github page of the mod for more info! PS: Since this is my first mod any pointers are appreciated. If you find any issues with the mod or the models, please contact me here, on discord(Tyoda#5412) or open an issue on github
  7. Hey, I had a question if there was a mod or a way to make the default Kingdom you join a Player made kingdom. Like set the server to run a PMK as a home server, or to Force a Kingdom change Upon Spawn in the Game. Maybe a mission that triggers in a area (say I set the Main Town as the area) they instantly shifts you to a PMK?
  8. I think this would be hilarious. And its the closest we can get to a palanquin carried by *paid employees*. It seems like it would be a simple mod, where you just have to toggle the Leadable & Hitchable property on the creature object. But I don't know how to do it. Preferably, only mayors or GMs could use this hidden power. But since that might be more complicated to code, I'm not worrying about that part for now. How can this be achieved or can someone help me write this?
  9. Made another mod that lets you rename animals with an inscribed paper sheet, so long the animal is branded to the same village as you are AND you care fore it OR tamed it. Many a thanks to Bdew who helped me with making the names stick! https://github.com/Arathok/Wurm-Unlimited-Rename-Animals/releases/latest
  10. I made a mod that lets you export any selection of Tiles (in a Radius around you) as .map files, which then can be played around with and potential buildings planned on, with Warlanders Deed Planner Use a construction marker to set a tile radius and to then make the snapshot. If pvp is enabled and your selected tiles contain tiles that belong to a deed that is NOT yours (or you are a citizen of) you have to move away or select a smaller radius.Thank you for the idea bdéw ! https://github.com/Arathok/Wurm-Unlimited-TileExport/releases/latest Images:
  11. I guess I've probably held onto this privately for a bit too long, considering how relatively harmless it is. Here you go. Before After For use with Ago's Client Modloader. Download (Google Drive)
  12. Note: Someone remade this mod. Which _probably_ works better than mine here. But feel free to try both Hi, I made a third person mod. It's rather simplistic, and can easily clip through walls. Is also not thoroughly tested. Instructions within the link: Get the mod here Suggestions, contributions, bug reports welcome. Thanks Version History: v1.1.0 Added x-offset feature, allows people to duplicate the old third person camera if they'd like. v1.0.0 Initial release
  13. Hello, Recently I've started a new deed deep in a pine forest. I have some lamps and they are great for adding ambience to the deed at night. However, once they turn off for the day/night cycle, its still very dark in the deed/buildings because of shadows from the trees. Eventually the sun comes up higher and lights the deed nicely, but in the morning or evening when there's lots of shadows from trees, its very dark, and the lamps don't turn on. (Right now I'll have to turn the ones on manually that I want.) I'd like to be able to keep lamps/torches on all the time or even better have more control of the cycle that they follow for turning on and off. Its my understanding that a GM can change a lamp to "Always Lit" and would love to have this option as a player. I'm not looking for no fuel required, I'm happy for it to burn fuel. Just more control so I'm not in the dark during the day. If something like this exists, I'd love to be directed towards it. It sounds like it may have to be server-side rather than client side. Also I'd like to hear what other players do to combat being in the dark, on deed, outside of lantern on/off cycle. Thanks for reading.
