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Found 13 results

  1. Is your Wurm life deplete of joy? Are you the towns Alchemist and are just being used to make metric tons of Lye and concrete? The only color in your life is the 45 QL gonorrhea red that you mixed up? Rejoice! This mod finally brings back the joy of mixing potions and poisons to Wurm! Use your Foraging and Botanizing Skill to gather ingredients! Almost all Foraged/Botanized Items can result in a potion. Craft Phials and Alchemical Compound to prepare for making potions. Use potions to give yourself an edge in any situation or to sell them and become a real alchemist! Explore the new recipes by looking for paste / mixture / phial in your crafting helper [N]! Potion effects could be also described as "cheap way to get spells without being a priest handmade as a craftsman/craftswoman based on skill and quality" while oils (think Witcher) are temporary weapon and arrow enchantments. (If you are a priest check out BALANCING) REQUIREMENTS: This is a Server mod. You need Agos Server Mod Launcher for it to work. -> For the custom items you need the server packs mod (from the modlauncher page above) and configure it to share its graphics pack with your players (my mod should do on its own). The players also need to have Agos Client Mod launcher with serverpacks mod -> If you have any Questions contact me through issues on GitHub, on Discord Arathok#1880 or here FEATURES: Usage of Natural Substances skill to create herb mixtures or pastes from animal fat. Usage of Alchemy Skill to make the Alchemical Compound, potion precursors, potions and oil. Alchemy and Natural Substances become a viable skill line for RP and to make money Fully Configurable Custom Icons Addiction and withdrawal effects! LITTLE DISCLAIMER: No models yet as you can do all of the stuff inside your inventory BUT im working on it! *** BALANCING: Consuming any potion results in a 5 minute cooldown, during which you can not consume a potion. (toxicity :P) Potion effect/duration is based on QL of the potion. QL basically equals spell power. A potion is the result of a complex order of steps and intermediate items. You can store all of them in bulk but you still have to make them. Alchemical Compound uses an item that is a bit harder to come buy, but not impossible to find. Potions have a natural difficulty. A potion of Healing will become accessible early but a potion of Strength will have a difficulty of 50 (making it impossible to craft at lower Alchemy levels, based on the QL of the used ingredients). The process of making the potion uses different skills and only if all of them are raised enough (Foraging / Botanizing / Alchemy / Natural Substances) you can expect a high ql potion. Overall QL is capped by Alchemy skill level. The result is, that priests can get higher spell powers earlier and more frequently, while the alchemist needs a (RP) life of dedication and practice to get to really high powers. Found a bug or got any feedback? Always willing to learn and get better at modding! -Arathok DOWNLOAD: KNOWN BUGS: ADDICTIONS will be forgotten on a server Crash - i will work them into the moddb as well in the next development step.
  2. Hello Everybody! So this is my first foray into modding for Wurm Unlimited and i tackled an Issue i had often. I was always a bit frustrated that armour stands ingame dont change their model according to the pieces of armor i've put in. Angie did provide models for different armour stands already last year so i put together a little mod that adds transformable armour stands. It adds one new craftable item Armour Stand (changing model) which crafts exactly like a normal armour stand. After putting a set of armour into it you can right click it and select "update armour stand" and it will change its model based on what you have put in. You should NOT mix items - it wont cause any crashes but the armour stand will pick its model based on the item with the smallest WurmID. This is a server mod! if you want to play it in single player you need to use the wurm unlimited dedicated server with server and cleint modlauncher AND server packs (correctly setup)from ago! Many thanks to bdew, coldie for showing me how to make a mod! Without these guys i would have never been able to give back to the game i love so much! And of course thanks Angie for the absolutely awesome models! I hope you like my mod! Download: Pictures:
  3. Hopefully one of our great community modders can answer this. What would be the best place to start to eventually make a mod for WU? I've a background in programming, though it has been a (not small) number of years. But, just treat me like a total noob here. What languages would I need to pick up, and where should one even start? Thank you very much for your time.
  4. Hello everyone, I've been looking around regarding the subject but couldn't really find much info at all but I was hoping someone would be able to enlighten me on whether or not its possible to make a mod that changes current monster ai (or introduces a custom mod) so that over time when they spawn within a certain distance of settlements they would end up actively attacking similarly to how players would attack to try and take out said settlement. If its something that can be done I would appreciate it if I could get some pointers on where to start with trying to make the mod(if no one else is interested in making something like this) or changing the settings if the options are there already there, I myself dont really have any experience with actually coding but I can understand various languages it to an extent.
  5. This kind of falls under suggestions and town square related. However, please allow client side modding, this allows something that in the future instead of the devs dealing with some simple visual thing it out sources it to an external modder. This way the dev team can deal with more important things like fixing bugs etc... I'm sure plenty of us here who do programming or have ideas for visual client side only features, but don't want to bother the devs with them; we could do them and share them with others. I understand the concern with not wanting to deal with people trying to do macro'ing but as a start, just make it where you can't activate an item with a client side mod and that would solve the issue (in my opinion), and see where it goes. 1 example of a mod I would create is adding a counter to stacks, so instead of opening up a window, it displays a number somewhere on the screen of a rock stack that I'm mining, or number of items in a tile. ( see my point, pointless for the dev team to implement, just a nice to have that I could throw together with a client mod in my free time... etc...)