  14. Hi there! I recently got back to my Wurm Unlimited locally hosted Single Player Server and finally had the time to implement a few of my own server mods. I will use this thread to give you all access. None of them have reached a full release version, since they haven't been tested for all scenarios, but if you want to try out some new mods, feel free to use them or to give me feedback, if you find a bug. Please be aware, that the mods are all for Steams current official server version 1.9.1.5 and have not been tested with the current (newer) beta branch. Special thanks to Ago and bdew who inspired me, to create those mods! Mod List: Allow Concrete on Dirt Disable Fatigue Hydrator Mounted Actions Pendulum Coordinates Stop Dirt Flowing Tend on Deed ======================================================================================================= Allow Concrete on Dirt (v0.2) Concrete can now raise corners of dirt tiles and packed dirt tiles. The properties file contains a setting to override maximum slope for the raise corners action. Download and Source: https://github.com/DavatarTheFirst/WUAllowConcreteOnDirt/releases/ ======================================================================================================= Disable Fatigue (v0.1) Fatigue doesn't make sense, when you play alone anyway. This mod removes fatigue from the game. Download and Source: https://github.com/DavatarTheFirst/WUDisableFatigue/releases/ ======================================================================================================= Hydrator (v0.1) The mod disables the dehydration logic of the game. The players will never be thirsty anymore. If the hydration bar should be reduced on login, the player can simply go to a water source (like a lake) and drink. Once refilled, the bar will permanently stay at the maximum lvl. Download and Source: https://github.com/DavatarTheFirst/WUHydrator/releases/ ======================================================================================================= Mounted Actions (v0.1) Allow all simple actions to be done on mounts. ToDo: Write down all actions, which aren't simple. Download and Source: https://github.com/DavatarTheFirst/WUMountedActions/releases/ ======================================================================================================= Pendulum Coordinates (v0.1) Are you also annoyed about the rough explenation of the closest water source, when you use your pendulum? Well, I am! That's why this mod will tell you exactly, how many fields to go west/east/north/south. Therefore instead of a useless message like "The pendulum swings rapidly back and forth! You are close to a water source!", the message will be something like: "You must go 3w,2n to reach the water source. The water source is at 103,107, while you are at 100,105." Download and Source: https://github.com/DavatarTheFirst/WUPendulumCoordinates/releases/ ======================================================================================================= Stop Dirt Flowing (v0.1) If you drop dirt on a corner with a slope >40, it will still raise the corner, instead of flowing down. Download and Source: https://github.com/DavatarTheFirst/WUStopDirtFlowing/releases/ ======================================================================================================= Tent on Deed (v0.1) Allow tents on friendly deeds. Download and Source: https://github.com/DavatarTheFirst/WUTentOnDeed/releases/ =======================================================================================================
  15. 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
  16. This server mod (for use with Ago's server modlauncher) will add custom guard towers designed for PvE and especially folks who would like the option to not fight . The primary goal with these is to have simple towers not subjected to vanilla WU tower mechanics. My goal is to have few restriction over them. The server owner will be able to configure guard strength. This customed strength could be anything between not being able to kill a rat all the way to one hit killing a venerable red dragon. After asking for help within the tower's range a guard will be created right on top of the mob and immediately start attacking it. It's a ghost so they can just appear wherever, right? Source on GitHub: https://github.com/Joedobo27/GhostTowerGuardMod No releases at the moment as it's not ready. Although, the code is on github if you wanted to clone it and mess around. Requires https://github.com/Joedobo27/jdbCommon/releases https://github.com/ago1024/WurmServerModLauncher/releases I could use some help at this point (1/28/2019). #1) The onPlayerMessage() modloader hook so I can trigger events when players ask for help is loading WU bases classes too early and causing an error: java.lang.RuntimeException: com.wurmonline.server.players.Player class is frozen There is a bunch of these too: [07:25:23 AM] WARNING org.gotti.wurmunlimited.modloader.EarlyLoadingChecker: Mod GhostTowerGuardMod loaded server class com.wurmonline.server.creatures.Creature during phase load When I remove the PlayerMessageListener interface and its required methods the error goes away. #2) Also, I"m not sure if creature AI can be setup to destroy itself if its target no longer exists. I want to create a ghost, have it target and attack the mob. Once the target is dead have the ghost disappear and delete itself. I'm not asking you to do this. I just want to know how difficult it is before I start digging into it. I've never done anything with creature AI.
  17. [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
  18. I don't know if its just me but wurm buildings would look much better with ceilings. Please let me know if your interested in making this mod. ;-)
  19. Lanterns currently have an unrealistic decay rate compared to most any other metal item in the game. (This seems like a useful mod just waiting to be made.) Lantern decay modification suggestion details below: In inventory: No timed decay, only decay through use (light/snuff) like other metal tools. Outside inventory: Timed decay similar to other metal items such as lamps. -On deed/planted -> decay same as lamps (no decay) -On deed/not planted decay same lamps (lessened timed decay) -Off deed -> decay same as lamps & other metal items (timed decay) Thank you for your time & consideration. Sentient Peanutbutter
  20. my personal github has been removed without consideration or backing up the mods in question. All in this thread is unavailable, except for some stuff by @bdew (take a look at the last page of the thread).
  21. Im trying to get the action times mod to work, but it's not wanting to work with any mods.. I keep getting errors and the server wont start. r fix to getCounterAsFloat in com.wurmonline.server.behaviours.MethodsStructure colorWall 4251 [02:07:08 PM] INFO TimerFix: Applied timer fix to sendActionControl in com.wurmonline.server.behaviours.MethodsStructure removeColor 4280 [02:07:08 PM] INFO TimerFix: Applied timer fix to getCounterAsFloat in com.wurmonline.server.behaviours.MethodsStructure removeColor 4286 [02:07:08 PM] INFO TimerFix: Applied timer fix to sendActionControl in com.wurmonline.server.behaviours.MethodsStructure colorFence 4319 [02:07:08 PM] INFO TimerFix: Applied timer fix to getCounterAsFloat in com.wurmonline.server.behaviours.MethodsStructure colorFence 4323 [02:07:08 PM] INFO TimerFix: Applied timer fix to sendActionControl in com.wurmonline.server.behaviours.MethodsStructure colorFence 4319 [02:07:08 PM] INFO TimerFix: Applied timer fix to getCounterAsFloat in com.wurmonline.server.behaviours.MethodsStructure colorFence 4323 [02:07:08 PM] SEVERE org.gotti.wurmunlimited.serverlauncher.DelegatedLauncher: javassist.NotFoundException: colorItem(..) is not found in com.wurmonline.server.behaviours.MethodsItems java.lang.RuntimeException: javassist.NotFoundException: colorItem(..) is not found in com.wurmonline.server.behaviours.MethodsItems at net.bdew.wurm.timerfix.TimerFix.init(TimerFix.java:336) at org.gotti.wurmunlimited.modloader.ModLoaderShared.lambda$loadModsFromModDir$8(ModLoaderShared.java:174) at java.util.stream.ForEachOps$ForEachOp$OfRef.accept(ForEachOps.java:184) at java.util.stream.ReferencePipeline$2$1.accept(ReferencePipeline.java:175) at java.util.ArrayList$ArrayListSpliterator.forEachRemaining(ArrayList.java:1382) at java.util.stream.AbstractPipeline.copyInto(AbstractPipeline.java:481) at java.util.stream.AbstractPipeline.wrapAndCopyInto(AbstractPipeline.java:471) at java.util.stream.ForEachOps$ForEachOp.evaluateSequential(ForEachOps.java:151) at java.util.stream.ForEachOps$ForEachOp$OfRef.evaluateSequential(ForEachOps.java:174) at java.util.stream.AbstractPipeline.evaluate(AbstractPipeline.java:234) at java.util.stream.ReferencePipeline.forEach(ReferencePipeline.java:418) at org.gotti.wurmunlimited.modloader.ModLoaderShared.loadModsFromModDir(ModLoaderShared.java:172) at org.gotti.wurmunlimited.serverlauncher.DelegatedLauncher.main(DelegatedLauncher.java:20) 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 javassist.Loader.run(Loader.java:286) at org.gotti.wurmunlimited.serverlauncher.ServerLauncher.main(ServerLauncher.java:33) Caused by: javassist.NotFoundException: colorItem(..) is not found in com.wurmonline.server.behaviours.MethodsItems at javassist.CtClassType.getMethod(CtClassType.java:1262) at net.bdew.wurm.timerfix.TimerFix.applyEdit(TimerFix.java:79) at net.bdew.wurm.timerfix.TimerFix.init(TimerFix.java:261) ... 18 more Does anyone know what mods the action timers mod is incompatible with?