  6. Yay! Nice that we now have a section devoted to videos. Thus, I shall start this thread where I will post the ongoing saga of building Ultima Nostalgia. The Wurm Unlimited folks probably already know what this is about, but for the rest of you who don't, let me explain: Ultima Nostalgia is my aim to recreate the map and world of Ultima Online in Wurm Unlimited. It has drawn an astounding amount of attention so far, with several sites posting about it (Massively OP, Ultima Codex, New World Notes and even VICE Motherboard). It has also had several of the original creators of UO posting/commenting about it on Twitter etc, Lord British himself included! Honestly, when I started this project, I was never expecting that to happen. It was for my own amusement and I assumed that the only people interested would be a few Wurmians who also happened to play UO back in the day. But holy cow, seems I was wrong! With all that attention, it seems like I will actually have to see this thing through to the end! In addition, I've had a lot of non-wurm UO players ask me more about Wurm and ask if they can come and live on this server. The two games share so many similarities that Wurm is the perfect haven for old UO players who don't want to play UO anymore, but are not satisfied with what modern MMOs have to offer. So although originally (and in my first video) I say that this will only be a server you can visit, but cannot "play" in the full meaning of the term, I am starting to dabble with the idea of whether I might reconsider. But for that to happen, we would need to have a new permission system for tiles so that we can set additional permissions for specific tiles we want to make available for those living on our deeds. See the suggestion I made about it here, and vote it up if you agree that this would be great. And then on to the videos themselves!
  7. Hey folks, I'm currently setting up a modded local server, got it up and running with the default mods of the mod launcher, works nicely. However I'm trying to change the max cast power of enchants, but I cannot find any reference to it when scouring the server.jar classes. I thought Sindusk's Spellcraft might do it as he does over 200 cast power max, but alas nothing in there either. Does anyone know what specifically to change to set a new max cast power or where I can find it in the server jar? Unless I've missed it, I cannot see it in any kind of static effects, spells, or deity content.
  8. Both SQL and JSON are used in WurmUnlimited, for those wanting to learn how to work with them a good resource is as they are free, and teach both of those along with many other programming aspects, mostly web oriented. Just be aware that WurmUnlimited for the most part uses Java, NOT JavaScript (except the aforementioned JSON of course) which is a completely different thing. Of the 2 they only teach JavaScript there so while it may be interesting it won't help you do too much modding here.
  9. Ok need some help from a real good modeler hint Saroman. I have some issues which no luck finding info on on web. You'll at CC know by now my increase in textures but I have stretched this to adding back in the wood textures as well. There are 2 ways to go about this the hard way which will be the way you don't want to go and the easy way you should go. Hard way: make a texture for each item with each wood type. Issues: more textures than you need to many textures having to load in memory when near x amount of objects. Best and correct way: Make the model multi/sub then make a set of wood grains and a set of second texture then call them on the mapping.txt. Issue I ran into is when I import the original model into max I'm no modeler so I'm trying to learn here it breaks the bones you have created for animations etc... and turns them into dummies so when I export the model back out after remapping the material id's for example the high chair the sit ability no longer exist. Pic below chair no texture with sit ability and new multi/sub chair with broken sit ability. I need help in what I need to do to get the sit working again. Do i make new bones? is there something I can do to turn the dummies back to workable bones before exporting. Or are you using dummies and what am i doing wrong on the export to cause them to break?
  10. Is it possible to mod additional key bindings (to use with console command "bind 1 <keybind>") to Wurm Unlimited? There are several missing keybinds from the base game, like Taunt, Archery Shoots, Riding a horse (there is EMBARK_COMMANDER but only works with carts and ships). Also keybinds for special moves don't work properly, DESTROY_FENCE doesn't work, etc. It would be awesome if those can be modded in without waiting for Devs to do it, if they do it. Moved from Unlimited Questions and Confusions
  11. Long time no talk on the wurm forums. Anyway straight to the point. As the title suggests I'm looking for some sort of mod creation tutorial. Preferably using a free IDE like intellij which i've been using. I am not particular which one as long as it's free I've managed to make a number of server side changes myself to a server I'm running. I just wish there was a way to share some of them. I've made modifications to various things from terraforming multiplier changes to the repropsect code to include ada and glimmer when ran. However these were changes to Server.jar. I've got a few projects in the works and would like to know how to turn them into shareable mods. This is especially with one project I'm thinking of undertaking, adding herb gardens for many of the forages. I rooted well enough around in the code to determine farms can't be changed without a major overhaul. With a project that size and seemingly wanted by many I'd want to share it. If anyone knows a good tutorial available for making one that works with Ago's that would be great. If not could someone put one together. The fact There isn't one stickied anywhere probably stops a lot of would be modders.
  12. Hello. Qibbler here, I have a few questions. I am aware of the nature of how incredibly new Wurm Unlimited is currently so please do not mistake my first post for a critique, but, even still... I'm having a hell of a time finding basic information and resources I'm going to need before I can begin trying to developing anything of anykind for the game... Hopefully someone can provide some answers for me. First order of buisness is that I'm going to need some better clarifcation of CodeClub's standing terms and policy in regards to what we are and are not allowed to do when creating new mod content for Wurm Unlimited:
  13. Hello Wurmians, if possible, can anyone explain me or make/link a video how to create a new item? i m not quiet sure, but it should be possible, but ofc correct me if i m wrong. due to thhe fact that i know java a bit it only has to be a item-creation tutorial, not a java one Thanks and save travels, Simju