  22. Please Close

    These are the mods that were released by @Sinduskseparated into individual downloads by myself. I will be updating as they are separated. It is NOT recommended to use wyvernmods and the other mods here as it will cause issues on your server. Wyvern Anti Cheat Download: https://github.com/Jubaroo/WyvernAntiCheat/releases/latest Soul Stealing Mod Download: https://github.com/Jubaroo/Soul-Stealing-Mod/releases/latest Wyvern Items Download: https://github.com/Jubaroo/WyvernItems/releases/latest Leaderboard And Titles Download: https://github.com/Jubaroo/LeaderboardAndTitles/releases/latest
  23. we have very nice Hedges but for a entrans go a garden or a deed it will be nice to have some Arched Hedges like Marple and Rose. to build like planting a Hedge but aditional 2 or 3 Woodenbeams 2-4 Nails ore some Planks to create it. thats it look like one this samples
  24. Ok fixed it. Arkoniks Hitching Post mod. Will hold 3 Animals at a time. 3 logs 5 L nails 3 Horseshoes 3 planks Every thing works but the decay img which I didn't have time to figure it out at this time. Have way to many personal models in my own WU server I'm working on and it wasn't in my priority to do list. Not to mention This is side project cause I'm working on building my own MMO Sandbox. If Ago wants to or someone else wants to add this to the modloader feel free to do so. As it is out of the box it alters the server files and will break other mods. My added code is easy to find in the 4 files. Instructions in the rar file. Added more code to include passengers on wagon. If you want both use the other Vehicles file in the other folder. Edited 11/22/2015 5:35am. I got time tonight before I go to bed to run threw the files again. Fixes no more tent issue placing hitching post. Updated the post can now be dyed picked up placed down Dev mode or not as long has strength to pick it up. Had to alter another behavior class. Enjoy if find a issue just post if I get time I will look into it. Link to mod: http://www.mediafire.com/download/39dfbew5jhh35x0/Arkoinks_Hitching_Post.rar Ver 1.1 Video link: IMG Feel Free Rolf to use my model in WO you have my full consent if you want it.
  25. I am trying to make a recipe that requires multiple items in order to craft an item, in this case a Julbord. However, when I go to make the item in game it completes the whole thing without requiring the additional items. I can't seem to find why it is doing this, nor how to declare it to create an unfinished version of the item that needs the rest to be completed. (I am a complete beginner at coding and have been looking through code made by others trying to copy their method) Any tips or help is greatly appreciated! package org.dragonsgatewu.wurmunlimited.mods.julbordrecipe; import com.wurmonline.server.items.AdvancedCreationEntry; import com.wurmonline.server.items.CreationCategories; import com.wurmonline.server.items.CreationEntryCreator; import com.wurmonline.server.items.CreationRequirement; public class JulbordRecipe { public JulbordRecipe() { AdvancedCreationEntry julbord = CreationEntryCreator.createAdvancedEntry(10038, 22, 1173, 442, true, true, 0.0F, false, false, CreationCategories.COOKING_UTENSILS); julbord.addRequirement(new CreationRequirement (1, 22, 9, true)); julbord.addRequirement(new CreationRequirement (2, 1173, 5, true)); julbord.addRequirement(new CreationRequirement (3, 217, 10, true)); julbord.addRequirement(new CreationRequirement (4, 258, 5, true)); julbord.addRequirement(new CreationRequirement (5, 257, 5, true)); julbord.addRequirement(new CreationRequirement (6, 259, 5, true)); julbord.addRequirement(new CreationRequirement (7, 129, 50, true)); } } I already have 1 + 1 = finished item working perfectly but I want this to be a more advanced recipe that requires more than a plank and plate to make, but also forks, spoons, knives, etc.